5th Fleet

184

description

5th Fleet computer game manual, Avalon Hill

Transcript of 5th Fleet

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The Avalon Hill Game Company DIVISION OF MONARCH AVALON, INC.

4517 Harford Road, Baltimore, MD 21214 © 1994 • Printed in USA • All Rights Reserved

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~-~~--~-~-....,..--,---...,.,-.- -.... ~ - l ! .. ' ~!; .,;;- ;"' ' '' •

2 Table of Contents , · , ·~:~~)~· -Alit ' .

, /~r' ~-;

Table of Contents 1. Introduction .. . .................. . ......... .4 2. Combat Information Center (CIC) Screen ........ 5 3. Tactical Reference Screen . ... . . . .... . . .. .... .. 6 4. Configuration (COMNET) Screen .. . . ..... .. . ... 7 5. Scenarios Screen ... . ....... . . . ............ . . 8 6. Operations (Ops) Display . . . . . ............. . . 10

Buttons .... . . .. .. . ....... . . . ..... . .. . .. .... ...... . . . 10 The Map ........... . .................... .. .......... 12 Miscellaneous Ops Display Features . . . . .. . ..... . ....... .. 13 End Game Buttons ............... . . . ................. . 14 Unit Identification .................... . ............... 14

7. How a Turn is Played ............ . .......... 15 Phases ........... . ... . ............ .. . . .............. 15 Steps . .... . . .. ..... . .. . . . .. .. . . .. . ... . . ... . . . . . . .. . . 15

8. Strategic Display .. . ............. . ...... . .. . 16 Surface, Submarine, Aircraft Buttons ... .. . .. . ........ . .. . 16 Air Missions Button . . .... . . . .... .... .... ... .. . .... .. . . 17 WEAX (Weather) Button .... . .......... . . . .. . .......... 18 Ops Display Button .. ......... . ...... . ..... . .. . . . ..... 18

9. The Surface Phase ... . . . .. ... ...... ... ... ... 18 The Move Step . . . .. . . ......... . .. .. ......... . . . ...... 18 The Combat Step .. ... .. .. . . . .. . . . ............ .. . . .... 19 Ending a Surface Phase .... ... .. . . .. . ........ .... . .. .. . 19

10. The Submarine Phase . . . .... .. .. . .... .. ... . 20 The Move Step . . . .... . ... .. . . .... ..... . . ............ . 20 The Combat Step .. .. .......... . ... . . .. . . ... .. .... . . .. 21 The Deep Mode Button ............. . .. . ...... . . . ... . .. . 21 Ending a Submarine Phase .... .. .............. .... ..... 21

11. The Air Phase .................... .. . . ..... 22 Strategic Air Missions ........ .. . ... .... ..... ... .... . .. 22 Attack Missions .... . . . ..... . ......... . . . ..... . .. . .... 22

12. Strategic Air Missions Screen ................ 23 CAP Missions ............. . ..... . .. . .. . . . ............ 24 Intercept Missions ...... .... .. . .. . . . . . ................ 24 Recon Missions ..... ..................... . .... . ... ... . 24 How to Assign Units to Strategic Air Missions .. .. ....... .. . 24 Surface Ships, Subs, Aircraft and Air Missions Buttons ... . . . 26 Total CAP AA Display ...... . . . ..... . . . .. .... ... .. .. .. . 26 Length of Strategic Air Missions .. . ..... . 0 . o • o • o ••• o • o o o 026

13. Scrolling Through the Units ... .. .. . 0 •.... 0 0 .26 When Red and Green Units Occupy the Same Hex . . 0 •• ••• • • 27

14. Combat ...... . ... 0 0 .......•.•.......... 0 028 Types of Combat .. .. .. .. . o •••• • •••• •• • ••• •• • • • ••• • •• 0 .29 How to Perform Combat o • o o •• o o • o o o •• o • o • ••• • ••• • • • • • 0 .29 When Combat is Executed ..... o • o o • o •• o •• ••• ••• • • • • ••• • 33 Damage and Kill Probabilities .. .. . ... .. . 0 ••••• 0 • ••• • •••• 33 The Tactical Display ... . . 0 . .... . .. . ... . .... 0 .• ..... 0 . 0 .33 If Combat Cannot Take Place . .. . .. . ......... . .. 0 ••••••• 33

15. Combat Effects ... 0 ...... . 0 0 .....• 0 .... . • 0 034 The Battle Results Display .. . ........ . ... . .. . ... . . .. . 0 .34 Combat Damage ...... o •• •• •••• • •• •• •• •••• • • • • • • •••••• 34

16. Tactical Display . 0 0 ......• 0 .....• 0 ...... .. 035 The Grouping Template . 0 0 . . . . . 0 . 0 . 0 0 0 . .... 0 0 .... . . . ... 35 Groups ... 0 ... . .... ...... 0 .•. . . . . .. • ... 0. 0. 0. 0 ....... 35 How to Group ........... . ........... . .... 0 • •••• • 0 •••• 36 How Formations Affect Combat . . . . ... . 0 •••• • ••• •• • •••• • • 37 Leaving the Tactical Display . o o • • o • o •• • ••••••• •• • ••• • ••• 37

17. Replenishment . 0 •••••••••••••••••••• • • 0 •• • 38 At-Sea Replenishment . o o •• o • • o o o • o o •••• • ••• •• • •••• • ••• 38 In-Port Replenishment . o o o • o • ••• • o o •••• • • ••• •• •• • •••••• 39 Notes on Replenishment o o o o o . o o o o o o o • • o. o • • • ••••••••• .40

180 Docking ....... 0 ....•.• 0 0 ....•.•....•. 0 0 . .40 How to Dock . 0 . . 0 0 . 0 0 . • 0 0 0 0 0 0 0 0 ..... ... ...... .. . . .. . .40 Docking Restrictions . o o • • o o o o • o o • o o • o o • ••• • • o • o • • •• • •• .41 How to Undock . 0 .. 0 0 0 . 0 . 0 . 0 . 0 . 0 0 0 0 0 0 . 0 0 0 . . . . . . . .... . .41

190 Neutral Ships .. 0 ... 0 .•• 0 ......••..... 0 0 .. .41 Unknown Contacts . . o • o • o o • o • • •• • •••••• • •••••• ••• • • •• .41 Neutral Contacts .. . o • • o • • • • • ••• • • •••• • •••••••• •••• • •• .41

20. Playing by E-Mail .... . .............. . .. 0 . .42 Starting an Electronic Mail Game ... . . . ........ .. .. .. . .. .42 Playing an Electronic Mail Game .......... . .... . . .. .. .. .42 Sending a File to Your Opponent .... . . ........... . . . o • o • .42 Receiving a File From Your Opponent .. .. . .. .... .. . .. . . . .42

21. Victory Points .... ...... ... .. . . ....... 0 . .. .43 Destroying Enemy Units ..... . ... .. . .. .... .... o •• • • •• • .43 Reaching Objective Hexes ... .. .. . ... . . .. 0 • • •••• • o •••• • .43 Destroying or Damaging Bases . . . 0 •• • •••• • •••• •••• • ••• o .44 The Victory Point Display ... . .. .. . . .. . 0 . 0 . 0 .. . .. 0 . . ... .44 Awarding Victory Points Taken to the Enemy .. .... . o •• •• • .44 Winning a Scenario . 0 0 0 ... . . 0 .. . ...... 0 . 0 .. .... ... o o •• .44

22. GLOSSARY 0 . .. . 0 . . . .... • .. 0 0 .... 0 0 0 0 0 .. .45

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...... AA: Anti-aircraft AAA: Area anti-air value AAW: Anti-Air Warfare AE: Ammunition ship AEW: Airborne Early Warning AI: Artificial intelligence AO: Oiler AOR: Supply ship ARG: Amphibious Ready Group ASROC: Anti-Submarine Rocket ASW: Anti-Submarine Warfare ATK: Attack aircraft AU: Australia BB: Battleship BH: Bahrain BMB: Bomber aircraft BS: Bomber Squadron CAP: Combat air patrol CG: Guided Missile cruiser CGN: Nuclear-powered missile cruiser CIWS: Close-In Weapons System CM: Cruise missile Comm:· Commissioned COR: Corvette CV: Aircraft carrier CVN: Nuclear-powered aircraft carrier DD: Destroyer DDG: Guided Missile destroyer Detect: Detection ET: Ethiopia (also empty tanker) EW: Electronic Warfare FC: Fast convoy FF: Frigate FFG: Guided Missile frigate Flot: Flotilla Flt: Flotille FR: France

5TH FLEET ABBREVIATIONS Below is a list of abbreviations used in this game.

FS: Fighter Squadron FT: Full tanker

SC: Slow convoy

Sqd: Squadron HM: US Navy helicopter minesweeping squadron SS: Attack submarine (diesel) ID: Indonesia IL: Ilyushin IN: India INT: Interceptor aircraft (or mission) IR: Iran IT: Italy KW:Kuwait LHA: Amphibious assault ship LHD: Helicopter/Dock landing ship LPD: Amphibious transport, dock LPH: Amphibious assault helicopter carrier LSD: Amphibious warfare ship Max: Maximum MiG: Mikoyan-Gurevich Mk:Mark mph: Miles per hour MPS: Maritime ?repositioning Ship MS: Minesweeper MSW: Aerial Minesweeper NBS: Naval Bomber Squadron NFS: Naval Fighter Squadron NHS: Naval Helicopter Squadron om: Nautical miles No: Number OM: Oman PCS: Patrol combatant squadron PK: Pakistan Pt: Point QT: Qatar RCN: Reconnaissance aircraft RCS or RS: Reconnaissance Squadron Recon: Reconnaissance strategic air mission RU: Russia SA: Saudi Arabia

SSGN: Guided-missile attack submarine (nuclear)

SSM: Surface-to-surface missile

SSN: Attack submarine (nuclear)

STK: Stack of non-combat ships

SU: Sukhoi

TASM: Tomahawk Anti-Ship Missile

Tu: Tupolev

TG: Task group

TF: Task force TFS: Tactical Fighter Squadron

TLAM: Tomahawk Land-Attack Missile

TLW: Tube-launched weapon

TRM: Tactical Reference Manual

UA: United Arab Emirates

UK: United Kingdom

URG: Underway replenishment group

US: United States VA: US Navy attack squadron

VAQ: US Navy electronic warfare squadron

VAW: US Navy airborne early warning squadron

VF: US Navy fighter squadron

VFA: US Navy fighter/attack squadron

VMAQ: US Marine Corps electronic warfare squadron

VMA: US Marine Corps attack squaC.ron

VMFA: US Marine Corps fighter/attack squadron

VP: US Navy patrol squadron

VS: US Navy anti-submarine warfare squadron

WEAX:Weather

WG:Wing

Y:Yakolev

YM:Yemen

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1. INTRODUCTION Thank you for purchasing 5TH FLEET. Please take a

moment to fill out and send in the game's registration card. This will ensure that you receive timely updates and p_roduct info~matio?. If you have any problems or ques­tions regardmg th1s or any other Avalon Hill computer product.' contact us at 410-426-9600. Although 5TH FLEET 1s based on an older Avalon Hill boardgame of the same name, the two games are not identical.

Before starting, there are a few basic 5TH FLEET functions you should know:

Basically, 5TH FLEET is played from the Ops Display, which can be accessed from the Scenarios screen. Once in the Ops Display, you can reach several other screens to play the game, and you can even go back to the Tactical Reference Display to access "real world" and game information.

System Config's

Tactical Reference

5th Fleet

Screen Flowchart: See the diagram below. Control: All game functions can be controlled using only the mouse. Simply move the mouse arrow to a specific point on the screen and click on the left (or sometimes the right) mouse button. "H t" K · I · . o e~s. n many cases, you can giVe game orders w1thout usmg the mouse by pressing specific keys on the keyboard. For a full "Hot" Keys listing, see the separate card enclosed with the game. Loading Instructions: Consult the separate LOAD­ING INSTRUCTIONS to start the game.

Ops Display I I I I I

- --~. -o ''

~ 1 1

I . '

.. D ~

~ I. \.,. . 1r - ;/" -! - · " . b I_ -- -- : - --

~

.., ~ :;· ' J , · ~

Strategic Display

Options

Tactical Display

Air Missions

Victory

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After screen introductions, 5TH FLEET opens with the "Combat Information Center" (CIC) screen. This screen shows a typical US Navy CIC and contains a number of computer consoles that can be used by the player during the game.

IIII'M._ if the mouse arrow is doi:JHIW.ia'~1t.h upper left of tOe CIC

point the moue arrow to

The Configuration (COMNET) Console: The term "System Config's" appears if the mouse arrow is moved to the console on the left of the CIC screen. To reach the COMNET screen, point the mouse arrow to this console and click once (see Section 4).

~cenario Console:.The term "Scenarios" appears if the mouse arrow 1s moved to the console in the center of the CIC screen (the one with a small map of the Indian Ocean region). To reach the Scenarios screen, point the mouse arrow to this console and click once (see Section 5).

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3. TACTICAL REFERENCE SCREEN This screen provides reference information about the military equipment in 5TH FLEET.

View Buttons: The two buttons with arrows underneath the word "view" allows you to scroll through all the aircraft, surface ships, and submarines in the tactical reference section.

Quit Boiton: Point the mouse erow to the "Quit" button and click once to return to the CIC Screen.

Reference data: A picture of each unit is displayed along with its "real world" data. The "simulation" data (which is listed to the left and right of the pic­ture) is specific to each unit, and only appears when you access this screen from the Ops Display Screen.

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' l'~~~ ""- • ( ~ -, ...... : .• : , .. Configuration Screen 7

. CONF GURATION COMNET) SCREEN

This display allows you to set hardware configur~­tions. The first time the game is run, 5TH FLEET ~ll automatically determine your hardware configuratw.n and set itself accordingly. The controls here permit overrides on initial configurations. This screen also allows direct connection with another player for E-Mail games (see Section 20).

This portion of the screen is used to play a game by E-Mail. See Section 20 to learn more about E-Mail play.

Initialize Modem Readout

Baud Rate Knob

Mode Buttons

Phone Controls

Quit Station Button

When you begin a game, 5TH FLEET will automati­cally try to detect your sound configuration and set itself accordingly. However, you can change your con­figuration by using this portion of the screen to turn the music on or off, set your address and IRQ. WARNING: Change the address or IRQ only when you are certain that your current configuration is incorrect.

Decorative Radar Sweep (plays no in the game)

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5. SCENARIOS SCREEN On the Scenarios screen, players choose sides and select one often scenarios to play.

Objective Display Map

Scenario Button

Scenario Selection Line

Scenario Information __ _. Area

Choosing scenarios: There are ten scenarios in 5TH FLEET. To select a scenario, point the mouse arrow to the Scenario button (the small square gray button) and click once. A list of ten scenarios appears. To select a scenario, point the mouse arrow to one of the ten sce­nario names and click once. (The scenario name appears at the top of the list next to the word "select".) Now, click again on the Scenario button. A summary of both sides' forces and objectives appears on the screen. On the right of the screen the scenario's "mission parameters" (com­plexity level and length in turns) are listed. If you want

Player ---~ Selection

Knobs

Mission Parameters

Display

Weather Button

Quit Station Button

to choose a different scenario, click on the Scenario but­ton again and follow the same procedure.

Choosing sides: Move the mouse arrow to the "Player 1" circle in the upper right of the screen. Player 1, who is always a human player, must be designated as either the "Red" or "Green" player. To make this selec­tion, click on the knob. Player 2 always controls the side not controlled by Player 1. Move the mouse arrow to the Player 2 circle and click on the knob to change the mode of play to "Human" (if Player 2 is another

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person), or "AI" if you want the computer to be Player 2. If this scenario is to be played via E-Mail, you should select "E-Mail" for Player 2.

AI Level: If Player 2 is the computer, select the com­puter's artificial intelligence level by moving the mouse arrow to the AI box on the right of the screen and click­ing on the "1" box (low computer intelligence), "2" box (moderate computer intelligence), or "3" box (high com­puter intelligence). Also, select the computer's "aggres­sion" level by clicking on the "Nominal" aggression box or the "High" aggression box. We recommend you choose AI level "1" with "Nominal" computer aggres­sion if you're just starting to learn 5TH FLEET.

Weather button: If the players wish the computer to generate random weather patterns on the map, they

must click on the "WEAX" box (i .e., weather). The use of weather, however, may affect the balance of the sce­nario. If you don't click on the Weather box, the weath­er throughout the scenario in progress is assumed to be clear.

Starting play: Mter selecting a scenario and choosing sides, you may begin a game by clicking on the "Commit" button. If you have previously saved a game in progress for this scenario, a clipboard will appear, which will ask you whether you wish to start a new game, resume the previously saved game, or delete the previously saved game. Click in the appropriate box on the clipboard. The Operations Display screen will soon appear (see Section 6). If you wish to return to the CIC screen instead of starting a game, click on the Quit button in the lower right of the Scenarios screen.

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~ ~ ~ ' ' a~- ~~ ~~-:¥~~~~ ~.-. ·~ ' to Operations 9'splay : .- ... · ··:::~.:,i

J ' 4, ..... :~1~-<le--}-:: '!

6. OPERATION (OPS) DISPLAY The Operations (Ops) Display is the main screen in

5TH FLEET. On this screen, you control your units and initiate attacks. In short, the game is played from this screen.

Strategic

BUTTONS Options button: Click on this button at the top of the Ops Display to open the "Options" clipboard. By click­ing in the appropriate boxes on the clipboard, you may turn background music, sound effects, and animation on or off. If you want to play the game with a hexago­nal grid superimposed over the map , click on the

Selected Unit box appears here when the Surface, Submar­ine, or Air Phase is initiated .

.... ________ Execute

button

-------- Compass

-------Game Clock

._. _____ Oueruiew Map

...._ ______ Victory Point Indicators

~o------- Saue & Quit buttons

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"Hexgrid" box. To delete a selected option from the game , click on the appropriate box again, which removes the check mark in the box. To return to the Ops Display, click in the "OK" box.

Strategic Display button: Click on this button at the top of the Ops Display to open the Strategic Display. The Strategic Display gives you a view of the overall situa­tion in a scenario throughout the Indian Ocean/Persian Gulf region. See Section 8 for a description of the Strategic Display. Once in this screen, click on the Ops Display button to return to the Ops Display screen.

Tactical Display button: Click on this button at the top of the Ops Display to open the Tactical Display. The Tactical Display is used when joining surface ships together in groups and when adjusting the posi­tions of those ships within the groups. It is also used for replenishment and docking. See Section 16 for a description of the Tactical Display. Once in this screen, click on the Ops Display button to return to the Ops Display screen.

Air Missions button: Click on this button at the top of the Ops Display to open the Strategic Air Missions screen. You assign air units to missions on this screen. See Section 12 for a description of the Air Missions screen. Once there, click on the Ops Display button to return to the Ops Display.

Attack button: To initiate an attack, you must click on the Attack button, which is located just to the right of the four buttons described above. See Section 14 for more information on performing attacks.

Phase buttons: Four square "Phase" buttons are located in the upper right corner of the Ops Display. One shows an aircraft icon, another shows a surface ship icon, a third shows a submarine icon, and the fourth says "Pass." At the start of each phase, the com­puter instructs the Red or Green player to select a "phasing unit type," which means that player must

click on one of the four Phase buttons (see Section 7). There are always six phases per turn: Red Air, Red Surface, Red Submarine, Green Air, Green Surface, and Green Submarine. Each player may "pass" once per turn.

Phase indicator box: The Phase indicator box, which is located just to the right of the Attack button, shows the phase in progress by displaying an aircraft, surface ship, or submarine icon (see Section 7). Each phase has two "steps" (a "Move" step and a "Combat" step), which are shown just to the right of the Phase indicator. (An Air phase, however, has just one step.) During a phase, you may repeatedly click on the Phase indicator button using the left or right mouse button to select each of your units eligible for activation in the current phase.

Selected unit box: When you initiate a phase by clicking on a Phase button, the four Phase buttons in the upper right of the Ops Display are replaced by a red or green box with a drawing of an aircraft, surface ship, submarine, airfield, or port. This box has the name or number of the unit or base, its abbreviated nationality and unit type (see list of abbreviations), and a small national flag. If the unit has land attack cruise missiles, a small illustration of a cruise missile appears above the unit's picture. Each time you click on a piece on the Ops Display map, that unit is "select­ed" (i.e. , it's surrounded by a white hexagon). The selected unit appears in greater detail in the box in the upper right. To obtain detailed information about the selected unit, click once on the box. The Tactical Reference screen will appear.

....---- Flag

Ship Icon

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.. ,_. \~~:!-:·'!, ,._.,~~ .i~

12 Operations .. :·~J.~P,.~~:~~~~~'~··..:r, lilt Filet ~,;~~ ', I' ;;jj,:··~

Execute button: Click on this button to carry out all--;::====================::::-.....J movementJcombat orders issued to units during a phase.

THE MAP The bulk of the Ops Display is taken up by the

map, which portrays the Indian Ocean/Persian Gulf region at a scale of about one hex = 50 miles. When the first phase of a scenario is initiated, the map appears on the screen. At any given time, only a small portion of the total map is shown on the screen. But there are several ways to scroll back and forth across the map during play. Compass: The circular compass appears on the right side of the screen. It's divided into eight directions (N, S, E, W, NE, SE, SW, NW). You may scroll back and forth across the map by pointing the arrow to one of these eight directions and clicking. For example, if you click on the letter "N," the map will move directly north. The clos­er you click to the center circle on the compass, the smaller the distance the map will scroll. Furthermore, if you click directly within the small circle in the center of the compass, the computer will automatically scroll the map so that the currently selected hex will be positioned in the center of the screen. Overview Map: The overview map, which is located below the clock, provides a convenient way to scroll anywhere on the Ops Display map. Point the arrow to the red rectangle on the overview map, press the left mouse button, and drag the rectangle anywhere on the overview map. The computer will automatically scroll

MAP SYMBOLS

Airfield: Only airfields active in a sce­nario are shown. They are shown in their side's color.

Blocked Hexside: Surface ships and submarines may not pass through these hexsides.

City: These small red, blue, or yellow rec­tangles are for reference only; they have no effect on the game.

Coast: A hex that is partially land and partially water. All units may enter coast hexes. SSM attacks against units in a coast hex are slightly reduced in effective­ness by the computer.

Boundary: These thin yellow-black lines indicate international boundaries. They are for reference only and do not affect the game.

Land: Surface ships and submarines may not enter land hexes or cross an all-land hexside.

Port: Only ports active in a scenario are shown. They are shown in their side's color.

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....... , Restricted Water: All units may enter restricted water hexes. However, surface units occupying these hexes have their area

:::::l~:=:::~::!l air defense capabilities downgraded by the computer. Furthermore, SSM attacks against units in a restricted water hex are severely reduced in effectiveness by the computer.

Sea: A water hex of medium blue color. All units may enter.

D Shallow: A water hex of light blue color. All units may enter. However, submarines are more easily detected in shallow water.

II Shoal: Only patrol combatants (PC) and corvettes (CO) may enter shoal hexes. Shoal hexes are found only in the Persian Gulf.

Strait of Malacca: In some scenarios, the green play­er's full tanker units (FT) must attempt to reach the two star hexes, which are just north of Sumatra.

Zone Boundary: Zone boundaries are r-"L:=71 marked in solid red lines. There are 22

zones on the map, each of which is desig­nated by name (e.g., the "Africa" zone).

.......,........,....,.___.. Players may view all 22 zones at a glance by opening up the Strategic Display.

the Ops Display map to the area bordered by the rec­tangle on the overview map. The positions of friendly, enemy, neutral, and unknown units are indicated by tiny dots on the overview map. Friendly or enemy units may be red or green dots, neutral ships are yel­low dots, and unknown ships are white dots.

MISCELLANEOUS OPS DISPLAY FEATURES p:r.;:;;OJM"M;ii=2Pi:r.;;n Fuel level gauge: This green bar

appears near the upper right cor­ner and measures the amount of

fuel possessed by surface and submarine units. IJE~~il Deep mode button: This small gray rec­

tangular button featuring a submarine icon with a downward arrow appears just below

the fuel level gauge. You may place a submarine in "deep" mode by clicking on this box when that subma­rine is selected. A submarine in deep mode is difficult to detect but may only move a maximum of one hex per turn and may not conduct any missile attacks. Torpedo attacks are reduced in strength. rF-;=:==N AI button: This small gray rectangular button

featuring a computer icon appears just to the ~~~::!J right of the Deep Mode button. If you click this button, the selected unit will be given orders by the com­puter unless you issue overriding orders.

. ( ........................ i

Clock: The clock, which is located just below the compass, displays the day and time in green digital num­

bers. The first two digits represent the current day. (The first day of each scenario is "Day 1.") The last four digits show the current time of day using a 24-hour clock (e.g., "0800" is 8 AM and "1600" is 4 PM). Each day consist of three 8-hour turns: the "0000" (midnight to 8 AM) turn; the "0800" (8 AM to 4 PM) turn; and the "1600" (4 PM to midnight) turn. ·-~·-··~

·----.......... -·-~

Victory points: Victory points are gained by sinking enemy ships, destroying enemy air units, and

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Click anywhere on this screen to exit to the Ops Display Screen.

Green Victory Points

accomplishing objectives. Both sides' current victory point levels are shown in the two boxes beneath the overview map. The red numbers show the red side's victory point level and the green numbers show the green side's victory point level. Click once in either the red or green victory point box to change from the Ops Display to the Victory Display Screen (see above). This screen summarizes both sides' victory point gains.

END GAME BUTTONS Quit button: Clicking once on this button brings the current game to an end. If you wish to continue the game later, don't forget to click on the Save button immediately

before clicking on "Quit". If you do not wish to continue the game later, don't bother to click on "Save".

Save button: Clicking once on this button saves the current game. Only one game can be saved at a time for each scenario, so remember that saving a game in progress

will wipe out a previously saved game for that scenario.

6th Fleet

Red Victory

__ _._.-- Points

To return to a saved game, click on the "Saved Game" box when the clipboard appears as you open up that scenario from the Scenario screen. Important: Save a game between phases. If you save a game in the middle of a phase, your orders for that phase will be lost.

UNIT IDENTIFICATION A "unit" is defined as a single surface ship (or,

rarely, a group of ships), a single submarine, or a squadron of aircraft. A "base" is defined as an airfield or a port. Whenever a unit or base is selected by click­ing on that piece on the map, a larger picture of the selected unit/base appears in the upper right of the screen, displaying its name, nationality, and type. (For a full list of abbreviations, see page 3.)

Unit Examples

= = Surface Ship Submarine Airfield Port

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5th Fleet

7. HOW A TURN IS PLAYED Scenarios have a variable number of turns. Each

turn equals eight hours of real time, and three turns make up a day.

PHASES A turn is divided into six "phases". These are:

• Red surface phase • Red submarine phase • Red air phase • Green surface phase • Green submarine phase • Green air phase

At the start of each phase, the computer randomly selects an "active" player (red or green), and prompts that player to "select a phasing unit type." The active player must then decide whether to initiate a surface, submarine, or air phase. Alternatively, he may "pass".

Initiating a phase: To initiate a surface, submarine, or air phase, move the arrow to the upper right-hand cor­ner of the Ops Display and click once in one of the three boxes containing surface, submarine, or aircraft icons.

Air button Ship button Sub button Pass button

You may then perform actions on the Ops Display map with all your units of the selected type. After you finish this phase, the computer again randomly selects an active player and prompts him to select a phasing unit type. That player then clicks on a surface, submarine, or aircraft icon as described above and carries out that phase. This process is repeated until all six of the phases are completed.

Passing: Instead of selecting a phasing unit type, you may "pass." This means that the enemy player must immediately choose a phasing unit type rather than the active player. Each player may pass once per turn. Restrictions: Each player must perform one surface, one submarine, and one air phase per turn, yielding a total of six phases. If a player has already clicked on an icon and carried out that phase, the computer does not allow him to click on that icon again for the rest of the turn. It reminds him of this restriction by coloring an already-selected icon red or green. For example, if the red player is made active first and clicks on his aircraft icon, he may not click on his aircraft icon again until the start of the next turn.

STEPS Each surface and submarine phase is divided into

a "Move step" and a "Combat step" (in that order) . These steps are listed on the top of the Ops Display screen. When the Move step is in progress, the words "Move" and "Combat" are both shown in green; when the Combat step is in progress, only the word "Combat" is shown in green. Note: Air phases have only one step, combining movement and combat functions together.

in progress

Movement orders and combat orders may be issued in the Move step. Only combat orders may be issued in the Combat step. During a Move step or a Combat step, you should issue orders to some, none, or all of your eligible units. To carry out those orders, click once on the Execute button. Note: Combat orders issued in a Move Step are carried out before the unit moves, but you don't see the results of those combats until the end of the phase.

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8. STRATEGIC DISPLAY To open up the Strategic Display, click once on the

Strategic Display button at the top of the Ops Display screen. This display contains a map which gives the players a view of the overall situation throughout the Indian Ocean/Persian Gulf region. The same 22 zones delineated on the Ops Display are also portrayed on the Strategic Display.

Submarines Button

Notes: The positions er's surface ships abd .abitmlr.lii!s or peen sq~Ull'a on tM·8tleatAIIJC of~ and ail'mlft are·iddi•~t.11r-Jelil~ ~.A square or green color means already been issued orders f.be c:urrent tutn; an empty

SURFACE, SUBMARINE, AIRCRAFT BUTIONS These three gray rectangular buttons are located in the upper left of the Strategic Display.

Surface Ships button: Click once on this button to view the positions of all friendly surface ships and all detected enemy, neutral, and unknown surface ships. Their positions are indicated by small red, green, yel­low (neutral) or gray (unknown) squares.

Selected Unit

Friendly List

Hostile, Neutral, and

Unknown List

or green square or cirde means that the 1mit or air- t========= field bas not been issued orders. Yellow squares are neutral ships; gray squares are unknown ships.

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, )~r.:··:-.. : . ~~~~>." .. <.: . : Strategic Display 11 ::.t:~--~~ ;~ :.;~1Pt ~~ · ·

51hfllat

Submarines button: Click once on this button to view the positions of all friendly submarines and all detected enemy submarines. Their positions are indi­cated by small red or green squares.

Aircraft button: Click once on this button to view the locations of all friendly and enemy airfields, friendly aircraft carriers, and all "detected" enemy aircraft car­riers. Their positions are indicated by small red or green circles (not squares).

Toggling buttons: The Surface Ships, Submarines, and Aircraft buttons may be "toggled" on and off. Clicking on a button once depresses it, leaving it in an "on" position. The button remains on until the player clicks on it again, which puts it in an "off" position. At any given time, some, none, or all of the Surface Ships, Submarines, and Aircraft buttons may be placed in the "on" position. If all three buttons are on at the same time, the positions of all friendly surface ships, sub­marines, airfields, and aircraft carriers (as well as rele­vant information concerning enemy units and airfields) are displayed.

Friendly and Hostile Force Lists: A list of friendly units appears on the right side of the Strategic Display. To see a list of all friendly units in a scenario, place all three buttons (sur­face, submarine, aircraft) in the "on" position. To see a list of only one unit cype, place only that button in the "on" position. Also, a list of known enemy units in the lower right of the Strategic Display under the heading "Hostile." To see all known enemy units, place all three buttons in the "on" posi­tion. To see a list of only one unit cype, place only that button in the "on" position. If the friendly and hostile/unknown/neu­tral force lists are longer than the space available on the screen, players may scroll through the list by using the scroll bar on the list's right side.

Unit information: To find out information about one of the squares or circles on the Strategic Display, move the mouse arrow there and click on it. The square or circle will begin to flash. The name of that unit is high-

lighted on the friendly or hostile force list on the right of the screen. Also, a picture of that unit appears in the upper right of the screen. If the square or circle con­tains more than one unit , click repeatedly on that square/circle using the left mouse button. Each unit will be highlighted in turn and its picture will appear in the upper right. Conversely , you can click on the name of a unit to locate its position.

Centering a unit on the Ops Display: If you leave the Strategic Display, the units comprising the current­ly selected square or circle (i.e. , the one that is flashing) will appear in the center of the Ops Display map.

AIR MISSIONS BUTION If you want to see a summary of your current air

missions, click once on the "Air Missions" button. Any zone in which a friendly air mission is occurring will contain a square divided into several small boxes. If a number appears in one of these boxes, that is the num­ber of missions currently in progress in that zone. • Numbers in the upper right box (yellow when anum­

ber is present) indicate "Recon" missions. • Numbers in the upper left box (red when a number is

present) indicate "CAP" (combat air patrol) missions. • Numbers in the lower left box (green when a number

is present) indicate "Interception" missions.

If there is no number in a box, there is no mission of that type currently plotted for that zone.

The bottom right box is not used in this game. Future games in this series may use this box.

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WEAX (WEATHER) BUTTON If you are using the weather option in a scenario,

the computer generates random weather patterns in each zone which may affect the capabilities of units. To determine the weather in each zone, click once on the "WEAX" button. ("WEAX" is the U.S . Navy term for weather reports. ) A map of the Indian Ocean/Persian Gulf region will appear. Each ofthe 22 zones on the map displays one of three weather symbols.

Clear: The weather is normal and has no effect on play.

Squall: Surface ship movement is reduced, detection is less effective, and at-sea replenish­ment is impossible. Storm: Surface ship movement is severely reduced, detection is not possible, and air mis­sions, in-port replenishment, and at-sea replen­ishment may not take place.

OPS DISPLAY BUTTON

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9. THE SURFACE PHASE To initiate a Surface phase, click on the surface ship

icon in the upper right of the Ops Display when the com­puter prompts you to "select a phasing unit type. " During the Surface phase, only the active player's sur­face units may move and perform combat. Each Surface phase consists of a Move step and a Combat step.

THE MOVE STEP During the Move step, the active player's surface

units may be issued movement and combat orders. Orders may only be issued to one ship at a time (although note that surface units grouped in a "task force", "task group", or "stack" may be issued orders together). Issuing movement and combat orders is vol­untary; you do not have to issue orders if you don't want to. Movement orders: To issue a movement order to a surface unit, follow this procedure:

1. Select the unit to which movement orders will be issued by clicking once on that unit. The unit will be highlighted (i.e . , surrounded by a white hexagon). Alternatively, you may click repeatedly on the surface ship icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer will

select an eligible unit to which the player may issue movement orders. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previously selected unit. The computer places this unit in the center of the Ops Display map. Note: At the start of a phase, the computer automati­cally selects an eligible surface unit. You don't have to issue orders to this unit; you may issue orders to another surface unit first if you wish.

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;~~iilf/~(~_;. ·.:>.. The Surface Phase 19 ~'.er."l:i!i·:~~~.i~·· ;· -.-t~~ .

...... 2. Point the arrow at the selected unit, hold down the left mouse button, and drag the unit to the location where you wish it to end its move. The computer will not let you move the ship further than its maximum possible 8-hour travel distance, nor will it let you move across land or blocked hexsides. A series of arrows will appear, showing the path the unit will take in its move. If the arrows are red, the unit is moving at maximum

speed, using up fuel quickly. If the arrows are gray, the unit is using fuel at normal or minimal levels. The com­puter moves ships in straight directions. However, you may designate an exact movement path, changing direc­tions in the middle of movement, by dragging to an inter­mediate destination, releasing the mouse button, and then dragging to a new location. Note: Ships move at dif­ferent speeds, so their movement capabilities on the Ops Display will vary. Also, the weather may affect movement (see Section 8).

3. After you have decided upon movement orders for a particular unit, select other eligible units and issue movement orders to them as you wish. Movement is not executed until you click on the "Execute" button at the end of the Move step, so you may go back to a unit which has already been issued movement orders and change those orders if you wish. Also, remember that move­ment and combat orders may be

issued to surface units in the Move step. Don't click on the Execute button until you have issued all movement and combat orders to your satisfaction in this step.

Combat orders: To issue a combat order to a surface unit, follow this procedure:

1. Select the unit to which a combat order will be issued as described in "Movement orders."

2. Point the arrow to the "Attack" button at the top of the screen and click once. The button will flip to the "open" position.

3. Select the enemy unit or base you wish to attack by clicking on it once. The Combat screen will appear. Follow the instructions of Section 14 to perform combat.

4. After you have decided upon combat orders for a particular unit, select other eligible units and issue combat orders to them as you wish. The Move step is brought to an end when the player clicks once on the Execute button. Although combat is resolved during the Move Step, the results are not displayed until the end of the phase; so, you will not see the results of your attacks immediately.

THE COMBAT STEP During the Combat step, the active player's surface

units may be issued only combat orders. To issue a combat order to a surface unit, follow the same proce­dure described in "Combat orders," above. However, if a unit performed an attack in the immediately preced­ing Move step, it may not perform that same type of attack in the current Combat step (see Section 14).

ENDING A SURFACE PHASE When the active player has completed both the

Move step and the Combat step, the Surface phase is over. The computer will randomly select an active play­er and will prompt him to select a "phasing unit type". If the Surface phase was the sixth (and last) phase of the turn, the computer will begin a new turn (or end the game if the turn was the last turn of the scenario).

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10. THE SUBMARINE PHASE To initiate a Submarine phase, a player must click

on the submarine icon in the upper right of the Ops Display when the computer prompts him to "select a phasing unit type." During the Submarine phase, only the active player's submarine units may move and per­form combat. The Submarine phase consists of a Move step and a Combat step.

THE MOVE STEP During the Move step, the active player's subma­

rine units may be issued movement and combat orders. Orders may only be issued to one submarine at a time. Issuing movement and combat orders is voluntary; you don't have to issue orders if you don't want to. Movement orders: To issue a movement order to a submarine, follow this procedure:

1. Select the submarine to move by clicking once on that unit. The unit will be highlight­ed (i.e., surrounded by a white hexagon). Alternatively, you may click repeatedly on the submarine icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer selects an eligible submarine to which you may issue movement orders. Clicking the left mouse button selects a new unit; click­ing the right mouse button selects the previously selected

unit. The computer places this unit in the center of the Ops Display map. Note: At the start of a phase, the computer automatically selects an eligible submarine. You don't have to issue orders to this unit; you may issue orders to another submarine first if you wish.

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2. Point the arrow at the select­ed submarine, hold down the left mouse -button, and drag the unit to the location where you wish it to end its move. The computer will not let you move the submarine further than its maximum possible 8-hour trav­el distance, nor will it let you move across land or blocked hexsides. A series of arrows will appear, showing the path the unit will take in its move. If the arrows are red, the subma­

rine is moving at maximum speed, and will be easier for the enemy to detect because of increased noise. If the arrows are gra y , the submarine is moving at slow­er speeds and is more difficult to detect because of low noise levels . (Submarine fuel levels are virtually unlimited in game terms, so higher speeds do not affect submarine fuel consumption.) The computer moves submarines in straight directions. However, a player may designate an exact movement path, changing directions in the middle of movement, by dragging to an intermediate destination, releasing the mouse but­ton, and then dragging to a new location. Note: Submarines move at different speeds, so their move­ment capabilities on the Ops Display will vary. Generally, nuclear submarines (SSN or SSGN) move much faster than diesel submarines (SS).

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3. After you have decided upon movement orders for a particu­lar submarine, select other eli­gible submarines and issue movement orders to them as you wish. Movement is not exe­cuted until you click on the "Execute" button at the end of the Move step, so you may go back to a submarine which has already been issued movement orders and change those orders if you wish. Also, remember that movement and combat orders may be issued to sub­

marines in the Move step. Don't click on the Execute button until you have issued all movement and combat orders to your satisfaction in this step.

Combat orders: To issue a combat order to a subma­rine, follow this procedure:

1. Select the submarine to which a combat order will be issued as described in "Movement orders."

2. Point the arrow to the "Attack" button at the top of the screen and click once. The button will flip to the "open" position.

3. Select the enemy unit or base you wish to attack by clicking on it once. The Combat screen will appear. Follow the instructions in Section 14 to perform combat.

4. After you have decided upon combat orders for a particular submarine, select other eligible sub­marines and issue combat orders to them as you wish. The Move step is brought to an end when the player clicks once on the Execute button. Although combat is resolved at the beginning of the Move Step, the results are not displayed until the end of the phase; so, you will not see the results of your attacks immediately.

THE COMBAT STEP During the Combat step, the active player's sub­

marines may be issued only combat orders. To issue a combat order to a submarine, follow the same proce­dure described in "Combat orders." However, if a sub­marine performed an attack in the immediately preced­ing Move step, it may not perform that same type of attack in the current Combat step (see Section 14).

DEEP MODE BUTTON This small gray rectangular button showing a sub­

marine icon with a downward arrow appears just below the fuel level gauge on the right of the Ops Display. You may place a submarine in "deep" mode by clicking on this box during the Move Step when that submarine is selected. (Exception: Submarines with slow speeds, including many diesel submarines, may not enter deep mode.) A submarine in deep mode is very difficult to detect, but its speed is severely reduced and it may not conduct any missile attacks. Torpedo attacks are reduced in strength.

ENDING A SUBMARINE PHASE When you have completed both the Move step and

the Combat step, the Submarine phase is over. The com­puter will randomly select an active player and will prompt him to select a "phasing unit type." If the Submarine phase was the sixth (and last) phase of the turn, the computer will begin a new turn (or end the game if the turn was the last turn of the scenario).

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11. THE AIR PHASE To initiate an Air phase, you must click on the air­

craft icon in the upper right of the Ops Display when the computer prompts you to "select a phasing unit type." During the Air phase, only the active player's air units may perform activities. Unlike Submarine and Surface phases, the Air phase consists of only a single step, which combines movement and combat. You do not actually move air units on the map (although air missions are abstractly animated by the computer). Instead, you may assign your air units to one of two activities: "strategic air missions" and "attack mis­sions." Assigning air units to missions is voluntary; you don't have to assign air units to missions if you don't want to.

STRATEGIC AIR MISSIONS During the Air phase, the active player may assign

his eligible air units to strategic air missions. To assign an air unit to a strategic mission, follow the procedure described on page 24.

ATTACK MISSIONS During the Air phase, the active player may attack enemy surface and submarine units as well as bases with his eligible air units. To assign an air unit to an attack mission, follow this procedure:

1. Select a friendly airfield or aircraft carrier containing the air unit. Alternatively, you can click repeatedly on the aircraft icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the

computer selects an airfield or carrier containing at least one air unit which may be eligible for assignment to an attack mission. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previously selected unit. The computer

places this airfield/carrier in the center of the Ops Display map. Note: At the start of a phase, the com­puter selects an airfield/carrier. You don't have to assign air units in this hex to an attack mission; you may assign other units to missions first if you wish.

2. Click once on the Attack button at the top of the Ops Display screen. The Attack button will flip to an "open" position.

3. Select the enemy unit or base you wish to attack by clicking on it once. The Combat screen will appear. Follow the instructions of Section 14 to complete an air attack mission.

4. After you have decided upon an attack mission for an air unit, select other eligible air units and issue attack missions to them as

you wish. The Air phase is brought to an end when you have assigned all air units you want to strategic air mis­sions and attack missions. Click once on the Ops Display button to move back to the Ops Display.

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12. STRATEGIC AIR MISSION SCREEN

During the Air phase, the active player may assign his eligible air units to strategic air missions.

CAP Button Intercept Button Recon Button

Air

These buttons, when pushed, show the locations of all

"k~wn" 7'' on th£ =P

Selected Airfield

or Aircraft Carrier

CAP Total

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.,,, 24 Strategic Air Mission Screen . --~.~~;.

' ·, ""-"'~

There are three types of strategic air missions:

. I ' I

l !

CAP MISSION

I Air units on CAP (Combat Air Patrol) missions circle over a specific loca­

- tion, protecting their parent base or carrier from enemy attack.

INTERCEPT MISSION Air units on Intercept missions fly to a zone and attempt to attack enemy

c..======::..J units performing strategic air mis­sions in that zone. Alternatively, they attempt to pro-tect friendly air units performing strategic air missions in that zone.

RECON MISSION Air units on Recon missions fly to a zone and attempt to detect enemy

L..======~ surface and submarine units which are situated in that zone. Each air unit placed on a Recon mission increases the chance of detecting and accurately identifying enemy units. Note: Enemy air­fields and ports are considered detected at all times throughout a scenario.

~ .... ' --I ,h. • "i;

HOW TO ASSIGN UNITS TO STRATEGIC AIR MISSIONS

1. Select a friendly airfield or aircraft carrier containing the air unit. The selected airfield/carrier will be high­lighted (i.e., surrounded by a white hexagon), and an illustration of that airfield/carrier will appear in the upper

right of the Ops Display. Alternatively, you can click repeatedly on the aircraft icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer selects an airfield or carrier contain­ing at least one air unit which may be assigned to a strategic mission. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previously selected unit. The computer places this air­field/carrier in the center of the Ops Display map. Note: At the start of a phase, the computer selects an airfield or carrier. You don't have to assign air units in this hex to a strategic air mission; you may assign other units to missions first if you want.

2. Click once on the Air Missions button at the top of the Ops Display screen. The Strategic Air

Mission screen appears. This screen, which is similar in appearance to the Strategic Display, shows the entire Indian Ocean/Persian Gulf region.

3. On the Strategic Air Mission screen, an illustration of the airfield or carrier appears in the Selected Airfield/Carrier box in the lower right of the screen. The position of that airfield or carrier on the map is indicat­ed by a flashing red circle on the Strategic Air Mission screen. Directly above the illustration in the lower right is a list of all the air units situated on that airfield/carri­er. On this list, select an individual air unit by clicking once on that air unit's designation. The designation will turn from gray to white, and an illustration of that air unit will appear in the Selected Air Unit box.

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·ij'l~firL :~ ;:·~~~- . 0 ~trategic Air Mission Screen 25 ~~ .. J>~ ... ~,.·r·~ ..... -~;;.;(' , .. g~~.~!!'- ·.~ ... < ' - ...

4. After an air unit is selected from the list on the right side of the screen, look at the three buttons and their accompanying rectangular lights at the top of the screen: CAP (red), Intercept (green), and Recon (

). These three buttons represent the three types of strategic air missions air units may be eligible to per­form. If the selected air unit is eligible to perform one or more of the three missions, the name of that mis­sion-type appears in color; if the selected air unit is not eligible to perform a mission, the name of that mission­type appears in white. For example, if an air unit may perform a CAP mission, the word "CAP" appears in red; if not, it appears in white.

5. If you wish to assign an air unit to a strategic air mission, it must be assigned to a specific zone. The zones where the selected air unit is eligible to perform a mission contain small white squares. To assign the

selected air unit to a zone, point the arrow to one of these white squares and click once. The box will be filled in with a light blue color and an ''X."

6. Now that you have selected the zone where the selected air unit will perform its mission, you must select the type of mission the unit will perform. To do this, click once on one of the three buttons on the top of the screen, but remember that you may not click on

a mission for which that air unit is not eligible. (Make sure you click on the button, not the light above it.) The light above the selected mission button will "turn on" to indicate its selection. Also, the designation of the selected air unit on the list at the right of the screen will assume a color corresponding to that unit's mission (red for CAP, green for Intercept, yellow for Recon).

7. When you have finished assigning air units on the selected airfield or carrier to strategic air missions, click once on the Selected Airfield/Carrier box in the lower right of the screen. The computer will scroll to another one of your airfields or carriers. If you wish to assign air units from this new airfield/carrier to strate­gic air missions, follow Steps 1 to 7 again.

8. When you have finished assigning as many air units as you wish to strategic missions, click once on the Ops Display button on the right of the screen. The comput­er will execute your strategic air missions when you finish the current Air phase. The computer abstractly animates all your missions to remind you of your strategic air mission assignments. Since strategic air missions are not carried out until a player clicks on the Execute button on the Ops Display at the end of the Air phase, a player may go back and change his strate­gic air mission assignments at any time before the Ops Display Execute button is pushed.

Important: An air unit will remain on its current mission until you change its mission. Furthermore, it must remain on a mission for at least three turns. To take it off a mission after three turns, click the appropriate mission button and the light will go off. The exception to this is aircraft flying from carriers. If you move the carrier to another zone, its aircraft on INT and Recon missions will land automatically after three turns.

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SURFACE SHIPS, SUBMARINES, AIRCRAFT & AIR MISSIONS BUTIONS

These buttons are located to the right of the Recon button on

'-----~----------' the Strategic Air Missions screen. They work identically to the same buttons on the Strategic Display (see Section 8). Clicking on the appropriate button or buttons shows the locations of all friendly and all known enemy units , as well as unknown and neutral ships.

TOTAL CAP AA DISPLAY This button shows the total "Anti­Aircraft" (AA) value of all air units

=....:;......._.;:.."'"'""'===..J assigned to a CAP mission over the selected airfield or carrier. The higher the AA value, the more effective the CAP mission.

LENGTH OF STRATEGIC AIR MISSIONS Air units which are assigned to Recon and INT

missions must remain on those missions throughout the current turn and the following two turns. Units on CAP missions may be reassigned to other missions in the following turn. (Exception: Units on strategic air missions may be forced to return to base by enemy !NT missions.) In the third turn following an air unit's assignment to a non-CAP strategic air mission, a play­er may reassign that air unit to another mission (including an attack mission-or to no mission at all). However, if the player does not alter that air unit's assignment, the computer automatically reassigns the unit to the same mission to which it was originally assigned.

.,..., 13. SCROLLING THROUGH UNITS

Surface and submarine units are permitted to end their moves in the same hex as other friendly or enemy units. There's no limit to the number of units that may end their moves in the same hex. If there are many pieces in the same hex simultaneously, you may scroll through all the units and bases situated in that hex by using the left and right mouse buttons in the following manner: 1. Select the units you wish to scroll through by click­ing once on those units. The hex occupied by those units will be highlighted (i.e., it will be surrounded by a white hexagon).

2. To scroll through the pieces currently situated in this hex, point the arrow anywhere within the white hexagon and click on the left mouse button. Each click rotates through the pieces in that hex and brings a new piece to the top of the stack. An illustration of that piece appears in the upper right of the screen.

3. Individual surface ships comprising a "task force" (TF), "task group" (TG), or "stack" (STK) do not appear when scrolling through pieces as described in Step 2. To scroll through these units, bring a TF, TG, or STK to the top of a hex as described in Step 2. Then click once on the right mouse button. One of the surface ships in that TF, TG, or STK will be illustrated in the upper right of the screen. To scroll through all the ships in that TF, TG, or STK, click on the left mouse button as described in Step 2. To return to the TF, TG, or STK, click once again on the right mouse button. (Exception: Clicking on the right mouse button when an aircraft carrier is illustrated in the upper right of the screen will enable the player to scroll through that car­rier's assigned aircraft; see Step 4 below.)

4. Individual air units assigned to an aircraft carrier do not appear when scrolling through pieces as described in Steps 2 and 3. To scroll through these air units, select an aircraft carrier as described in Step 2

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ltltAIIt ?:~rftfi~l ,, , , /~:'M':~·f . . · Scrolling Through Units 27 " '"\,~) ~. ~

or Step 3. Then, click once on the right mouse button. One of the air units assigned to that carrier will be illustrated in the upper right of the screen. To scroll through all the air units assigned to that carrier, click on the left mouse button exactly as described in Step 2. To return to the TF or TG to which the carrier belongs, click once again on the right mouse button.

WHEN RED AND GREEN UNITS OCCUPY THE SAME HEX

If you move a unit into a hex occupied by a detect­ed enemy unit, the hex becomes highlighted with a yellow border.

The yellow hexagon serves no other purpose than to keep you aware of the location of your units during play. As the example above shows, your units can shift to the bottom of the stack after you've moved them. The only advantage of moving into an enemy-occupied hex is to give yourself the chance to attack enemy sur­face ships with gunfire. You must be in the same hex as the target unit to attack with guns (see Section 14).

Clicking through a Task Force

Click left mouse button to highlight

Task Force.

Click left mouse button to display

the next ship of the TaskForce.

Click left mouse button to display

another ship of the Task Force.

Click left mouse button to display

another air unit on that carrier.

Click right mouse button to display the first ship of the Task Force.

Once a carrier is displayed, click right mouse button to display the first air unit on that

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14. COMBAT Surface and submarine units may receive combat

orders during both the Move and Combat steps of the Surface or Submarine phase (see Sections 9 and 10). Air units may be assigned to attack missions in the Air

Selected Attacking unit

Surface-to­surface missiles

Attacking Force

Guns Torpedoes

5lf1RIIf

phase (see Section 11). When you issue an attack order to a surface, submarine, or air unit, the Ops Display shifts to the Combat screen when you click on the enemy unit or base that is the target of the attack.

Defending Force

Cruise Missiles

Selected ---- Target

unit

Air Strike

Options

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TYPES OF COMBAT There are six types of combat:

SSM Combat: Surface, submarine, and air units armed with "primary'' or "secondary'' SSMs (surface-to­surface missiles) may attack enemy surface units with their missiles.

Torpedoes: Submarines may attack enemy surface units with torpedoes.

Cruise Missiles: Surface, submarine, and air units armed with cruise missiles may attack enemy ports and airfields with these missiles. Surface ships, sub­marines, and air units armed with cruise missiles are indicated with a small illustration of a missile just above the drawing of the unit in the upper right of the Ops Display when that unit is selected.

ASW: Surface, submarine, and air units may attack enemy submarines using ASW (anti-submarine war­fare) combat.

Air Strike: An air unit participating in an attack mis­sion may be assigned to one of four categories of air strikes: "bomb", "intercept" (INT), "SSM", or "electronic warfare" (EW). If an air unit is eligible to perform a type of air strike, that type of strike is listed in bright red letters on its button. If it is not eligible for a partic­ular air strike type, that type is listed in gray letters.

Guns: You may use "Gun" combat as part of an SSM attack against an enemy surface unit when the attack­ing unit and the target are situated in the same hex. If the attacking unit has no SSMs, the guns may be used by themselves.

HOW TO PERFORM COMBAT When the Combat screen appears, a list of units

which may be eligible to participate in the attack appears under "Friendly Forces". The enemy unit or units which may be the targets of the attack appear

next to that list under "Enemy Forces". A player may select a unit from the friendly forces list by clicking once on its name. The name will turn from a faded green to a bright green, and an illustration of that unit appears in the upper left of the screen. Similarly, you :rp.ay select a unit from the enemy forces list by clicking once on it. An illustration of that unit appears in the upper right of the screen.

SSM Combat To determine whether a unit is eligible to partici­

pate in an SSM attack, select it by clicking on its name on the friendly forces list. If the circular red light under­neath the "Primary SSM" heading or the "Secondary SSM" heading is lit in bright red, that unit may make an SSM attack. If nei­ther light is lit, the unit may not make an SSM attack. If a unit is eligible to make an SSM attack, it will have an SSM type listed in the box underneath the "Primary SSM" red light. (It may have two SSM types, in which case the other SSM is listed underneath the "Secondary SSM" red light.) Each SSM type will also have a number of missiles listed in the "Available" box. To execute an SSM attack, follow this procedure:

1. Select a unit from the friendly forces list which is eligible to make an SSM attack. Select an enemy unit from the enemy forces list. This is the target.

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2. Determine how many pri­mary SSMs (and secondary SSMs, if available) will be launched at the target by clicking once on the plus sign ( +) button for each SSM you wish to fire . The total number of SSMs to be fired by the attacking ship is listed in the box next to the minus(-) sign. If you wish to reduce the num­ber of SSMs fired, click once on the minus sign button for each missile you wish to with­draw from the attack. Of course, you may never fire more SSMs than the number available, and an attacking unit may never fire more than 8 SSMs in a single attack.

3. An attacking unit may launch SSMs against differ­ent targets by repeating Steps 1 and 2 above.

4. When you are through assigning SSMs to one or more targets for a given unit, other units on the friend­ly forces list which are eligible to perform SSM combat may also fire their missiles at the same or different targets as part of the same combat. To fire SSMs with other units, repeat Steps 1, 2, and 3 for each unit you wish to join in the attack.

5. When you are finished assigning SSMs to enemy targets, click once on the Ops Display button. The Ops Display will reappear and the SSM combat will be resolved later.

Note: SSM attacks carried out by air units are under­taken in a different manner; see the "Air Strikes" sec­tion.

Torpedo Combat To determine whether a submarine is eligible to

make a torpedo attack, look at the circular red light to the left of the "Torpedoes" heading. If this light is on, the submarine may make a torpedo attack. If a subma­rine is eligible to make a torpedo attack, it will have a number of torpedoes listed in the "Available" box. To execute a torpedo attack, follow this procedure:

1. Select an enemy unit from the enemy forces list. This is the target.

2. Determine how many torpedoes will be fired at the target by clicking once on the plus sign ( + ) button for each torpedo you wish to fire. The total number of tor­pedoes to be fired by the attacking submarine is listed in the box next to the minus (-) sign. If you wish to reduce the number of torpedoes fired, click once on the minus sign button for each torpedo you wish to withdraw from the attack. A submarine may never fire more than 8 torpedoes in a single attack. Of course, you may never fire more torpedoes than the number available.

3. An attacking submarine may fire torpedoes against different targets by repeating Steps 1 and 2 above.

4. When you are completely through assigning torpe­does to enemy targets, click once on the Ops Display button. The Ops Display will return and the torpedo combat will be resolved later.

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-Alit ~·#~f~~~f~~: ~-?' :~ ~~~·,] ·· · )· Combat 31

Cruise Missile Combat

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To determine whether a surface, submarine, or air unit is eligible to make a cruise missile attack, look at the circular red light to the left of the "Cruise Missiles" heading. If this light is on, the unit may make a cruise missile attack. If the light is not lit, the unit may not make a cruise missile attack. If a unit is eligible to make a cruise missile attack, it will have a number of cruise missiles listed in the "Available" box. To execute a cruise missile attack, follow this procedure:

1. Select a unit from the friendly forces list which is eligible to make a cruise missile attack. Then select an enemy port or airfield from the enemy forces list. This is the target. If a port and an airfield are in the same location, you can determine which base you are attack­ing by looking at the illustration in the upper right of the Combat screen.

2. Determine how many cruise missiles will be launched at the target by clicking once on the plus sign ( +) button for each cruise missile you wish to fire . The total number of cruise missiles to be fired by the attack­ing ship is listed in the box next to the minus (- ) sign. If you wish to reduce the number of cruise missiles fired, click once on the minus sign button for each cruise mis-

sile you wish to withdraw from the attack. Of course, you may never fire more cruise missiles than the num­ber available, and an attacking unit may never fire more than 8 cruise missiles in a single attack.

3. An attacking unit may launch cruise missiles against different targets by repeating Steps 1 and 2.

4. When you are through assigning cruise missiles to one or more targets for a given unit, other units on the friendly forces list which are eligible to perform cruise missile combat may also fire their missiles at the same or a different target. To fire cruise missiles with other units, repeat Steps 1, 2, and 3 for each unit you wish to join in the attack.

5. When you are finished assigning cruise missiles to enemy targets, click once on the Ops Display button. The Ops Display will return and the cruise missile combat will be resolved later.

ASWCombat To determine whether a surface, submarine, or air

unit is eligible to make an ASW attack, look at the cir­cular red light to the left of the "ASW" heading. If this light is on, the unit may make an ASW attack. If the light is not on, the unit may not make an ASW attack. To execute an ASW attack, follow this procedure: 1. Select a unit from the friendly forces list which is eligible to make an ASW attack. Select an enemy sub­marine from the enemy forces list. This is the target.

2. Click once on the "Launch" button. (You don't assign a specific number of ASW weapons as in other types of combat.) The green light next to the Launch button will light up . An attacking unit may make an ASW attack against only one enemy submarine per phase.

3. After clicking on the ASW Launch button for an attacking unit, up to two more surface or air units on the friendly forces list which are eligible to perform an ASW attack may join in the combat. To join in an ASW

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32 Combat · · : ·~~ - -i:l~-­, ~ :·~::1'{

attack with other friendly surface or air units, repeat Steps 1 and 2 for each unit you wish to join in the com­bat. Note: A submarine may be attacked by a maximum of three surface units or two air units. Although there is no limit to the number of submarine units that may par­ticipate in an ASW attack, each submarine has its attack resolved separately.

4. When you are through assigning units to an ASW attack against a single enemy submarine, other units on the friendly forces list (eligible to perform ASW combat and which have not joined in a previous attack) may initiate an ASW attack against a different enemy submarine in the same hex. To initiate an ASW attack against a new target, repeat Steps 1, 2, and 3 above.

5. When you are finished assigning units to ASW attacks, click once on the Ops Display button. The Ops Display will reappear and the ASW combat will be resolved later.

Air Strike Combat To determine whether an air unit is eligible to

make an air strike, look at the circular red light near the "Air Strike" heading. If this light is on, the unit may make an air strike. If the light is not on, the unit may not make an air strike. If a unit is eligible to make an air strike, one or more of the four "mission" buttons beneath the Air Strike heading (Bomb, !NT [intercep­tion], SSM, [surface-to-surface missile], and EW [elec-

tronic warfare]) will be lit up in red. This means that the air unit is eligible to participate in that type of mis­sion. If the mission button is gray, the air unit may not perform that mission. To execute an air strike, follow this procedure: 1. Select a unit from the friendly forces list which is eligible to make an air strike. Then select a surface ship, airfield, or port from the enemy forces list. This is the target. If a port and an airfield are situated in the same location, you can determine which you are attacking by looking at the illustration in the upper right of the Combat screen.

2. Click on one of the red mission buttons (Bomb, !NT, SSM, or EW). When you click on the button, the light to the right of the button lights up in green. An air unit may participate in only one air strike mission per turn.

3. When you are through assigning an air unit to an air strike, other air units on the friendly forces list which are eligible to perform an air strike may also be assigned to a mission against the same or a different target. To assign other units to an air strike, repeat Steps 1 and 2 for each unit you wish to join in the strike.

4. When you are completely through assigning air units to air strike missions, click once on the Ops

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Display button. The Ops Display will return and the air strike will be resolved later.

Important: Air units participating in an air strike as INT or EW protect all the other aircraft going to the target hex.

Stealth Attacks: When the US F-117A "Stealth" fighter executes a Bomb attack by itself, the effective­ness of enemy AA fire is significantly reduced.

Gun Combat Only surface units may perform gun combat.

However, guns can be used only as part of SSM attack against enemy surface units in the same hex as the attacking unit. A unit performing an SSM attack is eli­gible to use guns if the red light next to "Guns" is on. If you want a unit to add guns to its SSM attack, click once on the "Fire" button. The computer will thereby enhance the unit's SSM attack. If the attacker has no SSMs, the unit may attack with guns only. Because of the relatively low gunnery capabilities of most modern warships (low~ class BBs are a notable exception), gunfire alone w1ll generally be ineffective.

WHEN COMBAT IS EXECUTED Combat ordered during the Move step is carried out

before movement. Combat ordered during the Combat step takes place after the Execute button is pressed. Results of all combat are displayed at the end of the phase. All combats, whether successful or not, are ani­mated by the computer on the Ops Display, after which the Combat Result screen will automatically appear (see Section 15).

DAMAGE AND Kill PROBABILITIES A "Probability" box appears near the upper right of

the Combat screen. "Damage" and "Kill" probabilities (expressed in percentages) against a target appear here when you prepare an attack order against that target.

Note: The probabilities expressed in the Damage and Kill boxes are theoretical percentages based on normal operating conditions. Actual damage and kill percent­ages, particularly in SSM attacks, will often be lower than those listed. Unforeseen circumstances, such as weather, weapons malfunctions, and enemy counter­measures will sometimes effect the percentage.

THE TACTICAl DISPLAY The formations of surface ships on the Tactical

Display (see Section 16) may affect their capabilities wh~n defending against enemy SSM, torpedo, and air stnke attacks.

IF COMBAT CANNOT TAKE PlACE If you can't make an attack you think you should be

allowed to make, click on the "unlit" red light next to the attack type you want to make. A clipboard will appear with a brief reason why that attack cannot be made.

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15. COMBAT EFFECTS

THE BATTLE RESULTS DISPLAY The computer automatically goes to the Battle

Results Display at the end of the Combat step if any attacks have taken place. This display, which is accompanied by a background illustration matching the type of attack, shows the results of that attack. Each report displays the type of battle report (surface, submarine, or air), the turn and time of the attack, the target, and the results (if any) achieved against that target. Click once on the "Next Phase" button to return to the Ops Display. If bat­tle reports are lengthy, you may use the sidebar on the Battle Results Display to scroll through the attack results.

COMBAT DAMAGE Units and bases may be dam­

aged or destroyed during combat. If a surface ship, submarine, or air unit is damaged, its silhouette (in the Selected Unit box in upper right of the Ops Display) is accompanied by a background illustration of an explosion. A unit's capabilities are reduced by

5th Fleet

Bases receive damage differently. Each port and airfield has five "damage levels," from 0 (undamaged) to 4 (destroyed). Each port and airfield starts the game at damage level 0. This level goes up each time the base is damaged. If the damage level of a base reaches 4, it is destroyed. To determine the current damage level of a

damage. Examine the unit's "Sim- This is an example of a Combat Result Screen showing a bombing attack against Djibouti. ulation Values" on the Tactical Reference screen to determine its reduced values. Damage to surface ships and submarines may reduce their combat capabilities, their speed, or both. Damage to air units simply reduces their combat and detection capabilities.

base, select it on the Ops Display and examine the Selected Unit box in the upper right of the screen. The one-digit number just below the base's nationality abbreviation indicates its current damage level. When a base is destroyed it's removed from the Ops Display.

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5th Fleet

16. TACTICAL DISPLAY You may group surface ships into formations on

the Tactical Display. You may also also perform dock­ing, at-sea replenishment, and in-port replenishment on the Tactical Display. Defensively, it is advantageous to group surface ships together on the Tactical Display-the more warships in the group, the better. (Although no more than 22 surface ships may be situ­ated in the same group.) To reach the Tactical Display, select a unit on the Ops Display and click once on the Tactical Display button at the top of the screen.

Grouping Template

THE GROUPING TEMPLATE Most of the Tactical Display consists of the

"Grouping Template." This consists of four concentric circles on a blue background, subdivided into 22 sec­tions. The template represents a single hex of about 50 miles from side-to-side.

GROUPS Surface units operate individually unless they are

grouped. (At the start of a scenario, most surface units begin the game grouped.) Submarines and air units

List of ships not part of a

group

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36 Tactical Display ;fi~"' . ·.·. . ~~~~S,

.,.., may never be in a group. There are three types of groups: task forces, task groups, and stacks. A task force is any group consisting of at least four surface warships and any number of non-combat ships; a task group is any group consisting of two or three surface warships and any number of non-combat ships; a stack is any group consisting of at least two ships, only one of which may be a combat ship. "Non-combat" ships include all amphibious assault, replenishment, minesweeper, and merchant vessels.

HOW TO GROUP All grouping actions (including forming groups, dis­

banding groups, and combining groups) may only be performed in the Move step of the Surface phase­before the units wishing to perform a grouping action execute any movement. Units may not perform a group­ing action after their movement is executed in a Surface phase. On the Tactical Display, ungrouped ships are listed under "Vessels" at the right of the screen. You may select an ungrouped ship from this list by clicking once on its name. The selected ship counter appears in the blue hex just above the word ''Vessels." A larger sil­houette also appears in the upper right of the screen in the Selected Unit box. Grouped ships appear in one of the 22 sections of the Grouping Template. Players may select a grouped ship by clicking once on it on the tem­plate. Its silhouette will appear in the Selected Unit box in the upper right of the screen.

Identifying Groups Each group has a name and number-for example,

"TF 8" (Task Force 8), "TG 2" (Task Group 2), or "Stack 4." The names and numbers of all groups in a hex are listed under the word "Groups" at the right of the screen. To examine the formations of each of these groups, click once on the group's name on this list. All the ships comprising that group will appear on the Grouping Template. Note: When you open the Tactical

Display, the computer displays the formation of one of the groups in the selected hex on the Grouping Template.

Forming a Group from Ungrouped Ships 1. Select an ungrouped ship from the ''Vessels" list at the right of the screen by clicking once on its name. Its counter will appear in the blue hex. 2. Move the mouse arrow to the blue hex, hold the left mouse button down, and drag the counter to any of the 22 sections on the Grouping Template. You may not place it in a section already occupied by another ship. Once a ship is placed in a section, you may change its location if you wish. You may also return it to the blue hex if you decide that you do not wish to place it in a group. 3. Repeat Steps 1 and 2 for each vessel you wish to place in the group. 4. When you have organized the group to your satisfac­tion, click once on the "Form" button in the lower right of the screen. The computer will form the group and issue it a name and number on the "Groups" list. To examine the formation of that group later on, click once on its name on the "Groups" list.

Adding Ungrouped Ships to a Group 1. Select the group by clicking once on its name on the "Groups" list. Its formation will appear on the Grouping Template. 2. To add ungrouped ships to this group, follow Steps 1 to 4 from the "Forming a Groups from Ungrouped Ships" procedure, above.

Disbanding Groups 1. Select the group you wish to disband by clicking once on its name on the "Groups" list. Its formation will appear on the Grouping Template. 2. Click once on the "Disband" button in the lower right of the screen. The computer disbands the group

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and sends the individual ships comprising that group to the ''Vessels" list on the right of the screen. On the Ops Display, those ships are now ungrouped and will operate individually.

Removing a Ship from a Group 1. Select the group from which you wish to remove a ship by clicking once on its name on the "Groups" list. Its formation appears on the Grouping Template. 2. Move the mouse arrow to the ship you wish to remove from the group, hold the left mouse button down, and drag the counter to the right of the screen anywhere off the blue Grouping Template. That ship is now ungrouped, and is added to the ''Vessels" list on the right of the screen.

3. Repeat Step 2 for each ship you wish to remove from the group. If your group falls below the minimum requirements for a task force, task group, or stack, the computer will automatically adjust it.

Combining Groups 1. Select one group by clicking once on its name on the "Groups" list. Click once on the "Disband" button in the lower right of the screen. All the ships comprising this group are now ungrouped.

2. Select another group by clicking once on its name on the "Groups" list. Its formation appears on the Grouping Template.

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3. Drag any or all of the ships ungrouped in Step 1 into any of the empty arcs of the Grouping Template as described in "Adding Ungrouped Ships to a Group." The computer adds these ships to the existing group.

4. Repeats Steps 1 to 3 if you wish to disband another group and add it to an existing group.

Adjusting the Formation of Ships in a Group: 1. Select the group in which you wish to adjust forma­tions by clicking once on its name on the "Groups" list. Its formation appears on the Grouping Template.

2. Move the mouse arrow to the ship you wish to move, hold the left mouse button down, and drag the counter to any empty section on the Grouping Template.

3. Repeat Step 2 for each ship you wish to move to another location on the Grouping Template.

HOW FORMATIONS AFFECT COMBAT The positions of ships on the Grouping Template

affect a group's capability to defend against enemy attacks. As a general rule, place your most important ships in the center of the Grouping Template (or as close as possible to the center of the template) as you can. They can be more easily protected in these loca­tions. If you fear enemy torpedo attacks, place your good anti-submarine ships (those with high ASW val­ues) in the outer sections of the template. Their ASW values are enhanced in these locations. If you fear enemy bombing or SSM attacks, place your ships as close as possible to the center of the template. Here, they can more easily intercept enemy aircraft and SSMs as they approach the group.

LEAVING THE TACTICAL DISPLAY To exit the Tactical Display, click once on the "Ops

Display" button in the lower right of the screen.

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17. REPLENISHMENT To regain full ammunition and fuel capacities, sur­

face ships and submarines may replenish. Air units may never replenish. There are two types of replenish­ment: in-port and at-sea. You are permitted to replen­ish your units' fuel and ammunition stocks before they are exhausted. Units which replenish may not move or perform combat in the phase in which they replenish. Both types of replenishment are carried out on the Tactical Display (see Section 16).

AT-SEA REPLENISHMENT Only surface ships (not submarines) may perform

at-sea replenishment. At-sea replenishment may only be performed in the Move step of the Surface phase­before the units you want to replenish execute any movement.

Supply Ships At-sea replenishment is provided by three types of sup­ply ships: oilers (AO), ammunition carriers (AE), and combat support ships (AO or AOR). Full tankers (FT) and empty tankers (ET) are not supply ships.

How to Perform At-Sea Replenishment A surface ship may only perform at-sea replenish­

ment if it is in the same group as it least one supply ship. If so, follow this procedure to replenish: 1. During a Surface phase, select a hex on the Ops Display occupied by at least one friendly supply ship. 2. Click once on the Tactical Display button at the top of the screen. The Grouping Template appears. 3. If the group displayed on the Grouping Template con­tains at least one supply ship, you may begin replenish­ment (see Step 4). If there is no supply ship displayed on the template, you may display a different group by click­ing once on its name on the "Groups" list in the lower right of the screen. If all the supply ships in the hex are ungrouped, you must add at least one of them to a group before replenishment can occur (see Section 16). 4. Move the mouse arrow to a ship you want replen­ished on the Grouping Template, hold the left mouse button down, and drag the counter to the section occu­pied by a supply ship. (This is the only time two or more ships are allowed to occupy the same section.) A clipboard notice appears, stating the name of the ship scheduled for replenishment. Click once on the "OK" box to return to the Tactical Display. 5. Repeat Step 4 for each ship in the group you wish to replenish. 6. When you are through arranging for replenishment of your ships, click once on the Ops Display button in the lower right of the screen. There is no limit to the number of hexes in which at-sea replenishment may take place per turn. To perform replenishment in other hexes, simply repeat Steps 1 to 6.

At-Sea Replenishment Limitations Each supply ship may provide a maximum of six

"replenishment actions" per turn. There are two types of replenishment actions: refueling and rearming. A ship is eligible to refuel only if it is at 80% fuel capacity

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or less. A ship is eligible to rearm if it has expended any amount of ammunition during the game. SSM ammunition may never be replenished at-sea.

Applying At-Sea Replenishment At the end of the phase in which ships have been

assigned to at-sea replenishment, the computer car­ries out replenishment according to strict guidelines. Ships are replenished in order of their assignment to a supply ship, with priority given to refueling. Keep this in mind when assigning units for replenishment, as each supply ship can only provide six "replenish­ment actions" per turn. If more ships attempt to replenish from a supply ship than that supply ship can handle, the computer will not allow the excess ships to replenish. Ships that are successfully replen­ished will be noted on a clipboard. Note: Squalls and storms may prevent at-sea replenishment from taking place.

Effects of At-Sea Replenishment Units participating in at-sea replenishment may

not move or attack during the turn replenishment is taking place. In addition, a replenishing ship has its defense capabilities halved for that turn. Once replen­ishment is completed, the resupplied ship is moved to a random empty section on the Grouping Template.

Supply ship Limitations Supply ships only carry limited amounts of fuel

and ammunition for replenishment purposes. In the event they run out of supplies, they themselves must be replenished before they can provide at-sea replen­ishment to other ships.

IN-PORT REPLENISHMENT Surface ships and submarines may perform in port

replenishment. In-port replenishment may only be per­formed in the Move step of the Surface or Submarine

phase- before the units you want to replenish execute any movement.

How to Perform In-Port Replenishment A surface ship or submarine may only perform in­

port replenishment if it occupies a friendly port. Note: Scenarios 9 and 10 restrict in-port replenishment for both players to specified ports; see the scenario cards.

To carry out in-port replenishment, perform this procedure: 1. During a Surface or Submarine phase, select any port containing at least one surface ship or submarine. (Surface ships may only replenish in the Surface phase; submarines may only replenish in the Submarine phase.) 2. Click once on the Tactical Display button at the top of the screen. 3. Move the mouse arrow to any unit on the Tactical Display (grouped or ungrouped), hold the left mouse button down , and drag the counter to the "Replenishment" box in the lower left of the screen. A clipboard notice appears, stating the name of the ship scheduled for replenishment. Click once on the "OK" box to return to the Tactical Display. 4. Repeat Step 3 for each ship you wish to replenish. 5. When you are through arranging for replenishment of your ships, click once on the Ops Display button in the lower right of the screen. There is no limit to the

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.7~~r n ··~~:·fit!itL

40 Docking . · ·· -.-·.~ ,-• ' .~:: . :{: ~";~~~~~;P

number of ports in which in-port replenishment may take place per turn. To perform replenishment in other ports, simply repeat Steps 1 to 5.

Applying In-Port Replenishment At the end of the phase in which ships have been assigned to in-port replenishment, the computer car­ries out replenishment according to strict guidelines. Ships are replenished in order of their assignment to the replenishment box, with priority given to refueling. Generally, a greater amount of replenishment may occur in-port as opposed to at-sea. However, if more ships attempt to replenish in a port than that port can handle, the computer will not allow the excess ships to replenish. Ships that are successfully replenished will be noted on a clipboard.

NOTES ON REPLENISHMENT Many ships in the game (including nuclear-pow­

ered ships, submarines, and merchant ships) are con­sidered to have an unlimited fuel supply, so there is never any need to refuel them. Also, non-combat ships do not carry ammunition, so there is never any need to rearm them. Although replenishment may take place in any scenario, there is rarely any need to replenish in scenarios which last less than 15 turns. Therefore, don't waste your time replenishing in the shorter sce­narios. However, if you move surface ships at high speed (i.e., red rather than gray arrows show the path of movement), fuel is used up rapidly. If you keep this speed up continuously, you will need to refuel quickly. If you move surface ships at two, three, or four hexes less than their top speeds, you will use up very little fuel, so don't move fast if you don't have to. Also, keep in mind that SSMs and torpedoes cannot be replen­ished at sea, so if you shoot them all off in one turn, you will be weaponless until you return to port. In some circumstances, returning to port could take the whole game.

18. DOCKING Surface ships and submarines occupying friendly

ports may dock. Docked units may not be attacked by enemy submarines, nor may they be attacked by enemy SSMs launched by surface ships. Docking takes place on the Tactical Display (see Section 16).

HOW TO DOCK Docking may only be performed in the Move step of

the Surface or Submarine phase-before the units you want to dock execute any movement. To dock a surface ship or submarine, follow this procedure: 1. During a Surface or Submarine phase, select a port on the Ops Display occupied by at least one surface ship or submarine. 2. Click once on the Tactical Display button at the top of the screen. 3. Move the mouse arrow to any unit on the Tactical Display (grouped or ungrouped), hold the left mouse button down, and drag the counter to the "Dock" box at the bottom of the screen. 4. Repeat Step 3 for each ship you are docking. An unlimited number of surface ships and submarines may dock in each port. 5. When you are through docking your ships, click once on the Ops Display button in the lower right of the screen. There is no limit to the number of ports in which docking may take place per turn. To perform docking in other ports, simply repeat Steps 1 to 5.

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511tRIIf

DOCKING RESTRicriONS Docked units may not move. To allow them to move

again, they must undock.

HOW TO UNDOCK Ships and submarines may undock only in the Move

step of the Surface or Submarine phase. To undock a surface ship or submarine, follow this procedure: 1. During a Surface or Submarine phase, select a port on the Ops Display occupied by at least one docked surface ship or submarine.

2. Click once on the Tactical Display button at the top of the screen.

3. Move the mouse arrow to the "Dock" box. Hold the left mouse button down and drag the unit to any loca­tion off the blue Grouping Template on the right of the screen. The unit is now undocked and may move nor­mally on the Ops Display. If more than one ship occu­pies the Dock box, you may scroll through a stack of docked units by clicking repeatedly with the left mouse button on the stack. The unit that is brought to the top of the stack may be undocked as described above.

4. Repeat Step 3 for each unit you want to undock. An unlimited number of surface ships and submarines may undock per turn.

5. When you are through undocking your ships, click once on the Ops Display button in the lower right of the screen.

19. NEUTRAL SHIPS During play, both players' units may make contact

with surface ships whose nationality and affiliation are unknown. When you make contact with an unknown unit, you won't know whether that contact is an enemy surface ship or a neutral merchant ship. You may

attack an unknown unit, but if it turns out to be a neu­tral merchant ship , your opponent will gain Victory Points (VP) for sinking or damaging it. (Five VP for damaging a neutral ship; ten VP for sinking one.)

UNKNOWN CONTAcrS "Unknown" contacts appear on the Ops

1 1-i..-~•1 Display as gray counters. When selected, a P large question mark appears in the Selected

..,. .. , Unit box in the upper right of the Ops Display . On the small overview map on the Ops Display, unknown contacts appear as light gray dots. On the Strategic and Air Mission Displays, unknown contacts appear as small squares with gray borders.

NEUTRAL CONTAcrS Further reconnaissance of an unknown con­

.M., " tact may reveal that it is an enemy surface ship or group of surface ships. However, the unknown may also turn out to be a single

neutral merchant ship. Neutral merchant ships appear on the Ops Display as yellow counters. When selected, a large yellow counter appears in the Selected Unit box in the upper right of the Ops Display. The ships are designated as Panamanian or Liberian freighters and are named. They have no combat values and may not attack. The computer controls their movements between turns. On the small overview map on the Ops Display, identified neutral merchant ships appear as yellow dots. On the Strategic and Air Mission Displays, identified neutral merchant ships appear as small squares with yellow backgrounds. Neutral merchant ships may be attacked normally. At the start of each scenario, the computer randomly (and secretly) deploys several neutral merchant ships on the Ops Display. Each deployment is different, even if the same scenario is played over and over again. Thus, you should find it difficult to predict the patterns of neutral merchant ship movement.

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20. PLAYING BY E-MAIL 5TH FLEET can be played via electronic mail,

enabling two human opponents to compete on different machines when connected by a modem.

STARTING AN ELECTRONIC MAIL GAME 1. Open up the game and go to the CIC (Combat Information Center) screen. Click once on the Scenario console in the center of the CIC screen. This will bring up the Scenarios screen.

2. Consult with the person or persons with whom you will be playing and select a scenario.

3. Choose sides. Then decide who will be "Player 1." The person chosen to be Player 1 must set the "Player 1" dial in the upper right of the screen to the side he has chosen to play (Red or Green).

4. Set the "Player 2" dial to the "E-Mail" setting. 5. You are ready to play the game. Click once on the Commit button in the lower right of the screen.

.. ,.., PLAYING AN ELECTRONIC MAIL GAME

1. When the Ops Display is opened up, Player 1 selects a "Phasing Unit Type" and carries out movement and combat normally with his selected units.

2. When the computer selects your opponent to carry out a phase, a clipboard appears on the screen with the message, "The Opposing player has been selected to move next." Click once on the "OK" box. This saves your moves in a special file . Another clipboard appears on the screen-it names your file and asks you to send this file to your opponent. Click once on the "OK" box. The CIC screen appears.

One or two files may be created. The first will have an ".EML" extension. The second will only be created if combat occurred, and will have an ".RPT" extension.

3. Click once on the System Config's console in the upper left of the screen and follow the instructions below to send your move file to your opponent.

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Experienced E-Mail players The following information is for those inexperi­

enced with sending flies through E-Mail. Tnere is no special method for sending a 5TH FLEET fiie; you can use any procedure you're familiar with to send the file .

SENDING A FILE TO YOUR OPPONENT 1. On the Systems Config's screen, select your "Baud Rate" by clicking on the appropriate number in the Baud Rate box. Generally, the Baud Rate is 9600.

2. Select your "Comport" by clicking once on one of the numbered buttons in the Comport box. Generally, Comport button 2 is used.

3. Type in the phone number of your opponent.

4. Click once on the "Send" button. A list of E-Mail games in progress appears on the screen. (There may be only one game listed.)

5. Click once on the game you are currently playing and then click once on the "Connect" button. Your move file has now been sent to your opponent. To leave the Systems Config's screen, click once on the "Quit Station" button.

RECEIVING A FILE FROM YOUR OPPONENT 1. On the Systems Config's screen, select your "Baud Rate" by clicking on the appropriate number in the Baud Rate box. Generally, the Baud Rate is 9600.

2. Select your "Comport" by clicking once on one of the numbered buttons in the Comport box. Generally, Comport button 2 is used.

3. Type in the phone number of your opponent.

4. Click once on the "Receive" button and wait. You will soon receive your opponent's move files.

21. VICTORY POINTS 5TH FLEET is played in "scenarios". There are ten

scenarios to choose from, and each has a different set of goals for both the Green and Red side. To win a sce­nario, you must score Victory Points (VPs) by destroy­ing or damaging enemy units, airfields, and ports; you also score VPs by sending units to certain hexes on the Ops Display. The scenario cards included with the game provide detailed information about each sce­nario. Before playing a scenario, you should read its card thoroughly to understand your side's objectives.

DESTROYING ENEMY UNITS Below is a list of VPs awarded to both sides for

destroying enemy units:

Enemy Unit INT, ATK, BMB air units All other air units

--~-SSN/SSGN ss Surface unit*

VPs Received 3 VPs per unit No VPs received 5 VPs per unit 3 VPs per unit "Defense" value of the unit

* Generally, the Victory Point value of a surface unit is equal to its "Defense" value. However, certain units (like aircraft carriers and battleships) have an enhanced "Victory Point" value . See the Reference Manual to find the Victory Point value for each class of surface unit.

After a battle, the computer will display the Battle Results screen listing all the enemy units damaged or destroyed. If you destroyed any units in that battle, your Victory Points total in the bottom right of the Ops Display should increase accordingly.

REACHING OBJECTIVE HEXES You will receive VPs if your units reach the "objec­

tives hexes" listed in the scenario. Objective hexes are listed as either "primary" or "secondary". Primary objectives are listed first; secondary objectives are list­ed after the phrase "failing that." During a game, you

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decide which objectives are obtainable based on your current situation. However, reaching primary objec­tives awards you more points than reaching secondary objectives, so be careful when deciding where to send your units.

DESTROYING OR DAMAGING BASES In some cases, airfields or ports are listed as objec­

tives for destruction. If you destroy or damage these structures, you receive VPs.

THE VICTORY POINT DISPLAY The Victory Point Display appears when you click

on the Red or Green VP box at the bottom right of the Ops Display. As you destroy enemy units or satisfy other scenario objectives , you earn VPs. The more VPs you earn, the better your odds of winning.

The Victory Point Display lists a number of categories like "enemy bases destroyed." The category will be followed by a number. This number is the total number of VPs that you have been awarded for destroying units in that catego­ry (not the number of individ­ual units of that type ). For example, if the number after the category "enemy bases destroyed" is "5", that means you have been awarded 5 VPs for destroying enemy bases; it doesn't mean that you've destroyed 5 enemy bases.

AWARDING VICTORY POINTS TO THE ENEMY 5TH FLEET doesn't take VPs away from you. So, if

you make a mistake during play, the computer will award your opponent VPs instead. The net result, of course, is the same.

WINNING A SCENARIO Winning a scenario of 5TH FLEET isn't easy. Just

because you are ahead in VPs at one point in the game, doesn't mean that you have the upper hand on your opponent. The tides of victory can turn suddenly, and VPs are awarded all the time. In fact, you might find yourself receiving VPs when you haven't done any­thing. This can happen, because the computer takes into account everything: Movement of your enemy's units, how far you are away from objective hexes, how successful your CAP and Intercept missions are, etc. Small, subtle occurrences can affect your number of VPs. The best thing to remember during play is to "know your objectives" and move your units to posi­tions where these objectives can be achieved.

Each scenario has a set number of turns. At the end of the final turn, the computer determines a winner. If you choose to end a scenario early, you can look at the number ofVPs you've been awarded so far. If you are ahead, you can claim a "moral" victory; you cannot, however, claim a "definite" victory. Being ahead in points doesn't mean you're

winning. The only way to know if you're winning is to view the Victory Points Display. If your commanders are jumping for joy, you are winning. If they aren't and you are leading in points, that means the point difference between you and

your opponent is too small (i.e ., you're leading, but you're not winning the game).

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5th Fleet

GLOSSARY The following glossary of screens, buttons, and

terms used in 5TH FLEET provides a handy reference for the players during game play.

Air Mission screen: The screen on which air units may be assigned to strategic air mis­sions and CAP (combat air patrol). To reach this screen, select an airfield of aircraft car­rier on the Ops Display and then

click on the Air Missions button.

r;;;:i:'i:ii::'i:i;:i;l Attack button: If you want to attack an enemy unit or base, first select the attack­ing unit on the Ops Display and then click

-..-..-.___. on the Attack button. The button's cover will "lift," after which you must click on the enemy unit or base you want to attack. After completing these functions, the Combat screen will appear.

Battle Results screen: This is the screen where the results of all attacks are indicated. This screen is displayed automatical­ly after all combats have been executed at the end of an Air, Surface, or Submarine phase.

CIC (Combat Information Center) screen: This schematic drawing of a US Navy warship's combat information center (CIC) is the opening screen of the game. Three computer consoles are illustrated. To choose a sce­

nario to play, click on the console just to the right of center (the one with a small black and green map of the Indian Ocean region). To consult the Tactical Reference screen, click on the console on the right (the

one with a side and top view of a warship). To go to the Systems Configuration screen, click on the console in the upper left (the one with a circular radar screen). To quit play and leave the game, click anywhere in the doorway at the top of the screen when the word "Exit" appears.

Clock: The clock is displayed on the right side of the Ops Display in green digital numbers. The first two

digits represent the current day. (The first day of any scenario is always "Day 1.") The last four digits show the current time of day using a 24-hour clock (e.g., "0800" is 8 AM and "1600" is 4 PM). Each day consists of three 8-hour turns: the "0000" (midnight to 8 AM) turn; the "0800" (8 AM to 4 PM) turn; and the "1600" (4 PM to midnight) turn.

Combat screen: This is the screen where you select attaCk­ing units and targets. The attacker must also select an attack type (SSM, torpedo, cruise missile, ASW, air strike-eligible attacks are indicated by a red

light) and sometimes decide upon the number of weapons fired. To reach this screen, click on the Attack button and select an enemy target on the Ops Display.

Compass: The compass appears on the right­hand side of the Ops Display. It is divided into eight directions. You scroll back and forth across the map in a particular direction by

clicking on one of these directions. Furthermore, if you click on the small circle in the center of the compass, the computer will automatically scroll the map so that the currently selected hex will be placed in the center of the map. Players may also scroll the map by clicking and dragging the small red box as far as they wish on the small overview map, which appears directly below the compass on the Ops Display.

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~====il Computer icon button: This is the small gray computer button to the right of the Deep

l..l.!liiiiiiii-...~J Mode Button. If you want to give control of a surface unit to the computer, click once on this button. The computer will now conduct all movement and attacks for this unit.

[;~~ Deep Mode button: Most (but not all) sub-marines may enter "deep" mode. To select

~~....,!!!l this mode for a particular submarine, select that submarine on the Ops Display and then click on the small submarine icon with the downward arrow, which is located just under the Fuel gauge. A subma­rine in deep mode is very difficult to detect, but has restrictions on movement and combat.

Execute button: This button appears on the Ops Display screen. Click this button when you are fin­

ished issuing movement and attack orders to your units in an Air, Submarine, or Surface phase.

I "' MJ:f"_(.., I Fuel Gauge: You may determine

!liiiiliiili the fuel_ level for su~f~ce units and . . submannes by exammmg the "Fuel Level" gauge near the upper right-hand corner of the Ops Display. As a unit's fuel level decreases, the small green boxes on the gauge are reduced in number. Generally, the aster a unit moves he more uel it uses. (Units moving slowly-or not at all-use little or no fuel. ) Note that some units, particularly nuclear­powered ships, submarines, and most non-combat ves­sels possess virtually unlimited amounts of fuel and cannot possibly run out during the course of a scenario.

Movement (Surface and Submarine units): To move surface and submarine units , select the unit you wish to move on the Ops Display by clicking on it. Then, hold the mouse button down and drag the point­er as far as you wish in the direction you want to move. (The computer will not let you move further than the unit's maximum possible distance, nor will it let you

-~~~~~ move across land.) If the unit moves its maximum dis­tance, red arrows appear-indicating very high fuel expenditure (for surface units) or greater detection pos­sibility (for submarines). If the unit moves less than its maximum distance, gray arrows appear-indicating normal or low fuel expenditure (for surface units) or normal detection possibility (for submarines). If you wish to change direction in the middle of movement, drag the pointer as far as you want before you wish to change direction and then release the mouse button. Then drag the pointer in a new direction. You may change directions as many times as you wish up to the unit's maximum movement distance. After you have issued movement orders to all your units, click on the Execute button. The units will then move to the desti­nations just selected by you.

Movement (Air units): To issue movement orders to air units, select an airfield or carrier on which air units are based and assign those units to air missions by clicking on the Air Missions button on the Ops Display. Alternatively, issue attack orders to those air units by clicking on the Attack button. Don't concern yourself with the distance and direction the air units move; the computer takes care of that for you. (Although you will see animated aircraft on the screen representing those missions.)

Ops Display button: This but­l!!!!!!!!!!i!!!!!!!!!!!!!!!!!!!!!!!!!~ ton is found on four screens: Air Missions, Strategic, Tactical, and Combat. Click on this button to return to the Ops Display.

Ops Display screen: This is the main screen of the game, where a portion of the full-color map of the Ir.dian Ocean and Persian Gulf is displayed. All surface , submarine, and air unit move­ment and combat takes place on this screen.

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Options button: The Options button appears on the Ops Display. This button allows you to turn the music,

sound effects, and animation on or off. Also, you may choose to play with or without a hexgrid superimposed over the Ops Display map.

8 Pass button: When the computer instructs you to select a unit type at the start of each of the six phases of a turn, you may "pass" in lieu of selecting one of your aircraft, surface

warship, or submarine icons in the upper right-hand corner of the Ops Display. If you pass, your opponent must then select one of his aircraft, surface ship, or submarine icons. You may pass only once per turn (and may not pass immediately after your opponent has passed).

Phase: Each turn of eight hours consists of six "phases": an Air, Submarine, and Surface phase for the green player and an Air, Submarine, and Surface phase for the Red player. At the beginning of each phase, the computer randomly selects a player and instructs him to select an Air, Submarine, or Surface phase. To select a phase, click on the aircraft, submarine, or surface ship icon in the upper right-hand corner of the Ops Display. (Each icon may only be selected once per turn.) When a phase has been selected, the Ops Display map appears and you may move and perform combat with the unit type selected at the start of the phase. The phase in progress is indicated by the col­ored icon situated next to the Attack button at the top of the Ops Display. When all six phases have been completed, a turn is over.

Quit button: Click on this button in the lower right-hand corner of the Ops Display when you wish to stop play in the current scenario.

Make sure you follow instructions for saving the game if you wish to resume playing later.

Save button: Click this button to save the game you're currently playing. Note, however, that you may only have one saved game for

each scenario. For example, if you already have a saved game of scenario 8, "Convoys to Iran," and you are cur­rently playing a different game of scenario 8, your cur­rent game will be saved over the previous scenario 8.

Scenario screen: You may choose the scenario you want to play on this screen. In addition, you may choose to play the game against a human opponent or against the computer's "artifi­cial intelligence" (AI). If you

play against the computer, the AI level (1, 2, or 3) must be selected, as well as the computer's "aggres­sion" level ("Nominal" or "High"). To reach the Scenario screen, click on the drawing of the center computer console on the Combat Information Center (CIC) screen (the one with a small black and green Indian Ocean map). To choose a scenario once you have reached the Scenario screen, click on one of the ten scenario titles and then click on the small square button just to the right of the "Select" line. Then, click on the "Commit" button on the lower right of the screen. The Ops Display will appear.

Strategic Display screen: This is the display where you can view the location of your surface, submarine and air units, as well as the location of known enemy units. The current weather con­ditions and status of units on air

missions may also be seen on this screen. To reach this screen, click on the Strategic Display button on the Ops Display.

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System Config's screen: Use this screen to configure games played by modem/electronic mail and to adjust background sound/music. To reach this screen, click on the drawing of the computer console on the left

of the Combat Information Center (CIC) screen (the one with a circular radar screen, near the door) .

Tactical Display screen: The blue screen with a series of con­centric circles (divided into sec­tions) on which you can adjust the formations of your surface ships and form task forces and task groups. To reach this

screen, click on the Tactical Display button on the Ops Display.

Tactical Reference screen: This screen shows a picture of each air, surface, and submarine unit in the game, and lists the "real world" and "simulation" data pertaining to those unit~. Before starting a scenario, you

may reach this 1 screen by clicl9ng on tlie arawing of the computer console on the right of the Combat Information Cen,_ter (CIC) screen. During the play of a scenario, you may also reach this screen by clicking on the red or green box in the upper right-hand corner of the Ops, Strategic, Air Missions, or Tactical Displays (the box displaying the silhouette and nationality flag of the air, surface, or submarine unit). If the Tactical Reference screen is reached from the CIC screen before the start of a scenario, only "real world" data is displayed; if the Tactical Reference screen is reached during a scenario, both "real world" and "simulation" data are shown. (The simulation data is updated as units expend ammunition or are damaged. ) To exam-

ine data pertaining to aircraft, surface ships, and sub­marines, click on the appropriate icon under the word "select." To move back and forth between individual aircraft, surface ships, and submarines, click on the left or right arrow under the word "view" on the lower left of the screen.

Turn: A turn represents eight hours, divided into six phases.

Victory Point indicators: The computer determines who wins a scenario by keeping track of victory

points . Victory points are gained by damaging or destroying enemy units or bases and by achieving spec­ified objectives. During a game, you may view both sides' current victory point totals by glancing at the red and green numbers directly underneath the small overview. The red numbers are the Red player's cur­rent victory point total and the green numbers are the Green player's current victory point total. At the end of a scenario, the computer displays a special screen informing you about which side won the game.

:WEAX: The US Navy term for weather reports. To aetermine the weather, click on the WEAX button, which appears on the Strategic Display. The weather in all twenty-two zones on the map is indicated by a symbol. There are three weather symbols: clear, squall, and storm. Click on the :WEAX button on the scenario screen if you want weather to be used in a scenario.

Zone: The map is divided into twenty-two named zones (e.g., "Bay of Bengal Zone"). On the Ops Display, zone boundaries are drawn in red. On the Air Missions and Strategic Display screens, zone bound­aries are yellow.

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The Avalon Hill Game Company DMSION OF MONARCH AVALON, INC.

4517 Harford Road, Baltimore, MD 21214 © 1994 • Printed in USA • All Rights Reserved STANLEY

ASSOCIATES

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Table of Contents

5th Fleet Designer's Notes ............ 3 The flags of

Carriers .......................... 10

Battleship ........................ 15 Australia Bahrain

Cruisers .......................... 16 = Ethiopia France

Destroyers ........................ 21 India Indonesia

Frigates .......................... 28 Iran Italy

Corvettes ......................... 37 Kenya Kuwait

Patrol Combatants ................. 39 Liberia Oman

Amphibious Assault Ships .......... .43

Minesweepers .................... .4 7 Pakistan Panama

Replenishment Ships ............... 51 Qatar Russia

Merchant Ships .................... 59 Saudi UAE Arabia

Submarines ....................... 63 UK us Aircraft .......................... 72

Yemen

Technical Support Information ....... 96

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5TH FLEET DESIGNER'S NOTES by Joseph M. Balkoski

Why do navies exist? The 19th century American nav·al theorist Alfred Thayer Mahan postulated that no nation could achieve greatness without a great navy. History has confirmed this theory. From the Peloponnesian Wars in the 5th century B.C. to the Persian Gulf conflict of the late 20th century, the side controlling the seas has generally emerged victorious in war.

For the past 250 years or more, the navies of the English-speaking world have dominated the world's oceans. In the 18th and early 19th centuries, the British triumph over royalist, revolutionary, and Napoleonic France in a conflict that was actually the first "world war," led directly to one hundred years of Pax Britannica. During this period of relative international calm, the British planted their flag in the far corners of the world, exploited foreign markets, and imported goods from afar by sea on an unprecedented scale to feed the machinery of the Industrial Revolution at home. In the late 19th and early 20th centuries, the efforts by other nations, particu­larly Germany, to share the bounties of colonialism with the British ignited the Great War, which in turn led directly to the Second World War.

The upheaval of the 20th century's two world wars sapped the strength of Great Britain and brought about the end of Pax Britannica. However, following the Allies' triumph over the Axis powers in the Second World War, the years of Pax Americana began. Somewhat reluctantly, the United States inherited the role of the world's domi­nant power, a state of affairs which has continued since 1945.

One of the means by which global economic domi­nance is achieved is by vigorous international commerce. Even in an era of burgeoning aviation, by far the most effective means of carrying goods between markets is by sea. Quite simply, a nation needs ships to carry goods; to protect those ships , it needs a navy. Furthermore, the

more a nation relies on seaborne commerce, the bigger its navy must be.

As the British learned in the 19th century, with power comes responsibility. It was no accident that the Royal Navy came to be the world's most powerful military force during the era of Pax Britannica, for the British would not tolerate encroachment by foreign powers in their lucrative colonial markets, nor would they stand for blockage of their vital seaborne commerce. For one hun­dred years, the Royal Navy dominated the seas, and no nation dared to stand up against it. The Royal Navy was both an impenetrable barrier against foreign invasion of the homeland and a pillar supporting the British Empire.

Of course, a powerful navy costs a great deal of money. Pax Britannica came to an end essentially because the costs of fighting two world wars bankrupted Britain. Similarly, the Soviet Union's attempt to oust the United States as the world's strongest power during the Cold War failed because the Soviets could simply not afford to compete militarily with the United States.

.Before World War Two, the United States tradition­ally devoted little money to its military in peacetime and scrupulously adhered to George Washington's advice "to steer clear of permanent alliances with any portion of the

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foreign world". Starting in 1945, however, the profound change in American diplomacy brought about by the United States' new status as the world's dominant power necessitated major changes in American defense policy. To furnish manpower for a larger armed force, the gov­ernment initiated a peacetime draft-an unthinkable concept in 19th century America. Furthermore, a sepa­rate and distinct U.S. Air Force was established, whose primary mission was to wield the powerful new atomic weapons in the American arsenal. Above all, the U.S. Navy readily stepped into the power vacuum created by the downsizing of the Royal Navy and the collapse of much of the British Empire. American naval technology, particularly nuclear propulsion and air power, clearly established the American fleet as the most powerful navy in the post-war world.

The U.S. Navy spent much of the Cold War preparing to fight the Soviet fleet, which grew dramatically from a coastal defense force in the 1950's to a first-rate "blue water" navy in the 1980's. Of course the U.S. Navy never fought the decisive Trafalgar-style battle it expected to fight against the Soviets in the event the Cold War turned hot. Instead it performed secondary roles in medium-sized regional conflicts such as Vietnam, Korea, and the Persian Gulf, supporting the other branches of the armed forces in what were essentially ground and air wars.

Although the post-World War Two U.S. Navy was almost never used for the purposes for which it was designed, it was unrefutably the world's most powerful naval force. Its very existence was a deterrence to Soviet aggression. Furthermore, the Soviet effort to build a fleet that could wrest control of the seas from the west was a dismal, costly failure-a failure that contributed mightily to the eventual bankruptcy of the Soviet Union. When one considers that the Soviets also failed to develop ground and air forces on a qualitative par with the west, it is clear that America's final victory in the Cold War was in large measure attributable to the fact that the Soviets could simply never hope to roll over the western democra­cies on the field of battle. The fact that the west's Cold

5th Fleet

War victory was won without the loss of a man on the bat­tlefield is all the more remarkable.

For America, however, the price of its Cold War victo­ry was not cheap. For 45 years, the Soviet Union-the "evil empire" in President Ronald Reagan's words-was an enemy. In his farewell address in 1796, President George Washington warned, "The nation which indulges toward another an habitual hatred or an habitual fond­ness is in some degree a slave. It is a slave to its animosi­ty or to its affection, either of which is sufficient to lead it astray from its duty and its interest". America's obsession with the containment of communism changed the pattern of American life forever. Although there was no climactic military struggle with the Soviets, a great deal of money and effort was spent on developing a war machine of unheard size and power in peacetime America. Of course the United States had geared up for global war twice in the 20th century, but these wars were of short duration compared to the massive 45-year effort to maintain a large, well-prepared armed force during the Cold War. A whole generation grew up with the "military-industrial complex," the draft, and the Berlin Wall. Meanwhile, income taxes ballooned and the American social fabric deteriorated.

For the United States, victory in the Cold War initiat­ed an immediate downsizing of the American armed forces and triggered much-publicized media attention on the so-called "peace dividend." As defense dollars became more scarce in the mid-1990's, the three branches of the armed forces scrambled for funding. Notwithstanding Tailhook and the Naval Academy cheating scandal, the Navy has so far emerged from these budget battles bat­tered, but fairly intact. Naval air power and submarines are still the cornerstones of the U.S. Navy and will be for years to come. And in any future international crisis, the query "Where are the carriers?" is still sure to be the first question out of the President's mouth.

Although the United States no longer has "an habitu­al hatred" for any nation of the world posing a direct mil­itary threat to the western democracies, the much-

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reduced American armed forces of the mid- and late-1990's must continue to prepare to wage war. The critical question facing American defense planners is who to pre­pare to fight . Throughout the debates on American defense preparedness, one thing is certain: the United States is clearly still heavily dependent on seaborne com­merce and therefore must be prepared to defend its mer­chant shipping from foreign aggressors, even in distant locales such as the Indian Ocean and the Persian Gulf.

Even with the end of the Cold War, there is no short­age of countries with a deep animosity towards the United States. The Korean peninsula could explode into war at any time ; a hostile Cuba is situated only 90 miles from Key West; and, in the Middle East, Iraq and Iran threaten the flow of oil from the Persian Gulf to North America, Europe, and Asia. Furthermore, although there is no more "evil empire" of Soviet communism, the cur­rent chaotic state of Russian society could easily turn ugly and again transform Russia into an enemy of the west. Indeed, to some defense ana­lysts , Russian instability is more threatening to world peace today than the vitriolic diplomatic showdowns between the superpowers at the height of the Cold War.

Of all the hot spots in the world today, there is none hotter for the United States than the Persian Gulf. Although America and its allies decisively defeated Iraq in the Gulf War of 1991, the region is as unstable as ever today. Ever since the downfall of the Shah in 1979, Iran has been an implacable enemy of the United States. Furthermore, much to the surprise of American diplo­mats, Saddam Hussein still reigns supreme in Baghdad. Thus, the entire northern and eastern coastlines of the

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Gulf are occupied by powers hostile to the United States and the western democracies. Even worse, the Strait of Hormuz chokepoint connecting the Persian Gulf with the Indian Ocean is directly threatened by Iranian missiles and mines.

The western powers' abiding interest in Persian Gulf oil originated less than a century ago. Significantly, it was the warship rather than the automobile that first devel­oped an insatiable thirst for oil. The first warships to use oil (rather than coal) as a fuel source were the Royal Navy's Queen Elizabeth class dreadnoughts, which were built in the years immediately prior to the Great War. As

oil provided significantly greater sailing endurance than coal, it was not surpris­ing that the world's navies soon turned to oil as an ener­gy source for their warships. For the Royal Navy, the Persian Gulf provided a vir­tually unlimited oil supply.

Simultaneously, the civilian world 's oil needs grew dramatically as the automobile came into wide­spread use and homeowners realized the advantages of oil-based heating systems. By the latter half of the 20th

century, most of the industrially developed nations of the world were highly dependent on Persian Gulf oil. Indeed, when the western powers were faced with a sharply reduced supply of Persian Gulf oil during the oil crises of 1973 and 1979, their economies-as well as their entire social fabric-were thoroughly disrupted. Today, the west's-and Japan's-thirst for Persian Gulf oil is still very high; supposedly, 75 percent of Japan's oil origi­nates in the Gulf, as opposed to about 60 percent for western Europe . For the United States , the figure is around 15 percent.

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It is therefore no wonder that the western powers are so sensitive about the safety of the shipping lanes in the Persian Gulf and the adjacent waters of the Indian Ocean. A complete cut-off of Persian Gulf oil to the west would clearly have catastrophic economic consequences throughout the world. The western powers' sensitivity about this region helps to explain why they were willing to go to war in the Gulf over Iraqi aggression, but were not willing to go to war in the Balkans over Serbian aggression.

Probably the most vital mission for the post-Cold War U.S. Navy is to guarantee the safety of merchant ships plying the Persian Gulf and Indian Ocean shipping lanes. Although the Navy has main­tained a modest presence in this region since the end of World War Two, the Pentagon has learned that supporting a major force there in times of crisis is a logistical night­mare. Except for the U.S. base at Diego Garcia, the Indian Ocean region is devoid of permanent American naval bases, and in the event of a major regional conflict the United States would be forced to seek significant support from countries with which it has few strong cultural or political ties. Although during the Gulf War of 1991, bas­ing facilities were freely provided by friendly Gulf nations such as Saudi Arabia, Bahrain, and Qatar, it is by no means certain that these offers will be repeated in the future-especially in a conflict with a more nebulous mili­tary objective than the liberation of Kuwait.

The key American base at Diego Garcia atoll in the Chagos Archipelago is about as far away from the conti­nental United States as one can get: almost 12,000 miles, in fact, from either New York or San Francisco. Diego

5th Fleet

Garcia, which was once used as an RAF relay airfield, is 1,000 miles south of the nearest landmass-the southern tip of India-and more than 2,000 miles from the Strait of Hormuz. Thus, the U.S. Navy is burdened not only with getting supplies from Diego Garcia to an active theater of military operations within the Indian Ocean region, but with getting those supplies from the United States to Diego Garcia in the first place. In the Gulf War, logistics never posed a serious problem because the friendly Gulf nations provided adequate base facilities and because the Iraqi Navy never posed a significant threat. An Indian Ocean war against an enemy with a modern navy, howev­er, would be an entirely different matter.

When Bill Clinton ascen­ded to the presidency in 1993, there was general agreement among both par­ties on Capitol Hill that the federal government must spend less money on the mil­itary than it did when the Soviet threat still existed. Clinton administration offi­cials stressed that this downsizing would not go too far, assuring the Pentagon that America would always be strong enough to fight two moderate-sized regional conflicts simultaneously.

Certainly, one of the regions in which the United States must still be prepared to fight is the Persian Gulf. The sheer quantity of western shipping in the Persian Gulf as well as the predictability of Gulf ship­ping routes (ships can only enter and leave the Gulf via the Strait of Hormuz), make the Gulf a very inviting place for any nation wishing to attack or harass the western democracies.

The 5th Fleet computer game traces its origins to the board game of the same name, which was published by

Page 63: 5th Fleet

Victory Games (a division of the Avalon Hill Game Company) in 1989. Actually, the game's roots may be traced back as early as 1983, when I began designing 6th Fleet-the first of what turned out to be a series of five operational naval games (6th, 2nd, 7th, 5th, and 3rd Fleets). Players familiar with the five board games proba­bly remember how that series evolved over the years. During the design of 6th Fleet, the Falklands War was fresh in my memory, and my general objective was to show how the modern naval weapons of that war, such as Exocet and Sea Wolf, could affect modern naval opera­tions in a larger conflict between the superpowers.

The series proved remarkably popular, eventually portraying the world's hotspots from the Mediterranean (6th Fleet), to the North Atlantic (2nd Fleet), to the west­ern Pacific (7th Fleet), to the Indian Ocean/Persian Gulf (5th Fleet), and finally to the Caribbean, Baltic, and Aleutians (3rd Fleet). When the series came to an end in 1990, there were no more oceans to cover. But the Soviet Union and most of its allies were on the verge of breaking up anyway, so it seemed a convenient time to bring the series to a close and let glasnost have its day.

Dozens of garners wrote to me after 3rd Fleet was released to ask what would next happen to the series. I honestly thought there was little more we could do with modern navies in a game format now that the Soviet Union had disappeared, and I commenced another major series of games on the American Civil War (a multi-year project that I am still in the middle of). But in the spring of 1993, Stanley Associates, an Alexandria, Virginia­based consulting firm, approached Avalon Hill with the intriguing idea of computerizing the entire Fleet series. The idea was simple: Stanley would program the games with the aid of the original designer (me), and Avalon Hill would market them. A deal was struck and programming work began in earnest.

As it turned out, it was a propitious time to convert the series to a computer format . Despite the end of the Cold War, the devotees of the five board games have never lost their interest in the game system and have

been clamoring for several years for new modules, scenar­ios, maps, and orders of battle. In addition to providing those new elements, the computer game simplifies the play of the game immensely. Players no longer have to calculate attacks in their heads, keep track of logistical information on pads, and place markers on detected units. The computer handles all that for them. Most important, you don't need a huge table on which to play the game­and you don't even need a live opponent. For me, by far the most significant improvement in the computer game is the "fog of war". Even when you play the game solitaire against the computer, you don't know where the enemy forces are situated. That element alone changes the origi­nal board game profoundly.

A computer version of the Fleet series is also timely because of the major changes in the U.S. Navy over the past several years. Indeed, since the publication of 3rd Fleet in 1990 the Navy has undergone one of the greatest overhauls in its history. In the Reagan-Bush years, the Navy almost achieved its much publicized "600-ship Navy" goal. By the late 1990's, however, the Navy will maintain hardly more than 300 ships. Soon the mainstays of the Cold War U.S. Navy will all be gone: A-6 Intruders, Coontz and Adams class destroyers, Leahy and Belknap class cruisers, Forrestal class carriers, Sturgeon and Permit class nuclear submarines, and the ungainly LST tank landing ships. The Navy of the late 1990's will become less varied: there will probably be only one major type of carrier (the Nimitz class), one type of cruiser (the Ticonderoga class), two types of destroyers (Arleigh Burkes for air defense, Spruances for ASW), one type of frigate (the Perry class), and one type of attack submarine (the Los Angeles class, with a few Seawolf subs and per­haps a few boats of a completely new design). Players familiar with the Fleet board games will be surprised at how significantly the U.S. Navy has changed since the publication of 6th Fleet in 1984.

Abroad, there have been some fairly significant changes in the maritime world over the past several years. The Soviet Navy has ceased to exist. The Iranians

Page 64: 5th Fleet

have submarines. Western European navies have shrunk to their smallest levels in modern history. The Indian Navy has returned a nuclear-powered submarine it had leased from the Russians. Former Soviet warships now fly the Russian flag and have even participated in exercises with American ships.

However, the breakup of the Soviet Union has by no means led to the collapse of Russian military power. Anyone who scans the latest edition of Jane's Fighting Ships will see at a glance that the Russian Navy is still a formidable fighting force . Indeed, the number of first-rate surface warships in the fleet today is far greater than five or ten years ago. The Russian Navy now has two fixed­wing aircraft carriers, so it is currently one of only two fleets in the world (the U.S. Navy is the other) with "cat shot and tail hook" aviators. Furthermore, the Russians are maintaining a vigorous submarine construction pro­gram which more than makes up for the dozens of 1960's­era diesel submarines they sent to scrap dealers. Clearly the technological advantage enjoyed by U.S. Navy sub­mariners for the past several decades is getting smaller every year. Finally, the Russian land-based bomber force­the element most feared by U.S. Navy tacticians during the Cold War-still has the capability to wreak havoc on enemy surface warships, even at great distances from land.

5lltRIIf

Clearly, the time to update the Fleet series had come, and the only way to do it was to convert the whole series to a computer format. I had spent my entire professional life (19 years) as a board game designer, so acclimating to the computer genre was by no means easy. But thanks to the hard workers at Stanley, what I feared would be a deadening task turned out to be remarkably enjoyable. I had been accustomed to working completely independent­ly on board game designs, but from the start of the 5th Fleet project, it was obvious that the single most critical element of computer game design is teamwork. Nothing can be done without the programmers' cooperation. Indeed, a talented game designer working with inade­quate programmers will certainly produce a terrible game. But a wonderful game will result from the dedicat­ed labors of brilliant programmers, even when working with a designer possessing less-than-average talent.

Thus, as much as I hate to admit it and thereby deflate my ego, it is obvious to me that the programmers are the heart and soul of computer game production. They perform the lion's share of the work-by far-and are responsible for all the nifty graphics by which game actions are portrayed. We were extraordinarily lucky to have such a dedicated and talented programming staff at Stanley during the 5th Fleet design . Mike Innella, Stanley's vice president in charge of software develop­ment, expertly managed the project from start to finish and used his experience as a U.S. Navy officer to guide the programmers (and me) through dozens of challenging tasks. Lead programmer Mike Gercken and programmers Dean Pianta and Mike Peremsky were amazingly patient with my computer phobias and were always amenable when I suggested ways in which the game could be improved in the computer format. (I wasn't so sure they would go for my hint that each scenario should begin with a random set-up, but they finally did.) One thing is for sure: if you enjoy 5th Fleet, it is mostly due to the work of these four people.

One question that frequently crops up is why the com­puter game uses a sequential turn- or phase-based system

Page 65: 5th Fleet

instead of a "real-time" format. To this I reply that 5th Fleet is an operational rather than a tactical game . Although some small degree of low-level naval tactics is reflected in the game, 5th Fleet's overall goal is to give players a feel for naval operations as viewed by a relative­ly senior naval officer-a three- or four-star fleet com­mander or "CINC" (theater commander-in-chief) , for example, rather than a one-star admiral in charge of a task force or a captain in command of an individual war­ship. Just as General Lee would not concern himself much with the placement of a single cannon, a modern four-star admiral would not be very concerned with angles of attack, sonar convergence zones, or the weapons load-out of an F/A-18C Hornet. He would instead concen­trate on fulfilling the directives issued to him by the President or the Chairman of the Joint Chiefs of Staff.

Shortly before the Battle of Trafalgar in October 1805, Admiral Horatio Nelson said to his subordinates, "No captain can do very wrong if he places his ship along­side that of the enemy". Today, however, naval tactics are far from simple. In the modern world, war at sea is an impersonal struggle between sailors who operate extremely complex pieces of machinery from the deep recesses of their ships. However, from the beginning of the 5th Fleet design, we have always felt it important to give the players a feel for the "big picture" in naval opera­tions rather than to overburden them with too many com­plex tactical details. Also, we were convinced that in turns of eight hours duration, it would be nearly impossible to simulate minute-by-minute actions simultaneously. For these reasons, the computer game retains the sequential turn system of its board game predecessor. We have divid­ed each eight-hour turn into six phases. At the start of each phase, the computer selects the active player (red or green), and then the active player must choose to activate his aircraft, surface, or submarine units. Since the com­puter selects the active player randomly, the players don't know who will get to move next. Furthermore, each time a player is made active, he must make a critical decision concerning which of his unit types to activate next.

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This decision-making process, which is almost a "game within a game," is the heart of 5th Fleet. Instead of the "I move everything, you move everything'' approach of most wargames, which greatly abstracts simultaneity, 5th Fleet demands that the players keenly observe develop­ments as soon as they occur on the screen. As in real naval operations, and all military operations for that mat­ter, even the most careful plans last only as long as the first shot is fired. A good military commander carries out his plans by remaining flexible and reacting intelligently to the movements of his enemy. A tactical "real-time" naval simulation, therefore, is of little interest to us. What concerns us first and foremost is that the players have fun-which in our view can only happen when play­ers are constantly challenged. We have attempted to chal­lenge them by giving them a feel for high-level command in the most realistic manner possible.

A final word about future computer games in the Fleet series: If 5th Fleet is well received, we fully expect to computerize the other four games in the Fleet board game line. Our next project would probably be 7th Fleet, which deals with the current naval situation in the western Pacific. (The northern Pacific, including the Aleutian Islands, is covered on a single map in the 3rd Fleet board game and will probably be included in the computer ver­sion of 7th Fleet. ) It is also likely that we will create new scenarios for 5th Fleet, which will be sold as expansion kits for those who already own the original computer game. These expansion kits will include the latest order of battle changes in the relevant navies.

Finally, we sincerely thank you for purchasing 5th Fleet. If you enjoy playing it and learning from it, we have succeeded. Thanks again, and keep in touch.

STANLEY ASSOCIATES

Page 66: 5th Fleet

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CARRIERS

For the American player, aircraft carriers are your main striking force. With carrier air squadrons, you can hunt for the enemy, launch devastating air strikes against surface ships, and attack submarines at long ranges. However, make sure you defend your carriers adequately. The best means of doing this is to always sail in task forces with other surface warships, which can protect the carrier from enemy air and submarine attacks. Also, make sure to maintain a constant com­bat air patrol (CAP) over your carrier, consisting of at least one F-14 Tomcat fighter squadron (VF) and one E-2C Hawkeye airborne early warning squadron (VA W). Of course, this CAP cover will also serve to pro­tect the other surface ships in the carrier's task force. Other navies with carriers (the British, French, Indian, and Russian) have much smaller carrier air wings. When operating under the threat of enemy air attack, use these air units mostly for CAP. When oper­ating with little threat of enemy air attack, use the carrier air units offensively. In general, carriers are most vulnerable to torpedo attacks, so try to sail clear of areas infested with enemy submarines. Finally, always keep your carriers in the center circle in a task force or task group formation on the Tactical Display. This is the safest spot and the one that can be most easily protected by escorts.

Type: SSM: SAM:

cv None Thomson-CSF Crotale

Guns: 4xDCN 100mm ASW: None

Ships: Clemenceau

CM: Comm: Max Speed:

5th Fleet

None 1961 32 knots

Displacement: 32780 tons Countries: France

Game Information Max Speed: 5 SSM1: None

Defense: 6 Quantity:

AAW: 0 Range:

CloseAAW: 5 SSM2: None

ASW: 3 Quantity:

Surface Detect: 20 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 0 Range: Victory Point: 9 Torpedoes: 6

Area Anti-Air: 0

Page 67: 5th Fleet

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Type: CVN CM: None Type: cv CM: None

SSM: None Comm: 1961 SSM: None Comm: 1959

SAM: NATO Sea Sparrow Max Speed: 33 knots SAM: Sea cat Max Speed: 28 knots

Guns: 3x20mmCIWS Displacement: 75700 tons Guns: None Displacement: 28700 tons

ASW: None Countries: United States ASW: None Countries: India

Ships: Enterprise Ships: Viraat

Game Information Game Information

Max Speed: 5 SSM1: None Max Speed: 4 SSM1: None

Defense: 8 Quantity: Defense: 5 Quantity:

AAW: 0 Range: AAW: 0 Range:

CloseAAW: 7 SSM2: None CloseAAW: 3 SSM2: None

ASW: 6 Quantity: ASW: 6

Quantity:

Surface Detect: 60 Range:

Surface Detect: 50 Range:

CM: None CM: None Sub Detect: 8 Quantity:

Sub Detect: 10 Quantity: Gunnery: 0 Range: Gunnery: 6 Range: Victory Point: 16 Torpedoes: 8 Victory Point: 6 Torpedoes: 6

Area Anti-Air: 0 Area Anti-Air: 0

Page 68: 5th Fleet

Type: SSM: SAM: Guns: ASW:

cv None Sea Dart 3x20mmCIWS None

Ships: Ark Royal

CM: Comm: Max Speed:

None 1980 20 knots

Displacement: 20600 tons Countries: United Kingdom

Game Information Max Speed: 5 SSM1: Sea Dart

Defense: 6 Quantity: 4

AAW: 4 Range: 1 hex

CloseAAW: 6 SSM2: None Quantity:

ASW: 7 Range:

Surface Detect: 60 CM: None Sub Detect: 10 Quantity: Gunnery: 0 Range: Victory Point: 6 Torpedoes: 4

Area Anti-Air: 3

Type: CV SSM: 8xSS-N-12 SAM: SA-N-3, SA-N-4,

SA-N-9 Guns: 4x3", 8x30mm ASW: SUW-N-1

Type 53 Torpedoes

Ships: Kiev

5th Fleet

CM: None Comm: 1972 Max Speed: 32 knots Displacement: 40500 tons Countries: Russia

Game Information Max Speed: 5 SSM1: SS-N-12

Defense: 7 Quantity: 8

AAW: 4 Range: 6 hexes

CloseAAW: 8 SSM2: None Quantity:

ASW: 10 Range:

Surface Detect: 70 CM: None Sub Detect: 40 Quantity: Gunnery: 6 Range: Victory Point: 7 Torpedoes: 10

Area Anti-Air: 9

Page 69: 5th Fleet

5Ift AIIt

Type: cv CM: None SSM: None Comm: 1960 SAM: Sea Sparrow Max Speed: 32 knots Guns: 3x20mmCIWS Displacement: 81123 tons ASW: None Countries: United States

Ships: America

Game Information Max Speed: 5 SSM1: None

Defense: 8 Quantity:

AAW: 0 Range:

CloseAAW: 7 SSM2: None

ASW: 6 Quantity:

Surface Detect: 60 Range:

CM: None Sub Detect: 8 Quantity: Gunnery: 0 Range: Victory Point: 16 Torpedoes: 8

Area Anti-Air: 0

Type: cv CM: None SSM: 12xSS-N-19 Comm: 1985 SAM: SA-N-9 Max Speed: 30 knots Guns: 6x30mm Displacement: 67500 tons ASW: None Countries: Russia

Ships: Admiral Kuznetsov, Varyag

Game Information Max Speed: 5 =S=SM= 1-'--: ----=S=S--=-N-'---=19 Defense: 8 Quantity: 12

AAW: 0 CloseAAW: 9 ASW: 7 Surface Detect: 70 Sub Detect: 10 Gunnery: 0 Victory Point: 10

Range: SSM2:

Quantity: Range:

CM: Quantity: Range:

Torpedoes : Area Anti-Air:

5 Hexes None

None

10 0

Page 70: 5th Fleet

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Type: cv CM: None Type: CVN CM: None SSM: None Com.m: 1961 SSM: None Com.m: 1975 SAM: None Max Speed: 24 knots SAM: Sea Sparrow Max Speed: 30 knots Guns: None Displacement: 19500 tons Guns: 4x20mm CIWS Displacement: 102000 tons ASW: None Countries: India ASW: None Countries: United States

Ships: Vikrant Ships: Abraham Lincoln, George Washington

Game Information Game Information Max Speed: 4 SSMl: None Max Speed: 5 SSM1: None

Defense: 5 Quantity: Defense: 9 Quantity:

AAW: 0 Range: AAW: 0 Range:

CloseAAW: 3 SSM2: None CloseAAW: 7 SSM2: None

ASW: 6 Quantity:

ASW: 7 Quantity:

Surface Detect: 50 Range:

Surface Detect: 60 Range:

CM: None CM: None Sub Detect: 10 Quantity: Sub Detect: 10 Quantity: Gunnery: 6 Range: Gunnery: 0 Range: Victory Point: 6 Torpedoes: 6 Victory Point: 16 Torpedoes: 10

Area Anti-Air: 0 Area Anti-Air: 0

Page 71: 5th Fleet

BAnLESHIP

Only the American player has battleships. These behemoths, which were laid down before the Japanese attack on Pearl Harbor, are actually no longer in com­mission. They did, however, play a major role in the Persian Gulf War, providing gunfire support for Allied forces ashore and launching large numbers of Tomahawk cruise missiles against targets far inside Iraq. Despite their continuing effectiveness, their oper­ating expenses and manpower needs were simply too high given the limited naval budgets of the post-Cold War era. However, it is conceivable that in a major conflict, they would be recommissioned. In the game, use the battleships to attack key enemy ports and air­fields at long ranges with cruise missiles. In a surface action, the battleships are extraordinarily useful because of their plentiful supply of Harpoon and Tomahawk SSMs. If you can close with an enemy force by engaging it in the same hex, do so, for the battle­ships will devastate the enemy with their high gunfire values. Moreover, the battleships are very difficult for the enemy to damage or destroy. However, battleships are impotent against enemy submarines and stand-off air attacks. Therefore, make sure that battleships always sail in task forces with escorts which can pro­vide protection against these types of attacks.

Type: BB SSM: TASM, 16xHarpoon SAM: None Guns: 9x16', 12x5",

4x20mmCIWS ASW: None

Ships: Missouri, New Jersey

CM: Comm: Max Speed:

TLAM 1943 33 knots

Displacement: 57500 tons

Countries: United States

Game Information Max Speed: 5 SSM1: Har oon

Defense: 9 Quantity: 16

AAW: 0 Range: 2 hexes

CloseAAW: 6 88M2: TASM

ASW: 0 Quantity: 16 Range: 5 hexes

Surface Detect: 0 CM: TLAM

Sub Detect: 0 Quantity: 24 Gunnery: 30 Range: 30 hexes Victory Point: 16 Torpedoes: 0

Area Anti-Air: 0

Page 72: 5th Fleet

CRUISERS

Of the participants in the game, only the Americans and the Russians possess cruisers. In the U.S. Navy, cruisers are used mostly as escorts for air­craft carriers. In the game, make sure that wherever an American carrier goes, at least one (and preferably two) Ticonderoga class cruisers accompany it. The Ticonderoga (also known as "Aegis") cruisers are unsurpassed at air defense. They are also a formidable shield against enemy submarines. With a large SSM and cruise missile capacity, they may also be used effectively in an offensive role. Try to keep your Ticonderoga cruisers in the three arcs adjacent to the center circle in a task force or task group formation on the Tactical Display. The most effective protection of the high value target in the center of the display (most likely a carrier) is offered from these positions. For the Russian player, your two Kirov class nuclear-powered cruisers are the closest thing to a battleship in your fleet. (Indeed, some naval analysts refer to these ships as ''battle-cruisers".) These are your most powerful sur­face ships and are very difficult to damage or destroy due to their large size. They are plentifully stocked with powerful SS-N-19 SSMs, so use them aggressively to initiate a surface action. They are also more than adequate at air defense and ASW, so they can effec­tively protect high-value targets such as the two Russian carriers.

Type: SSM: SAM:

CG 8xHarpoon SM-2ER

Guns: 2x20mm CIWS ASW: Mk 46 Torpedoes

Ships: Fox

CM: Comm: Max Speed:

None 1964 32 knots

Displacement: 8200 tons Countries: United States

Game Information Max Speed: 5 SSMl: Harpoon

Defense: 4 Quantity: 8

AAW: 7 Range: 2 hexes

CloseAAW: 6 SSM2: None

ASW: 3 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 2 Range: Victory Point: 4 Torpedoes: 7

Area Anti-Air: 5

Page 73: 5th Fleet

Type: CG CM: None Type: CGN CM: None SSM: None Comm: 1971 SSM: 20xSS-N-19 Comm: 1977 SAM: SA-N-3, SA-N-6, Max Speed: 34 knots SAM: SA-N-6, SA-N-4, Max Speed: 30 knots

SA-N-4 Displacement: 9900 tons SA-N-9 Displacement: 24300 tons Guns: 4x3", 4x30mm Countries: Russia Guns: 2x100mmor Countries: Russia ASW: SA-N-14, 2x130mm,8x30nun

Type 53 Torpedoes ASW: SS-N-14,

Ships: Kerch Type 53 Torpedoes

Game Information Ships: Admiral Nakhimov, Admiral Ushakov

Max Speed: 5 SSM1:

Defense: 4 Quantity:

AAW: 4 Range:

CloseAAW: 6 SSM2:

ASW: 4 Quantity:

Surface Detect: 10 Range:

CM: Sub Detect: 4 Quantity: Gunnery: 3 Range: Victory Point: 4 Torpedoes:

Area Anti-Air:

SA-N-3 Game Information

1 SSM1: SS-N-19

1 hex Max Speed: 5

None Defense: 7 Quantity: 20

AAW: 6 Range: 5 hexes

CloseAAW: 9 SSM2: None

None ASW: 6 Quantity:

Surface Detect: 30 Range:

CM: None Sub Detect: 8 Quantity:

8 Gunnery: 8 Range: 5 Victory Point: 7 Torpedoes: 8

Area Anti-Air: 12

Page 74: 5th Fleet

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Type: CG CM: None Type: CG CM: None SSM: 4xSS-N-3B Comm: 1965 SSM: 8xSS-N-3B Comm: 1963 SAM: SA-N-1 Max Speed: 35 knots SAM: SA-N-1 Max Speed: 34 knots Guns: 4x57mm, 4x30mm Displacement: 7700 tons Guns: 4x76mm, 4x30mm Displacement: 5550 tons ASW: Type 53 Torpedoes Countries: Russia ASW: Type 53 Torpedoes Countries: Russia

Ships: Admiral Zozulya Ships: Admiral Golovko

Game Information Game Information Max Speed: 5 SSM1: SS-N-3B Max Speed: 5 SSM1: SS-N-3B

Defense: 4 Quantity: 4 Defense: 3 Quantity: 8

AAW: 2 Range: 5 hexes AAW: 2 Range: 5 hexes

CloseAAW: 3 SSM2: None CloseAAW: 3 SSM2: None

ASW: 1 Quantity:

ASW: 1 Quantity:

Surface Detect: 10 Range:

Surface Detect: 0 Range:

CM: None CM: None Sub Detect: 1 Quantity: Sub Detect: 1 Quantity: Gunnery: 4 Range: Gunnery: 3 Range: Victory Point: 4 Torpedoes: 5 Victory Point: 3 Torpedoes: 4

Area Anti-Air: 5 Area Anti-Air: 2

Page 75: 5th Fleet

SfltRelt

Type: CG CM: None SSM: 16xSS-N-12 Comm: 1982 SAM: SA-N-6, SA-N-4 Max Speed: 32 knots Guns: 2x130mm, 6x30mm Displacement: 11200 tons ASW: Type 53 Torpedoes Countries: Russia

Ships: Charvona Ukraina, Marshal Ustinov, Slava

Game Information Max Speed: 5 SSM1: SS-N-12

Defense: 5 Quantity: 16

AAW: 4 Range: 6 hexes

CloseAAW: 7 SSM2: None

ASW: 1 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 1 Quantity: Gunnery: 6 Range: Victory Point: 5 Torpedoes: 5

Area Anti-Air: 8

Type: CG CM: TLAM SSM: TASM, 8xHarpoon Comm: 1983 SAM: SM-2MR Max Speed: 30 knots Guns: 2x5", 2x20mm CIWS Displacement: 9466 tons ASW: ASROC, Countries: United States

Mk 46 Torpedoes

Ships: Anzio, Gettysburg, Hue City, Lake Erie, Princeton, Thomas S. Gates

Game Information Max Speed: 5 SSM1: Haq~oon

Defense: 4 Quantity: 8

AAW: 11/12 Range: 2 hexes

CloseAAW: 7 SSM2: TASM

ASW: 9 Quantity: 8 Range: 5 hexes

Surface Detect: 20 CM: TLAM

Sub Detect: 30 Quantity: 0/16 Gunnery: 6 Range: 30 hexes Victory Point: 4 Torpedoes: 10

Area Anti-Air: 8/10

Page 76: 5th Fleet

Type: CGN SSM: TASM, 8xHarpoon SAM: SM-2MR Guns: 2x5",

2x20mmCIWS ASW: ASROC,

MK 46 Torpedoes

Ships: Arkansas

CM: TLAM Comm: 1976 Max Speed: 30 knots Displacement: 11300 tons Countries: United States

Game Information

Max Speed: 5 SSMl: Harpoon

Defense: 5 Quantity: 8 - Range: 2 hexes AAW: 4

CloseAAW: 6 SSM2: TASM

ASW: 2 Quantity: 8 Range: 5 hexes

Surface Detect: 0 CM: TLAM

Sub Detect: 2 Quantity: 4 Gunnery: 2 Range: 30 hexes Victory Point: 5 Torpedoes: 7

Area Anti-Air: 7

5th Fleet

Page 77: 5th Fleet

5th Fleet

DESTROYERS

In modern navies, there is not much difference in appearance between cruisers and destroyers . Functionally, however, destroyers tend to have more narrow capabilities than cruisers. The U.S. Navy's Spruance destroyers, for example, are primarily ASW ships. The new Arleigh Burke destroyers are oriented mostly to long-range air defense, as are Royal Navy destroyers. Russian Souremennyy destroyers are dead­ly in the surface attack role. In the game, try to use your destroyers in the roles for which they were designed. For example, in every American carrier bat­tle group, at least one (and preferably two) Spruance destroyers should protect the carrier from enemy sub­marine attacks. If the battle group is operating in waters infested by enemy submarines, the Spruances should be placed in the outer arcs of a task force or task group formation on the Tactical Display. Here they are most effective in countering enemy torpedo attacks. If there is no threat of enemy submarines, they may be repositioned closer to the center of the Tactical Display, where they will be more effective in providing close anti-aircraft protection to the carrier. For the Russian player, your Souremennyy destroyers are your most effective offensive platforms. They are each armed with eight SS-N-22 SSMs, one of the fastest and most effective anti-ship missiles in the world. Use them aggressively when engaging the enemy in a surface action. On the other hand, Russian Udaloy ASW destroyers should be used in a manner similar to the American Spruances.

Type: DDG CM: None SSM: 8xHarpoon Comm: 1964 SAM: SM-1MR Max Speed: 30 knots Guns: 2x5", Displacement: 4618 tons

2x20mm CIWS Countries: Australia ASW: Mk 46 Torpedoes

Ships: Brisbane

Game Information Max Speed: 5 SSM1: Harpoon

Defense: 3 Quantity: 8

AAW: 2 Range: 2

CloseAAW: 3 SSM2: None

ASW: 1 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 2 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 4

Page 78: 5th Fleet

Type: DDG CM: None Type: DDG CM: TLAM SSM: 8x0tomat Comm: 1992 SSM: TASM, 8xHarpoon Comm: 1991 SAM: Standard SM-1MR Max Speed: 31 knots SAM: SM2-MR/ER Max Speed: 32 knots Guns: l xO. Melara 127mm, Displacement: 5400 tons Guns: 1x5", 2x20mm CIWS Displacement: 9033 tons

3x0. Melara 76mm Countries: Italy ASW: ASROC, Countries: United States ASW: B-515 Torpedoes Mk 46 Torpedoes

Ships: Luigi De La Penne Ships: Barry, Stout

Game Information Game Information Max Speed: 5 SSM1: Otomat Max Speed: 5 SSM1: Har~oon

Defense: 3 Quantity: 8 Defense: 4 Quantity: 8

AAW: 0 Range: 3 hexes AAW: 9 Range: 2 hexes

CloseAAW: 7 SSM2: None CloseAAW: 8 SSM2: TASM

ASW: 6 Quantity:

ASW: 2 Quantity: 8

Range: Range: 2 hexes Surface Detect: 20

CM: None Surface Detect: 0 CM: TLAM

Sub Detect: 8 Quantity: Sub Detect: 2 Quantity: 10 Gunnery: 4 Range: Gunnery: 2 Range: 30 hexes Victory Point: 3 Torpedoes: 5 Victory Point: 4 Torpedoes: 8

Area Anti-Air: 0 Area Anti-Air: 8

Page 79: 5th Fleet

Type: DDG CM: None Type: DD CM: None SSM: 4xSS-N-22 Comm: 1995 SSM: 4xExocet l\1M40 Comm: 1979 SAM: SA-N-7 Max Speed: 28 knots SAM: Thomson-CSF Crotale Max Speed: 30 knots Guns: 1x76mm, 4x30mm Displacement: 6200 tons Guns: 1xDCN100mm Displacement: 4490 tons ASW: Whitehead A244S Countries: India ASW: ECAN L5 Torpedoes Countries: France

Ships: Delhi, Mysore Ships: Dupleix, Georges, Leygues, Montcalm

Game Information Game Information Max Speed: 5 SSM1: SS-N-22 Max Speed: 5 SSM1: Exocet

Defense: 4 Quantity: 4 Defense: 3 Quantity: 4

AAW: 5 Range: 2 hexes AAW: 0 Range: 1 hex

CloseAAW: 6 SSM2: None CloseAAW: 6 SSM2: None

ASW: 7 Quantity:

ASW: 7 Quantity:

Surface Detect: 20 Range:

Surface Detect: 20 Range:

CM: None CM: None Sub Detect: 10 Quantity: Sub Detect: 10 Quantity: Gunnery: 3 Range: Gunnery: 4 Range: Victory Point: 4 Torpedoes: 5 Victory Point: 3 Torpedoes: 6

Area Anti-Air: 5 Area Anti-Air: 0

Page 80: 5th Fleet

~'--~·,.,.~~

:' 24 - '~:

Type: DDG SSM: 8xHarpoon SAM: SM2-MR Guns: 2x5" Mk45,

2x20mmCIWS ASW: Mk46 Torpedoes

Ships: Chandler

~~

CM: Comm: Max Speed:

None 1979 33 knots

Displacement: 9574 tons Countries: United States

Game Information Max Speed: 5 SSM1: Ha oon

Defense: 4 Quantity: 8

AAW: 4 Range: 2 hexes

CloseAAW: 6 SSM2: None

ASW: 6 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 8 Quantity: Gunnery: 2 Range: Victory Point: 4 Torpedoes: 8

Area Anti-Air: 6

Type: DD SSM: None SAM: Sea Dart Guns: Vickers 4.5"

1x or 2x20mm ASW: Stingray Torpedoes

Ships: Gloucester

5th Fleet

CM: None Comm: 1982 Max Speed: 30 knots Displacement: 4675 tons Countries: United Kingdom

Game Information Max Speed: 5 SSM1: None

Defense: 3 Quantity:

AAW: 4 Range:

CloseAAW: 6 SSM2: None

ASW: 3 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 4 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 4

Page 81: 5th Fleet

StfiRelf

Type: DDG CM: None SSM: 4xSS-N-2C Comm: 1962 SAM: SA-N-1 Max Speed: 35 knots Guns: 4x76mm, 4x30mm Displacement: 4900 tons ASW: Type 53 Torpedoes Countries: India

Ships: Rajput, Rana, Ranvir, Ranjit

Game Information Max Speed: 5 SSM1: SS-N-2C

Defense: 3 Quantity: 4

AAW: 2 Range: 1 hex

CloseAAW: 6 SSM2: None

ASW: 3 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 3 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 5

Type: DDG CM: None SSM: 8xSS-N-22 Comm: 1988 SAM: SA-N-7 Max Speed: 32 knots Guns: 4x130mm, 4x30mm Displacement: 7300 tons ASW: Type 55 Torpedoes Countries: Russia

Ships: Boyevoy, Burny, Gremyashchy, Okrylenyy, Stoykiy

Game Information Max Speed: Defense:

AAW: CloseAAW: ASW: Surface Detect: Sub Detect: Gunnery: Victory Point:

5 =SS=M==1: ________ =SS~-~N~-2=2

4 Quantity:

5 Range:

6 SSM2:

2 Quantity:

10 Range:

CM: 2 Quantity: 10 Range: 4 Torpedoes:

Area Anti-Air:

8 2 hexes None

None

5 5

Page 82: 5th Fleet

Type: DD CM: TLAM SSM: TASM, 8xHarpoon Comm: 1973 SAM: Sea Sparrow Max Speed: 33 knots Guns: 2x5", 20mm CIWS Displacement: 8040 tons ASW: ASROC, Countries: United States

Mk 46 Torpedoes

Ships: Arthur W. Radford, Fletcher, Hayler, Hewitt, Ingersoll, O'Bannon, Paul F. Foster

Game Information Max Speed: 5 SSM1: Ha oon

Defense: 4 Quantity: 8

AAW: 0 Range: 2 hexes

CloseAAW: 8 SSM2: TASM

ASW: 9 Quantity: 8

Surface Detect: 20 Range: 5 hexes

CM: TLAM Sub Detect: 30 Quantity: 20 Gunnery: 3 Range: 30 hexes Victory Point: 4 Torpedoes: 10

Area Anti-Air: 0

Type: SSM: SAM:

DDG 4x Exocet MM38 Mk2Mod3

Guns: 2 xDCN 100mm ASW: Malafon,

ECAN L5 Torpedoes

Ships:Suffren

5th Fleet

CM: None Comm: 1967 Max Speed: 34 knots Displacement: 6910 tons Countries: France

Game Information Max Speed: 5 SSM1 Exocet

Defense: 3 Quantity: 4

AAW: 3 Range: 1 hex

CloseAAW: 3 SSM2: None

ASW: 2 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 2 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 6

Page 83: 5th Fleet

Type: DD CM: None SSM: None Comm: 1980 SAM: SA-N-9 Max Speed: 30 knots Guns: 2x100mm, 4x30mm Displacement: 8700 tons ASW: SS-N-14, Countries: Russia

Type 53 Torpedoes

Ships: Admiral Karlanov, Admiral Kulakov, Admiral Panteleyev, Admiral Levchenko

Game Information Max Speed: 5 SSM1: SS-N-14

Defense: 4 Quantity: 2

AAW: 0 Range: 1 hex

CloseAAW: 8 SSM2: None

ASW: 7 Quantity:

Surface Detect: 20 Range:

CM: None Sub Detect: 10 Quantity: Gunnery: 7 Range: Victory Point: 4 Torpedoes: 10

Area Anti-Air: 0

Type: SSM: SAM:

DD 4xSS-N-22 SA-N-9

Guns: 2x130mm, 4x30mm ASW: Type 53 Torpedoes

Ships: Tolstoy

CM: None Comm: 1994 Max Speed: 30 knots Displacement: 8900 tons Countries: Russia

Game Information Max Speed: 5 SSM1: SS-N-22

Defense: 4 Quantity: 4

AAW: 0 Range: 2 hexes

CloseAAW: 10 SSM2: None

ASW: 6 Quantity:

Surface Detect: 20 Range:

CM: None Sub Detect: 8 Quantity: Gunnery: 8 Range: Victory Point: 4 Torpedoes: 10

Area Anti-Air: 0

Page 84: 5th Fleet

• p 1 ~~~ •

' . .,.. .., ~·:• . ., ~ " ' ,.~ "':- ~·

28 , . ' ··r} ~~t~:.:~:..~:-'~

FRIGATES

Frigates are essentially smaller and less expensive versions of destroyers. In modern navies, frigates serve in the same capacity as World War Two destroyers and destroyer escorts. Probably their most important mis­sion is to provide anti-air and ASW protection for mer­chant shipping and non-combatant military vessels, such as supply ships, oilers, and amphibious assault ships. They are also useful as picket or scout ships and can provide critical information to the main fleet con­cerning enemy activities and intentions. Only rarely are frigates expected to serve in a carrier battle group in direct support of their larger cruiser and destroyer cousins. (This would not be the case in the Royal Navy, however, in which frigates provide the backbone of bat­tle group defense.) In the U.S. Navy, Oliver Hazard Perry frigates are the only active frigate class in the fleet. In the game, frigates can serve many of the same duties as cruisers and destroyers but on a more limited scale. Ships of the Perry class, for example, are armed with only four Harpoon SSMs and 36 Standard sur­face-to-air missiles, as opposed to eight Harpoons and about 100 Standards on a typical Ticonderoga class cruiser. Nevertheless, frigates can hit the enemy hard in a coordinated SSM assault, so don't hesitate to use a frigate's full supply of SSMs in a single attack. However, it will be impotent offensively after the attack, so don't expect to slug it out turn-after-turn in a surface battle with larger enemy ships. When guard­ing non-combatant ships, forget about offensive weapons and stick close to your flock.

Type: SSM: SAM: Guns: ASW:

FF 4xExocet MM38 Sea cat 1x4.5" Mk 46 Torpedoes

CM: None Comm: 1974 Max Speed: 30 knots Displacement: 2750 tons Countries: Pakistan

Ships: Tariq, Tabuk, Aslat, Harbah

Game Information Max Speed: 5 SSM1: Exocet

Defense: 3 Quantity: 4

AAW: 0 Range: 1

CloseAAW: 2 SSM2: None

ASW: 3 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 2 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 0

Page 85: 5th Fleet

Type: FF CM: None Type: FF CM: None SSM: 8xHarpoon Comm: 1988 SSM: 8xHarpoon Comm: 1990 SAM: Sea wolf Max Speed: 30 knots SAM: Sea wolf Max Speed: 28 knots Guns: 1x4.5", 1xGoalkeeper Displacement: 4900 tons Guns: 1x4.5" Displacement: 4200 tons ASW: Stingray Torpedoes Countries: UK ASW: Stingray Torpedoes Countries: UK

Ships: Cumberland Ships: Richmond, Somerset

Game Information Game Information Max Speed: 5 SSM1: Har~oon Max Speed: 5 SSM1: Harpoon Defense: 3 Quantity: 4 Defense: 3 Quantity: 8

AAW: 0 Range: 2 hexes AAW: 0 Range: 2 hexes

CloseAAW: 9 SSM2: None CloseAAW: 10 SSM2: None

ASW: 7 Quantity:

ASW: 5 Quantity:

Surface Detect: 20 Range:

Surface Detect: 10 Range:

CM: None CM: None Sub Detect: 10 Quantity: Sub Detect: 5 Quantity: Gunnery: 8 Range: Gunnery: 4 Range: Victory Point: 3 Torpedoes: 6 Victory Point: 3 Torpedoes: 7

Area Anti-Air: 0 Area Anti-Air: 0

Page 86: 5th Fleet

,, ,=~~~.;r·., ~ \i ,...,~ ~

30 _:•. . '

Type: FF CM: None SSM: 8x0tomat Mk2 Comm: 1986 SAM: Thomson-CSF Crotale Max Speed: 30 knots Guns: 1x3.9" Displacement: 2870 tons ASW: ECANF17P Countries: Saudi Arabia

Ships: Abha, Hofouf, Taif

Game Information Max Speed: 5 SSM1: Otomat

Defense: 2 Quantity: 8

AAW: 0 Range: 3 hexes

CloseAAW: 5 SSM2: None

ASW: 3 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 3 Quantity: Gunnery: 1 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 0

Type: FF SSM: 6xExocet MM-38 SAM: Thomson-CSF Crotale Guns: 2xDCN 100mm ASW: Malafon,

ECAN L5 Torpedoes

Ships: De Grasse

5th Fleet

CM: None Comm: 1974 Max Speed: 32 knots Displacement: 5950 tons Countries: France

Game Information Max Speed: 5 SSM1: Exocet

Defense: 3 Quantity: 6

AAW: 0 Range: 1 hex

CloseAAW: 4 SSM2: None

ASW: 7 Quantity:

Surface Detect: 20 Range:

CM: None Sub Detect: 10 Quantity: Gunnery: 6 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 0

Page 87: 5th Fleet

Type: FFG CM: None Type: FFG CM: None SSM: 4xExocet MM38 Comm: 1979 SSM: BxSS-N-25 Comm: 1994 SAM: None Max Speed: 30 knots SAM: SA-N-4 Max Speed: 26 knots Guns: 1x120mm Displacement: 1450 tons Guns: 1x3", 2x30mm Displacement: 1900 tons ASW: Mk 46 Torpedoes Countries: Indonesia ASW: Type 53 Torpedoes Countries: Russia

Ships: Nala Ships: Gepard

Game Information Game Information Max Speed: 5 SSM1: Exocet Max Speed: 5 SSM1: SS-N-25

Defense: 2 Quantity: 4 Defense: 2 Quantity: 8

AAW: 0 Range: 1 hex AAW: 0 Range: 2 hex

CloseAAW: 3 SSM2: None CloseAAW: 5 SSM2: None

ASW: 1/3 Quantity:

ASW: 2 Quantity:

Surface Detect: 0/10 Range:

Surface Detect: 0 Range:

CM: None CM: None Sub Detect: 113 Quantity: Sub Detect: 2 Quantity: Gunnery: 2 Range: Gunnery: 1 Range: Victory Point: 2 Torpedoes: 4 Victory Point: 3 Torpedoes: 6

Area Anti-Air: 0 Area Anti-Air: 0

Page 88: 5th Fleet

. - ~~~~:~~~~~:~:~~·

32 '-· ~ .;,-> 5th FIHt . ·~ "'~ "'!

Type: FF CM: None SSM: 8xSS-N-25 Comm: 1969

CM: None 4xSS-N-2C Comm: 1983

SAM: SA-N-4 Max Speed: 32 knots

SA-N-4 Max Speed: 27 knots Guns: 4x76mm Displacement: 3600 tons

Guns: 2x57mm, 2x30mm Displacement: 4000 tons ASW: SS-N-14, Countries: Russia

ASW: A244S Torpedoes Countries: India Type 53 Torpedoes

Ships: Ganga, Gomati Ships: Doblestnyy, Zadornyy

Game Information Game Information

Max Speed: 5 SSM1: SS-N-2C Max Speed: 5 SSM1: SS-N-25

Defense: 3 Quantity: 4 Defense: 3 Quantity: 8

AAW: 0 Range: 1 hex AAW: 0 Range: 2 hexes

CloseAAW: 5 SSM2: None CloseAAW: 3 SSM2: None

ASW: 6 Quantity: ASW: 1

Quantity:

Surface Detect: 20 Range: Surface Detect: 0

Range:

Sub Detect: 8 CM: None Sub Detect:

CM: None

Quantity: 1 Quantity:

Gunnery: 2 Range: Gunnery: 2 Range:

Victory Point: 3 Torpedoes: 4 Victory Point: 3 Torpedoes: 5

Area Anti-Air: 0 Area Anti-Air: 0

Page 89: 5th Fleet

5th Fleet

Type: FF SSM: None SAM: SA-N-4 Guns: 2x100mm ASW: SS-N-14,

Type 53 Torpedoes

Ships: Rezvyy

CM: Co nun: Max Speed:

None 1976 32 knots

Displacement: 3600 tons Countries: Russia

Game Information Max Speed: 5 SSM1: SS-N-14

Defense: 3 Quantity: 2

AAW: 0 Range: 1 hex

CloseAAW: 4 SSM2: None Quantity:

ASW: 1 Range:

Surface Detect: 0 CM: None Sub Detect: 1 Quantity: Gunnery: 2 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 0

Type: FF CM: None SSM: None Co nun: 1984 SAM: SA-N-4 Max Speed: 32 knots Guns: 1x100mm, 2x30mm Displacement: 3600 tons ASW: Type 53 Torpedoes Countries: Russia

Ships: Dzerzhinsky, Dzgutshi, Imeni 27 Syezda KPSS , Menzhinskiy

Game Information Max Speed: 5 SSM1: None

Defense: 3 Quantity:

AAW: 0 Range:

CloseAAW: 6 SSM2: None

ASW: 4 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 4 Quantity: Gunnery: 4 Range: Victory Point: 3 Torpedoes: 4

Area Anti-Air: 0

Page 90: 5th Fleet

5th Fleet

Type: FFG CM: None Type: FFG CM: None SSM: 8x0tomat Mk2 Comm: 1977 SSM: 4x Otomat Mk2 Comm: 1982 SAM: Sea Sparrow Max Speed: 35 knots SAM: Aspide Max Speed: 32 knots Guns: 1x0. Melara 127mm Displacement: 2525 tons Guns: l xO. Melara 127mm Displacement: 3200 tons ASW: Mk 46 Torpedoes Countries: Italy ASW: Mk 46 Torpedoes Countries: Italy

Ships: Sagittario Ships: Scirocco

Game Information Game Information Max Speed: 5 SSMl: Otomat Max Speed: 5 SSMl: Otomat Defense: 2 Quantity: 8 Defense: 3 Quantity: 4

AAW: 0 Range: 3 hexes AAW: 0 Range: 3

CloseAAW: 5 SSM2: None CloseAAW: 6

SSM2: None

ASW: 3 Quantity:

ASW: 5 Quantity:

Surface Detect: 10 Range:

Surface Detect: 20 Range:

CM: None CM: None Sub Detect: 3 Quantity: Sub Detect: 5 Quantity: Gunnery: 2 Range: Gunnery: 2 Range: Victory Point: 3 Torpedoes: 4 Victory Point: 3 Torpedoes: 6

Area Anti-Air: 0 Area Anti-Air: 0

Page 91: 5th Fleet

Type: FF CM: None SSM: 8xSS-N-25 Comm: 1994 SAM: SA-N-9 Max Speed: 32 knots Guns: 1x100mm Displacement: 4100 tons ASW: SS-N-15, Countries: Russia

Type 53 Torpedoes

Ships: Neustrashimy, Sderzhanny

Game Information Max Speed: 5 SSMl: SS-N-25

Defense: 3 Quantity: 8

AAW: 0 Range: 2

CloseAAW: 8 SSM2: None

ASW: 5 Quantity:

Surface Detect: 10 Range:

CM: None Sub Detect: 5 Quantity: Gunnery: 3 Range: Victory Point: 3 Torpedoes: 6

Area Anti-Air: 0

0. H. Perry Class 1

Type: FFG CM: None SSM: 4xHarpoon Comm: 1977 SAM: SM-1MR Max Speed: 29 knots

Guns: 1x3", 1x20mm CIWS Displacement: 4100 tons

ASW: Mk 46 Torpedoes Countries: United States, Australia

Ships: Adelaide, Aubrey Fitch, Canberra, Clifton Sprague, Copeland, Curts, Darwin, Ingraham, Jack Williams, Jarrett, Kauffman, Klakring, Lewis B. Puller, Mahlon S. Tisdale, McCluskey, Mcinerney, Nicholas, Stephen W. Groves, Underwood

Game Information Max Speed: 5 SSMl: Haq~oon

Defense: 3 Quantity: 4

AAW: 3 Range: 2 hexes

CloseAAW: 5 SSM2: None

ASW: 7 Quantity:

Surface Detect: 20 Range:

CM: None Sub Detect: 10 Quantity: Gunnery: 1 Range: Victory Point: 3 Torpedoes: 5

Area Anti-Air: 4

Page 92: 5th Fleet

-7"\~~~ o!!t.J.,. >->'

36 .~ i~

5th Fleet

Vosper Mk5 Class

Type: FF CM: None Type: FF CM: None SSM: 4xExocet Comm: 1967 SSM: 4xSea Killer Comm: 1971 SAM: Seacat Max Speed: 28 knots SAM: None Max Speed: 39 knots Guns: 1x0 . Melara 76mm Displacement: 2835 tons Guns: 1x4.5" Displacement: 1350 tons ASW: Mk 46 Torpedoes Countries: Indonesia ASW: ASWMortar Countries: Iran

Ships: Ahmed Y ani, Slamet Riyadi, Yos Sudarso Ships:Alborz, Alvand

Game Information Game Information

Max Speed: 5 SSM1: Exocet Max Speed: 6 SSMl: Sea Killer

Defense: 2 Quantity: 4 Defense: 2 Quantity: 4

AAW: 0 Range: 1 hex AAW: 0 Range: 1 hex

CloseAAW: 3 88M2: None Close AAW: 4 88M2: None

ASW: 3 Quantity: ASW: 1

Quantity:

Surface Detect: 10 Range:

Surface Detect: 0 Range:

CM: None CM: None Sub Detect: 3 Quantity:

Sub Detect: 1 Quantity: Gunnery: 2 Range: Gunnery: 1 Range: Victory Point: 2 Torpedoes: 4 Victory Point: 3 Torpedoes: 4

Area Anti-Air: 0 Area Anti-Air: 0

Page 93: 5th Fleet

CORVEnES

The U.S. Navy and most western navies no longer use corvettes. In modern navies, the corvette category is somewhat ill-defined, ranging from warships a little bigger than patrol boats (the Russian Navy's Tarantul class, for example) to vessels that are essentially small frigates (the Indian Navy's Khukri class, for example). Corvettes are too small to embark a helicopter, so their capabilities as picket or scout ships are limited. They are also of little use in ASW operations. Furthermore, their fuel capacity is small, and they are therefore not capable of operating effectively as long-range convoy escorts or in conjunction with larger "blue water" war­ships at great distances from friendly bases. Corvettes are most efficiently used in coastal operations. If they are used properly, they can pack a powerful punch in a surface battle, even against much larger enemy war­ships. Note that in the game, each corvette actually represents several ships. However, they are essentially "eggshells armed with hammers," so don't expect them to survive very long if you leave them in close proximi­ty to the enemy for more than a turn. They are also virtually defenseless when facing air attacks and are completely impotent against enemy submarines. The best tactic for corvettes is to find the right moment to dash in and attack an enemy surface group with SSMs and then to beat a hasty retreat.

~." ·~:~:t:!;nv, ,_ . . ~.~--. ·. 37 ,_

·u .:.." .

Type: COR CM: None SSM: None Comm: 1968 SAM: SA-N-4 Max Speed: 30 knots Guns: 2x57mm or 2x76m Displacement: 1200 tons

or 1x30mm Countries: Russia ASW: Type 53 Torpedoes

Ships: Flotilla 1, Flotilla 2

Game Information Max Speed: 5 SSM1: None

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 7 SSM2: None

ASW: 5 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 5 Quantity: Gunnery: 4 Range: Victory Point: 4 Torpedoes: 8

Area Anti-Air: 0

Page 94: 5th Fleet

Type: COR CM: None SSM: 2x or 4xSS-N-2C Comm: 1989 Type: COR CM: None SAM: SA-N-5 Max Speed: 25 knots SSM: 6xSS-N-9 Comm: 1969 Guns: 1x76mm, 2x30mm Displacement: 1350 tons SAM: SA-N-4 Max Speed: 360 knots ASW: None Countries: India Guns: 2x57mmor Displacement: 850 tons

Ships: IN Flotilla 1, IN Flotilla 2 1x76mm, 1x30mm Countries: Russia

ASW: None Game Information Ships: RU PCS 2

Max Speed: 5 SSM1:

Defense: 2 Quantity:

AAW: 0 Range:

CloseAAW: 4 SSM2:

ASW: 2 Quantity:

Surface Detect: 20 Range:

CM: Sub Detect: 2 Quantity: Gunnery: 1 Range: Victory Point: 2 Torpedoes:

Area Anti-Air:

SS-N-2C 10 Game Information

1 hex Max Speed: 6 SSM1: SS-N-9

None Defense: 2 Quantity: 30

AAW: 0 Range: 2

CloseAAW: 7 SSM2: None

None ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: 3 Gunnery: 2 Range: 0 Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 95: 5th Fleet

PATROL COMBATANTS

Patrol combatants serve only one function: to attack enemy surface ships with surface-to-surface missiles , torpedoes , and gunfire. They have limited endurance , so they can only expect to engage the enemy in coastal waters at short distances from friend­ly bases. They are small and fast, and must use their size and speed to catch the enemy by surprise and then retreat as quickly as possible back to base. They will certainly be lost if they are caught alone at sea by an enemy air attack. They are equally defenseless against submarines. When used properly, however, they can inflict damage on the enemy out of all proportion to their tiny size. The U.S. Navy no longer employs patrol combatants. The six hydrofoils of the Pegasus class, all of which had been based at Key West, Florida, have recently been decommissioned. However, "PCs" are very common in Third World navies, since they provide an inexpensive yet potent threat to hostile shipping. The navies of the Persian Gulf are equipped almost exclusively with PCs. They are well-suited to this the­ater, for they could emerge from port, search out and attack an enemy force , and return to base all in a mat­ter of hours. They may also operate effectively in the Gulfs shallow waters in places inaccessible to frigates, destroyers, or cruisers. In the game, each patrol com­batant unit actually represents three to six ships.

Type: PCS SSM: 4xHarpoon SAM: None Guns: 1x3" OTO Melara,

1x20mm CIWS ASW: None

Ships: SA PCS 1, SA PCS 2

CM: Comm: Max Speed:

None 1980 38 knots

Displacement: 4 78 tons Countries: Saudi Arabia

Game Information Max Speed: 6 SSMl: Har~oon

Defense: 2 Quantity: 16

AAW: 0 Range: 2 hexes

CloseAAW: 8 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 4 Range: Victory Point: 2 Torpedoes: 16

Area Anti-Air: 0

Page 96: 5th Fleet

Sift Reef

Type: PCS CM: None Type: PCS CM: None SSM: 8xHarpoon Comm: 1980 SSM: 4xExocet or 2xYJ-1 Comm: 1977 SAM: None Max Speed: 30 knots SAM: None Max Speed: 37 knots Guns: 1x3", lx20mm CIWS Displacement: 1038 tons Guns: 1x76mm Displacement: 275 tons ASW: Mk 46 Torpedoes Countries: Saudi Arabia ASW: None Countries: Qatar, Iran

Ships: SA PCS 3 Ships: IR PCS 1, IR PCS 2, IR PCS 3, QT PCS 1

Game Information Game Information Max Speed: 5 SSM1: Har:Qoon Max Speed: 6 SSM1: Exocet

Defense: 2 Quantity: 24 Defense: 2 Quantity: 24/12

AAW: 0 Range: 2 hexes AAW: 0 Range: 1 hex

CloseAAW: 5 SSM2: None CloseAAW: 5 SSM2: None

ASW: 1 Quantity:

ASW: 0 Quantity:

Surface Detect: 0 Range:

Surface Detect: 0 Range:

CM: None CM: None Sub Detect: 1 Quantity: Sub Detect: 0 Quantity: Gunnery: 3 Range: Gunnery: 3 Range: Victory Point: 2 Torpedoes: 5 Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0 Area Anti-Air: 0

Page 97: 5th Fleet

Type: PCS CM: None Type: PCS CM: None SSM: 4xExocet MM40 Comm: 1984 SSM: 4xSS-N-2A or Comm: 1960 SAM: None Max Speed: 40 knots 4xHY-2 Max Speed: 37 knots Guns: 1x76mm Displacement: 259 tons SAM: SA-N-5 Displacement: 245 tons ASW: None Countries: Bahrain, UAE, Guns: 4x30mm Countries: Pakistan,

Kuwait ASW: None Ethiopia, Yemen

Ships: Al Sanbouk, BH PCS 2, UA PCS 1 Ships: ET PCS 1, PK PCS 1, YM PCS 1

Game Information Game Information Max Speed: 6 SSM1: Exocet Max Speed: 6 SSM1: SS-N-2A Defense: 2 Quantity: 4/16

Defense: 2 Quantity: 8/12/16 AAW: 0 Range: 1 hex Range: 1 hex AAW: 0 CloseAAW: 4/5 SSM2: None SSM2: None CloseAAW: 2/3 ASW: 0

Quantity: Quantity: Range: ASW: 0

Surface Detect: 0 CM: None Surface Detect: 0

Range: CM: None Sub Detect: 0 Quantity: Sub Detect: 0

Gunnery: 112/3 Gunnery: 1/2/3 Quantity:

Range: Range: Victory Point: 2 Torpedoes: 0 Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0 Area Anti-Air: 0

Page 98: 5th Fleet

. -·.:-;'C'}~ ~. -~~ '~~~~

.. ~· }~ ... 42 < ' ·:;. ':,

. ~' . . . '

Type: PCS SSM: 6xExocet MM40 or

4x0tomat Mk 2 SAM: None Guns: 1x76mm ASW: None

Ships: OM PCS 1, KY PCW 1

CM: Comm: Max Speed:

None 1982 38 knots

Displacement: 394 tons Countries: Oman, Kenya

Game Information Max Speed: 6 SSM1: Exocet

Defense: 2 Quantity: 20/8

AAW: 0 Range: 113 hexes

CloseAAW: 3/4 SSM2: None Quantity:

ASW: 0 Range:

Surface Detect: 0 CM: None

Sub Detect: 0 Quantity: Gunnery: 2/3 Range: Victory Point : 2 Torpedoes: 0

Area Anti-Air: 0

Type: PCS SSM: 4xSS-N-2C/D (I/II),

4xSS-N-22 (III) SAM: SA-N-5 Guns: 76mm, 2x30mm ASW: None

5th Fleet

CM: None Comm: 1978 Max Speed: 36 knots Displacement: 455 tons Countries: India, Russia, Yemen

Ships: IN PCS 1, IN PCS 2, RU PCS 1, YM PCS 1

Game Information Max Speed: 6 SSM1: SS-N-22

Defense: 2 Quantity: 8/12/16

AAW: 0 Range: 1/2 hex

CloseAAW: 3/4 SSM2: None Quantity:

0 Range:

0 CM: None

ASW: Surface Detect: Sub Detect: 0 Quantity: Gunnery: 2/3/4 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 99: 5th Fleet

AMPHIBIOUS ASSAULT SHIPS

In the game, only the U.S. Navy operates amphibi­ous assault ships. The "amphibs" or "gators" (as the amphibious assault ships are known) serve a single purpose: to embark Marines and their heavy equip­ment. Disembarkation may be by landing craft or by helicopter-either unopposed or against a defended shore. In the Persian Gulf War, the threat of a seaborne invasion posed by a group of amphibs off the coast of Kuwait pinned down thousands of Iraqi troops in coastal defense duties. Generally, a U.S . Navy "Amphibious Ready Group" (ARG), consisting of four or five amphibs, is situated in the Indian Ocean or west­ern Pacific at any given time. The ARG embarks a "Marine expeditionary unit" (MEU), which consists of a Marine infantry battalion augmented by armor, heli­copter, fixed-wing aircraft, special operations, and var­ious support units. Generally one LHD or LHA deploys with each ARG. These are essentially small aircraft carriers which are capable of embarking over 40 troop­carrying helicopters or 20 AV-8B Harrier VSTOL fight­ers. The Harriers would normally be committed to the support of Marine ground operations, but could con­ceivably play a role in fleet air defense. In the game, strive to get your amphibs to their destinations safely. The best way to do this is to avoid areas infested with enemy warships and to steer clear of areas within range of enemy air power. Make sure the ARG is always accompanied by an adequate escort force of at least four frigates , destroyers, or cruisers.

Type: LSD CM: None SSM: None Comm: 1969 SAM: None Max Speed: 22 knots Guns: 4x3", Displacement: 13700 tons

2x20mmCIWS Countries: United States ASW: None

Ships: Anchorage, Mount Vernon

Game Information

Max Speed: 3 SSM1: None

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 5 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 100: 5th Fleet

5th Fleet

Type: LPD CM: None Type: LPH CM: None SSM: None Comm: 1964 SSM: None Comm: 1963 SAM: None Max Speed: 21 knots SAM: Sea Sparrow Max Speed: 23 knots Guns: 2x or 4x3", Displacement: 17244 tons Guns: 4x3", Displacement: 18300 tons

2x20mmCIWS Countries: United States 2x20mm CIWS Countries: United States ASW: None ASW: None

Ships: Coronado, Denver, Dubuque, Juneau Ships: Guadalcanal, New Orleans

Game Information Game Information

Max Speed: 3 SSM1: None Max Speed: 3 SSM I: None

Defense: 5 Quantity: Defense: 5 Quantity:

AAW: 0 Range: AAW: 0 Range:

CloseAAW: 5 SSM2: None CloseAAW: 6 SSM2: None

ASW: 0 Quantity:

ASW: 0 Quantity:

Surface Detect: 0 Range:

Surface Detect: 0 Range:

CM: None CM: None Sub Detect: 0 Quantity: Sub Detect: 0 Quantity: Gunnery: 0 Range: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0 Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0 Area Anti-Air: 0

Page 101: 5th Fleet

5th Fleet

Type: LHA SSM: None SAM: Sea Sparrow Guns: 2x5",

2x20mmCIWS ASW: None

Ships: Tarawa

CM: None Comm: 1973 Max Speed: 24 knots Displacement: 39967 tons Countries: United States

Game Information

Max Speed: 3 SSM1: None

Defense: 7 Quantity:

AAW: 0 Range:

CloseAAW: 6 SSM2: None

None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: Sub Detect: 0 Quantity: Gunnery: 1 Range: Victory Point: 3 Torpedoes: 0

Area Anti-Air: 0

Type: LHD CM: None SSM: None Comm: 1989 SAM: Sea Sparrow Max Speed: 22 knots Guns: 2x20mmCIWS Displacement: 40532 tons ASW: None Countries: United States

Ships: Essex, Kearsarge

Game Information

Max Speed: 3 SSM1: None

Defense: 7 Quantity:

AAW: 0 Range:

CloseAAW: 7 SSM2: None

ASW: Quantity:

0 Range:

Surface Detect: 0 CM: None

Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 3 Torpedoes: 0

Area Anti-Air: 0

Page 102: 5th Fleet

Type: LSD CM: None SSM: None Comm: 1985 SAM: None Max Speed: 22 knots Guns: 2x20mrn CIWS Displacement: 16740 tons ASW: None Countries: United States

Ships: Carter Hall, Comstock, Gunston Hall, Harpers Ferry, Oak Hill, Tortuga

Game Information Max Speed: 3 SSMl: None

Defense: 5 Quantity:

AAW: 0 Range:

CloseAAW: 5 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

5th Fleet

Page 103: 5th Fleet

MINESWEEPERS

Until recently, the U.S. Navy was alarmingly defi­cient in mine warfare. During the Cold War, American sailors had always assumed that the plentiful minesweepers of the NATO navies would lend their sup­port to the U.S. Navy in wartime. To the Americans, mines were an element of coastal warfare-a type of war­fare that the Navy did not expect to fight. However, dur­ing the Kuwaiti tanker reflagging operations in the Persian Gulf in the late 1980's, it became painfully obvi­ous that the U.S. Navy would have to build its own minesweepers. At that time, the bulk of American minesweepers were of 1950's vintage. In the Gulf, U.S. Navy captains usually had a supertanker-a ship the Navy was supposed to protect-lead the way through an Iranian minefield, with the escorting warships close behind. During the Persian Gulf War, U.S. Navy mine warfare weaknesses were highlighted when two American warships were damaged by mines. After the hard lessons of the Persian Gulf, the U.S. Navy has final­ly come to the realization that mines are one of the most effective means by which Third World enemies of the United States can attempt to render the American fleet impotent. Mines are generally employed only in shallow coastal waters. Since all of the scenarios in 5th Fleet sim­ulate naval action on the high seas, mines are not used in the current version of the game. However, future scenar­ios in 5th Fleet expansion modules may include rules for laying and sweeping mines.

Type: MS CM: None SSM: None Comm: 1987 SAM: None Max Speed: 13 knots Guns: 2x12.7mm Displacement: 1312 tons ASW: None Countries: United States Ships: Avenger, Defender

Game Information Max Speed: 3 SSM1: None

Defense: 2 Quantity:

AAW: 0 Range:

CloseAAW: 2 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 104: 5th Fleet

' ~· p~!;::

.,

48 ' ·-~:t~~

5th Fleet

MS CM: None None Comm: 1985

CM: None None Comm: 1980

None Max Speed: 15 knots

None Max Speed: 15 knots Guns: 1x20mm Displacement: 405 tons

Guns: 1x40mm Displacement: 750 tons ASW: None Countries: Italy

ASW: None Countries: UK Ships: Milazzo

Ships: Brecon Game Information

Game Information Max Speed: 2 SSM1: None

Max Speed: 2 SSM1: None Defense: 2 Quantity:

Defense: 2 Quantity: AAW: 0 Range:

AAW: 0 Range: CloseAAW: 2 SSM2: None

CloseAAW: 2 SSM2: None ASW: 0 Quantity:

ASW: 0 Quantity: Surface Detect: 0

Range:

Surface Detect: Range: Sub Detect: 0

CM: None

0 Sub Detect: 0

CM: None Gunnery: 0 Quantity:

Gunnery: Quantity: Victory Point: 2

Range:

0 Range: Torpedoes: 0

Victory Point: 2 Torpedoes: 0 Area Anti-Air: 0

Area Anti-Air: 0

Page 105: 5th Fleet

5th Fleet

Type: MS CM: None SSM: None Comm: 1970 Type: MS CM: None

SAM: SA-N-5 Grail Max Speed: 19 knots SSM: None Comm: 1989

Guns: 4x30mm Displacement: 770 tons SAM: None Max Speed: 13 knots

ASW: None Countries: India, Russia Guns: 2x30mm Displacement: 450 tons

Ships: Bedi, Elektrik, Pondicherry, Radist ASW: None Countries: Saudi Arabia

Game Information Ships: Al Jawf

Max Speed: 3 SSM1: None Game Information

Defense: 2 Quantity: Max Speed: 3 SSM1: None

AAW: 0 Range: Defense: 2 Quantity:

CloseAAW: 2/4 SSM2: None AAW: 0 Range:

ASW: 0 Quantity: CloseAAW: 2 SSM2: None

Surface Detect: 0 Range: ASW: 0

Quantity:

Sub Detect: CM: None Surface Detect: 0

Range: 0 Quantity: CM: None

Gunnery: 0 Range: Sub Detect: 0 Quantity:

Victory Point: 2 Torpedoes: 0 Gunnery: 0 Range:

Area Anti-Air: 0 Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 106: 5th Fleet

Type: SSM: SAM: Guns: ASW:

MH None None 1x20mm None

Ships: Lyre

Max Speed: Defense:

AAW: CloseAAW:

ASW: Surface Detect: Sub Detect: Gunnery: Victory Point:

CM: Comm: Max Speed:

None 1984 15 knots

Displacement: 595 tons Countries: France

Game Information 3 SSM1: None

2 Quantity:

0 Range:

2 SSM2: None

0 Quantity:

0 Range:

CM: None 0 Quantity: 0 Range: 2 Torpedoes: 0

Area Anti-Air: 0

Page 107: 5th Fleet

5th Fleet

REPLENISHMENT SHIPS

Aside from naval avaition, the factor that most distinguishes the U.S. Navy from other world fleets is its ability to provide logistical support to its warships in any remote corner of the world-even when allied bases are unavailable. During the Persian Gulf War, the U.S. Navy was able to support a half-dozen carrier battle groups in the theater despite the fact the Persian Gulf is about as far from the United States as one can get. Given the carriers' voracious appetite for aircraft ordnance and jet fuel in high tempo military operations, this was an astounding accomplishment­one which no other navy could come close to achieving. Generally, each American carrier group is accompa­nied by a single fast combat support ship (AOE ), which can dispense fuel, ammunition, and provisions either directly from ship-to-ship or by helicopter. "Underway replenishment groups" (URG) usually con­sist of one oiler (AO), one ammunition ship (AE), and a combat stores ship (AFS-not represented in the game). In the game, logistics is not very important in short scenarios, in which units will rarely run out of fuel. In longer scenarios, however, you will be sur­prised at how quickly your ships will find themselves in the middle of the ocean with no fuel or ammunition. (The longer the scenario, the more acute the problem.) Take care to protect your replenishment ships , for they will be needed toward the end of the game.

Type: AOR CM: None SSM: None Comm: 1975 SAM: SA-N-4 Max Speed: 22 knots Guns: 4x57mm, 4x30mm Displacement: 35000 tons ASW: None Countries: Russia

Ships: Berezina

Game Information Max Speed: 3 SSMl: None

Defense: 5 Quantity:

AAW: 0 Range:

Close AAW: 5 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 108: 5th Fleet

:. :'·::::t~·~:' 52 . - .. --~~: ..

'Yk

Type: AOR CM: None SSM: None Comm: 1971 SAM: None Max Speed: 17 knots Guns: 4x57mm Displacement: 23400 tons ASW: None Countries: Russia

Ships: Boris Chilikin, Dnestr

Game Information None Max Speed: 3 :::S:::SM= 1:.:....: ----~=

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 2 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Type: AO SSM: None SAM: None Guns: 2x20mm CIWS ASW: None

Ships: Monongahela

5th Fleet

CM: None Comm: 1981 Max Speed: 19 knots Displacement: 37870 tons

Countries: United States

Game Information Max Speed: 3 SSM1: None

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 4 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 109: 5th Fleet

5thReet

Type: AO Type: AOR CM: SSM: None Comm: SSM: None Comm: 1980 SAM: None Max Speed: 16 knots SAM: None Max Speed: 20 knots Guns: None Displacement: 11500 tons Guns: 1x40mm, 2x20mm Displacement: 17900 tons ASW: None Countries: Russia ASW: None Countries: France, Australia

Ships: Dubna Ships: Marne, Success

Game Information Game Information

Max Speed: 3 SSM1: None Max Speed: 3 SSM1: None

Defense: 3 Quantity: Defense: 4 Quantity:

AAW: 0 Range: AAW: 0 Range:

SSM2: None SSM2: None CloseAAW: 0

Quantity: CloseAAW: 2 Quantity: ASW: 0

Range: ASW: 0 Range: Surface Detect: 0

CM: None Surface Detect: 0 CM: None Sub Detect: 0 Quantity: Sub Detect: 0 Quantity: Gunnery: 0 Range: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0 Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0 Area Anti-Air: 0

Page 110: 5th Fleet

- • .!·~~~ ~

~· ~-' '

54 . '·-

Type: AOR CM: SSM: None Comm: SAM: None Max Speed: Guns: 2x30mm Displacement: ASW: None Countries: UK

Ships: Fort Victoria

Game Information

Max Speed: 3 SSM1:

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 3 88M2: Quantity:

ASW: 0 Range:

Surface Detect: 0 CM: Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes:

Area Anti-Air:

.,. ~~

None 1993 20 knots 32300 tons

None

None

None

0 0

5th Fleet

Type: AO CM: None SSM: None Comm: 1986 SAM: None Max Speed: 20 knots Guns: None Displacement: 40700 tons ASW: None Countries: United States

Ships: John Lenthall, Pecos

Game Information Max Speed: 3 SSM1: None

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 4 88M2: None

ASW: 0 Surface Detect: 0

Quantity: Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 111: 5th Fleet

5th Fleet

Type: AO CM: None Type: AE CM: None SSM: None Comm: 1982 SSM: None Comm: 1968 SAM: None Max Speed: 14 knots SAM: None Max Speed: 20 knots Guns: None Displacement: 8600 tons Guns: 4x3", Displacement: 19940 tons ASW: None Countries: Russia 2x20mmCIWS Countries: United States

Ships: Vyaz'ma ASW: None

Game Information Ships: Mount Baker

Max Speed: 2 SSM1: None Game Information

Defense: 3 Quantity: Max Speed: 3 SSM1: None

AAW: 0 Range: Defense: 3 Quantity:

CloseAAW: 0 SSM2: None AAW: 0 Range:

ASW: Quantity:

CloseAAW: 4 SSM2: None 0

Surface Detect: 0 Range:

ASW: 0 Quantity:

CM: None Range: Sub Detect: 0 Quantity: Surface Detect: 0 CM: None Gunnery: 0 Range: Sub Detect: 0 Quantity: Victory Point: 2 Torpedoes: 0 Gunnery: 0 Range:

Area Anti-Air: 0 Victory Point: 2 Torpedoes: 0 Area Anti-Air: 0

Page 112: 5th Fleet

5th Fleet

Type: AE CM: None Type: AE CM: None SSM: None Comm: 1963 SSM: None Comm: 1959 SAM: SA-N-5 Max Speed: 14 knots SAM: None Max Speed: 20 knots Guns: 4xor 8x57mm Displacement: 4600 tons Guns: 4x3" Displacement: 16003 tons ASW: None Countries: Russia ASW: None Countries: United States

Ships: Admiral Gaydar, General Riyabakov, Voronezh Ships: Haleakala

Game Information Game Information

Max Speed: 2 SSM1: None Max Speed: 3 SSM1: None

Defense: 3 Quantity: Defense: 4 Quantity:

AAW: 0 Range: AAW: 2 Range:

CloseAAW: 3 88M2: None CloseAAW: 0 88M2: None

ASW: 0 Quantity:

ASW: 0 Quantity:

Surface Detect: 0 Range:

Surface Detect: 0 Range:

CM: None CM: None Sub Detect: 0 Quantity: Sub Detect: 0 Quantity: Gunnery: 0 Range: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0 Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0 Area Anti-Air: 0

Page 113: 5th Fleet

Type: AOR CM: None SSM: None Comm: 1964

Type: AOR CM: None SAM: Sea Sparrow Max Speed: 26 knots

SSM: None Comm: 1993 Guns: 2x20mmCIWS Displacement: 53600 tons

SAM: Sea Sparrow Max Speed: 25 knots ASW: None Countries: United States

Guns: 2x20mmCIWS Displacement: 48800 tons Ships: Sacramento ASW: None Countries: United States

Game Information Ships: Arctic Max Speed: 3 SSM1: None Game Information Defense: 5 Quantity:

Max Speed: 3 SSM1: None AAW: 0 Range:

Defense: 5 Quantity: SSM2: None

Range: CloseAAW: 6 AAW: 0 Quantity: SSM2: None ASW: 0

Range: CloseAAW: 6 Quantity: Surface Detect: 0

CM: None ASW: 0 Range: Sub Detect: 0 Quantity: Surface Detect: 0 CM: None Gunnery: 0 Range: Sub Detect: 0 Quantity: Victory Point: 2 Torpedoes: 0 Gunnery: 0 Range:

Area Anti-Air: 0 Victory Point: 2 Torpedoes: 0 Area Anti-Air: 0

Page 114: 5th Fleet

Type: AE CM: None SSM: None Comm: 1956 SAM: None Max Speed: 18 knots Type: AO CM: None Guns: 4x3" Displacement: 15500 tons SSM: None Comm: 1961 ASW: None Countries: United States SAM: None Max Speed: 17 knots

Ships: Mauna Kea Guns: None Displacement: 7110 tons

Game Information ASW: None Countries: Russia

Max Speed: 3 SSM I: None Ships: Lena, Terek

Defense: 4 Quantity: Game Information

AAW: 0 Range: Max Speed: 3 SSM1: None

CloseAAW: 2 SSM2: None Defense: 3 Quantity:

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range:

AAW: 0 Range:

CloseAAW: 0 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 2 Torpedoes: 0

Area Anti-Air: 0

Page 115: 5th Fleet

MERCHANT SHIPS

One of the main reasons for the existence of any navy is the protection of seaborne commerce. For the United States and its western European allies, main­taining the security of shipping routes in the Persian Gulf and Indian Ocean is of paramount importance given the West's dependence on Middle East oil. In the game, merchant ships which typically ply these waters are portrayed by "slow convoy" (SC) units, empty tankers (ET-heading toward the Gulf), and full tankers (FT-heading away). Each unit represents a group of freighters and tankers. Many of the tankers are truly "super," displacing 400,000 tons or more. As the United States came to play a major role in the Middle East in the 1970's, the Pentagon began to develop rapid deployment forces which could be shipped to the Persian Gulf on short notice to protect the oil fields and shipping routes. The most daunting problem was not the lifting of troops to the theater, but shipping their supplies there. Maritime prepositioning ships (MPS) and 30-knot SL-7 containerships (repre­sented by "fast convoy'' units in the game) help to solve that problem. The MPS ships are fully loaded with enough equipment to support a Marine brigade for sev­eral weeks of combat operations. In the Indian Ocean, an MPS squadron remains on station in a constant state of readiness at Diego Garcia. The SL-7's are home-ported in the United States and can be readied for overseas deployment in a matter of days.

Type: MPS CM: None SSM: None Comm: 1985 SAM: None Max Speed: 18 knots Guns: None Displacement: 44330 tons ASW: None Countries: United States

Ships: 1st Lt. Jack Lummus, 2nd Lt. John P . Bobo

Game Information Max Speed: 3 SSMl: None

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 0 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 4 Torpedoes: 0

Area Anti-Air:

Page 116: 5th Fleet

Type: FC CM: None Type: MPS CM: None SSM: None Comm: 1973 SSM: None Comm: 1979 SAM: None Max Speed: 30 knots SAM: None Max Speed: 17 knots Guns: None Displacement: 41127 tons Guns: None Displacement: 46552 tons ASW: None Countries: United States ASW: None Countries: United States

Ships: Antares, Capella, Denebola, Regulus Ships: Louis J. Hauge, PFC William B. Baugh

Game Information Game Information

Max Speed: 4 SSMl: None Max Speed: 3 SSMl: None

Defense: 4 Quantity: Defense: 4 Quantity:

AAW: 0 Range: AAW: 0 Range:

CloseAAW: 0 SSM2: None CloseAAW: 0 SSM2: None

ASW: 0 Quantity: ASW: 0

Quantity:

Surface Detect: 0 Range:

Surface Detect: 0 Range:

CM: None CM: None Sub Detect: 0 Quantity:

Sub Detect: 0 Quantity: Gunnery: 0 Range: Gunnery: 0 Range: Victory Point: 4 Torpedoes: 0 Victory Point: 4 Torpedoes: 0

Area Anti-Air: 0 Area Anti-Air: 0

Page 117: 5th Fleet

5th Fleet

Type: MPS CM: None SSM: None Comm: 1981 SAM: None Max Speed: 20 knots Guns: None Displacement: 48754 tons ASW: None Countries: United States

Ships: Maj . Stephen W. Pless, Sgt. Matej Kocak

Game Information

Max Speed: 3 SSM1: None

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 0 88M2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 4 Torpedoes: 0

Area Anti-Air: 0

Type: sc CM: None SSM: None Comm: 1970 SAM: None Max Speed: 16 knots Guns: None Displacement: 60000 tons ASW: None Countries: United States

Ships: American Titan, Cape Ann, Cape Charles, Cape Cod, Elizabeth Lykes, Falcon Leader, Green Island, Letitia Lykes, Lyra , Overseas Alice , Overseas Valdez, Overseas Vivian, Rapid

Game Information

Max Speed: 3 SSM1: None

Defense: 4 Quantity:

AAW: 0 Range:

CloseAAW: 0 88M2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 4 Torpedoes: 0

Area Anti-Air: 0

Page 118: 5th Fleet

Type: Tanker (ET/FT) CM: None SSM: None Comm: 1980 SAM: None Max Speed: 16 knots Guns: None Displacement: 26000 tons ASW: None Countries: Various

Ships: Barcelona, Bay Ridge, Bayuk Hun, Bridgeton, Burma Endeavor, Gas Prince, Glacier Bay, Pivot, Seawise Giant, Sungari, Tiburon

Game Information Max Speed: 3 SSM1: None

Defense: 6 Quantity:

AAW: 0 Range:

CloseAAW: 0 SSM2: None

ASW: 0 Quantity:

Surface Detect: 0 Range:

CM: None Sub Detect: 0 Quantity: Gunnery: 0 Range: Victory Point: 4 Torpedoes: 0

Area Anti-Air: 0

Page 119: 5th Fleet

5th Fleet

SUBMARINES

There is a saying among American submariners that in sea warfare there are two types of ships: sub­marines and targets. This is a brash statement given the fact that a U.S. Navy submarine has not sunk an enemy warship since the Second World War . Nevertheless, American nuclear attack submarines are indeed formidable warships. They carry as much fire­power as cruisers and destroyers (except for guns and anti-aircraft weapons), can move underwater as fast as a surface combatant can sail on the surface, and can remain virtually invisible to the prying eyes of the enemy. In the game, submarines can be your most effective units, but their strengths can easily be wasted if employed improperly. There is little need to concern yourself with enemy aircraft when moving your sub­marines, for it is difficult to destroy a submarine from the air. The odds are great that you will detect enemy surface forces long before they detect you. Unlike sur­face ships, however, submarines operate independent­ly, and it is difficult to accomplish significant results on their own. They are best employed in "packs" because the enemy's defenses can quickly become over­whelmed. However, you may have difficulty using diesel submarines effectively, for they are very slow. Finally, keep a sharp lookout for enemy submarines, for in modern naval operations the most effective counter to a submarine is another submarine.

Type: SSG CM: None Max Speeds: 12/20 knots Comm: 1977 Tubes: 4x21" Displacement: 1760 tons Torpedoes: 20xTLW Countries: Pakistan SSM: Harpoon

Ships: Hashmat, Hurmat

Game Information Max Speed: 3 :::S.:::S=.:M-=c1::..:: ____ ____:H= a.o_jrp"-'o"-"o=n

Defense: 7 ASW: 4 Surface Detect: 0 Sub Detect: 4 Torpedo Attack: 12 Victory Point: 3

TLW: Tube-launched weapons

Quantity: Range:

SSM2: Quantity: Range:

CM: Quantity: Range:

Torpedoes:

4 2 hexes None

None

16

Note: First number in "Max Speed" entry is surfaced speed; second number is submerged speed.

Page 120: 5th Fleet

Type: SSN CM: SS-N-21 Max Speeds: 18/32 knots Comm: 1984

Tubes: 4x21", 4x25.6" Displacement: 9100 tons Torpedoes: 24xTLW Countries: Russia SSM: None

Ships: I. M. Tropyin, N ogin

Game Information None Max Speed: 4 """SS::e:M= 1"-: ----~=

Defense: 8 Quantity:

ASW: 9 Range:

Surface Detect: 0 SSM2: None

SS-N-21

Sub Detect: 30 Quantity:

Torpedo Attack: 30 Range:

CM: Victory Point: 5 Quantity: 4

Range: 28 hexes Torpedoes: 20

Charlie II Class

Type: Max Speeds: Tubes: Torpedoes: SSM:

Ships: Irtysh

SSGN 15/25 knots 6x21" 14xTLW SS-N-9

5th Fleet

CM: None Comm: 1973 Displacement: 5550 tons Countries: Russia

Game Information Max Speed: 3 SSMl: SS-N-9

Defense: 7 Quantity: 8

ASW: 4 Range: 2 hexes

Surface Detect: 0 SSM2: None

Sub Detect: 4 Quantity:

Torpedo Attack: 12 Range:

CM: None Victory Point: 5 Quantity:

Range: Torpedoes: 12

Page 121: 5th Fleet

lthFIHt

Type: ss CM: None Max Speeds: 13/16 knots Comm: 1964 Tubes: 12x21.7" Displacement: 1038 tons Torpedoes: 12xTLW Countries: Pakistan SSM: Harpoon

Ships: Ghazi, Shushuk

Game Information Max Speed: 2 ::::S:.::::S~M"-'1~: ____ ~H=-=a=-r=p.::coo=n Defense: 6 Quantity: 2

ASW: 4 Surface Detect: 0 Sub Detect: 4 Torpedo Attack: 12 Victory Point: 3

Range: SSM2:

Quantity: Range:

CM: Quantity: Range:

Torpedoes:

2 None

None

10

Type: ss CM: None Max Speeds: 10/20 knots Comm: 1979 Tubes: 6x21" Displacement: 3076 tons Torpedoes: 18xTLW Countries: Russia, Iran, SSM: None India

Ships: Beluga, Chaika, Delfin, Grif, Larak, Shshuka, Sind­hudhvaj, Sindhukiri, Sindhuraj, Sindhuratna, Tareq

Game Information Max Speed: 3 SSM1: None

Defense: 7 Quantity:

ASW: 5 Range:

Surface Detect: 0 SSM2: None Quantity:

Sub Detect: 5 Range:

Torpedo Attack: 18 CM: None

Victory Point: 3 Quantity: Range:

Torpedoes: 16

Page 122: 5th Fleet

Type: SSN CM: TLAM Max Speeds: 18/32 knots Comm: 1976 Tubes: 4x21" Displacement: 6927 tons Torpedoes: 26xTLW Countries: United States SSM: TASM,

Harpoon

Ships: Albany, Annapolis, Baton Rouge, Honolulu, Key West, Santa Fe

Game Information Max Speed: 4 SSM1: Haq~oon

Defense: 8 Quantity: 4

ASW: 10 Range: 2 hexes

Surface Detect: 0 SSM2: TASM Quantity: 4

Sub Detect: 40 Range: 5 hexes

Torpedo Attack: 30 CM: TLAM

Victory Point: 5 Quantity: 6 Range: 30 hexes

Torpedoes: 14

Type: SS Max Speeds: 12/17 knots Tubes: 6x21" Torpedoes: 20xTLW SSM: Harpoon

Ships: Orion

lth FIHt

CM: None Comm: 1968 Displacement: 2410 tons Countries: Australia

Game Information Max Speed: 2 SSM1: Haq:~oon

Defense: 7 Quantity: 4

ASW: 6 Range: 2 hexes

Surface Detect: 0 SSM2: None

Sub Detect: 10 Quantity:

Torpedo Attack: 22 Range:

CM: None Victory Point: 3 Quantity:

Range: Torpedoes: 16

Page 123: 5th Fleet

5th Fleet

Type: SSGN Max Speeds: 19/30 knots Tubes: 4x21", 4x25.6" Torpedoes: 24xTL W SSM: 24xSS-N-19

Ships: Balkhash, Baykal, Tobol

CM: Comm:

SS-N-21 1980

Displacement: 12500 tons Countries: Russia

Game Information Max Speed: 4 SSM1: SS-N-19

Defense: 8 Quantity: 24

ASW: 6 Range: 5 hexes

Surface Detect: 0 SSM2: None

Sub Detect: 8 Quantity: Range:

Torpedo Attack: 22 CM: SS-N-21

Victory Point: 5 Quantity: 6 Range: 28 hexes

Torpedoes: 12

Type: SSN Max Speeds: 14/25 knots Tubes: 4x21" Torpedoes: 18xTLW SSM: SM-39 Exocet

Ships: Casabianca

CM: None Comm: 1983 Displacement: 2670 tons Countries: France

Game Information Max Speed: 4 SSM1: Exocet

Defense: 7 Quantity: 4

ASW: 6 Range: 1 hex

Surface Detect: 0 SSM2: None

Sub Detect: 8 Quantity: Range:

Torpedo Attack: 22 CM: None

Victory Point: 5 Quantity: Range:

Torpedoes: 14

Page 124: 5th Fleet

5th Fleet

Type: SSN CM: TLAM Type: SSN CM: SS-N-21 Max Speeds: 18/35 knots Comm: 1996 Max Speeds: 18/34 knots Comm: 1983 Tubes: 8x26" Displacement: 9137 tons Tubes: 8x25.6" Displacement: 7900 tons Torpedoes: 50xTLW Countries: United States Torpedoes: 22xTLW Countries: Russia SSM: TASM, SSM: None

Harpoon Ships: Ovseenko

Ships: Connecticut, Seawolf Game Information

Game Information SSM1: None

SSM1: Max Speed: 5 Max Speed: 5 Harpoon Quantity: Defense: 9 Defense: 9 Quantity: 8 Range:

Range: 2 hexes ASW: 9 ASW: 10 SSM2: None

SSM2: TASM Surface Detect: 0 Surface Detect: 0

Sub Detect: 30 Quantity:

Quantity: 8 Sub Detect: 40 Range: 5 hexes Torpedo Attack: 30

Range:

Torpedo Attack: 35 CM: SS-N-21 CM: TLAM Victory Point: 5

Victory Point: 5 Quantity: 6 Quantity: 16 Range: 28 hexes Range: 30 hexes Torpedoes: 16

Torpedoes: 28

Page 125: 5th Fleet

Type: SSN CM: TLAM Type: ss CM: None Max Speeds: 15/30 knots Comm: 1967 Max Speeds: 13/16 knots Comm: 1973 Tubes: 4x21" Displacement: 4960 tons Tubes: 8x21" Displacement: 3800 tons Torpedoes: 23xTLW Countries: us Torpedoes: 16 Countries: Russia SSM: TASM, SSM: None

Harpoon Ships: Korshun, Linj, Syomga

Ships: L. Mendel Rivers Game Information

Game Information SSM1: Max Speed: 2 SSM1: None

Max Speed: 4 Har:Qoon Quantity: Quantity: 4 Defense: 6

Defense: 7 Range: Range: 2 hexes ASW: 4

ASW: 9 SSM2: None Surface Detect: SSM2: TASM Surface Detect: 0

0 Sub Detect: 4

Quantity: Quantity: 2

Sub Detect: 30 Range: 5 hexes Torpedo Attack: 12

Range:

Torpedo Attack: 22 CM: None CM: TLAM Victory Point: 3

Victory Point: 5 Quantity: 2 Quantity: Range:

Range: 30 hexes Torpedoes: 16 Torpedoes: 15

Page 126: 5th Fleet

5th Fleet

Type: SSN CM: None Type: ss CM: None Max Speeds: 18/32 knots Comm: 1983 Max Speeds: 11/22 knots Comm: 1986 Tubes: 5x21" Displacement: 5900 tons Tubes: 8x21" Displacement: 1850 tons Torpedoes: 25xTLW Countries: UK Torpedoes: 12 Countries: India SSM: Harpoon SSM: None

Ships: Turbulent Ships: Shalki, Shankush

Game Information Game Information Max Speed: 4 SSM1: Haq~oon Max Speed: 3 SSM1: None

Defense: 8 Quantity: 4 Defense: 7 Quantity:

ASW: 10 Range: 2 hexes ASW: 4 Range:

Surface Detect: 0 SSM2: None Surface Detect: 0 SSM2: None

Sub Detect: 40 Quantity:

Sub Detect: 4 Quantity:

Torpedo Attack: 22 Range:

Torpedo Attack: 18 Range:

CM: None CM: None Victory Point: 5 Quantity: Victory Point: 3 Quantity:

Range: Range: Torpedoes: 20 Torpedoes: 12

Page 127: 5th Fleet

Type: SSN CM: SS-N-21 Max Speeds: 18/30 knots Comm: 1972 Tubes: 2x21", 4x 25.6" Displacement: 5800 tons Torpedoes: 24TLW Countries: Russia SSM: None

Ships: A.E . Yakimshik, Kapitanents, Lunarcharsky, Oppokov, Shiapnikov, Skvortsov

Game Information Max Speed: 4 SSM1: None

Defense: 7 Quantity:

ASW: 4 Range:

Surface Detect: 0 SSM2: None

Sub Detect: 4 Quantity:

Torpedo Attack: 18/22 Range:

CM: SS-N-21 Victory Point: 5 Quantity: 6

Range: 28 hexes Torpedoes: 20/16

Page 128: 5th Fleet

AIRCRAFT

For the past half century, naval aviation has been the dominant force in sea warfare. In the U.S. Navy, aircraft carriers have been the centerpieces of the fleet since 1942. Today, a single American carrier wields more power than most of the world's navies combined. Even in an era of burgeoning cruise missile technology, the airplane is still far and away the most effective means of striking the enemy. In the Gulf War, the media focused a great deal of attention on Tomahawk cruise missiles, but it was manned aircraft that deliv­ered the vast majority of ordnance against Iraq. Of course, naval aviation consists of much more than car­rier-based aircraft. Indeed, the Russian Navy's prima­ry offensive capability is contained in its fleet of land­based Tu-16 Badger and Tu-26 Backfire bombers. In the game, make sure to protect your airbases by main­taining fighters continuously on CAP when you can, for a single well-delivered enemy strike could render your key attack aircraft impotent for the rest of the game. When attacking an enemy target that is protected by CAP, make sure your attacking air units are escorted by aircraft in the "INT" (interceptor) role; otherwise, the attacking units will simply not get through. When EW units are available, use them to escort attacking aircraft, for this will significantly lessen enemy anti­aircraft fire.

Role: INT Date: 1981 Max Speed: 668 mph

Range: 150nm Countries: United States, UK, India

Game Information Range: AA: ASW:

Surface Detect: Sub Detect: Bomb Value: SSM Value: Victory Point:

14 hexes

5 0 20

0 40

None 3

SSM: Range: Attacks:

Sea Eagle 1 2

Page 129: 5th Fleet

5th Fleet

Role: AEW Range: 300nm Date: 1962 Countries: France Max Speed: 254 mph

Game Information Range: 12hexes ~S~S~M~: __________ ~N~o~n~e

AA: ASW:

0 0

Surface Detect: 20 Sub Detect: 0 Bomb Value: 0 SSM Value: None Victory Point: 0

Range: Attacks:

Atlantique

\

Role: RCN Range: 1000 nm Date: 1984 Countries: France, Pakistan Max Speed: 350 mph

Game Information Range: 70 hexes SSM: Exocet

AA: 0 Range: 1

ASW: 4 Attacks: 10

Surface Detect: 30 Sub Detect: 10/20 Bomb Value: 0 SSM Value: 15 Victory Point: 0

Page 130: 5th Fleet

,,

' >. . ~ ~· ,. 74 I '.~~ ~,_~ ~..:~1,0\-:•

r~ ~, ~~">.\<.._."""

',.;,tt&W':'M

Role: RCN Range: 2000 nm Date: 1966 Countries: Russia

Role: BMB Range: 9000nm Max Speed: 330 mph

Date: 1952 Countries: United States Max Speed: 525 mph

Game Information

Game Information Range: 120 hexes SSM:

AA: 1 Range:

ASW: 0 Attacks:

Range: 36 hexes SSM: None

Harpoon AA: 0 Range:

2 ASW: 2 Attacks:

20 Surface Detect: 30 Sub Detect: 5

Surface Detect: 30 Bomb Value: 0

Sub Detect: 0 SSM Value: None

Bomb Value: 90 SSM Value: 40

Victory Point: 0

Victory Point: 3

Page 131: 5th Fleet

Role: RCN Range: 450nm Role: AEW Range: 1000 nm Date: 1955 Countries: India Date: 1971 Countries: United States Max Speed: 350 mph Max Speed: 375 mph

Game Information Game Information Range: 14 hexes SSM: None Range: 26 hexes SSM: None

AA: 0 Range: AA: 0 Range:

ASW: 0 Attacks: ASW: 0 Attacks:

Surface Detect: 30 Surface Detect: 30 Sub Detect: 0 Sub Detect: 0 Bomb Value: 0 Bomb Value: 0 SSM Value: None SSM Value: None Victory Point: 0 Victory Point: 0

Page 132: 5th Fleet

EW Range: 700nm Role: ATK Range: 600nm

Date: 1971 Countries: United States Date: 1983 Countries: United States

Max Speed: 613 mph Max Speed: Mach .9

Game Information Game Information

Range: 30 hexes SSM: None Range: 28 hexes SSM: None

AA: 0 Range: AA: 3 Range:

ASW: 0 Attacks: ASW: 0 Attacks:

Surface Detect: 30 Surface Detect: 0

Sub Detect: 0 Sub Detect: 0

Bomb Value: 100 Bomb Value: 0

SSM Value: None SSM Value: None Victory Point: 0

Victory Point: 3

Page 133: 5th Fleet

5th Fleet

INT Range: 500nm Date: 1973 Countries: United States Max Speed: Mach 2.4 Iran '

Game Information Range: 22118 hexes SSM: None

AA: 7/8/10 Range:

ASW: 0 Attacks:

Surface Detect: 20 Sub Detect: 0 Bomb Value: 0 SSM Value: None Victory Point: 3

Role: INT Range: 685nm Date: 1979 Countries: Saudia Arabia Max Speed: Mach 2.5 United States '

Game Information Range: 28 hexes SSM: None

AA: 12/14/18 Range:

ASW: 0 Attacks:

Surface Detect: 20 Sub Detect: 0 Bomb Value: 10/15/90 SSM Value: None Victory Point: 3

Not~: F-15E ("Strike Eagle") is the deep-strike ground attack verswn.

Page 134: 5th Fleet

511tRIIf

Role: INT Range: 340nm Role: INT Range: 500nm Date: 1982 Countries: United States, Date: 2002 Countries: United States Max Speed: Mach2 Bahrain, Pakistan, Indonesia Max Speed: Mach 1.7

Game Information Game Information Range: 20 hexes SSM: None Range: 28 hexes SSM: None

AA: 7/9/12 Range: AA: 20 Range:

ASW: 0 Attacks: ASW: 0 Attacks:

Surface Detect: 20 Surface Detect: 20 Sub Detect: 0 Sub Detect: 0 Bomb Value: 10/15 Bomb Value: 30 SSM Value: None SSM Value: None Victory Point: 3 Victory Point: 3

Page 135: 5th Fleet

Role: RCN Range: 175 nm

Role: RCN Range: 228nm Date: 1963 Countries: Iran

Date: 1960 Countries: Iran Max Speed: Mach 1.4

Max Speed: Mach 2.1

Game Information

Game Information Range: 20/28 hexes SSM: None

Range: 24130 hexes SSM: None AA: 410 Range:

AA: 0/5 Range: ASW: 0 Attacks:

ASW: 0 Attacks: Surface Detect: 30

Surface Detect: 20/30 Sub Detect: 0

Sub Detect: 0 Bomb Value: 0/50

Bomb Value: 5/0 SSM Value: None

SSM Value: None Victory Point: 3/0

Victory Point: 3/0

Page 136: 5th Fleet

Role: INT/ATK Range: 400nm Date: 1982 Countries: United States Max Speed: Mach 1.8

Game Information Range: 20 hexes SSM: Harpoon

AA: 617/1 Range: 2

ASW: 0 Attacks: 2

Surface Detect: 20

Sub Detect: 0 Bomb Value: 15/35/60 SSM Value: None/40 Victory Point: 3

Note: F/A-18E is a strike version (as yet unfinalized) intend­ed to replace U.S. Navy A-6 Intruders

5th Fleet

Role: AEW Range: 200nm Date: 1980 Countries: Russia Max Speed: 135 mph

Game Information Range: 6 hexes SSM: None

AA: 0 Range:

ASW: 0 Attacks:

Surface Detect: 0 Sub Detect: 0 Bomb Value: 0 SSM Value: None Victory Point: 0

Page 137: 5th Fleet

Role: RCN Range: 1800 nm Date: 1968 Countries: Russia, India Max Speed: 390 mph

Game Information Range: 60 hexes SSM: None

AA: 0 Range:

ASW: 3 Attacks:

Surface Detect: 30 Sub Detect: 10 Bomb Value: 0 SSM Value: None

Victory Point: 0

. .~

< \1--.. ' "-\~ ~

~~ ": ~ ';' . • '¥!/;".~. ···'· 81

: "":~.~~·.·.

Jaguar

Role: INT Range: 788nm Date: 1975 Countries: India, Oman Max Speed: Mach 1.5

Game Information Range: 20 hexes SSM: Sea Eagle

AA: 3/4 Range: 2

ASW: 0 Attacks: 5

Surface Detect: 20

Sub Detect: 0 Bomb Value: 50/60 SSM Value: None/32 Victory Point: 3

Note: Indian Air Force Jaguars are maritime strike aircraft.

Page 138: 5th Fleet

Role: INT Range: 650nm Role: INT Range: 290nm Date: 1959 Countries: India, Ethiopia, Date: 1971 Countries: India, Russia Max Speed: Mach 2.1 Yemen Max Speed: Mach 1.1

Game Information Game Information Range: 10 hexes SSM: None Range: 18/14 hexes SSM: None

AA: 3/4 Range: AA: 6 Range:

ASW: 0 Attacks: ASW: 0 Attacks:

Surface Detect: 20 Surface Detect: 20 Sub Detect: 0 Sub Detect: 0 Bomb Value: 10/15 Bomb Value: 15/50 SSM Value: None SSM Value: None Victory Point: 3 Victory Point: 3

N:'Jte: MiG-27 is ground attack version ofMiG-23.

Page 139: 5th Fleet

Role: RCN Range: 1150 nm Date: 1970 Countries: India Max Speed: Mach 2

Game Information Range: 32 hexes :::Sc:::S~M.::..:: _____ -=-N-'-'o=n~e

AA: ASW:

0 0

Surface Detect: 20 Sub Detect: 0 Bomb Value: 0 SSM Value: None Victory Point: 0

Range: Attacks:

~ -'<,/ "'· ' . ' . :. f-

;i!Y: :~ . ... ~~:~,_ . . 83 rlil~~;v,._;. '

Role: INT Date: 1984 Max Speed: Mach 2.3

Range: 380nm Countries: Russia, Iran, India

Game Information Range: 18 hexes SSM: AS-17

AA: 4/9/10 Range: 2

ASW: 0 Attacks: 2

Surface Detect: 20

Sub Detect: 0 Bomb Value: 20/35170 SSM Value: None/20 Victory Point: 3

Note: MiG-29K is carrier-based version of MiG-29A.

Page 140: 5th Fleet

Role: INT Range: 380nm Role: INT Range: 380nm Date: 1976 Countries: Russia Date: 1995 Countries: Russia Max Speed: Mach 2.35 Max Speed: Mach 2.35

Game Information Game Information Range: 32 hexes SSM: None Range: 24 hexes SSM: None AA: 9 Range: AA: 12 Range:

ASW: 0 Attacks: ASW: 0 Attacks:

Surface Detect: 20 Surface Detect: 20 Sub Detect: 0 Sub Detect: 0 Bomb Value: 0 Bomb Value: 90 SSM Value: None SSM Value: None Victory Point: 3 Victory Point: 3

Note: MiG-33 is a new (as yet unfinalized) version ofMiG-29.

Page 141: 5th Fleet

Mirage Fl

Role: INT Range: 450nm Role: INT Range: 800nm

Date: 1969 Countries: France Qatar Date: 1982 Countries: India, UAE

Max Speed: Mach 2.2 Kuwait ' ' Max Speed: Mach 2.2

Game Information Game Information

Range: 18 hexes SSM: Exocet Range: 24 hexes SSM: None

AA: 6/9 Range: 1 AA: 8/9 Range:

ASW: 0 Attacks: 2 ASW: 0 Attacks:

Surface Detect: 20 Surface Detect: 20 Sub Detect: 0

Sub Detect: 0 Bomb Value: 10/25

Bomb Value: 15

SSM Value: None/18 SSM Value: None

Victory Point: 3 Victory Point: 3

Page 142: 5th Fleet

Role: INT Range: 670nm Role: RCN Range: 2400 nm Date: 1961 Countries: Pakistan Date: 1969 Countries: UK Max Speed: Mach 2.2 Max Speed: 520 mph

Game Information Game Information Range: 18/26 hexes SSM: Exocet Range: 70 hexes SSM: Har2oon

AA: 5/6 Range: 1 AA: 0 Range: 2

ASW: 0 Attacks: 3 ASW: 4 Attacks: 2

Surface Detect: 20 Surface Detect: 30 Sub Detect: 0 Sub Detect: 30 Bomb Value: 50 Bomb Value: 0 SSM Value: None/30 SSM Value: 20 Victory Point: 3 Victory Point: 0

Page 143: 5th Fleet

5th Fleet

Role: Date: Max Speed:

Range: AA: ASW: Surface Detect: Sub Detect: Bomb Value:

SSM Value: Victory Point:

RCN Range: 1346 nm 1962 Countries: United States, 473 mph Australia

Game Information 70 hexes ~S.:=oS:::.cM=.c: _____ -===...c== Harpoon

0

4

30 20

0 20

0

Range: Attacks:

2 2

Role: MSW Range: 1000 nm Date: 1986 Countries: United States Max Speed: 170 mph

Game Information Range: 6 hexes SSM: None

AA: 0 Range:

ASW: 0 Attacks:

Surface Detect: 0 Sub Detect: 0 Bomb Value: 0 SSM Value: None Victory Point: 0

Page 144: 5th Fleet

. . • ~' .. ;...: .. t

·- ' ~ '.::-Jl ~ • ~ ~' ''

88 ';'( - ' ; t,~, > ~ J. ~JI.

' ~

Role: INT Range: 590nm Date: 1993 Countries: France Max Speed: Mach 2

Game Information Range: 24 hexes ===-S:::::SM==-=-: -------=N_:_:o::..:.n=e

AA: ASW:

7 0

Surface Detect: 20 Sub Detect: 0 Bomb Value: 10 SSM Value: None Victory Point: 3

Range: Attacks:

SUtf'lllf

Role: RCN Range: 2300 nm Date: 1974 Countries: United States Max Speed: 506 mph

Game Information Range: AA: ASW: Surface Detect: Sub Detect: Bomb Value:

SSM Value: Victory Point:

40 hexes

0 2 30

5 0

40 0

SSM: Range: Attacks:

Harpoon 2 2

Page 145: 5th Fleet

Role: INT Range: 370nm Role: INT Range: 1200 nm

Date: 1971 Countries: Russia Date: 1972 Countries: Iran, Russia Max Speed: Mach2 Max Speed: Mach 1.35

Game Information Game Information Range: 14 hexes SSM: None

38 hexes SSM: None Range: AA: 4 Range:

AA: 4/5 Range: Attacks:

Attacks: ASW: 0 ASW: 0

Surface Detect: 20 Surface Detect: 20

Sub Detect: 0 Sub Detect: 0

Bomb Value: 50 Bomb Value: 70

SSM Value: None SSM Value: None

Victory Point: 3 Victory Point: 3

Page 146: 5th Fleet

.·· .?~r~..: 90 ~·~ .;··

·~':( ..... ~ .:r~

Role: Date:

INT 1986

Range: 800nm Countries: Russia

Max Speed: Mach 2.35

Range:

AA: ASW: Surface Detect: Sub Detect: Bomb Value: SSM Value: Victory Point:

Game Information 24 hexes :o:S..:o:S.=.:M:::..:: _____ .=..N.:...::o=n=e

11 0 20 0

15 None 3

Range: Attacks:

Role: Date:

INT 1993

Max Speed: Mach 2.35

Range: 800nm Countries: Russia

Game Information Range: AA: ASW: Surface Detect:

Sub Detect: Bomb Value:

SSM Value:

24 hexes :o:S.:=S:::..:M:::..:: _____ __:N~on=e

7

0 20

0

0

None

Range: Attacks:

Victory Point: 3

Note: Su-33 is carrier-based version of Su-27B.

Page 147: 5th Fleet

5th Fleet

Role: INT Range: 810nm Date: 1995 Countries: Russia Max Speed: Mach 2.35

Game Information Range: 28 hexes SSM:

AA: 16 Range:

ASW: 0 Attacks:

Surface Detect: 20 Sub Detect: 0 Bomb Value: 15 SSM Value: None Victory Point: 3

None

Role: Date:

AEW 1961

Max Speed: 166 mph

Range: 560nm Countries: India, UK

Game Information Range: 6 hexes =S=S=M=: _____ -=-N~o=n=e

AA: ASW:

0 0

Surface Detect: 0 Sub Detect: 0 Bomb Value: 0 SSM Value: None Victory Point: 0

Range: Attacks:

Page 148: 5th Fleet

Role: Date: Max Speed:

Range: AA: ASW: Surface Detect: Sub Detect: Bomb Value: SSM Value: Victory Point:

INT 1962 600 mph

Range: 390nm Countries: France

Game Information 20 hexes SSM:

5 Range:

0 Attacks:

20 0 60 36 3

Exocet 1 2

Role: Date: Max Speed:

Range: AA: ASW: Surface Detect: Sub Detect: Bomb Value: SSM Value: Victory Point:

Tu-16C/DIE/G Badger

EW/RCN/BMB 1953 535 mph

Range: 3100 nm Countries: Russia

Game Information 60170 hexes SSM: AS-2

0/1 Range: 3

0 Attacks: 24

0/20/30 0 0/60 None/48 0/3

Page 149: 5th Fleet

5th Fleet

Role: Date:

BMB 1974

Max Speed: Mach 2

Range: 2150 nm Countries: Russia

Game Information Range: 90 hexes SSM: AS-4

AA: 1 Range: 4

ASW: 0 Attacks: 24

Surface Detect: 20 Sub Detect: 0 Bomb Value: 90 SSM Value: 64 Victory Point: 3

'fu-95D Bear

..... .....--

Role: RCN Range: 3400 nm Date: 1965 Countries: Russia Max Speed: 450 mph

Game Information Range: 160 hexes SSM: None

AA: 0 Range:

ASW: 0 Attacks:

Surface Detect: 30 Sub Detect: 0 Bomb Value: 0 SSM Value: None Victory Point: 0

Page 150: 5th Fleet

Tornado-FIG

Role: Date:

INT 1982

Max Speed: Mach 1

Range: 750 nm Countries: UK, Saudi Arabia

Game Infonnation Range: 24 hexes SSM: None

AA: 617/14 Range:

ASW: 0 Attacks:

Surface Detect: 20

Sub Detect: 0 Bomb Value: 10/20170/80 SSM Value: None Victory Point: 3

Note: Tornado-F is air defense version; Tornado-G is ground attack version.

Role: Date:

INT 1995

Max Speed: Mach 1. 7

5UtReet

Range: 545nm Countries: Russia

Game Infonnation Range: 12 hexes '='S-'='S~M~: _____ ~N~o~n~e

AA: ASW:

3 0

Surface Detect: 20 Sub Detect: 0 Bomb Value: 30 SSM Value: None Victory Point: 3

Range: Attacks:

Note: Yak-141 is new (as yet unfinalized) successor to Yak-38 Forger, for use on Kiev-class carriers.

Page 151: 5th Fleet

The

Now that you've been introduced to 5th FLEET, your next problem is probably finding information on how to play it like a master. We can help you with that only through your subscription to our bimonthly gaming journal. In The GENERAL you'll not only discover all there is to know about this game, but will

also learn about our dozens of other exciting simulation games (computer as well as boardgames). Every full-color issue is filled with 64 pages of the best strategy and tactics articles on Avalon Hill and Victory Games. Look at all The

GENERAL offers:

SERIES REPLAYS:. Follow the course of an entire game played out move-by-move in our pages-amply illustrated and accompanied by commentlU"y by a recognized expert.

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WHAT'S HAPPENING: Each issue is YOUf vantige poin~ on the broader spectrum of simulation games as we discuss develop­ments in the hobby. Regional game conventions are listed regularly along with news of interest to Avalon Hill garners. And, of course, no one hears about the new computer games from Avalon Hill faster than a subscriber who sees them coming and going with details on upcoming games in our Previews column, full page advertisements when they're ready for release, and feature coverage.

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Page 152: 5th Fleet

REPLACEMENT GUARANTEE The Avalon Hill Game Company will replace any defective diskette free of charge within 30 days of original purchase. Diskettes must be accompanied by proof of purchase.

After 30 days, we will replace defective diskettes for $12 per disk, providing the original diskettes are sent with the replacement request.

MAIL TO: The Avalon Hill Game Company ATTN: DISK REPLACEMENT 4517 Harford Road Baltimore, MD 21214

TECHNICAL SUPPORT If you have a technical problem concerning the operation of our software, please contact our technical support staff. Please be at your computer, if possible, when you call.

TECHNICAL SUPPORT 1-410-426-9600 If you have a modem and would like to contact us on-line, you can find us ON-LINE at the following services:

CompuServe: You can receive a free introductory membership, $15 usage credit, and a month's worth of basic services free by calling 1-800-524-3388 and ask for Operator #537. Once you are on-line, type "GO GAMEPUB" and select section C.

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4517 Harford Road, Baltimore, MD 21214 © 1994 • Printed in USA • all Rights Reserved

400305403 STANLEY ASSOCIATES

Page 153: 5th Fleet
Page 154: 5th Fleet
Page 155: 5th Fleet

II ,, KEYS CIC Screen

[] Configuration Display

[] Scenario Display

{[] Tactical Reference Display

{[]Exit

Scenario Display

iaJ Select Red Side

[] Select Green Side

~ Select AI Opponent

(I] Select two-player option

i!J Select E-mail option

rc='i) ~2 ~3 Select AI lLJ'lLJ'l:LJ level ~ Q Select AI l!!..Jrlt!..J aggression level

[] Start Game

ifsci Return to CIC

{!] WEAX

The Avalon Hill Game Company

Tactical Ref. Display

~ Display Air Units

~ Display Surface Units

0 Display Submarine Units

~Next Item

ie:J Previous Item

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Strategic Display

~ Display Air Units toggle

~ Display Surface Units toggle

([) Display Sub Units toggle

{[] Display Weather toggle

{!] Display Air Missions toggle

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DIVISION OF STANLEY MONARCH AVALON, INC. ASSOCIATES

Tactical Display

[] Form Group

iQJ Disband Group

ifscj Exit Tactical Display

Air Missions Display

iEscj Exit Air Missions Display

Phase Selection

~ Activate Air Units

~ Activate Surface Units

([) Activate Submarine Units

ie:J Pass Initiative

D+r.:=ilS Activate Strategic ~ l2..J Display

~+[)Quit game

BaHie Results Display

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Victory Display

ifscj Exit Victory Display

400305406 I 3841 15022-1

Page 156: 5th Fleet

Operations Display r,:::=)l r.:=l Puts selected submarine in ~ Activate Strategic Display l!:LJ Deep Dive mode (toggle)

r.;=)l rr.==y Puts selected unit under L!.J Activate Tactical Display lLJ computer AI control (toggle)

r.=:lJ ~ (Arrows) Scroll map in the l!.J Activate Air Missions Display ~ corresponding direction

~ Activate Victory Display (£] Center map on selected unit

[) Execute Turn ~+(g) Hexgrid toggle

[] Activate Attack button toggle ~+{E) Sound FX toggle

GJ Select next active unit ~+[ij Music toggle

r.:=lJ Se_lect previous active 0 r.===1 l!:J un1t ~+l4.J Animation toggle

~ Activate Tactical Reference D 1f.:1 l!!..J Display for selected unit ~+l!.J Save game

~+(g] Quit game

Configuration Console

[] Enter modem initialization

liJ Select baud rate

(£] Select com port

[] Set Send Mode

[] Set Receive Mode

[] Enter phone number to dial

~+(£]Connect {g] Set IRQ number

~ Set sound card address

[] Turn sound effects on/off

i!J Turn music on/ off

(Esci Exit Configuration Console

Combat Display D ~ Subtract one le:!J+Le.J primary SSM

n ~Addone ~+Le.J primary SSM D ~ Subtract one 1E!:!J + L§J secondary SSM

n ~Addone ~ + L§J secondary SSM

D rr:=il Subtract one 1E!:!J + lLJ torpedo

n r.:=\1 Add one ~ + lLJ torpedo

D lf.:1 Subtract one IE!:!J+l£.J cruise missile

n rr:==li Add one ~+l£.J cruise missile

(g) Assign/cancel guns

i!J Assign/cancel ASW

F-'lj Assign/cancel aircraft to Le...J air strike as a bomber

r,=='\l Assign/cancel aircraft to l!..J air strike as a interceptor

r.:='iJ Assign/cancel aircraft to ~ air strike as EW r.:='ll Assign/cancel aircraft to L!!!J air strike to launch SSM

iEsci Exit Combat Display

II EYS

Page 157: 5th Fleet

SCENARIO 1

The Battle of the Maldives Until recently, most Americans had never heard of the Republic of

the Maldives. This nation, consisting of 1,087 tiny islands (atolls)­only 200 of which are inhabited-stretches 600 miles on a north-south axis in the central Indian Ocean. The northernmost of the 19 major atolls in the Maldives is only 250 miles from the southern tip oflndia; the southernmost atoll is about 400 miles distant from Diego Garcia, the US Navy's only permanent base in the Indian Ocean. The Mal­dives' population is only about 160,000, almost all of whom are Sunni Muslims. The country's economy, based almost entirely on fishing, is extremely poor.

The Maldives became a British protectorate in 1887, but gained independence in 1965. However, an RAF airfield on Addu Atoll re­mained operational until1976. Since that time, the government of the Maldives has made several unsuccessful attempts to strengthen the nation's economy by encouraging Indian tourists to take their vaca­tions there.

Although the Indian government has made it clear that it would not tolerate foreign interference in the Maldives, it did nothing when Russian diplomats approached Maldivian President Maumoon Abdul Gayoom last year concerning a massive Russian economic assistance package in exchange for use of two airfields in the Maldives. Under pressure from the United States, Gayoom turned the Russians down, but was toppled from power only three weeks later by a Russian-sup­ported coup led by an Islamic fundamentalist group named "Maldi­vian Jihad." The new Maldivian president subsequently invited the Russians to lease the two airfields. Still, the Indian government did nothing.

Six weeks ago, another coup took place, this one secretly sponsored by the CIA. President Gayoom was restored to power and most mem­bers of the Maldivian Jihad in the capital city of Male were rounded up and executed. Gayoom promptly expelled all Russian diplomats and invited the United States to establish military bases on several different islands in the Maldives. Three weeks ago, 200 members of a US Navy construction battalion arrived on Male Island to begin im­provement work on nearby Hulule airfield. Only a week ago, US Ma­rine Corps squadron VMA-231, flying AV-8B VSTOL aircraft, deployed to Hulule. A few days later, a detachment of US Navy P-3C Orion pa­trol aircraft from squadron VP-22 also deployed to the airfield.

After a year of silence concerning the Maldives issue, the Indian Prime Minister has suddenly demanded that all US military person­nel leave the Maldives at once. "India is firmly committed to main­taining the Indian Ocean as a zone of peace," he declared. "We cannot tolerate American nuclear weapons only 200 miles from our coast." The American Secretary of State has responded by saying that Amer­ican troops will not leave unless firm assurances are given that the Russians will not be permitted to interfere in the internal affairs of the Maldives again.

The Indian Prime Minister has called the commander of the In­dian Navy's Southern Fleet to New Delhi, ordering him to conduct air strikes against Hulule if the Americans do not depart within the next 48 hours. Furthermore, the Southern Fleet has been directed to block­ade Male Atoll and prevent seaborne reinforcement and resupply of the American airfield. Although the Indian admiral has privately called the Prime Minister's action "madness," he is reluctantly preparing his naval and air forces to execute the plan.

Page 158: 5th Fleet

.... ""~~ ~· + ._ J -

.t:-... Player

One Marine Corps AV-8B (Harrier) squadron and a US Navy P-3C squadron are deployed on Male Atoll. Two addi­tional P-3C squadrons are situated at Diego Garcia. A four­ship surface action group, including the battleship USS Mis­souri, is in the Maldives zone. A fast convoy of four SL-7 con­tainerships, escorted by four frigates, is located in the West Indian Ocean zone. A single US submarine, the USS Hon­olulu, is supporting the surface action group.

• ~t<i. _...-.,

' ~ f.="c'it~"'·

The fast convoy (FC) units Antares and Capella must reach Male Atoll. In addition, destroy as many Indian units as pos­sible.

SPECIAL NOTE: The green player may not make cruise missile attacks in

this scenario.

FORCES: Red Pla~eWj Several air reconnaissance squadrons of the Indian Air

Force and Navy are situated in southern India to support the operation. Two combat squadrons, including one trained in naval attack, are based at Trivandrum airfield. Both of the In­dian Navy's aircraft carriers, escorted by four destroyers and frigates, are in position off the southwestern Indian coast. Four Indian Navy destroyers of the Modified Kashin class are in the Laccadives zone, sailing towards the Maldives. Two submarines are supporting the surface forces.

Destroy or damage the US airfield on Male Atoll. In addi­tion, destroy as many US units as possible.

Page 159: 5th Fleet

SCENARIO 2

Russian Raiders The blissful years of glasnost and perestroika are history. Several

weeks ago, the Russian Army invaded Lithuania following the Lithuanian government's refusal to take steps to protect the rights of ethnic Russians residing in that country. Although media reports are sketchy, outright civil war has apparently broken out throughout the Baltic States, pitting old hard-line communists against poorly armed but numerous nationalist forces. Meanwhile, the Russians are de­ploying troops to the Baltic States despite the vociferous objections of the President of the United States, who has called for a United Na­tions resolution condemning foreign military intervention in that re­gion. Relations between the United States and Russia have sunk to their lowest point since the Cold War.

Last week an unidentified submarine (thought to be Cuban) ap­proached a Panamanian merchant ship in the Caribbean and, ac­cording to some witnesses, fired two torpedoes. A Seahawk helicopter from a US Navy frigate was dispatched to the area and dropped two Mark 46 ASW torpedoes at the submarine. Contact with the target was soon lost. No wreckage was spotted, so the submarine presum­ably escaped.

Two days later, the President of Russia angrily announced that a Russian Navy ballistic missile submarine of the giant Typhoon class on routine patrol had been sunk by the US Navy off the coast of Cuba. The entire crew of 180 was lost. The Russian President vehemently denied that the submarine, which had recently reverted to its old So­viet Navy name of Leninskiy Komsomol, had attacked the Panaman­ian ship, claiming that submarines of that class do not even carry anti-surface torpedoes. Comparing the incident to the shoot-down of an Iranian airliner by the USS Vincennes in July 1988, the Russian leader has demanded American reparations.

In secret session in the Kremlin, the Russian President has or­dered the Russian Navy's Indian Ocean squadron to retaliate against the United States by attacking American merchant shipping along the critical Indian Ocean and Persian Gulf shipping lanes.

US Navy intelligence officers have only recently learned of the Russian scheme and have informed the President of the United States. The Chief of Naval Operations has recommended that all American merchant ships in the Indian Ocean should promptly form into convoys for mutual protection. Meanwhile, a significant force of US Navy surface combatants is proceeding as rapidly as possible to the theater to protect American shipping.

- .. 'i-f'•"-

. •, .. -"" '~ ; ~ ""~ { U<'..- - ~

Several unescorted convoys, consisting of a mixture of empty and full supertankers, freighters, and fast container­ships, are situated in the western Indian Ocean. Three US Navy surface action groups are sailing to the aid of the con­voys. One group of four frigates, known as the "Middle East Force," is replenishing in Raysut, Oman. Another group of five surface combatants from the 7th Fleet in the Pacific is cur­rently located in the West Indian Ocean zone. A powerful group of five warships, including the battleship USS New Jer­sey, is sailing off the coast of Kenya. Two submarines are cur­rently deployed to the region. One squadron of P-3C recon­naissance aircraft at Diego Garcia is supporting the operation.

FORCES: Red Pla~er. A four-ship task force, including the nuclear-powered

cruiser Nakhimou, is somewhere in the vicinity of the Sey­chelles. An Oscar class submarine is currently in the Arabian Sea. Three air reconnaissance squadrons are deployed to air­fields in Yemen and on Socotra island.

~ ' • ..,_ ., \ ., > k~··~"t'\~,.,~~;;,1

• ;~ - h .. ~· • .'~tl:-i-4 : Green Player Destroy as many Russian units as possible.

OBJECTIVES: Red Pla~er. The four Russian surface warships must reach Aden, AI

Mukalla, or Ras Karma while destroying as many US mer­chant ships and warships as possible.

Page 160: 5th Fleet
Page 161: 5th Fleet

SCENARIO 3

Battle ol the Arabian Sea Civil unrest in Ethiopia has been a fact oflife for the past half-cen­

tury, but in recent months insurgencies in the two northernmost provinces, Eritrea and Tigre, have taken a sharp turn for the worse. The secessionist Eritrean People's Liberation Front (EPLF) seized the Red Sea port of Assab ten weeks ago, destroying government and army warehouses, communications stations, and port facilities . Dur­ing the fighting in Assab, several dozen Russian sailors, whose ship was dispatched to the port as a show of support for the Marxist Ethiopian government, were captured and executed by the EPLF. The Russians promptly deployed two naval infantry battalions and an air­borne regiment to Assab. After ferocious fighting, the city was recap­tured in less than a week. Russian Air Force combat aircraft stationed in nearby Yemen are conducting daily bombing strikes against the EPLF guerrillas.

After the Russian intervention in Assab, the surviving EPLF guer­rilla groups retreated southward over the border, seeking sanctuary in neighboring Djibouti. The Russians then demanded passage over the border to hunt down the partisans. When the Djiboutian govern­ment denied permission, Russian and Ethiopian ground troops in­vaded Djibouti.

Although the EPLF is nominally a Marxist organization, its lead­ers have actively sought western aid. Furthermore, Djibouti-a for­mer French protectorate-quickly requested French military assis­tance as soon as foreign troops crossed its borders. Assistance was not long in coming, for a squadron of French Mirage Fl fighters sta­tioned in Djibouti has already engaged Russian aircraft in Djibout­ian airspace. Moreover, the President of France has dispatched a naval task force to the Gulf of Aden with orders to help preserve the territorial integrity of Djibouti against Russian aggression. The President of the United States and the Prime Minister of Great Britain are fully supportive of the French policy and have directed major naval forces to enter the Gulf of Aden. The American and British task force commanders have orders to establish firm control over the Gulf of Aden and the Arabian Sea to prevent reinforcement and resupply of Ethiopian-Russian forces currently engaged in Er­itrea and Djibouti.

Russian Navy headquarters in Aden has been instructed by Moscow to close the Red Sea and Gulf of Aden to foreign shipping but to refrain from initiating a naval engagement if at all possible. How­ever, two days ago a French Mirage attacked and sunk a Russian merchant ship in the Red Sea which was carrying provisions for Russ­ian troops in Djibouti. Yesterday, the Russian President declared that he considered a state of war to exist between his country and the west. He has ordered his Indian Ocean fleet to interdict the western sea lanes leading to the oil-rich regions of the Persian Gulf.

Faced with a possible blockage of their precious oil supplies from the Middle East at the hands of the Russian Navy, western political leaders are meeting at a secret conference in Paris. Here they have unanimously agreed that Russian military power in the region must be neutralized.

Page 162: 5th Fleet

_,_,'","":1·.:,;.;.; •

. ·'"""~' ' . er A French carrier battle group is situated north of the Sey­

chelles after a long journey around Mrica. American and British carrier groups are situated in the Gulf of Oman and North Arabian Sea. Three US Navy submarines have been de­ployed to the Arabian Sea to support the operation. A French Mirage squadron is deployed at Djibouti and US Navy P-3C reconnaissance squadrons are stationed at Diego Garcia, Mombasa (in Kenya), and Masirah (in Oman).

. . ,. :·oK~>, .. ~~~

Player Destroy as many Russian units as possible. Also, destroy

the Russian airfields at Ras Karma, Aden, and Al Mukalla.

FORCES: Red Pia~ lj A Russian battle group is operating in the western end of

the Gulf of Aden in support of the ground fighting in Djibouti. Two other Russian Navy carrier battle groups are deployed in the vicinity of Socotra island to block the passage of western ships into the Gulf of Aden. Six Russian submarines are act­ing as supports for the surface forces . Russian Navy strike, electronic warfare, and reconnaissance aircraft are deployed at airfields in Al Mukalla and Aden as well as on the island of Socotra. Russian and Yemeni Air Force fighter squadrons are also deployed at these airfields .

OBJECTIVES: Red Plg~elj Destroy as many US, UK, and French units as possible.

Also, Russian surface and submarine units must occupy the Gulf of Oman zone at the end of the scenario. Failing that, they must occupy either the North Arabian Sea or South Ara­bian Sea zones.

Page 163: 5th Fleet

SCENARIO 4

Carrier Raid Following the collapse of the Soviet Union and America's triumph

in the Persian Gulf War of 1991, few American political leaders felt any need to preserve the great military machine that had been metic­ulously built up in the Reagan-Bush years. Although during Bill Clin­ton's presidency there seemed to be near-universal agreement on Capitol Hill that America needed sufficient military strength to be ca­pable of waging two medium-sized regional conflicts simultaneously, once America's military drawdown gained momentum in the mid-1990's it continued beyond anyone's expectations. By the time Clin­ton's successor took over the White House in 1997, few could refute the fact that the American military would be hard-pressed to wage even one moderate-sized regional conflict.

Thus, when the United States came to the aid of South Korea upon the outbreak of the Second Korean War in 1999, it committed virtu­ally its entire military resources to that conflict. Much to the alarm of its western allies, America's military commitments in other world hotspots-particularly the Persian Gulf and Latin America-were al­most completely abandoned. The Joint Chiefs of Staff rationalized this policy by declaring that once the Korean War was won, America would again shoulder its former global military responsibilities.

But amid the recent euphoria triggered by America's decisive de­feat of the North Korean People's Army, few worried about the conse­quences of military power vacuums in other areas of the world. Fur­thermore, no one could predict that China and Russia would reach a secret military pact that would take advantage of America's new global military posture. Thus, when the Chinese Army crossed the Yalu in force and came to the aid of the North Koreans last month­just as they had done nearly half a century ago-it came as a great shock to the administration in Washington. Just at the point when American forces were ready to pull out of Korea, the United States has now found itself involved in a costly military stalemate that has sucked in almost all of America's military resources.

Although the Russians are not directly participating in the Second Korean War, they are providing the North Koreans and Chinese with large amounts of military hardware. Of more concern to American military strategists, however, is the Russian military buildup in the Middle East and Persian Gulf. Major Russian military bases and air­fields have been constructed in Ethiopia, Yemen, Somalia, and on the island of Socotra. In the past month the Russians have begun to de­ploy long-range attack aircraft at these bases whose only purpose can be to interrupt the flow of oil between the Persian Gulf and the west.

Suspecting that a surprise Russian strike on the major oil fields and supertankers within the Persian Gulf is about to take place, the American Joint Chiefs of Staff have decided to take a dramatic step which could risk widening the conflict from a regional war to a world war. According to the Joint Chiefs, a blockage of the oil flow out of the Gulf would cause the American effort in Korea to collapse. Therefore,

in a special meeting with the President, they have recommended pre­emptive strikes against Russian military bases and warships in the western Indian Ocean. A US Navy carrier battle group, currently sail­ing from Norfolk to Korea around the Cape of Good Hope, is in good position to execute these strikes. The President has concurred. The operation is about to begin.

Page 164: 5th Fleet

~-r.,!~~"L

..... ,.~- Player A single US Navy carrier battle group is located some­

where in the western Indian Ocean. The group is supported by a single submarine. P-3C reconnaissance squadrons in Diego Garcia, Mombasa (in Kenya), and Victoria (in the Sey­chelles) are supporting the operation.

'""".~:-· ~

. ·.,d l Player Destroy the Russian airfields at Aden, Berbera, Mo­

gadishu, Al Mukalla, and Ras Karma. In addition, destroy as many Russian and Yemeni units as possible.

·---FORCES: Red P'~~er.

Russian and Yemeni combat and support aircraft are de­ployed at airfields in Aden, Al Mukalla, Berbera, Mogadishu, and Socotra island. Three small Russian convoys, each con­sisting of three supply ships and two destroyers, are sailing for Socotra with critical supplies for the new Russian naval base at Ras Karma. Three additional Russian surface war­ships, supported by five submarines, are patrolling the waters around Socotra .

OBJECTIVES: Red P,.q~er. Russian oilers (AO), ammunition ships (AE), and supply

ships (AOR) must attempt to reach Ras Karma on Socotra is­land. Also, destroy as many US units as possible.

Page 165: 5th Fleet

SCENARIO 5

Locate and Destroy It was the greatest intelligence coup in American history. For

years the CIA had fostered a "special relationship" with a Russian of­ficial in the very highest reaches of the Kremlin, but had rarely re­ceived information of any value. Several months ago, however, this person had made a few vague promises to American agents about handing over some documents which would "change forever the way America views Russia". The American agents were of course in­trigued. When the Russian official finally dropped the papers into CIA hands, it was a shock to see how little America knew about the true workings of the Russian government in the post-Cold War world.

The documents reveal-beyond a shadow of a doubt-that a vio­lently anti-American faction in the Russian government is exerting far more influence in international affairs than was thought possible. Dozens of Russian officials, including members of President Yeltsin's cabinet, are members of this cabal, and Yeltsin himself apparently knows nothing of its existence. Over the years, the conspirators have maintained the lowest possible profile, but have established close con­tacts with the Russian military, defense industry, and the scientific community. The plotters are pulling strings beyond the scenes in preparation for a "silent coup" at the right place and the right time.

It came as a surprise to American intelligence officials that the conspirators are actually controlling the movement of Russian army and navy units and ordering the procurement of new military hard­ware without Yeltsin's knowledge. But by far the most disturbing rev­elation was that the Russian plotters are actively sponsoring inter­national terrorism directed at Israel and the west and are using the Russian military to support this effort. Even worse, the Russians have apparently made it clear to terrorists and Third World enemies of the west that they would make sufficient quantities of plutonium available as long as the terrorists direct their attacks at places and times of the Russians' choosing.

Among the documents handed over to the CIA is one dated only eight days ago. It reveals that the infamous Iraqi terrorist "Yoosef the Terrible" and several members of his terrorist group are currently on­board the Russian cruiser Ushakov somewhere in the Indian Ocean. Yoosefis the most wanted terrorist in the world, and is thought to have masterminded the torture and execution of hundreds of Kuwaitis dur­ing the Gulf War as well as plotting to kill ex-President George Bush during his visit to Kuwait in 1993. Even more disturbing is the fact that the Ushakov is carrying an undetermined amount of plutonium which will supposedly be dropped off at a port somewhere within the Indian Ocean region for later delivery to Iraq. CIA intelligence ana­lysts believe that the port will be in either India, Iran, or Yemen.

Upon learning of this startling intelligence, the President of the United States has issued immediate orders to the Commander-in­ChiefCentral Command (CINCCENT): "locate and sink the Ushakov whatever the cost".

Page 166: 5th Fleet

- P""~A.'

~ " l(

"'-"'" • ;.z Player

A single USN avy carrier battle group has been deployed to the western Indian Ocean, supported by two submarines. A squadron ofP-3C reconnaissance aircraft is deployed at Diego Garcia.

Player Sink the Ushakou.

SPECIAL NOTE: Neither player may make cruise missile attacks in this sce­

nario.

FORCES: Red Pl_a~eli The Ushakou, accompanied by the new Russian aircraft

carrier Varyag , is situated somewhere northeast of Socotra Is­land. Two Russian destroyers are currently sailing near Aden, and two more are in the Strait of Hormuz. Four Indian de­stroyers are also ready to escort the Ushakou should she sail east to India. A single Russian submarine is currently on sta­tion in the Arabian Sea. Indian Air Force reconnaissance air­craft are patrolling the Indian Ocean and will report their findings to Russian fleet headquarters at Aden. A Russian Navy reconnaissance squadron is deployed at Bandar 'Abbas, Iran; a Tu-26 Backfire regiment is deployed at Aden, sup­ported by fighters and reconnaissance aircraft.

' 1 ~'~T '''"' ):L_

OBJECTIVE: Red Pia er. The Ushakou must reach Aden, Bandar 'Abbas, Bombay, or

Co chin.

Page 167: 5th Fleet

SCENARIO 6

Convoy Battles Tensions between the United States and Russia have been extra­

ordinarily high since the Russian invasion of the Ukraine and Poland six weeks ago. United States military forces are being deployed to Germany in numbers even greater than during the Cold War years. The Russian President has declared this step "an act of war against the Russian people," and has ordered Russian Navy submarines in the Atlantic to sink American transports en route to Europe. For the Russians, this campaign has been remarkably successful, as over twenty-five American warships and merchant vessels have been sunk in the past week. The Joint Chiefs of Staff have recommended to the President of the United States that the movement of troops to Ger­many be halted for the time being.

Unfortunately, one of the vessels sunk by a Russian submarine three days ago was the P&O Line's Island Princess, a 1,200-passen­ger cruise liner en route to Bermuda. In this repeat of the 1915 Lusi­tania incident, a great many American and Canadian civilians lost their lives. The American public is clamoring for retribution. Yester­day, US Air Force F-117 Stealth fighters and B-1 bombers launched raids against Soviet submarine bases near Murmansk. Claiming over 1,000 civilian casualties, the Russian President has called the raids the "act of demented fascist warmongers". In an exclusive interview with the CBS Evening News, the Russian leader declared, "This act cannot go unpunished. The Americans will now feel the wrath of the Russian people".

Moscow has decided to hit America where it hurts: in the Persian Gulf and Indian Ocean. One Russian submarine wolfpack from the Northern Fleet, consisting offour submarines, has been dispatched to the Gulf of Oman to attack western supertankers entering and leav­ing the Persian Gulf. Another wolfpack of six nuclear and three diesel submarines from the Pacific Fleet has been deployed to the eastern Indian Ocean to attack tankers transiting the vital Strait of Malacca and to interdict the US Navy's supply line between the Pacific and its critical base at Diego Garcia. More than a dozen supertankers and an equal number US Navy supply ships are currently in this region, so the Russian submarine captains have more than enough lucrative targets.

However, the US Navy has not been caught by surprise. Intelli­gence officers have accurately predicted the areas to which Russian submarines are transiting and have warned the Chief of Naval Oper­ations in the Pentagon. The CNO has hastily established a new fleet with responsibility for the entire Indian Ocean region. It has been designated the "5th Fleet" in honor of the World War Two fleet that served with distinction in the Pacific under the command of Admiral Raymond A. Spruance. The 5th Fleet's first mission is to ensure the safety of merchant shipping in the eastern Indian Ocean.

Page 168: 5th Fleet

Player Several American supertankers are heading for the Strait

of Malacca. In addition, four large convoys of merchant ships and US Navy supply vessels are sailing for Diego Garcia with critical supplies for the US Navy base there. Six surface ac­tion groups, including one from the Royal Australian Navy, are in position to escort these convoys to their destinations. Two US Navy submarines are also on station within there­gion. Two US Navy P-3C reconnaissance squadrons are de­ployed to Diego Garcia. An Australian P-3C squadron is sta­tioned at Banda Aceh airfield on the western tip of Sumatra.

US slow convoys (SC), fast convoys (FC), oilers (AO), am­munition ships (AE), and supply ships (AOR) must reach Diego Garcia. US full tankers (FT) must reach the Strait of Malacca (the eastern edge of the map immediately north of Indonesia where the name "Strait of Malacca" appears). Also, destroy as many Russian units as possible.

... . ....... ~

FORCES: Red Plal er. Eight Russian submarines are situated in the theater.

Three Russian Navy destroyers are replenishing at Colombo in Sri Lanka. A naval infantry battalion has been embarked on these three warships. The battalion has been ordered to Addu Atoll to fortify and defend the small Russian airfield at that site. A MiG-23 fighter regiment, supported by a Russian Navy reconnaissance squadron is currently deployed at Addu. Further north in the Maldives, at Male Atoll, is another air reconnaissance squadron. Two additional reconnaissance squadrons are stationed in Sri Lanka. Finally, a Tu-95D "Bear" reconnaissance squadron is deployed at the small In­dian airfield at Port Blair in the Andaman Islands.

·- - ~·---·

OBJECTIVES: Red Pla~er: The three Russian destroyers (DD/DDG) must reach Addu

Atoll. In addition, destroy as many US and Australian units as possible.

Page 169: 5th Fleet

SCENARIO 7

Action in the Bay of Bengal India and Indonesia have gone to war over the disputed Andaman

and Nicobar Islands, an archipelago in the Bay of Bengal stretching almost 600 miles on a north-south axis between the western tip of In­donesia and the southern coast of Myanmar (formerly Burma). India currently owns both island chains, but as the majority of the island residents are non-Indian, Indonesia had called upon India to imple­ment a plebiscite for the islanders to determine their own future. After India's rejection of this proposal five weeks ago, the government of Indonesia began to expel thousands of persons of Indian descent currently residing in Indonesia. Moreover, CNN reported that hun­dreds of Indians were being massacred in the towns and cities of western Sumatra.

The Indian government declared that the expulsion of Indian na­tionals from Indonesia was "an act of war", and began to mobilize its armed forces. Over the past two weeks air and ground reinforcements have streamed into the Andamans and Nicobars to fortify the islands against a possible Indonesian attack. Furthermore, the newly elected fascist government of Russia has offered full military support to India in the current crisis in exchange for free Russian use of Indian mili­tary bases in the Andamans and Nicobars after the war.

In the United States, senior CIA officials have declared to the President that the Russians must not be permitted to establish a strong military presence in this region because they would then con­trol the western approaches to the vital Strait of Malacca. This strait is one of the busiest bodies of water in the world, and through it flows virtually all the oil imported by Japan from the Persian Gulf. Block­age of this strait, the CIA insists, would cripple the Japanese economy which would in turn trigger a disastrous economic collapse in North America and Europe. The President, who is vitally concerned with improving his shockingly low approval rating, has determined to make a tough stand against the Russians. During a nationally tele­vised speech, he has evoked the spirit of John F. Kennedy in the Cuban Missile Crisis and George Bush in the Persian Gulf War, de­claring that the new fascist Russian government "must not push the United States too far".

With over 150 million people, Indonesia is the world's fifth most populous country, but most Americans have virtually no knowledge of this archipelago nation. From both liberal and conservative circles in the United States, there has been an outcry that no vital American in­terests are at stake in this remote region of the world. Nevertheless, the President is determined not to back down. Should the Russians persist in participating in the war between India and Indonesia, the President has ordered the Commander-in-Chief, Central Command (CINCCENT) to deploy naval and air forces to the eastern Indian Ocean in sufficient strength to crush Russian military power in that region once and for all.

Page 170: 5th Fleet

j J;f.i?~l"~

• .;-·~ ¢ • • l

' ,.. :. ~ r. ·~ ~.J.. '- - Player One US Navy carrier battle group is sailing from the Per­

sian Gulf and is currently southeast of Sri Lanka. Another carrier battle group is located southwest of Sumatra. An In­donesian surface battle group is operating in the western ap­proaches to the Strait of Malacca. An Australian task force is proceeding to the theater and is currently situated south of Sumatra. One Royal Australian Navy and three US Navy sub­marines are currently deployed to the region. A P-3C recon­naissance squadron is stationed at the US base on Diego Gar­cia. At the Banda Aceh airfield on the western tip of Sumatra are two additional P-3C squadrons (including an Australian squadron) and three combat squadrons from a US Marine Corps air wing.

J ' ~ ~~~{: ( ~~ ' .

--~ .. ·~ . n Player Destroy the Russian airfields at Port Blair and Car Nicobar.

The US CVN Lincoln and the CV America must end the game within bombing range (of an F/A-18E) of Port Blair. In addi­tion, destroy as many Russian and Indian units as possible.

A large Indian Navy task force, including two aircraft car­riers, has just departed the navy base at Vishakapatnam. A Russian Navy carrier group from the Pacific fleet is currently situated near the Andaman Islands. A second Russian carrier battle group from the Northern fleet has just arrived in the theater and is located north of Sri Lanka. In the event that Pakistan should enter the conflict, most of India's air force and its entire submarine fleet are deployed in northwest India and the Arabian Sea and are therefore unavailable in the up­coming battle in the eastern Indian Ocean. However, five Russian Navy submarines are on station in the theater. Russ­ian long-range strike aircraft, supported by fighter, electronic warfare, and reconnaissance units, are deployed to airfields at Calcutta, Yangon (Rangoon), Car Nicobar (in the Nicobar Is­lands) and Port Blair (in the Andaman Islands).

Destroy as many US, Indonesian, and Australian units as possible.

Page 171: 5th Fleet

SCENARIO 8

Convoys to Iran Six weeks ago, Russian ground forces, with the assistance of the

Serbian (formerly Yugoslav) Army, launched a surprise invasion of Bosnia, Slovenia, and Croatia. Despite vigorous debate in the United Nations, no action was taken by the Security Council except for a mildly worded resolution condemning human rights violations com­mitted by both sides in the Balkans. In Brussels, the NATO powers have gathered to discuss the feasibility of a military response, but there is little enthusiasm for joining a Balkans war which could con­ceivably last for a decade. Even so, the President of the United States has ordered the Joint Chiefs of Staff to commit more than 150,000 American soldiers and airmen to Germany.

To draw American attention away from the Balkans, the Russians have planned a diversionary political campaign in the Indian Ocean and Persian Gulf. Moscow has just concluded a military alliance with Indonesia and has strongly supported Indonesia's claim to the An­daman and Nicobar Islands, currently held by India. The Russians have committed much of their naval strength to the Indian Ocean re­gion with the full knowledge that the Americans would become con­cerned about the supposed threat to the Persian Gulf shipping lanes.

Furthermore, the Russians have engineered a coup in Iran, top­pling the twenty-year reign of the Islamic clerics. The violently anti­American Tudeh party has assumed power. With Iranian hatred for the United States at a fever-pitch even before the coup, the Russians found it simple enough to initiate Iranian attacks against European and American shipping in the Persian Gulf. According to Moscow, each American tank and warship drawn to the Middle East will be one less force that will be capable of influencing the Balkans struggle.

The Russian-sponsored coup in Iran has caused the President of the United States to commit most of his rapid deployment forces to Iran to ensure free shipping passage through the vital Strait of Hor­muz. The 82nd Airborne and lOlst Air Assault Divisions have seized the Iranian port ofBandar 'Abbas on the northern shore of the strait, and thousands of pro-American Iranians have fled their homes to the American enclave there. The Joint Chiefs of Staff have organized a massive sealift to the Persian Gulfto provide logistical support for the troops at Bandar 'Abbas. Furthermore, two US Navy amphibious ready groups (ARG), carrying the equivalent of nearly a brigade of US Marines, are sailing for the Gulf to reinforce the American enclave. The Prime Minister of Great Britain has offered support to the Pres­ident, and has dispatched a Royal Navy task force to the region.

The President of Russia has ordered his Indian Ocean fleet to es­tablish a blockade of the Persian Gulf, thereby closing the only life­line for the American troops in Iran. Should the Russians succeed in this campaign, it will be a humiliating defeat for the US Navy.

-~· . ,. " '

'

Page 172: 5th Fleet

A US Navy carrier battle group is situated about 700 miles northeast of the Seychelles. A fast convoy of SL-7 container­ships, escorted by four frigates, is sailing northward about 200 miles east of the coast of Somalia. A convoy of MPS (mar­itime prepositioning) ships, carrying enough equipment to s~ppo~t a US Marine brigade for two weeks of active opera­twos, IS located off the horn of Africa under the escort of four Royal Navy warships. A second MPS convoy, escorted by two US Navy frigates, is about 250 miles west of Male Atoll in the M~ldives. Two US Navy amphibious ready groups, each car­rymg a marine expeditionary unit (MEU, or heavily rein­forced battalion), are entering the southern portion of the Ara­bian Sea en route to the Persian Gulf. Two US Navy sub­ma~nes are on station in the Indian Ocean to support the op­eratwn. In the Gulf of Oman and the Persian Gulf are two squadrons of US Navy minesweepers. At Masirah airfield in Oman is a composite US Air Force wing consisting of an F-16C an~ an F-15E squadron, supported by a US Navy P-3C reconnaissance squadron. At Dubai, near the western ap­proaches to the Strait of Hormuz, are elements of a US Ma­rine Corps air wing supported by a second P-3C squadron .

.. 1'i!;\. "'""":""' ~

,..r-'!&· .. Player

US fas.t ~onvoy (FC), maritime prepositioning (MPS), and all amphibwus assault units (LHD, LPD, LSD, and LHA) must reach Bandar 'Abbas. Failing that, they must attempt to reach Masirah (in Oman), Muscat (in the United Arab Emi­rates), or Jiwani (in Pakistan). In addition, destroy as many Russian units as possible.

·~ ~ ~ ~~--~~

FORCES: Red Plq,~er. .Two powerful Russian carrier battle groups are in position

to Imple.ment a ?locka de of the Persian Gulf. One group is cur­rently situated m the northern part of the Arabian Sea and a second is located near Socotra island. Six Russian sub~arines are also in the theater. Long-range Russian strike aircraft, supported by fighter, reconnaissance and electronic warfare units, are deployed at airfields in Aden (in Yemen) Ras Karma (on Socotra island), and Yazd (in Iran). A singl~ reconnais­sance squadron is located at Al Mukalla airfield in Yemen.

OBJECTIVE: Red PI~,Y~~~ Destroy as many US and British units as possible.

Page 173: 5th Fleet

SCENARIO 9

Indian Ocean Sideshow The recent controversy concerning the construction of nuclear

bombs by North Korea has suddenly erupted into war following a sur­prise attack across the 38th Parallel by the North Korean People's Army. Reports from the front are sketchy, but the North Koreans are apparently making a massive effort to rupture the South Korean line north of Seoul. US Army troops from the 2nd Infantry Division are al­ready heavily engaged, and the President of the United States has or­dered fresh American ground and air forces to deploy to South Korea. Meanwhile, the US Navy has initiated a blockade of the North Ko­rean coast.

In the United Nations, the Russian ambassador has claimed that more than 200 Russian sailors were killed when the US Navy sank three Russian freighters outside Wonsan. The commander of the American 7th Fleet, however, has declared that the "freighters" were actually Russian Grisha class corvettes escorting North Korean ves­sels to the Russian port of Vladivostok. According to the official Amer­ican account, the Russian warships fired at and shot down two US Navy F-18C's which were attacking the North Korean ships. A later wave ofF -18's attacked and sank all three Russian vessels.

A hawkish faction within the Kremlin has recommended that Russian naval forces throughout the world take punitive measures against American warships and seaborne commerce. Perceiving the American sensitivity about maintaining the freedom of the seas in the Persian Gulf over the past two decades, the Russian president has di­rected Russian naval and air forces to harass American shipping in the Indian Ocean region, particularly in the Gulf.

Western European nations have declared their neutrality in the Korean conflict and, in fact, have openly criticized Washington's deci­sion to fully mobilize American Reserve and National Guard forces. Although most European oil originates in the Persian Gulf, European leaders have refused to send naval forces into the Indian Ocean to protect the sea lanes against potential Russian attacks. Said the President of France at a news conference: "America is no longer the world's policeman, and US escalatory action in the Indian Ocean is only provoking a Russian response. If we leave them alone, the Rus­sians will simply not bother us".

Even as the French President spoke, a Russian Tu-26 Backfire bomber was launching AS-4 Kitchen air-to-surface missiles against the French supertanker Ile-de-France in the Strait of Hormuz. The Second Korean War had rapidly grown into a world war.

With no allied navies available and much of America's seapower committed to the North Korean blockade, the US Navy's 5th Fleet must stand alone in the Indian Ocean for at least the next two weeks against the Russians. In private, congressmen are warning the Pres­ident that a quick naval victory in the Indian Ocean is of paramount importance, for the American public will not tolerate a protracted war on two fronts .

: Green Player A large US Navy carrier battle group is escorting an am­

phibious ready group in the Arabian Sea. A Marine expedi­tionary unit is embarked onboard the "amphibs." A surface ac­tion group, including the refurbished battleship USS Mis­souri, is located about 600 miles northeast of Diego Garcia. Four submarines are also deployed in the theater. Several convoys of tankers, maritime prepositioning ships, freighters, and US Navy supply ships are scattered over the region. Until recently these unescorted convoys were highly vulnerable to enemy attack, but at the insistence of the Chief of Naval Op­erations, many US Navy frigates were wisely diverted from the Pacific to the Indian Ocean and have recently joined the

Page 174: 5th Fleet

merchant ships as escorts. There are also two squadrons of American minesweepers in and near the Persian Gulf. Within the theater are four US Navy P-3C reconnaissance squadrons: two at Diego Garcia, one at Masirah, and another in Mom­basa. The last surviving B-52G squadron in the US Air Force has been hastily deployed to Diego Garcia. An Air Force com­posite wing, including a squadron of new F-22A fighters, has just transferred from the United States to the AI Muharraq airfield in Bahrain, accompanied by an F-15C squadron which has deployed to nearby Abu Dhabi. Elements of a US Marine Corps air wing are stationed at the Salalah airfield on the Arabian Sea coast of Oman, and another Marine fighter squadron and an Air Force F -117 A Stealth fighter squadron are in Muscat. Far away on the other side of the Indian Ocean is another US Air Force composite wing at the Banda Aceh airfield on the western tip of Sumatra.

..-.~~~~~ "'""'; ~'f:\

>l""'\. ·~~# ,}:liiia;; ~Player

All US amphibious assault units (LHD, LPD, LSD, but not the LHA Tarawa) and maritime prepositioning ships (MPS) must reach Socotra island (the island on which the Russian Ras Karma airfield is situated). Failing that, the amphibious assault and MPS units must reach Raysut or Salalah (both on the Omani coast in the Socotra zone). US full tanker units (FT) must reach the Strait ofMalacca (the eastern edge of the map immediately north of Indonesia where the name "Strait of Malacca" appears). US empty tanker (ET) units must reach Kuwait, Ras al Mishab, AI Jubayl, Ras Tannurah, or AI Man­amah (all of which are situated in the Persian Gulf zone). US fast convoy (FC) and slow convoy (SC) units must reach Diego Garcia, which is in the Chagos Archipelago zone. In addition, destroy as many Russian units as possible.

SPECIAL NOTES: US surface and submarine units may only perform in-port

replenishment in AI Manamah (in Bahrain), Muscat (in Oman), Diego Garcia (in the Chagos Archipelago zone), and Mombasa (in Kenya). Russian surface and submarine units may only perform in-port replenishment in Massawa (in Ethiopia), Aden (in Yemen), Ras Karma (on Socotra island), and Vishakapatnam (on the northeast coast of India).

FORCESi Red Pla~er, A Russian carrier battle group is operating in the vicinity

of Socotra island, and a second carrier group is situated in the Bay of Bengal somewhere near the Nicobar Islands. A task force of four destroyers and frigates is sailing in the Gulf of Aden after having escorted a group of oilers, supply ships, and minesweepers to the naval base at Aden. An oiler and ammu­nition ship have just arrived at Car Nicobar from the Soviet naval base at Cam Ranh Bay in Vietnam to provide logistical support to the carrier group in the Bay of Bengal. Ten sub­marines are dispersed throughout the Indian Ocean. Several squadrons of long-range attack aircraft, fighters, reconnais­sance aircraft and electronic warfare aircraft are operating from airfields in Yemen, including the airfield at Ras Karma on Socotra island. The pro-Russian Iranian government has given permission for Russian air units to operate from Iranian airfields, and long-range attack and reconnaissance aircraft (including Navy Tu-26 Backfires) have been hastily deployed to Shiraz, Yazd, and Zahedan. In the eastern Indian Ocean, one reconnaissance and two fighter squadrons are operating from the Indian airfield at Car Nicobar. Three more squadrons

. are based at the Yangon (Rangoon) international airport.

Destroy as many US units as possible.

Page 175: 5th Fleet

SCENARIO 10

The Indian Ocean War It all began in December 1997 in the Crimea. The breakup of the

Soviet Union in the early 1990's had triggered many major political disputes between the old Soviet republics, but none as vitriolic as the crisis between Russia and the Ukraine over control of the former Black Sea Fleet at Sevastopol. Over the years several attempts had been made to defuse the powder keg, leaving neither government sat­isfied. Then, shortly before Christmas in 1997, the charismatic Crimean nationalist, Yuri Meshkov, took matters into his own hands by ordering the Crimean militia to seize all former Soviet Navy ships at Sevastopol currently under Ukrainian control.

The President of the Ukraine, Leonid Kravchuk, responded imme­diately, directing the Ukrainian Army to reseize the warships. A fierce struggle ensued in Sevastopol between the Ukrainians and Meshkov's Crimeans, resulting in high casualties on both sides. Right-wing Russian nationalists in Moscow urged Boris Yeltsin, the President of Russia, to support the Crimean nationalists with arms and ammuni­tion-and even troops. Despite Yeltsin's condemnation of the Ukrain­ian attack on Sevastopol, he stopped short of actively supporting Meshkov's Crimean nationalists.

Yeltsin's failure to act in the Crimea was the last straw for the hard-line right-wing faction in Moscow. With the Russian economy in a shambles and Yeltsin's popularity among the Russian people at an all-time low, the fascist leader Vladimir Zhirinovsky found it remark­ably easy to stage a bloodless coup and oust Yeltsin and his few re­maining government loyalists. Much to the delight of the Russian people, Yeltsin fled Moscow for America, and for six or seven weeks was a frequent guest on the American daytime TV talk show circuit. He then passed into history.

Under Zhirinovsky, the Russian armed forces underwent a com­plete renaissance. Eighteen months after the coup, the Russian mili­tary was again a formidable fighting force with international power projection capabilities equal to the height of the former communist regime. On CNN, Zhirinovsky guaranteed that the "Russian people will gain the greatness that they richly deserve in the 21st century, and Russians will dominate the world for the next thousand years as Rome dominated the world two thousand years ago". In Russia, Zhiri­novsky is now more popular than any leader in recent Russian history.

Altering its traditional focus on Europe, Russia has concentrated much of its attention on the Middle East and Southeast Asia. Early this year the Russians signed a twenty-year military alliance with India. Under the provisions of this treaty, the Russians are to provide India with vast quantities of new military equipment, and both coun­tries have agreed to come to each other's aid in the event that either is attacked.

The new Russian diplomacy has been remarkably successful. After a decade of instability within Mghanistan following the Soviet with­drawal in 1988, the Russian Army invaded Mghanistan again in far

greater strength-and with far greater ruthlessness-than before. After the closing of the Mghanistan-Pakistan border and the subse­quent defeat of the meager Mghan guerrilla forces, Zhirinovsky re­cently installed a puppet government in Kabul.

Meanwhile, Zhirinovsky has made a major diplomatic effort to win over the Middle East. Following the overthrow ofthe Iranian mullahs in a populist revolution last year, Iran was thrown into chaos. Al­though the vast majority of the populace regarded the United States and the west with favor, the pro-Russian Tudeh party ruthlessly elim­inated opposition leaders and intimidated voters. Openly supported by Russian arms and covertly aided by former agents of the KGB, the Tudeh group eventually emerged as Iran's strongest faction. Th help maintain control over an unsupportive Iranian populace, the Tudeh leaders recently invited the Russians to establish military bases in Iran. Of course, this was just the opportunity Zhirinovsky was wait­ing for, and Russian ground and air forces rapidly occupied the north­ern two-thirds of the country.

Zhirinovsky has also taken advantage of a similar political situa­tion in Yemen, which had been in chaos ever since the 1994 civil war between the socialist-oriented southern region and the religiously conservative north. The Russians have used their support of the south as an excuse to establish a major military presence in the Gulf of Aden. Indeed, they have just completed new naval and air bases at Aden, Al Mukalla, and on Socotra island.

Much to the Russians' surprise, the United States and western Eu­ropean powers have reacted decisively to Russian intervention in Mghanistan and the Middle East. American rapid deployment forces have been sea-lifted and air-lifted to southern Iran to support the pro­western factions within that country. Furthermore, the President of the United States has declared that any Russian attempt to interfere with international shipping in the Persian Gulf and Strait of Hormuz will be considered an act of war. The British and French governments

Page 176: 5th Fleet

have actively supported the President, and significant US, British, and French naval forces are now deployed throughout the Indian Ocean region. For the President, the security of the supply line be­tween the American forces in Iran and their distant supply bases is of paramount importance. The nearest American supply base, Diego Garcia, is over 2,500 miles away by sea from the Persian Gulf.

Following a dramatic three-week diplomatic showdown in the United Nations between Russia and the west, during which no mili­tary action between the two sides took place, the situation took a sharp turn for the worse when Indian military forces suddenly in­vaded Pakistan and decisively defeated the Pakistani Army in the opening battles of the war. Furthermore, the Indian Navy imple­mented a tight blockade of Pakistani ports to prevent American re­placement of destroyed or captured Pakistani military equipment.

According to the US Joint Chiefs of Staff, a major Pakistani defeat would be catastrophic to American Middle East policy. Even before the Indo-Pakistani war, the US and western European navies fre­quently used Pakistani port facilities due to their proximity to the Persian Gulf. The loss of these facilities would significantly hamper naval operations in the western Indian Ocean. Even worse, Indian seizure of key Pakistani military bases could conceivably result in Russian use of Pakistani airfields, an event which would in all likeli­hood make the American military position in the Persian Gulf unten­able. Therefore, despite the Indian blockade, the President of the United States has ordered the deployment of a US Marine division to Pakistan to protect the key port and air facilities on the Arabian Sea.

The President and his European allies, however, were unprepared for Russia's next move. Claiming that America's direct support of Pak­istan amounted to an act of war against Russia's firmest ally, India, the Russian President has ordered the Russian army of occupation in Afghanistan to invade Pakistan from the north. Furthermore, Russ­ian naval forces in the Indian Ocean have been heavily reinforced and placed in a high state of readiness should the United States and its al­lies decide to respond militarily-a response considered highly un­likely by Moscow.

The President has labeled the Russian invasion of Pakistan a "de­spicable stab in the back-an act that will not be permitted to stand". The President's senior advisors, however, have warned him that an escalatory step by the United States would result in war between the superpowers. With the American military of the late 1990's so unpre­pared for global conflict, the President's options are limited. However, against the advice of many members of the National Security Coun­cil, the President has decided to commit every military force at his dis­posal to the Indian Ocean region. It is a gamble, but the President's firm hope is that war, should it occur, will be short and confined to the Indian Ocean.

The green player has one Royal Navy, one French Navy, and three US Navy carrier battle groups in the Indian Ocean. The US Navy's Lincoln carrier group, currently situated in the Gulf of Oman, is accompanied by the refurbished battle­ship USS Missouri and is escorting an amphibious ready group (ARG) of five amphibious assault ships with US Marines onboard. The Washington carrier group, situated in the eastern Indian Ocean, is escorting another ARG. A third ARG is located at the American base at Diego Garcia along with an assortment of US Navy frigates, destroyers, maritime prepositioning ships, an ammunition ship and an oiler. Also at Diego Garcia is a combined US Air Force-US Navy air wing, consisting of a B-52G squadron, an F -15C squadron, and two P-3C reconnaissance squadrons.

In the Persian Gulf and Arabian Sea, the navies and air forces of Saudi Arabia, Kuwait, Bahrain, Qatar, Oman, Pak­istan, and the United Arab Emirates are actively supporting the western powers in the campaign and have given permis­sion for American and British air units to operate from their airfields. In the western Indian Ocean, the allies have estab­lished airfields at Victoria (in the Seychelles), Mombasa (in Kenya), and at Djibouti. A US Marine Corps air wing and a US Air Force fighter squadron are deployed at the American enclave in Bandar 'Abbas, Iran. Nearby, at Bandar-e Lengeh, are two US Navy supply ships, a minesweeper group, and two frigates. Several escorted and unescorted convoys of American supertankers and freighters are scattered over the region, sailing as quickly as possible for friendly waters. The Indone­sian government is allowing the allies to use the Banda Aceh airfield at the western tip of Sumatra. A US Air Force com­posite fighter wing has deployed there, accompanied by Amer­ican and Australian P-3C reconnaissance squadrons. Just off the western tip of Sumatra is a US Navy underway replen­ishment group (URG), consisting of three supply ships and four escorts. Finally, fifteen American, British, French, Aus­tralian, and Pakistani submarines are currently on patrols in the Indian Ocean.

(continued on the back of the Screen Flow Chart card)

Page 177: 5th Fleet

Continued from Scenario 1 0 ..•

. -~ --~- ---FORCES: Red Pla~er.

A Russian carrier battle group is deployed near Socotra is­land, supported by supply ships, escorting frigates, and minesweepers. A second Russian carrier group is situated in the Bay of Bengal and is supported by supply ships and es­corts at Trincomalee, Sri Lanka. The Indian Navy has com­mitted both of its carrier groups to the campaign: one is de­ployed on India's east coast and the other on the west coast. The Indian Navy's smaller surface combatants are stationed on the west coast at Karwar and on the east coast at Vishaka­patnam. A flotilla of Russian Navy minesweepers, frigates, and supply ships is currently docked at Aden. Although most of the Indian Air Force is committed on the Pakistani front, several combat and reconnaissance squadrons have deployed to southern India (as well as to the Male Atoll airfield in the Maldives) and have been ordered to support Russian and In­dian naval operations in the Indian Ocean.

Yemen, Ethiopia, and Iran have offered the services oftheir air forces and navies to the Russians. Furthermore, in Yemen the Russians have established major airfields at Aden, Al Mukalla, and on Socotra island. In Iran, the Russians have deployed several long-range attack, fighter, and support squadrons at Esfahan, Yazd, Zahedan, and Kerman. In the eastern Indian Ocean, the Indian government has given per­mission for Russian aircraft to operate from airfields in the Andaman and Nicobar Islands. The Russians have also de­ployed an air wing to Yangon (Rangoon), Burma. Finally, twenty-six Russian, Indian, and Iranian submarines are cur­rently scattered over the Indian Ocean region.

' 0 'll':~;t:

0 "-"~· All US amphibious assault units (LHD, LPD, LSD, LHA,

LPH) and maritime prepositioning ships (MPS) must reach any (or all) of the following ports:

• Bandar 'Abbas (in Iran), or • Bandar-e Lengeh (in Iran), or • Karachi (in Pakistan), or • Port Blair (in the Adaman Islands), or • Car Nicobar (in the Nl.cobar Islands).

Failing that, they must reach: • Muscat (in Oman), and/or • Banda Aceh (in Sumatra).

US full tanker (FT) units must reach the Strait ofMalacca (the eastern edge of the map immediately north oflndonesia where the name "Strait of Malacca" appears).

US empty tanker (ET) units must reach Kuwait, Ras al Mishab, Al Jubayl, Ras Tannurah, and/or Al Manamah (all of which are situated in the Persian Gulf zone).

US fast convoy (FC) and slow convoy (SC) units must reach Diego Garcia, which is in the Chagos Archipelago zone.

In addition, destroy as many enemy units as possible.

OBJECTIVE: Red Player-Destroy as many enemy units as possible.

SPECIAL NOTES: The green player's surface and submarine units may only

perform in-port replenishment in Kuwait, Al Jubayl (in Saudi Arabia), Al Manamah (in Bahrain), Muscat (in Oman), Diego Garcia (in the Chagos Archipelago zone), Djibouti (in the Gulf of Aden zone), and Mombasa (in Kenya). The red player's sur­face and submarine units may only perform in-port replenish­ment in Massawa (in Ethiopia), Aden (in Yemen), Ras Karma (on Socotra island), Vishakapatnam (on the northeast coast of India), Madras (on India's east coast), Bombay, and Cochin (both on India's west coast).

Page 178: 5th Fleet

This chart shows which screens can be accessed from other screens. 5TH FLEET is played from the Ops Display, which can be accessed from the Scenarios screen. Once in the Ops Display, you can reach several other game screens, and you can even go back to the Tactical Reference Display to access "real world" and game information. In addition to the five main screens accessed from the Ops Display (Strategic, Options, etc.), the Combat screen is displayed when you click on an enemy unit to attack it, and the Battle Results Display screen is automatically shown by the computer after a battle takes place.

This is the first screen that appears in the game.

System Config's This screen allows you to ad­just your computer's sound and E-Mail settings.

This screen is used to select one of ten scenarios.

Ops Display The game is played from this screen. Movement and attacks are plotted here. I

I I ..., _____ _

Tactical Referance This screen provides both "real world" and game data for the units in play.

~ l . ./' ! , _ - - ,• ~ i

- : ___ -tJ

Strategic Display Used to show locations of all spotted units.

Options Used to customize game settings.

Tactical Display Used to form and disband grouped units.

Air Missions Used to send air units on strategic air missions.

Victory Used to show each side's victory level.

Page 179: 5th Fleet
Page 180: 5th Fleet

Loading Instructions: IBM PC &.. 1 00°/o Compatibles

Contents: Your 5TH FLEET package should contain:

• Five 3.5" Floppy Disks

• 5TH FLEET Game Guide

• 5TH FLEET Reference Manual

• 5TH FLEET Player Aid Map

• Loading Instructions

• Scenario Cards & Hot Keys Card

• Registration Card

Inside Minimum Requirements: • PC compatible 386SX or better

• 4MB RAM or better for best results

• Hard Drive space with 11 + MB free

• 31/2" HD Floppy Drive

• MS-DOS v5.0 or higher

• VGA Graphics Card

• Microsoft-compatible Mouse

Minimum System Requirements for Sound: • 4MB Total RAM

• 1MB of EMS and 590K Conventional Memory Available

• SoundBlaster or 100% SoundBlaster-compati­ble sound card.

After installing 5TH FLEET, we recom­mend you take some time to become famil­iar with the Game Guide. However, if you are anxious to start immediately, you can read through the glossary in the back of the guide and review the screen flowchart card to understand the "basics."

...J 1-)t, I hi T'st

Important! Check the README.TXT file for last

minute changes.

The Avalon Hill Game Company DIVISION OF MONARCH AVALON. INC.

4517 Harford Road, Baltimore, MD 21214 © 1994 • Printed in USA • All Rights Reserved

lt'l0"7A AIW\'11\o:..ti\A 1111)AA A

STANLEY ASSOCIATES

Page 181: 5th Fleet

To Install 5TH FLEET 5TH FLEET includes an Installation program which decompresses the data from the diskettes supplied with the game

and transfers it to your hard drive. 5TH FLEET must be installed on your hard drive before you can begin play. 1. Make sure you have at least 11MB of free disk space on your hard drive. For saving games, make sure additional HD

space is available. 2. Put the disk labeled "5TH FLEET Disk 1" into your floppy disk drive (A or B). 3. Type A: orB: (location of Disk 1) then press the [ENTER] key. 4. Type Install then press the [ENTER] key. 5. Follow the on-screen prompts.

Memory Notes for DOS 5. 0 Users Beyond the Minimum Memory Require­

ment guides, we strongly recommend that you not have unneeded TSRs active while playing 5TH FLEET. This will help free up more memory for the program. To find the amount and type of memory you have avail­able, type MEM/C at the DOS prompt. Here is an example (DOS 5.0):

This tells you that you have 594.8K bytes Free Conventional memory, and 7,274,496 bytes free XMS memory. This is enough to run 5TH FLEET.

5TH FLEET is compatible with most common memory managers, including HIMEM.SYS, EMM386, QEMM, and 386MAX.

Conventional Memory:

~ Size in Qe!;;irn!;l ! MSDOS 14144 (13 .8K) HIM EM 11 84 ( 1 .2K) ANSI 4192 (4.1K) COMMAND 4416 (4.3K) MOUSE 11440 ( 11 .2K) UNIVBE 3920 (3.8K) COMMAND 3408 (3.3K) FREE 609024 (594.8K)

Total FREE: 609024 (594.8K) Total bytes available to programs: Largest executable program size:

Size io l:le ~ 3740 4AO 1060 1140 2CBO FSO DSO 94800

609024 (594.8K) 608480 (594.2K) Make sure you have configured your ma­

chine to have EMS memory available. The two "DEVICE" lines in your CONFIG.SYS file should look something like thjs:

7340032 bytes total contiguous extended memory

DEVICE=HIMEM.SYS DEVICE=EMM386.EXE 1024 RAM For furt her information on how to config­

ure your XMS/EMS memory usage, please consul t your DOS Manual, or your Memory Manager's Manual.

0 bytes available contiguous extended memory

7274496 bytes available XMS memory MS-DOS resident in High Memory Area

IBM is a trademark of International Business Machines, Inc. SoundBiaster is a trademark of Creative Labs, Inc.

Page 182: 5th Fleet

Memory Notes for DOS 6. 0 or Higher Users Beyond the Minimum Memory Requirement guides, we strongly recommend that you not have unneeded TSRs active while play­

ing 5TH FLEET. This will help free up more memory for the program. To find the amount and type of memory you have available, type MEM/C/P at the DOS prompt. Here is an example (DOS 6.22):

Modules using memory below 1 MB:

t:l.a.r:!N I.Q.ta! MSDOS 16,029 (16K) HIMEM 1,168 (1 K)

EMM386 3,1 20 (3K)

COMMAND 2,928 (3K) MOUSE 24,608 (24K)

Total FREE: 609024 (594.8K)

Memory Summary:

I :ll12!l Qf MemQr:l£ I.Q.ta! Conventional 655,360 Upper 93,024 Reserved 393,216

E~tended O~MS) Z.21Z,QQB

Total memory 8,388,608

Total under 1 MB 748,384

Total Expanded (EMS) Free Expanded (EMS)

CQDll~mtiQDal + Ugge[ ~ernQQl

16,029 (16K) 0 (OK)

1,1 68 ( 1 K) 0 (OK) 3,120 (3K) 0 (OK)

2,928 (3K) 0 (OK) 272 (24K) 24,336 ---

Uill + 23,648 24,336 393,216

196.BQQ

938,000

47,984

7,667,712

6,995,968

.E.me 631,712

68,688 0 6.Z5Q,2QB

7,450,608

700,400

(7,488K) (6,832K)

Largest executable program size 631 ,488 ( 61 7K) Largest free upper memory block 68,688 (67K) MS-DOS is resident in the high memory area

Sound

To see how much free conventional memory you have, look at the "Largest executable pro­gram size" line. To see how much EMS memory you have, look at the "Free Expanded " line.

5TH FLEET is compatible with most common memory managers, including HIMEM.SYS, EMM386, QEMM, and 386MAX.

Make sure you have configured your machine to have EMS memory available. The two "DE­VICE" lines in your CONFIG.SYS file shou ld look something like this:

DEVICE=HIMEM.SYS

DEVICE=EMM386.EXE 1024 RAM

For example, if you had 8MB of total RAM on your system, you would have 6.9 MB of EMS memory avai lable set up by EMM386.

For further information on how to configure your XMS/EMS memory usage, please consu lt your DOS Manual, or your Memory Manager's Manual.

5TH FLEET has an automatic sound card detect ion routine. Once you have completed the installation process, you start up the game using the FLEET.EXE fi le. The game will ask if you have a SoundBiaster compatible card. Click on "yes" or "no" accordingly. If "yes" is se­lected, the auto-detection routine wi ll execute, search for, and adj ust 5TH FLEET to your sound card. If "no" is selected, the game wi!J ex­ecute and bypass the sound detection routine. If you decide to use a sound card later, delete the fi le "FLEET.PRF'. Then, restart 5TH FLEET and click on "yes" at the sound card prompt. If you encounter problems wi th sound effects, SoundBlaster owners should check the BLASTER setti ngs, and Gravis users should check the ULTRASND settings in AUTOEXEC.BAT.

Installing from a CD: If you own the CD version of 5TH FLEET, you can install the game to your hard drive. This method is recommended for best results.

5TH FLEET can also be played from the CD itself (although this method wi ll not resul t in optimal game play). To install 5TH FLEET to the hard drive:

1. Log onto your CD drive, type D: then press [ENTER]. 2. At the prompt, type INSTALL then press [ENTER]. 3. Follow the on-screen prompts to complete the installation.

To play 5TH FLEET from the CD: 1. Log onto your CD drive, type D: then press [ENTER] 2. Type in FLEET, press [ENTER] and the game begins.

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Having Memory Problems or Hardware Conflicts? ... &Peate a Boot Disk! 1. You will need a 3'/z" blank, high-density floppy disk. 2. You must be in DOS at the "C:/>" prompt. 3. Change directories to DOS by typing CD DOS and press [ENTER]. 4. At the "DOS" prompt type FORMAT A:/S and press [ENTER]. This will format the blank disk as a Systems Disk (or, in other words, a

"Boot Disk"). 5. Now follow the on-screen prompts. Once the formatting process is complete press theN key (to tell the computer you do not want to for-

mat another disk) [ENTER]. 6. At the "DOS" prompt type A: and press [ENTER]. 7. At the "A:/>" prompt type EDIT AUTOEXEC.BAT and press [ENTER]. 8. You should now see a blank (probably blue) screen which is the DOS Editor screen. 9. Use the blinking cursor to type the following lines:

PROMPT $P$G [ENTER] PATH C:\DOS; [ENTER] LH C:\DOS\SMARTDRV.EXE [ENTER] (NOTE: leave a blank line here for your mouse driver; just press:} [ENTER] C: [ENTER] CD C:\FLEET [ENTER] FLEET

10. After typing the above lines, use your mouse to click on the "FILE" pull-down menu and select "SAVE". 11. Once saved, use the "FILE" pull-down menu, select "EXIT" to return to the "A:/>" prompt. 12. At the "A:/>" prompt type EDIT CONFIG.SYS [ENTER]. You should now see the same blank (blue) screen. 13. Using the same methods of step 9 (above), type the following lines:

DEVlCE=C:\DOS\HIMEM.SYS [ENTER] DEV1CE=C:\DOS\EMM386.EXE 1024 RAM I=B000-B7FF [ENTER] DOS=IDGH, UMB [ENTER] FCBS=4,0 [ENTER] STACKS=9,256 [ENTER] BUFFERS = 30,0 [ENTER] FILES= 40,0 [ENTER] SHELL=C:\DOS\COMMAND.COM C:\DOS /E:512/P {NOTE: the following line isn't necessary if you haven't compressed your hard drive} DEVICEIDGH=C:\DOS\DBLSPACE.SYS /MOVE [ENTER]

14. After typing the above lines, use your mouse to click on the "FILE" pull-down menu and select "SAVE". 15. Once saved, use the "FILE" pull-down menu, select "EXIT" to return to the "A:/>" prompt. 16. You must now change drives (from your "floppy drive" to your "hard drive") by typing C: [ENTER], then type CD\ [ENTER] . 17. At the "C:/>" prompt type EDIT AUTOEXEC.BAT [ENTER]. This allows you to look at the "AUTOEXEC.BAT" file on your hard

drive. 18. You should now see a larger version of the "AUTOEXEC.BAT' file than the one you created on your Boot Disk. Look for a line (or lines)

that have anything to do with the word "mouse". 19. Once this line(s) is located, carefully write it down on a sheet of scrap paper character-for-character, just the way you see it on the screen. 20. Once you have this information copied down, use the "FILE" pull-down menu to select "EXIT". Don't save any changes if the com­

puter prompts you to. 21. At the "C:/>" prompt type A: [ENTER] to switch back to your floppy drive. 22. At the "A:/>" prompt type EDIT AUTOEXEC.BAT [ENTER]. You should now see the "AUTOEXEC.BAT" file that you created pre­

viously. 23. Insert the blinking cursor at the beginning of the third (blank) line. 24. Now type in the mouse info line(s) that you copied down on the sheet of paper. Don't forget to press the [ENTER] key if you need an­

other blank line. Ensure that the lines read exactly as you copied them down. 25. Next, use your mouse to click on the "FILE" pull-down menu and select "SAVE". Once saved, again use the "FILE" pull-down menu, se­

lect "EXIT' to return to the "A:!>" prompt.

You have now created a Boot Disk for 5TH FLEET Now, whenever you want to play the game. just insert this Boot Disk and reboot your system (or turn the computer on). NOTE: If you have a Sound Card, you 'll need to follow the same steps on how to install your Mouse Driver. Just replace the "mouse" line(s) with the three to four "sound" lines.

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