Carrier Force 1.0 INTRODUCTION Carrier Force is an operational level game featuring combat between American and Japanese carrier task forces in 1942. Included are scenarios covering the battles of CORAL SEA, MIDWAY, EASTERN SOLOMONS and SANTA CRUZ. 1.1 Description of Action Each game turn represents one hour of actions. Actions consist of maneuvering task forces, launching search, patrol and bomber missions, arming & fueling aircraft, recovering aircraft, moving air groups and resolving combat situations. 1.2 Talking to the Computer To enter a response to the computer that consists of numbers (such as ship identification numbers) type the number into the computer and press the key. To select a routine from a menu or answer a Yes/No question, just press the desired key. TO EXIT A ROUTINE WHERE THE EXIT COMMAND IS NOT SPECIFIED, PRESS THEN . Some menus do not require the user to press after pressing the key. 1.3 Saving a Game At the end of each game turn the computer will allow the Player(s) to save the game in progress. You will need a scratch disk to store the saved game data. Apple Save-Game disks may be initialized for SSI use during the game by following instructions included in the game program. Atari games may be saved on any properly initialized Atari diskette. Once a game is saved You will be able to restart it at the point you left off. When restarting a saved game you must set the correct scenario, solitaire level and number of players on the opening menu. 1.4 The Map There are two maps included with the game. The Midway scenario employs a map of the Central Pacific centering on the Island of Midway. All other scenarios use a map of the Southwest Pacific centering on the Solomon Islands. Movement around the maps is controlled by a hexagon grid system (31 X 32 hexes.) with each hexagon representing 50 nautical miles. 1.5 Starting the Game (Apple DOS 3.2 or 3.3) To begin the game, boot your game disk and the game will begin automatically. If you are using an Apple II with Pascal, you must first use your BASICS disk. If you are using an Apple III, you must first go into Apple II emulation mode. 2.0 GENERAL DESCRIPTION 2.1 Parts Inventory: A. Game box B. Rule Book C. 5 1/4" game disk D. Two map data cards 2.2 Abbreviations: Abbreviations used in the game are listed below. CV aircraft carrier MG main guns CVL light aircraft carrier AA anti-aircraft guns BB battleship TT torpedoes CA heavy cruiser AM bombardment ammunition CL light cruiser SP seaplane CLAA anti-aircraft cruiser MS maximum speed CS seaplane carrier AS assault points AV seaplane tender DM damage percentage DD destroyer FL fire level DE destroyer escort CAP base capacity APD patrol boat A/C aircraft ML minelayer OL operation limit TR transport OU operations used TK tanker/oiler BO bomber ordnance SS submarine TF task force 3.0 SEQUENCE OF PLAY CARRIER FORCE is a two-sided game: American vs. Japanese. The American forces must be commanded by a human player. The Japanese forces may be commanded by either a human or the computer. 3.1 Scenario Selection Phase During the scenario selection phase, the player(s) select a scenario and determine the conditions under which the game will be played. On the Apple version the set-up may be changed by entering the following numbers: (1) New Game or Saved Game (2) 1 Disk Drive or 2 Disk Drives (3) Solitaire or 2 players (4) Solitaire Level of Difficulty The scenario may be altered by entering the following numbers (5) Coral Sea (6) Midway (7) Eastern Solomons 3.2 Historical Set-Up At the start of each game the computer will assign all ships and aircraft to their historical locations prior to the battle. 3.3 Random Set-Up The players may randomize the set-up somewhat in all scenarios except CORAL SEA. In the MIDWAY scenario both American and Japanese carrier TFs will have their historical locations altered. In EASTERN SOLOMONS and SANTA CRUZ all Japanese TFs will have their locations altered. 3.4 Sequence of Play 1. American TF Adjustment Phase 2. Japanese TF Adjustment Phase 3. Japanese Adjust TF Heading 4. Japanese Launch Air Missions 5. Japanese Arm & Fuel Aircraft 6. Japanese Land Aircraft 7. Japanese Move Air Missions 8. American Radar Report 9. American Adjust TF Heading 10. American Launch Air Missions 11. American Arm & Fuel Aircraft 12. American Land Aircraft 13. American Move Air Missions 14. Combat Resolution Phase 15. Save-Game Phase 3.5 Keeping Time Each game turn represents one hour. At the start of each turn the clock, calendar and weather are adjusted to reflect the passage of time and the changing battle conditions. Daylight hours are 600 to 1800 (inclusive) 4.0 TASK FORCE ADJUSTMENT PHASE During the task force adjustment phase, the computer will display a menu listing two options for adjusting the composition of your task forces and five options for viewing the current status of your forces. To enter the desired routine, just press the corresponding numbered key. 4.1 Dividing Task Forces Enter the number of the task force you wish to divide. The computer will list the ships in the selected task force and display their maximum speed, damage and fire levels. The maximum number of task forces that the Japanese player may use is equal to 10 minus the number of Japanese land bases for that scenario. The maximum number of task forces that the American player may use is equal to 9 minus the number of American land bases for that scenario. If you are currently using the maximum number of task forces then the computer will not allow you to divide a task force. If you currently have less than the maximum number then the computer will display the number of the new task force you are creating. Enter the ID number for each ship you wish to transfer to the new task force. When you have concluded your transfers just press to exit the routine. If you are currently using fewer than the maximum number of task forces then the divide task force routine may be used to 'scuttle' crippled ships. Just enter the letter "S" following the ID number of the ship you are transferring (entering a "5S" would scuttle ship #5). 4.2 Transferring Ships Enter the numbers of the "gaining" and "losing" task forces. The two task forces must occupy the same hexagon on the map. The procedure for transferring ships is the same as de- scribed in 4.1. A task force may never contain more than 20 ships. When a ship transfer occurs, the gaining task forces movement points will be adjusted to equal that of either the gaining or losing task force (whichever is lowest). 4.3 Ending the Game Both players should agree before ending the game The computer will display the final score and a list of all ships sunk during play. 4.4 The Map Display The maps used in Carrier Force employ a hexagon grid 32 hexes high by 31 hexes wide. Only a fraction of the map (7 hexes high by 13 hexes wide) can be viewed at one time. By pressing the keys 1-6 the cursor can be moved around the map (1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW). If the cursor is moved to the edge of the display then the map display will scroll to reveal the hidden portions of the map. American task force symbols will be colored blue and Japanese task force symbols will be colored orange (on the Apple computer American task forces that occupy an island or base hex will be colored purple, Japanese task forces that occupy an island or base hex will be colored green) American and Japanese TFs stacked together will have a WHITE symbol. To check the friendly task force numbers in the hex occupied by the cursor press the (8) LOOK key. To return to the main menu Press the (Q)EXIT key. 5.0 TASK FORCE MOVEMENT Task force movement occurs at the end of each game turn after all combat has been resolved. A task force that has accumulated 50 or more movement points will move one hex (the direction of movement is determined by the task force heading). A task force that moves will have 50 subtracted from its movement point total. 5.1 Fleet Speed At the start of each turn a task force will gain movement points equal to its fleet speed. The fleet speed will be equal to 30 OR the maximum speed of the slowest ship in the task force, which ever is lower. 5.2 Loss of Movement Points During the course of each turn a task force may perform certain actions that will cause it to LOSE movement points. A task force that changes heading will lose 50% of its movement points for each compass point shift in direction (the movement point total will never be reduced below the TFs FLEET SPEED when changing direction) A task force will lose movement points if it contains aircraft carriers that launch or recover aircraft AND the task force is not moving in the same direction that the wind is blowing FROM. If the task force heading is one compass point different from the wind direction (example: wind is blowing from the NE and the task is moving N) it will lose 5% of its movement points for each aircraft that is launched or landed in the task force. If the task force heading is more than one compass point different from the wind direction it will lose 10% of its movement points for each aircraft that is launched or landed in the task force. This movement loss is due to the need for carriers to turn into the wind whenever they launch aircraft, thus preventing their task force from moving forward at full speed. 5.3 Movement Restrictions A task force may never move through a white hexside, but instead will continue to accumulate movement points up to a maximum of 79. A task force may move off the edge of the map (it will not be allowed to return). 6.0 LAUNCHING AIR MISSIONS Land bases and aircraft carriers may launch fighter and bomber missions.Land bases and Japanese BB, CA, CL, CS and AV type ships may launch seaplane missions. Each player may have a maximum of 20 air missions active at any one time. 6.1 Seaplane Missions A seaplane mission consists of one seaplane with the single function of searching for enemy ships. Ship launched seaplanes have an endurance of 6 turns. Land based seaplanes have an endurance of 18 turns. Seaplanes may only be recovered by the ship/base from which they were launched. Launching or recovering seaplanes does not count against a bases operation limit. 6.2 Combat Missions The type of mission that may be flown by combat aircraft is determined by the type of aircraft included and/or the type of ordinance being carried. Listed below are the types of missions and their descriptions. F (fighter patrol) Consists, entirely of fighter type aircraft. Used to protect friendly bases or task forces. AS (anti-ship) Consists of bombers carrying torpedoes and/or armor piercing bombs. May not be used to attack enemy bases. May include a fighter escort. HE (high-explosive) Consists of bombers carrying high explosive bombs. Best suited for attacking enemy bases. May attack enemy ships at reduced effectiveness. May include a fighter escort. N (not armed) Consists of unarmed bombers that have completed/aborted their mission or were launched for search only. May include a fighter escort. Also may consist of unarmed Judy reconnaissance planes without a fighter escort. In order to launch an AS mission, the bombers must have been readied during a previous turn with AS ordnance. In order to launch an H E mission, the bombers must have been readied during a previous turn with HE ordnance. 6.3 Operation Limits Each base and carrier is assigned a limit to the number of aircraft it may launch and land in one turn (each launched or landed equals one flight operation). Carriers have a flexible operation limit that varies with the carrier TF heading in relation to the wind direction. The land base operation limits never change. If a carrier TF heading is TWO or more compass points different from the wind direction then the carrier must conform to its MINIMUM OPERATION LIMIT for that turn. If a carrier TF heading is ONE compass point different from the wind direction then the carrier must conform to its INTERMEDIATE OPERATION LIMIT for that turn. If a carrier TF heading is the same as the wind direction then the carrier must conform to its MAXIMUM OPERATION LIMIT for that turn. The intermediate operation limit will always be DOUBLE the minimum operation limit. The maximum operation limit will always be TRIPLE the minimum operation limit. Listed below are the MINIMUM operation limits for carriers included in the game: Akagi 12 Lexington 12 Kaga 12 Saratoga 12 Hiryu 12 Yorktown 12 Soryu 12 Enterprise 12 Shokaku 12 Hornet 12 Zuikaku 12 Wasp 11 Junyo 9 Shoho 6 Zuiho 6 Ryujo 6 Hosho 3 If for any reason during a turn an aircraft carrier is unable to conduct further air operations, then its operations used (OU) will be set to 99. 6.4 Forming Air Missions Air missions may be formed from available seaplanes or readied combat aircraft. lt is possible to form a new mission from one carrier/base and then reinforce it with aircraft from another carrier/base within the same hex. When reinforcing a mission that has been in the air for one or more turns the reinforcing aircraft will be assumed to have been in the air as long as the original aircraft. Bombers carrying AS ordnance may not be combined in the same mission as bombers carrying HE ordnance. Air missions cannot be split up after they have formed. Large air missions will suffer a movement point loss on the turn they are launched. Missions that have been in the air for one or more turns will suffer no movement loss if reinforced. There is a loss of one movement point for approximately every 15 planes in the mission (this will vary randomly) plus the loss of one MP automatically on the first turn a mission is in the air. A maximum of 3 movement points may be lost in this manner. 7.0 ARMING & FUELING AIRCRAFT Combat aircraft must be armed & fueled (readied) and moved onto the deck/runway before they may be launched on air missions. 7.1 Bomber Ordnance Selection A bomber ordnance selection (AS, HE or N) must be made for each carrier and base. All bombers readied on a carrier or base will be armed with the selected ordnance type. 7.2 Deck/Runway Capacity The deck/runway capacity for a carrier/base represents the maximum number of aircraft that may be readied at one time (readied aircraft are always considered to be on the deck/runway). The deck/runway capacity is equal to the carrier/base MAXIMUM OPERATION LIMIT. 7.3 Removing Aircraft From the Deck/Runway Readied aircraft may be removed from the deck/runway. Enter the READY AIRCRAFT routine and type a minus number for the quantity of each type of aircraft you wish to un-ready. 8.0 AIR MOVEMENT During the air movement phase, air missions may move, search, initiate combat and/or enter a landing pattern. Air missions movement is completed sequentially according to air mission number. 8.1 Air Mission Status Display Prior to moving each air mission, the players may view the status display for that mission. The status display lists the data: (1) mission location (2) mission number (3) time in the air (4) ordnance carried by each aircraft (5) ordnance carried by each aircraft type (6) air time remaining for each aircraft type For bomber type missions you will be allowed to jettison ordnance before moving the air mission. This increases the air units movement allowance by 1. 8.2 Air Move Display After exiting the mission status display, the map will be drawn on the screen with the cursor indicating the current location of the air mission. The menu at the bottom of the screen will indicate the players options: (1) move north (2) move northeast (3) move southeast (4) move south (5) move southwest (6) move northwest (7) land (8) search current hex using all remaining move points (9) identify TF numbers of friendly TFs in same hex (0) search current hex using only 1 move point Also displayed is the air mission's X/Y LOCATION coordinates and its remaining MOVEMENT POINTS. Seaplane (SP) missions that select option (7) will land immediately if their home base/ship is in the same hex. Other missions that select option (7) will enter a landing pattern if a friendly base is in the same hex. 8.3 Searching Each time an air mission moves into a hex it will search for enemy TFs in that hex. An air mission may search its current hex without moving by using the SEARCH options (8) or (0). In 0% overcast weather an air mission has a 50% chance of locating each enemy TF in the hex for each movement point it spends searching that hex (100% in a base/island hex). The 50% chance of locating assumes 20 ships in the TF. For smaller TFs, the chance maybe as low as 40%. In addition, bad weather will further lower the % chance of spotting enemy TFs. Only HE missions may locate (and attack) enemy bases. Air missions may fly at night, however no searching will occur. 8.4 Sighting Reports When an air mission locates an enemy TF the player will receive a "sighting report." The sighting reports lists the ship type abbreviations for each ship sighted. Sighting reports will not be entirely accurate. Sighting reports will not be received if non-bomber missions locate an enemy TF that had been previously located in the same turn. Bomber missions will be given the option to declare an attack after sighting an enemy TF. 8.5 Engaging Enemy Aircraft For each movement point an air mission expends in a hex containing enemy aircraft, there is a chance of initiating air-to-air combat. The chance of initiating combat varies with the size of friendly and enemy air missions and the weather. Air-to-air combat will only occur if one of the airmissions involved is a fighter patrol (F). If a fighter mission expends movement points in a hex containing enemy aircraft, then it may only engage the enemy missions armed with bombs. If a non-fighter mission expends move points in a hex containing enemy aircraft, then it may only engage the enemy fighter missions in the hex. When opposing air missions engage in combat, the mission with the fewest aircraft will be unable to move any further that turn. 8.6 Movement Points An air mission assumes the speed of the slowest aircraft type included in the mission. One movement point is subtracted from this speed if any of the aircraft in the mission are carrying bombs or torpedoes. If a bomber mission declares an attack before it has used all of its movement points, then the unused points will be added to its next turns move. Listed below are the maximum speeds of the aircraft in the game ZEKE 4 SBD 4 VAL 4 SB2U 3 KATE 4 TBD 3 BETTY 4 TBF 4 NELL 3 B26 4 JUDY 4 B25 4 F4F 4 B17 4 F2A 4 A24 4 P39 5 SEAPLANE 3 (See illustration for following example) (1) Form 20 SBD Plane strike. Loss of 1 MP due to size of strike. Automatic loss of 1 MP from take-off (total loss of 2MP). (2) Movement during first turn in air (3) Movement during second turn in air. One MP is expended over the enemy TF but it is not spotted (4) Spends two MP during third turn in the air searching for enemy and finds enemy TF on second MP. Bombing of TF occurs. If the strike had failed to locate a target on its second MP, it would have been forced to give up the search and fly north in order to return to its carrier before running out of fuel. (5) With 0 time remaining in the air the strike must land on its base this turn. The strike has 5 MP (4 without bombs +1 for the MP that was not used on the previous turn due to bombing of the enemy TF). On the fifth movement point the strike enters a landing pattern. The strike will land on its carrier during the next turn if at that time all conditions for landing are met. 9.0 LANDING AIRCRAFT Aircraft that enter a TF landing pattern must land during the next turn or be forced to ditch. Aircraft in a TF landing pattern may land on any eligible carrier (or base) present in the subject TF. 9.1 Restrictions on Landings A carrier/base is eligible to recover aircraft only if the following conditions are met. (1) the flight operations USED during the turn are less than the OPERATION LIMIT. (2) the readied aircraft on deck do not exceed the carrier's MINIMUM OPERATION LIMIT. (3) the total number of aircraft on the carrier/base is less than the maximum capacity. Land bases do not have to conform to item (2) above. Also, land bases may always land a number of planes equal to their MAXIMUM OPERATION LIMIT without regard to the number planes that have been launched during that turn (i.e. Midway with an OL of 75 could launch up to 75 planes during a turn and then land up to 75 planes during the same turn) 9.2 Emergency Landings After the landing phase has been completed all planes remaining in a landing pattern will attempt emergency landings if possible. These planes will land on any base or operational carrier in the same hex, as long as it has not exceeded its operation limit. The computer will conduct emergency landings automatically. 10.0 COMBAT RESOLUTION During the Combat Resolution Phase the computer will automatically perform the following functions: (1) air to air combat resolution (2) air to surface combat resolution (3) surface combat resolution (4) submarine combat resolution (5) coastal bombardment (6) unload transports 10.1 Air to Air Combat Air to air combat is initiated during the Air Movement Phase. Air to air combat consists of a fighter mission attacking a non-fighter mission. If the non-fighter mission has a fighter escort then the surviving escorts will counter attack the fighter mission. Each fighter in the attacking group will select a target from the aircraft types in the defending group. If the defending air craft survives the attack then it will counterattack with DEFENSIVE FIRE. Each type of aircraft is rated for air-attack and survivability as shown below: AIRCRAFT ATTACK SURVIVE C. ZEKE 20 20 L. ZEKE 17 17 F4F 17 20 F2A 10 5 P39 12 10 VAL (2) 3 KATE (2) 3 BETTY (2) 3 NELL (2) 3 JUDY (2) 5 SBD (4) 9 TBD (1) 1 TBF (4) 8 SB2U (1) 1 B26 (5) 10 B25 (5) 10 B17 (12) 25 A24 (4) 9 SEAPLANE (0) 0 The ( ) indicate defensive fire only. 10.2 Air to Surface Combat Each bomber that survives air to air combat will select a target ship from those in the target TF and attempt to penetrate the TFs flak and deliver its ordnance. Target selection is accomplished in the following manner: each ship is assigned a selection value (SV) equal to its defense factor plus its aircraft and/or assault point capacity (add 1000 to the SV if the ship is a carrier). The chance of a particular ship being attacked is equal to the SV of that ship divided by the combined SV of the target TF. The chance of a bomber being shot down by flak is equal to the TF flak strength divided by 1200. The TF flak strength is equal to the combined AA ratings (number of AA guns) of all the ships in the TF. AA fire directed at B17s will be only 10% as effective as against all other aircraft. The AA ratings of American ships will be adjusted for each scenario as follows: Coral Sea x1.5 Midway x2.0 Eastern Solomons x2.5 Santa Cruz x3.0 Submarines may be sighted and bombed the same as surface ships. Submarines may "dive" be fore all of the bombers in a mission can complete their attacks. 10.3 Bomber Accuracy The chance of a bomber hitting the target is affected by: (1) bomber accuracy (2) maximum speed of target (3) flak intensity (4) size of target. The relative accuracy of each bomber is listed below: *VAL15 15 TBD-B 1 *KATE-T 7 TBF-T 2 *KATE-B 3 TBF-B 1 BETTY-T 4 SB2U 1 BETTY-B 2 A24 1 NELL 1 B26 1 *SBD 9 B25 1 TBD-T 2 B17 1 T = torpedo B = high explosive bomb * In the Midway scenario the land based SBDs have an accuracy of 1. The land based VALs and KATEs are 50% as accurate as the carrier based versions. 10.4 Bombing Bases All bombers are equally accurate when attacking enemy bases. Base attacks may result in damage to the airfield and/or destroy aircraft on the ground (including seaplanes) and assault points. During base attacks, aircraft on the runway are easier to destroy than aircraft in the hangar. 10.5 Surface Combat Surface combat may occur between opposing TFs that occupy the same hex on the map. Surface combat may require up to four rounds of action as listed below: Round 1: fire BB main guns Round 2: fire BB, CA main guns Round 3: fire all main guns Round Round 4: fire all main & AA guns, fire torpedoes In daylight, surface combat begins with round 1 and continues through round 4 OR until the TFs disengage. At night surface combat begins with round 3. After each round of combat there is a 50% chance that the TFs will disengage. During each round of combat each eligible ship may select a target and fire its eligible weapons. Target selection is similar to bomber attacks (as a general rule the large guns will concentrate on large targets while AA guns and torpedoes will ignore target size). In surface combat the larger, slower ships will be easier to hit than the smaller,faster ships. Japanese torpedoes will be 10 times more accurate than American torpedoes There is a 36% chance that any task force will engage any enemy task force in the same hex. Exception: enemy task forces in a base hex will always engage in surface combat. 10.6 Submarine Combat Submarine groups patrol an area equal to the hex they occupy plus the six adjacent hexes. Each turn, submarine groups have a chance to attack any enemy TF that is within its patrol area. The chance of attacking an enemy TF varies with (1) the number of submarines in the attacking group, (2) the number of ships in the target group. Only one of the submarines in the group will actually conduct the attack. The attacking submarine will fire up to six torpedoes at a ship in the target TF. The accuracy of Japanese submarine torpedoes is 5 times greater than the accuracy of American submarine torpedoes. As in surface combat the larger, slower targets will be easier to hit than the smaller, faster targets. After the submarine attacks, each escort (DD, DE, APD) in the target TF will attempt to locate and depth charge the submarine. Each escort has a 10% chance of locating and attacking the submarine. Each Japanese depth charge attack has a 1% chance of sinking the submarine. Each American depth charge attack has a 4% chance of sinking the submarine. 10.7 Coastal Bombardment In the Midway scenario Japanese ships may bombard Midway. In the Eastern Solomons and Santa Cruz scenarios, if a Japanese TF occupies the Midway/Henderson Field hex then all ships in the TF with bombardment ammunition may bombard the airfield. Ships may perform only 1 bombardment per game. The effects of bombardments are similar to the effects of air attacks on bases. Listed below is the relative bombardment effectiveness of Japanese ships. battleship 40 heavy cruiser 15 light cruiser 5 destroyer 1 The above ratings may vary with the different number of guns mounted on each class of ship. NOTE: the above ratings indicate that a battleship is as effective as 40 bombers, etc. 10.8 Unloading Transports Japanese transports and some other ship types (DD,MSW, ML, CS, AV, APD) may carry assault points. Assault points are combinations of troops, equipment and supplies used in the invasion of an enemy base. In all of scenarios the Japanese Player may score victory points by unloading assault points on a particular base: SCENARIO BASE Coral Sea Port Moresby Midway Midway Eastern Solomons Henderson Field Santa Cruz Henderson Field To unload at a base the transport TF must occupy the same hex as the base. Japanese transports may not unload on Midway when the base is at less than 50% damage. Transports may unload only ONE assault point per turn. 10.9 Capturing Midway In the Midway scenario only, the Japanese player may capture an American base if the number of Japanese assault points unloaded on Midway is greater than the number of American assault points defending Midway then the Japanese will capture the island. If Midway is captured then all American aircraft and assault points on the island will be destroyed. The Japanese player may never USE the airfield during the game 10.10 Battle Reports As the computer resolves the combat situations the players will receive battle reports. Reports of aircraft destroyed or hits scored on ships will be exaggerated. Damage estimates will be displayed after each bombing attack to report the visible damage to an enemy base or ships in the target TF. The damage estimate will display "*" for each ship with "light damage'; "**" for each ship with moderate damage; "***" for each ship with "heavy damage." Damage estimates will be frequently exaggerated. During surface combat, gun fire hits maybe followed by one or more "*"symbols. The number of symbols displayed indicates the calibre of the firing gun. 11.0 GENERAL OPERATIONS 11.1 Aircraft Endurance Each aircraft type is assigned an endurance rating that represents the number of hours it may remain in the air. C. ZEKE 4 P39 2 L. ZEKE 9 SBD 3 VAL 4 TBD 3 KATE 4 TBF 4 BETTY 12 SB2U 4 NELL 10 A24 3 JUDY 4 B26 5 F4F 3 B25 6 F2A 3 B17 10 SEAPLANES. land based 18 ship based 6 Aircraft with "0 MIN" of fuel remaining must enter a landing pattern by the end of their current move (it requires 1 move point to enter a landing pattern) or they will automatically "ditch" at the start of their next move. Bombers with "0 MIN' of fuel will automatically jettison their ordnance. Fighter missions with "0 MIN" of fuel will be unable to initiate air to air combat. Example: A VAL group could fly 4 turns, enter a landing pattern on the 5th turn and land on the 6th turn. 11.2 Ship Damage Ships receive damage each time they are hit by bombs, torpedoes or gunfire. Ships with damage greater than 50% or with fires on board may receive additional self-inflicted damage. Listed be1ow are the AVERAGE damage points caused by each type of weapon. AA gun 1 American BB CL main gun 1 main gun 8 CA main gun 2 21 torpedo 5 YAMATO main gun 9 24 torpedo 7 NAGATO, MUTSU AP-bomb 4 main gun 7 HE-bomb 2 other Japanese BB maingun 6 Only Japanese surface ships may fire the 24 torpedo. AA guns will be only 50% as accurate as main guns. Each time a bomb, torpedo or gun hit is scored on a ship, the computer checks to see if an ARMOR PENETRATION has occurred. The chance of a penetration is equal to three times the explosive rating of the weapon (see above) divided by the defense factor of the ship. Bomb or gun hits that penetrate will cause norma; damage plus possible fires, propulsion loss and/or destruction of the ships weapon systems. Bomb or gun hits that fail to penetrate will cause only 1 damage point. Torpedo hits that penetrate will cause DOUBLE damage, a loss of at least 5kts speed plus possible fires, and destruction of weapon systems. Torpedo hits that fail to penetrate will cause normal damage and a loss of at least 5kts speed. Carriers hit by bombs, torpedoes or gunfire may sustain additional damage if there are readied aircraft on the decks. The weapon hit wi1l randomly select an aircraft type and if that type of aircraft is on deck then 1/2 of those aircraft will be destroyed and the fire level will be increased approximately by 1 for each aircraft destroyed. If the destroyed aircraft were armed with bombs or torpedoes then the fire level would increase approximately by 3 for each aircraft destroyed. 11.3 Damage Effects A ship that sustains damage points greater than or equal to its defense factor will sink. Any ship with a fire level greater than zero may sustain additional damage each turn until the fire is put out. On the average a ships fire level will be reduced by one point each turn unless the fire is out of control. If the fire level is greater than the ships defense factor, it is out of control and will gain an average of 3 fire levels per turn. Ships that have suffered more than 50% damage may sustain additional damage each turn. Ships with over 50% damage will frequently suffer loss of propulsion. Damage to carriers may prevent them from conducting flight operations. Flight operations will be suspended if any of the following conditions exist: (1) fire level is greater than 4, (2) damage is greater than 25%, (3) maximum speed is less than 5kts. Fires will prevent ships from operating at maximum speed. The adjusted maximum speed of a burning ship is equal to the maximum speed minus the fire level. 11.4 Base Damage Bases may suffer damage if subjected to bombing or coastal bombardment. Bases suffer 1-2% damage each time they are hit. At the end of each turn bases will repair 10%~ of their damage. Bases with over 25% damage will be unable to operate aircraft. In the Midway scenario, Japanese transports may not unload on Midway unless there is 50% or more damage on the base. EXAMPLE A base with 40% damage will repair to 36% damage after one turn. 11.5 Weather The two elements of weather that affect game operations are WIND DIRECTION and CLOUD COVER. Wind direction affects the ability of carriers to launch and recover aircraft, while cloud cover affects the ability of air missions to to locate enemy TFs/bases. The weather conditions are subject to change at the start of each turn. There is a 20% chance that the wind direction will change (the new direction is determined randomly). Cloud cover may vary by plus or minus 25% each turn. The ability of aircraft to locate enemy TFs and bases is reduced by the cloud cover percentage. Also the number of ships spotted in the SIGHTING REPORT will be reduced by the cloud cover percentage. 11.6 Non-Combat Aircraft Losses Air missions are subject to non-combat losses each time they enter a landing pattern. In daylight with 0% overcast air missions will average 0.5% (each aircraft has 1 chance in 200) losses per landing. Losses are increased by 1% for every 10% of cloud cover and by 10% if it is a NIGHT turn. EXAMPLE On a night turn with 40% overcast the loss rate will be 14.5%. 11.7 Scenario Duration The computer is programmed to end each scenario on a particular date: CORAL SEA 8 MAY 42 MIDWAY 7 JUN 42 EASTERN SOLOMONS 25 AUG 42 SANTA CRUZ 27 OCT 42 For each scenario the game will automatically end at the completion of the 2100-hour turn. 11.8 Aircraft Classification Aircraft used in the game are classified as follows: FIGHTERS: ZEKE,F4F, F2A, P39 TORPEDO BOMBERS: KATE,TBD,TBF TORPEDO BOMBERS: KATE,TBD,TBF LEVEL BOMBERS: BETTY, NELL, B17, B25, B26 RECONNAISSANCE: JUDY Although the BETTY and B26 may sometimes carry torpedoes they are still CLASSIFIED as level bombers. 11.9 Aircraft Base Restrictions Aircraft with a name prefix of "C." are carrier based aircraft. Aircraft with a name prefix of "L." are land based. Carrier based aircraft may operate from either carrier or land bases. Land based aircraft may never land on a carrier. Aircraft classified as level bombers may not be READIED at a base with an operation limit less than 60. 11.10 Radar During all scenarios, the American player will receive radar reports of Japanese air missions in the same hex with friendly TFs. Radar reports will be rough estimates (usually exaggerated) of the number of aircraft in the enemy air mission. Radar may occasionally fail to detect some enemy missions (the chance of failure varies with the size of the mission). 11.11 Pilot Ability The differing abilities of the pilots in the four scenarios is accounted for by altering bomber accuracy and air-attack survivability ratings as follows: SCENARIO US PILOTS JAPANESE PILOTS Coral Sea -1 -1 Midway +1 0 Eastern Solomons +1 0 Santa Cruz +1 0 12.0 SCORING At the end of the game, the players score points for sinking and damaging enemy ships/bases and points for each surviving combat aircraft. The Japanese player scores points for successfully unloading "assault points" at an enemy base. 12.1 Sunk Ships Points awarded for sinking enemy ships equals TWO X DEFENSE FACTOR. If enemy carriers have been sunk, additional points are awarded equaling the aircraft capacity of the carrier. If Midway is captured the Japanese player receives points as if he had "sunk" a carrier with a defense factor of 80 and a capacity of 150 (310 points). 12.2 Damaged Ships/Bases Points received for damaging enemy ships/bases equals 1 per damage point plus 1 per fire level (Your opponent may score more points if you let your ship burn than if you SCUTTLE it)... 12.3 Surviving Aircraft One point is scored for each friendly combat aircraft ON A CARRIER OR BASE at the end of the game. 12.4 Japanese Assault Points One point is received for each Japanese assault point unloaded at an enemy base. 12.5 Handicap Points The Japanese player will receive 100 points in the Eastern Solomons scenario. The U.S player will receive 100 points in the Santa Cruz scenario. 13.0 VICTORY CONDITIONS At the end of the game victory points will be calculated and the level of victory will be determined by comparing the scores of the two players. 13.1 Victory Levels Subtract the Japanese Victory Points from the American Victory Points and compare the results to the following table to determine the victory level: 600 and up American 0Decisive Victory 300 to 599 American Substantive Victory 100 to 299 American Marginal Victory -99 to 99 Draw -299 to -100 Japanese Marginal Victory -599 to -600 Japanese Substantive Victory -600 or less Japanese Decisive Victory 14.0 SOLITAIRE PLAY When playing solitaire games the computer will command the Japanese forces. There are 4 levels of solitaire difficulty. The level of difficulty is determined when starting a new game and may be altered when restarting a saved game. As the level number is decreased the Japanese forces will perform searches more efficiently. These levels may be used to handicap a two Player game if desired. Level 3 is considered the "historical" level. It is possible to start a game in solitaire mode, save it, and then restart it as a two-player game. To do this, set the main menu to two-player mode before reloading the saved game data. It is possible to save a two player game and restart it as a solitaire game. This should only be done experimentally as the computer may be confused by many human devised deployments. 15.0 STRATEGY NOTES 15.1 Task Force Movement Each turn the players will have the chance to change a TFs direction. The TF will move automatically when it accumulates 50 or more movement points. Carrier TFs that are conducting air operations will move very slowly unless they are facing the same direction that the wind is blowing from. The loss of movement points is caused by the carriers alternating between their assigned course and the "WIND FROM" direction to launch/ recover aircraft. 15.2 Searches Searches should be performed by seaplanes whenever possible. Searches are necessary to pinpoint the location of enemy TFs so that they may be attacked. When the general location of the enemy carriers is unknown, then it is important to concentrate the search planes in the areas surrounding friendly carriers. The total number of search missions should seldom exceed 7 or 8. 15.3 Fighter Patrols Fighter patrols may be used to attack enemy seaplanes and bomber groups that enter their patrol area. During daylight turns, Carrier TFs should maintain at least one fighter mission airborne at all times to shoot down enemy seaplanes. On turns when enemy bomber attacks are expected, the carrier TFs should maintain at least half of their fighter strength in protective fighter patrols. In scenarios where the U.S. player has radar, the carriers can launch 40 to 60 fighters on the turn the incoming bombers are detected. 15.4 Bomber Missions When launching bomber missions, the crucial factors are (1) the number of fighter escorts included and (2) the total number of aircraft formed into each mission. As a rule of thumb a bomber mission should include at least 1 fighter for every 3 bombers to prevent the bombers from being slaughtered by enemy fighter patrols. Bomber missions attacking targets at normal range should form large groups of bombers and escorts. Bomber groups attacking targets at extended range should form several smaller groups of less than 15 aircraft each. Extended range for Japanese bombers is 6 or 7 hexes. Extended range for U.S. bombers is 4 or 5 hexes. 15.5 Carrier Operations Carrier operations consist of launching and recovering aircraft. Carriers are limited in the number of operations they may perform each turn due to their limited space. Carriers that spend too many of their operations launching aircraft maybe unable to recover aircraft on the same turn. Likewise carriers with overcrowded decks (aircraft on deck exceed minimum operation limit) will also be unable to recover aircraft on the same turn. On turns when a large number of aircraft are in landing patterns, the receiving carriers should turn into the wind and clear the decks of excess aircraft. The total aircraft launched should be regulated to insure sufficient remaining operations to land all of the aircraft. 15.6 Coral Sea The JAPANESE PLAYER should move the transport TFs to Port Moresby and unload the troops. The Japanese carrier TFs should hang near the transport TFs and bomb any U.S. TF that moves into range. Land-based aircraft should concentrate on bombing Port Moresby to reduce the U.S.air presence near the invasion site. The US. PLAYER can get some early target practice using Yorktown's airgroups to bomb the small Japanese TF at Tulagi. The two U.S. carrier groups should rendezvous by the end of the first day and move west during the night hours. The U.S. cruiser TF should move Northwest and attempt to engage the Japanese Transport TFs in daylight surface combat. Weather Permitting, a major carrier engagement should occur on the second or third day of the game. 15.7 Midway All JAPANESE TFs should proceed directly to Midway. There they can unload transports and bombard the U.S. base. When playing the historical set-up, the Japanese carriers should ready their bombers for a major strike against the U.S. carrier TFs. When playing the random set-up the Japanese player should launch a dawn strike to bomb Midway (range permitting). Japanese battleship TFs should make an effort to bombard Midway and then attempt to engage the U.S. TFs in surface combat. The U.S. PLAYER should reserve all available resources to attack the big Japanese carriers. Air strikes against the transports should be attempted only after the big carriers have all been sunk or disabled. The U.S. player should be careful to avoid a surface engagement with the Japanese battleship TFs. 15.8 Eastern Solomons The JAPANESE PLAYER should send his carrier TFs Southeast as fast as possible to force an engagement with the U.S. carriers before the WASP group can join them. The transport TF should move to Henderson Field and unload.The transport TF should abort its mission and retreat North if the Japanese carriers are knocked out. Japanese land based bombers should fly one mission per day to bomb Henderson Field. The Japanese battleship TF may bombard Henderson Field or attempt to engage the U.S. carrier TFs in a surface combat. The U.S. PLAYER should transfer all F4Fs, SBDs and TBFs from Espiritu Santo to Henderson Field at the start of the game. Aircraft based on Henderson should be used to bomb the Japanese transport TFs; U.S. carrier aircraft should be reserved to attack the Japanese carrier TFs. If the US player delays combat to wait for the WASP group to catch up, then the Japanese will have a free hand to pound Henderson Field on the first day. 15.9 Santa Cruz The JAPANESE PLAYER should send his carrier TFs directly south to force an engagement with the U.S.carriers. The Junyo force should move in the same hex as the other Japanese carrier TF to provide mutual fighter support. The Japanese battleship TFs may bombard Henderson Field or attempt to engage the U.S. TFs in surface combat. Japanese land based aircraft should bomb Henderson Field once per day. The Japanese destroyer TF that starts near Buin may be used to unload troops on Henderson. The U.S. PLAYER should steer his carrier TFs as close as possible to Henderson Field before engaging the Japanese Carriers. The U.S. carriers should withdraw South at night to avoid the possibility of Surface Combat with the Japanese battleship TFs. AIRCRAFT CHARACTERISTICS Aircraft Max Aircraft Bomber Air to Air Combat Type Speed Endurance Accuracy Attack Survive ------------------------------------------------------- C. Zeke 4 4 - 20 20 L. Zeke 4 9 - 17 17 VAL 4 4 15* (2) 3 KATE 4 4 7/3* (2) 3 BETTY 4 12 4/2 (2) 3 NELL 3 10 - (2) 3 JUDY 4 4 - (2) 5 F4F 4 3 - 17 20 F2A 4 3 - 10 5 P39 5 2 - 12 10 SBD 4 3 9* (4) 9 SB2U 3 4 1 (1) 1 TBD 3 3 2/1 (1) 1 TBF 4 4 2/1 (4) 8 B26 4 5 1 (5) 10 B25 4 6 1 (5) 10 B17 4 10 1 (12) 25 A24 4 3 1 (4) 9 SEAPLANE 3 6,18 - (0) 0 --------------------------------------------------------------------- ( ) = Defensive fire only / = torpedo/high explosive bombs * In the Midway scenario the land based SBDs have an accuracy of 1. The land based VALs and KATEs are 50% as accurate as the carrier based versions. , = ship-based, land based --------------------------------------------------------------------- MINIMUM OPERATION LIMITS Akagi 12 Lexington 12 Kaga 12 Saratoga 12 Hiryu 12 Yorktown 12 Soryu 12 Enterprise 12 Shokaku 12 Hornet 12 Zuikaku 12 Wasp 11 Junyo 9 Shoho 6 Ryujo 6 Zuiho 6 Hosho 3 -------------------------------------------- PILOT ABILITY Scenario U.S. Pilots Japanese Pilots Coral Sea -1 -1 Midway 0 +1 Eastern Solomons +1 0 Santa Cruz +1 0 ********* End of the Project 64 etext of the Carrier Force manual. *********