Carrier Strike (1992 Game) Manual
Carrier Strike (1992 Game) Manual
Carrier Strike (1992 Game) Manual
000
TABLE OF CONTENTS
INTRODUCTION ......................................................................................................................1
Your Game Box Should Contain ..........................................................................................1
STARTUP ................................................................................................................................1
Backup Disks .......................................................................................................................1
README File........................................................................................................................1
Installing the Game..............................................................................................................1
Soundcard Setup .................................................................................................................1
Documentation Check..........................................................................................................1
Continues...
000
000
AIRFIELDS ............................................................................................................................34
LANDING AIRCRAFT ............................................................................................................35
Limited Deck Space Procedure..........................................................................................35
Clear Deck Procedure ........................................................................................................35
Emergency Landings .........................................................................................................36
Special Emergency Landings
Landing Combat Air Patrol (CAP) ......................................................................................36
COMBAT ...............................................................................................................................37
Air Group Disruption..........................................................................................................37
CAP Coordination Loss Disruption CAP vs. Escort Combat Disruption
CAP vs. Bomber Combat Disruption Flak Combat Disruption
Air-to-Air Combat ..............................................................................................................38
Air-to-Sea Combat .............................................................................................................38
Flak Combat Ship Target Selection Ship Evasion Ratings Aircraft Accuracy Ratings
Weapon Accuracy Rating Combined Arms Effect Hitting the Target
DAMAGE ...............................................................................................................................40
Ship Damage .....................................................................................................................40
Armor Penetration Primary Damage Starting Fires Special Carrier Damage
Air Combat Mission Change Secondary Damage Crippled Ships Scuttling Crippled Ships
GENERAL WITHDRAWAL.....................................................................................................45
END OF BATTLE ...................................................................................................................45
Home Port Phase...............................................................................................................45
SCORING ...............................................................................................................................47
CAMPAIGN PROGRESS .......................................................................................................48
TUTORIAL .............................................................................................................................48
DESIGNERS NOTES .............................................................................................................53
The Campaign....................................................................................................................53
Search Operations .............................................................................................................53
Air Strikes..........................................................................................................................54
General Withdrawal ...........................................................................................................54
MAPS ....................................................................................................................................58
STORY: The Fast Carriers: Weapons Systems Survey, 1917-1975, by Martin Campion .......61
CHARTS & TABLES..............................................................................................................77
Game Abbreviations...........................................................................................................77
Flak Modifiers ....................................................................................................................77
Target Selection Values (Air to Sea) ..................................................................................77
Ship Evasion Ratings.........................................................................................................77
Aircraft Accuracy Ratings ..................................................................................................77
Weapon Accuracy Rating...................................................................................................78
Japanese Aircraft Ordnance...............................................................................................78
Allied Aircraft Ordnance.....................................................................................................78
Fuel Consumption..............................................................................................................78
Allied Aircraft .....................................................................................................................79
Japanese Aircraft ...............................................................................................................87
Weapon Data .....................................................................................................................93
Ship Class Data (Allied Ships, Japanese Ships, Generic Ships).........................................94
Ship Availability ...............................................................................................................113
Menus and Command Summary .....................................................................................122
INTRODUCTION
Rule Book
Data Card
STARTUP
BACKUP DISKS
SOUNDCARD SETUP
Check your Data Card for any information
relating to the selection of your computers
soundcard system.
DOCUMENTATION CHECK
To verify that you have a legitimate copy of
the game you will be asked to answer a question using information from this rule book.
Note: Do not count section headings as part
of paragraphs. See your Data Card for any
further instructions.
GAME CONCEPTS
GAME SCALE
Each hex on the map is 17 miles across.
Each daylight turn is 20 minutes. Each night
turn is 1 hour (see the Night section on
page 11).
Your game disk has no physical copy protection, so please make a backup copy and put
the original away for safekeeping. Use the
information that came with your computer to
make the backup copy.
README FILE
In addition to the above movement restrictions, Task Forces (TFs) in restricted waters
or coastal hexes will be easier to sight and
more vulnerable to submarine attacks.
The map shows the various TFs involved in
the battle by single ship icons (one TF) or
double ship icons (more than one TF). Air
strikes are shown by plane icons. Air units on
CAP and Search missions are not shown on
the map. Both sides always operate in a hidden mode unless spotted by enemy forces.
SHIP ABBREVIATIONS
ID
DESCRIPTION
ID
DESCRIPTION
CV
BB
CA
CS
DD
AO
APD
Fleet Carrier
Battleship
Heavy Cruiser
Seaplane Cruiser
Destroyer
Oiler
Destroyer Transport
CVL
BC
CL
CLAA
DE
AP
Light Carrier
Battlecruiser
Light Cruiser
Light AA Cruiser
Destroyer Escort
Transport
GAME ABBREVIATIONS
COMBAT FORCES
GAME TERMINOLOGY
1. Carrier TFs
2. Surface Combat TFs
3. Bombardment TFs
4. Transport TFs
5. Replenishment TFs
6. Land Based Air Groups
You will be assigned a mission to bombard
or unload transports at a land base or to prevent your opponent from doing the same.
You must use your carrier forces to assist
friendly forces and prevent enemy forces
from completing their missions. In CARRIER
STRIKE you have limited control over
the air missions from airfields. (See the
section on Airfields on page 34.)
TUTORIAL
In order to give you an idea of how to play
CARRIER STRIKE, a tutorial has been included in
the manual (see Page 48).
TALKING TO THE
COMPUTER
USING THE KEYBOARD
Note for IBM users: Make sure your [Num
Lock] and [Caps Lock] are off before playing.
Setup Menu
SCENARIO
PLAYER
BALANCE
SAVED GAME
JAPANESE
COMPUTER
MAX HELP
JAPANESE
CORAL SEA
ALLIED
COMPUTER
HELP
JAPANESE
MIDWAY
BOTH HUMAN
EVEN
EASTERN
SOLOMONS
BOTH
COMPUTER
HELP ALLIED
K
M
Use the following keys on the numeric keypad to move the cursor:
7
4
1
8
2
9
6
3
SANTA CRUZ
MAX HELP
ALLIED
TOROKINA
MARIANAS
ACCEPT SETUP
Japanese Objectives:
Unload transports at Port Moresby, bombard
Port Moresby, and destroy Allied fleet.
Allied Objectives:
Protect Port Moresby and destroy Japanese
fleet.
Japanese Objectives:
Unload transports at Midway, bombard
Midway, and destroy Allied fleet.
Allied Objectives:
Protect Midway and destroy Japanese fleet.
Eastern Solomons (24-25 August 1942)
This was the Combined Fleets first general
fleet action to support amphibious landings
on Guadalcanal. Carriers Shokaku, Zuikaku,
and Ryujo, along with a powerful surface
force of 3 battleships, 12 heavy cruisers, 3
light cruisers, and 25 destroyers were
deployed to cover a pitifully weak amphibious force with just 1,500 SNLF troops (the
U.S. 1st marine Division had over 10,000
combatants on the island). The Americans
had the carriers Saratoga and Enterprise in
the immediate area and the carrier Wasp
refueling 250 miles farther south.
Japanese Objectives:
Unload transports at Tassafaronga, bomb
Henderson Field, and destroy Allied fleet.
Allied Objectives:
Protect Henderson Field and destroy
Japanese fleet.
Japanese Objectives:
Bomb Henderson Field and destroy Allied fleet.
Allied Objectives:
Protect Henderson Field and destroy
Japanese fleet.
Torokina (1-3 November 1943) (Hypothetical)
When U.S. Marines hit the beach at Torokina,
it was the first step in Operation Cartwheel,
the plan to encircle and beseige Rabaul. The
Japanese were determined to crush the
Marines before an airfield could be cleared in
the dense Bougainville jungle. After a year of
refitting and training new pilots, the carriers
Shokaku, Zuikaku, Junyo, and Zuiho were
called on to halt the Allied advance.
American carriers Saratoga, Essex, Bunker
Hill, Princeton, and Independence gave the
Allies a clear numerical and qualitative
advantage over their foes.
Japanese Objectives:
Destroy Allied fleet.
Allied Objectives:
Unload transports at Torokina, bomb Rabaul,
and destroy Japanese fleet.
Japanese Objectives:
Destroy Allied fleet.
RANDOMIZED BATTLES
Allied Objectives:
Unload transports at Saipan, bombard
Tinian, destroy Japanese fleet.
PLAYER CONTROL selections choose
whether sides are human or computer controlled. These options may be changed during play by selecting the CHANGE
PLAYER/BALANCE option. With these
options you may play through games commanding the side with the most interesting
strategic situation, or replay saved games to
see if you could do better than your opponent
in an identical situation.
You may select one of the above listed scenarios and then randomize it. The orders of
battle, objectives, and starting locations of
the forces will be altered to create a combat
situation where the enemy forces and intentions are unknown. Randomized battles are
recommended for those who wish to recreate
a realistic fog of war.
The computers selection for ships for random battles may be those that actually participated in the historical scenario or those that
were available at that time and could have
participated. Listed below are the carriers
available for each scenario:
EVEN means the game will operate with normal rules for both sides.
BRITISH REINFORCEMENTS
During 1943 and 1944 there is a chance that
British carriers may be deployed in the South
Pacific. As a general rule the British carriers
will be deployed to fill the gaps created by
heavy American carrier losses.
BATTLE PLAN
DELAY
ON
OFF
NONE
LOW
MEDIUM
HIGH
OPTIONS MENU
Japanese/Allied Player
ORDERS
END TURN
SAVE
SETUP
ACCEPT
ORDERS takes you to the Orders Phase
where you issue all orders regarding Task
Force movement and Flight Operations. You
may also examine friendly airfields, sighted
enemy TFs, and evaluate the overall strategic
situation.
END TURN will end the Orders Phase of
each players turn and start the Execution
Phase. During the Execution Phase the computer will move TFs, search aircraft, and strike
aircraft in the directions determined by the
players. All combat for each 20 minute turn
will be displayed and resolved at this time.
SAVE allows you to store the current game
to disk. You will be asked to choose one of
five letters (a-e) to save your game under.
With the keyboard press (a-e) or with a mouse
place the pointer over one of the boxes (a-e)
and click the left mouse button. It might be
helpful to you at this time to keep track of
your saved games.
ACCEPT
Using the mouse, place the mouse pointer
over the box you wish to select and click the
left mouse button. After making your selections, place the mouse pointer over the
ACCEPT box and click the left mouse button.
Using keyboard, you can use the 4 and 6
keys (or the left and right arrow keys) to
move from SOUND to DELAY. Use the 8
and 2 keys (or the up and down arrow keys)
to alter your selection. Press <Enter> to
accept your selections.
SOUND ON/OFF allows you to turn the
sounds of battle on or off. Turning the sound
off will help speed up game play.
DELAY NONE/LOW/MEDIUM/HIGH
determines how long each message will be
displayed on the screen. Play with this to find
the level that works for you.
ACCEPT sets your selections and exits the
menu.
You can also change the sound/delay levels
during the Orders Phase by selecting UTIL
then DELAY using the mouse or by pressing
the F10 key. You can change the levels during the Execution Phase by pressing [Space].
10
TURN SEQUENCE
WIND DIRECTION
CLOUD COVER
At the start of a scenario or battle, white
clouds will be randomly placed on the map.
Each turn the clouds may move a hex or disappear from the map. New clouds may also
appear on the map. If clouds are in a hex with
an enemy TF or land base, then there is a
67% chance that any search or strike aircraft
will not locate the enemy TF or land base.
RADAR REPORTS
ORDERS PHASE
11
GENERAL RULES
TASK FORCE MOVEMENT
TFs will automatically move at maximum
speed in the direction they are pointed. A
TFs speed is always equal to the speed of
the slowest ship in the TF or 30 whichever is
lower. Each turn a TF will gain Movement
Points equal to its TF Speed. When a TF has
accumulated 50 or more Movement Points, it
then spends 50 points and advances one hex
in the direction it is heading. A TF may have
6 possible directions:
12
150-SE
A TF that has a -> symbol next to its mission on the display has enough movement
points to move one hex during the Execution
Phase. A TF that has an * next to its mission on the display is under computer control. These TFs have either completed their
mission, have crippled ships, or have
received a General Withdrawal Order from the
Supreme Commander. The TFs will usually
proceed towards their home base.
210-SW
NIGHT TURNS
270-W
Night TF Movement
Starting with the 2000 turn the game will
continue to have 20 minute turns, however
you will not be able to change any orders
until the next hour unless you hit the space
bar during the turn. Starting at 0400, you will
be able to continue changing orders every 20
minutes.
030-NE
090-E
330-NW
You may alter a TFs direction by 60 degrees
by pressing:
< -60
> +60
To change TF direction using the mouse, move
the pointer over the desired portion of the
direction compass (located on the lower right
side of the screen) and click the left button.
A TF will lose 33% of its accumulated movement points for each 60 degree course change
it makes.
WIND DIRECTION
The wind direction is shown on the TF direction compass as a shaded blue area. This is
the direction the wind is blowing from. The
TFs movement direction must be aligned
with the wind direction if carriers in the TF are
to perform Flight Operations (launch or land
aircraft). If the TFs direction is not aligned
with the wind and Flight Operations are
attempted, then the TF will automatically turn
into the wind. When this occurs the TFs
accumulated movement points will be set to
zero. Whenever a TF performs Flight
Operations, the TF will be unable to change
its direction for the remainder of the turn even
if the TF was aligned with the wind direction
before Flight Operations were attempted.
FUEL CONSUMPTION
Ships will consume their fuel at a rate that
varies with their TFs speed:
TF SPEED
FUEL USE
27+
18-26
9-17
0-8
1 every 4 hours
1 every 6 hours
1 every 12 hours
none
13
ORDERS
At the start of your orders phase, the map will
be displayed. Just below the map are 13
mouse function buttons. These functions
may be performed by moving the pointer
over the desired button and clicking the left
mouse button. Listed below is a brief
description of the mouse function buttons
and their keyboard equivalents:
GENERAL ORDERS MENU
BUTTON
DESCRIPTION
MODE
J,K,I,M
CNTR
Center Cursor
F2
ZOOM
F1
UTIL
Utility Menu
none
PREV
Previous Unit*
none
NEXT
Next Unit*
STAK
If you are in CAP Mode, you will see a display on the right side of the message area
with F3-CAP with six aircraft symbols below
it. If you place the mouse pointer over the
box and click the left mouse button (or press
the F3 key), a display will come up showing
the planes which are on CAP over your TF.
If you are in Strike Mode, the display will
have STRIKE with six aircraft symbols below
it. If you click the right mouse button while
over a hex containing a strike, you will see a
list of the planes on strike missions; clicking
the right mouse button again will give you a
visual display of the strike. Clicking the right
button again will return you to the map. If
you click the left mouse button while over a
hex containing a strike, the Unit Menu will
appear.
Space Bar
P
KEYBOARD
14
DESCRIPTION
KEYBOARD
Carrier Pictures
Compass
CAP
Strike
A,B,C,D
<, >
F3
E
15
MAP ICONS
The following icons may be displayed on the
map:
ICON
DESCRIPTION
Ship (TF)*
Strike*
Examine TF
Examine Strike
KEYBOARD
G
E
16
A window will be displayed showing the following information about the TF:
TF #
TFs mission
Destination
Home Base
List of all ships in the TF with each ships
id (A-Z), ship type, ship name, ships maximum speed, ships current damage level,
ships fire level, and the ships current fuel
level.
DESCRIPTION
KEYBOARD
SUNK
List Types of
Ship Sunk
F8
SCORE
Display Current
Score
F9
VIEW-TF
Show Friendly TF
F5
VIEW-AF
Show Airfield
F6
BATTLE
PLAN
F7
AUTO
MOVE
Computer
Controls TF
Alt/M
EARLY
END
Alt/E
DECLINE
Alt/D
DELAY
F10
SEARCH
ON/OFF
ALT/W
EXIT
Alt/Q
ESC
None
17
18
DESCRIPTION
KEYBOARD
RECALL
STRIKE
Order Strike to
Return to Base/CV
Alt/K
STRIKE AF
Alt/F
STRIKE TF
Select TF Target
Alt/S
F3
LR-CAP
DISP TF
SEARCH
SET TF
SEARCH
LIST TF
SEARCH
F4
REFUEL TF
Refuel TF
Alt/R
MERGE TF
Merge TF
ALT/A
DETACH TF Detach TF
ALT/Z
DISP AF
SEARCH
LIST AF
SEARCH
LIST AF
CAP
F
None
19
20
LR-CAP (L key) allows to you to fly LongRange CAP over other TFs. You may reassign normal CAP groups (those covering
your own carrier TFs or airfields) to fly LongRange CAP over other TFs. Move the map
cursor to the TF you wish to protect. Press
the L key or click the left mouse button and
then select LR-CAP from the Unit Menu. Next
move the map cursor over a carrier TF or an
airfield (which has CAP flying over it) and
press F3 (or click the left mouse button) to
get the TF-CAP Display. Select the group you
wish to fly Long-Range CAP by either pressing the letter (A, B, C, D, etc.) adjacent to the
CAP air group you wish to fly LR-CAP, or
place the mouse pointer over the letter (A, B,
C, D, etc.) and click the left mouse button. A
delay period equal to the range between the
two TFs divided by 2 must elapse before the
Long-Range CAP arrives on station. The CAP
will abandon their station and return to the
carriers when the time in air is greater than
the aircrafts endurance minus range/2.
Note: Aircraft on CAP missions can only be
assigned to Long-Range CAP if the range to
the target is less than or equal to the aircrafts
endurance/2.
DISP TF SEARCH (S key) allows you to
display the search patterns for your aircraft
flying search missions. First place the map
cursor over your TF. Next press the S key
or click the left mouse button and select
DISP TF SEARCH from the Unit Menu. If
your TF has search aircraft out, you will see
white lines displayed on the map coming
from the TF and going out on the planes
search vector. A white circle will be drawn
showing the current location of each plane.
Red lines will appear on the map when the
search planes are returning to their carrier.
21
22
HOTKEYS
The following is a list of Hotkey functions
which do not have a mouse equivalent command:
HOTKEY
DESCRIPTION
Next Airfield
Help Key
FLIGHT OPERATIONS
Each aircraft carrier or land base is allowed
to perform a certain number of Flight
Operations (FOs) per turn. For a fleet aircraft
carrier (CV) the FO limit is 36, for a light aircraft carrier (CVL) the FO limit is 18, and for
a land base the FO limit is equal to its airfield
capacity. The FO limit regulates the number
of aircraft that may be launched or landed in
a single turn. An aircraft carrier may never
launch and land aircraft in the same turn.
Each aircraft carrier in the game will contain
2 to 4 air groups; 1 Fighter Group, 0-2 Dive
Bomber Groups, and 1 Torpedo Bomber
Group.
23
BUTTON
KEY
>>
fuel 1 aircraft.
ORD
MIS
<
<<
>>
>
SET DIR S
DESCRIPTION
TGT-TF S
TGT-AF F
ESC*
24
25
26
SEARCH OPERATIONS
SEARCH VECTORS
Successful search operations are critical to
victory in CARRIER STRIKE. Most of your intelligence on enemy TFs will be provided by
search aircraft. Search aircraft will be launched
from land bases, carrier TFs, or Japanese
TFs equipped with float planes. Each search
aircraft will fly along its assigned search vector out to its maximum range and return
along a slightly different vector (+/- 9 degrees).
Thus each search aircraft covers a 10 degree
arc and 36 aircraft launched simultaneously
from a TF could cover the entire 360 degrees
surrounding the TF.
27
28
29
30
CAP EFFECTIVENESS
CAP is at its peak effectiveness when it
engages less than 3 enemy air groups per
turn. CAP will start to lose effectiveness
when forced to engage numerous enemy air
groups in the same turn. Large fighter
escorts protecting enemy bombers will be
particularly effective at lowering CAP effectiveness. The Time in Air flag will be incremented to reflect CAP exhaustion. Normal
CAP operating from an undamaged carrier
will have its Time in Air flag reset to zero at
the end of the next Orders Phase.
SENDING LONG-RANGE CAP
You may reassign normal CAP groups
(those covering your own carrier TFs) to fly
Long-Range CAP over other TFs. Move the
map cursor to the TF you wish to protect and
press L. When using a mouse, place the
mouse pointer over the TF, click the left button, and then select LR-CAP from the Unit
Menu. Next move the cursor/pointer to a carrier TF and press F3 (or click the left button) to get the TF-CAP Display. Select the
group you wish to fly Long-Range CAP. A
delay period equal to the range between the
two TFs divided by 2 must elapse before the
LR-CAP arrives on station. The CAP will
abandon their station and return to the carriers when Time in Air is greater than
Endurance minus Range/2. Note: Aircraft on
CAP missions can only be assigned to LongRange CAP if the range to the target is less
than or equal to the aircrafts endurance/2.
31
AIR STRIKES
LAUNCHING AIR STRIKES
Air strikes may be formed to attack enemy
ships or airfields. Air strikes are formed by
launching bombers and fighter escorts while
in the Flight Operations Display. Targets are
assigned to the current strike by clicking
the TGT-TF or TGT-AF buttons on the Flight
Operations Display and then selecting from
the list of eligible targets.
Before launching aircraft, you should verify
that the group has the proper mission
assigned. When a group has aircraft in
Ready-On-Deck status, you may assign it a
new mission by clicking the MIS button or
pressing H. When the correct mission
(CAP, Search, or Strike) appears at the top of
the Flight Operations Display, you are then
ready to launch aircraft.
You may place numerous air groups from
different carriers in the same TF into a combined strike if you choose the same target. In
the Mission Display box on the Flight
Operations Display, you will see the type of
aircraft and the number being launched currently, followed by a colon and a second
number which is the total number of aircraft
in the strike.
32
AVAILABLE ORDNANCE
Fighter Bomber
Dive Bomber
Allied:
AIRCRAFT TYPE
AVAILABLE ORDNANCE
Fighter Bomber
Dive Bomber
STRIKE MOVEMENT
At the end of each turn, most normally
loaded strikes will move toward their targets
at a speed of two hexes per turn or 102
miles/six hexes every hour/3 turns (2-2-2).
Strikes containing heavily loaded aircraft
will move only 1 hex every third turn and two
hexes on the other turns or 85 miles/5 hexes
every hour/3 turns (2-2-1). Strikes containing normally loaded or empty TBD
Devastators may never fly faster than the 85
mph or (2-2-1) rate. Strikes containing
heavily loaded TBDs will only move 68
miles/4 hexes every hour/3 turns (2-1-1).
33
34
AIRCRAFT DITCHING
Whenever an air groups Time in Air exceeds
the aircrafts Endurance, its aircraft will start
to ditch in the following manner:
Time in Air = Endurance + 1
AIRFIELDS
Airfields are located on bases shown on the
map with either American or Japanese flags
displaying which player controls the base.
The airfields aircraft missions are automatically controlled by the computer with a few
exceptions explained below:
The computer controls launching CAP,
Search, and Strike missions. However, once
launched, you may change the Strike missions target by entering Strike Mode (if
using a mouse ) and placing the map cursor
over the strike. Next press Alt/S or click the
left mouse button to bring up the Unit Menu
and select STRIKE TF or STRIKE AF. Then
you may select another target on the Select
Target Display.
You may recall an airfield strike by entering Strike Mode (if using a mouse) and placing the map cursor over the strike. Press
Alt/K or press the left mouse button to get the
Unit Menu and then select RECALL STRIKE.
You may assign airfield aircraft on CAP
missions to Long-Range CAP missions.
Place the map cursor over the hex (TF or AF)
you wish to place L-R CAP over. Press L or
click the left mouse button to enter the Unit
Menu. Select L-R CAP. Next move the map
cursor over the airfield and press the A key
or the left mouse button to list the CAP over
the airfield. Select the Air Groups you wish to
provide L-R CAP.
When you place the cursor over an airfield
you may access four different displays. Using
a mouse you must click the left mouse button
and bring up the Unit Menu first or if using
35
36
LANDING AIRCRAFT
After you have completed your orders and
ended your turn, the computer may perform
Automatic Landing Operations (ALOs). ALOs
will occur if there are returning aircraft waiting to land and the carrier did not perform
any launches during the turn and aircraft On
Deck is less than the FO limit. When aircraft
land they will be immediately lowered to the
hangar unless all Elevator Operations have
been used up. There are two different ALO
procedures the computer may use for landing
aircraft:
Limited Deck Space Procedure is used if
there are aircraft on deck at the start of the
ALO phase.
A Clear Deck Procedure is used if the deck
is clear at the start of the ALO phase.
EMERGENCY LANDINGS
If a carrier is sunk or damaged, then aircraft
assigned to that carrier may be forced to
make an emergency landing on another
carrier or airfield. Aircraft may divert if its
home carrier has:
been sunk
flight deck damage of 2 or more
flotation damage of 67 or more
a fire level of 10 or more
the aircraft is returning from a Strike mission and its remaining endurance is less than
the fire level of the home carrier
the aircraft is returning from a Strike mission and its remaining endurance is less than
the flight deck damage of the home carrier
the aircraft is returning from a Search mission and has zero remaining endurance
37
COMBAT
AIR GROUP DISRUPTION
CAP and strike air groups become disrupted
when engaging in air-to-air combat or when
attacked by enemy flak. Disruption is a percentage of lost effectiveness. Disruption
will never exceed 90%. Disruption is gained
differently for the following types of combat:
CAP COORDINATION LOSS DISRUPTION
When more than one CAP group is engaging
an air strike, the first group will suffer no
penalty. The second group will gain disruption points equal to the number of fighters in
the first group. The third group will gain disruption equal to the number of fighters in the
first two groups, etc. A CAP group will suffer
coordination loss disruption before it
engages in air-to-air combat. During 1944
Allied CAP groups will not suffer any coordination loss penalties. The Allies had developed an outstanding system of fighter direction by this time in the war.
38
AIR-TO-AIR COMBAT
When an air strike locates its target, it must
engage enemy CAP fighters in air-to-air
combat before attacking the TF/airfield. After
the strike has attacked the target, there is a
1% chance that the CAP will again engage
the strike. Each CAP fighter group will attack
each strike air group in the following order:
Fighters
Fighter-Bombers
Dive Bombers
Torpedo Bombers
Tac-Bombers
Heavy Bombers
the cannon and durability ratings are compared to determine if the plane is damaged or
destroyed.
AIR-TO-SEA COMBAT
During air to sea combat each bomber group
in the strike will be subjected to flak attack
and then the surviving bombers will select a
target and attack with bombs or torpedoes.
FLAK COMBAT
Task Force Flak Strength is calculated by
adding the flak ratings of each effective gun
in the target TF. The effective flak strength of
a ship is equal to the Number of Guns x Flak
Rating x (100-Ship Damage Level)/100. Flak
is halved between 1700 and 0700 hours. The
amount of flak from airfield AA guns is
reduced 10% per airfield damage level up to
a maximum of 90%. Flak strength of ships is
modified according to the nationality of the
ship and the date of the scenario:
NATIONALITY/DATE
In determining which aircraft are hit in air-toair combat, the dogfight ratings and pilot
experience are compared. If a hit is determined,
Japanese Ship
British Ship
USN Ship (Jul-Dec 42)
USN Ship (1943-1944)
FLAK MULTIPLIER
x 0.75
x 1.0
x 1.10
x 1.25
39
CV,CVL
BB,BC
CA,CL,CLAA,CS
DD,DE,APD
AP,AO
SELECTION VALUE
150
15
5
1
4
CV,CVL,BB,BC,CS
CA,CL,CLAA
DD,DE,APD
AP,AO
EVASION MODIFIER
x3
x5
x6
x1
40
fighter*
fighter-bomber
dive bomber
torpedo bomber
tac-bomber
heavy bomber
patrol bomber
ACCURACY RATINGS
5
9
8
7
1
8
WEAPON TYPE
ACCURACY RATING
22
34
42
60
60
60
DAMAGE
SHIP DAMAGE
All ships in the game may suffer flotation
damage and fires. Aircraft carriers may suffer
flight deck damage. Ships receive primary
damage whenever they are hit by a torpedo,
bomb, or gun shell. Ships may receive secondary damage from fires or explosions
resulting from fires. Ships may repair their
damage and put out fires during the course
of the game.
ARMOR PENETRATION
Shells, bombs, and torpedoes can cause
much greater damage if they successfully
penetrate a ships armor. An armor penetra-
Mk-13 Torpedo
Mk.XII Torpedo
Type 91 Torpedo
1000 lb Bomb
500 lb Bomb
250 kg Bomb
HE Bomb
WARHEAD RATING
60
39
45
47
24
25
10
PRIMARY DAMAGE
Whenever a ship is hit by any type of
weapon, it will gain 1 flotation damage point
before any other factors are checked. Carriers
will receive 1 point of flight deck damage if
Random (100) < Warhead.
If the warhead penetrates the armor, the ship
will receive the following additional flotation
damage: Random (Warhead) x Random (40) /
Durability
There is a 5% chance that any penetration
will be a critical hit. Critical hits will cause
the above flotation damage to be doubled
and an additional Random (20) fire points to
be added.
If the flotation damage for one hit exceeds
33, then the damage for that hit will be
reduced to 33 and an additional Random (10)
fire points will be added.
41
42
AIRFIELD DAMAGE
Airfields may be damaged by either naval or
air bombardment. Damage for each type of
attack is described below.
DAMAGE FROM NAVAL BOMBARDMENT
During the Naval Bombardment Phase, any
Bombardment TF which is in its destination
hex, will automatically bombard the enemy
airfield. During naval bombardment the four
largest ships in the bombarding TF will fire
each of their primary guns four times. Each
four shot salvo will land randomly in the target area. If the shot lands on some critical
point of the airfield, then airfield or aircraft
damage points will be added. The number of
damage points added will vary with the size
of the gun being fired. After the bombardment is completed, the level of airfield damage and the number of aircraft destroyed will
be calculated. Ships firing during a naval
bombardment will spend 2 ammunition
points.
DAMAGE FROM AIR BOMBARDMENT
For airfield bombing attacks, the number of
bombers that successfully release their
bombs in the target area is equal to:
Total Bombers x (100-Disruption)/100 x
Bomber Experience/100
If the bomber is carrying HE Bombs, 500 lb
Bombs, or 250 kg Bombs, then the number
of bombs released is equal to the bombers
load rating divided by 5. If the bomber is carrying 1000 lb bombs, then the number
released is equal to the bombers load rating
divided by 10. The bombs will land randomly
43
SURFACE COMBAT
Surface combat may occur when Surface
Combat or Bombardment TFs occupy the
same hex as an enemy TF. For surface combat to occur a Surface Combat or Bombardment TF must be eligible to initiate the combat. Surface combat may not be initiated by a
TF if any of the following is true:
The TF is retiring due to mission completion, crippled ships, or a General Withdrawal
ordered by the Supreme Commander.
One or more of the ships in the TF has less
than 6 ammunition points remaining.
The TF was disrupted by an air strike on
the previous turn.
SURFACE COMBAT RESOLUTION
Surface combat consists of one or more
rounds in which each ship has a chance to
fire. When surface combat begins, a starting
range will be determined. During daylight
turns the starting range will be equal to 20 +
Random (15). During night turns the starting
range will be 5+Random (15). After each
round of combat, the range will be adjusted
and another round will be fought if the TFs
are still in range. During daylight the maximum range is 35 (thousand yards). During
the night the maximum range is 20.
44
CA
CL
DD
DE
4
2
2
2
CL
CLAA
DD
2
2
1
Note: Most Japanese cruisers and destroyers carried extra torpedoes and had the ability to reload during a battle.
After one or more rounds of combat, the initiating TF may be forced to try to disengage.
When this happens both of the TF will
diverge at the maximum rate. The following
factors will cause the initiating TF to disengage:
Any ship in the TF has less than 6 ammunition points after firing.
The range falls below 5 for a night battle or
10 for a daylight battle.
One or more ships in the initiating TF is
sunk.
NAVAL BOMBARDMENT
During the Naval Bombardment Phase, any
Bombardment TF which is in its mission
destination hex will automatically bombard
the enemy airfield. During naval bombardment the four largest ships in the bombarding TF will fire each of their primary guns
four times. Each four shot salvo will land
randomly in the target area. If the shot lands
on some critical point of the airfield, then
airfield or aircraft damage points will be
added. The number of damage points added
will vary with the size of the gun being fired.
After the bombardment is completed, the
level of airfield damage and the number of
aircraft destroyed will be calculated. Ships
firing during a naval bombardment will
spend 2 ammunition points.
UNLOADING TRANSPORTS
During the Unloading Transports Phase, any
transport which is in its mission destination
hex will automatically unload one point of
cargo per turn. A TF which is unloading has
its movement points set to zero, which means
the transport will not leave the hex until it has
unloaded all of its cargo. Depending upon
SUBMARINE COMBAT
Submarine attacks may happen at the end of
each Execution Phase. Submarines for both
sides are controlled by the computer.
Submarines will never be displayed on the
map. When a submarine contacts a TF, it will
select a target and fire a spread of torpedoes.
The submarine may then be attacked by
destroyers in the TF.
The following factors will reduce the threat of
enemy submarines:
fast TFs will be harder to contact
fast ships will be harder to hit
more search planes will make a TF harder
to contact (nearby submarines must dive to
avoid detection)
moving in open sea hexes will make the TF
harder to contact
more destroyers will make the target
harder to hit and increase the chance of damaging or destroying the submarine
night turns will make a TF harder to contact
Following each submarine attack the destroyers in the TF will counterattack. Points will be
scored for each submarine damaged or
destroyed.
45
46
GENERAL WITHDRAWAL
END OF BATTLE
You are assigned the critical role of commanding your nations naval forces. If you
suffer heavy carrier losses or your missions
are completed or aborted, your navys
Supreme Commander may order a General
Withdrawal. When a General Withdrawal has
been ordered, you can no longer control the
movement of your TFs though you may still
control their Flight Operations. When a
General Withdrawal has been ordered, all of
your TFs will automatically retire towards
their home port.
Japanese aircraft destroyed for each aircraft type for the current battle and the campaign
Press a key or click the mouse button to continue to the next menu which gives you the
following information:
Press a key or click the mouse button to continue to the next menu which gives you the
options listed next in the Home Port Phase.
47
REPAIR PHASE
SHIP REPAIRS
During each Repair Phase a ship may repair
a maximum of 1 flotation damage point and
put out a maximum of 1 fire. Carriers may
repair a maximum of 1 flight deck damage
point.
A ship will repair 1 flotation damage point if
Random (200) < Flotation Damage. A ship
will put out 1 fire if Random (150) > Flotation
Damage. A carrier will always repair 1 flight
deck damage point per turn.
AIRCRAFT REPAIRS
Damaged aircraft may be repaired during the
2200, 2220, 2240, 2300, 2320, and 2340
game turns. Each air group may repair 1 aircraft per turn; a maximum of 6 aircraft may
be repaired during the night.
AIRFIELD REPAIRS
One airfield damage point will be repaired
every six hours. Repairs will occur at 0000,
0600, 1200, and 1800 hours.
SCORING
The scoring system is divided in two categories: Mission Points and Damage Points.
Mission Points are scored for successfully
unloading transports and bombing or bombarding enemy airfields. Damage Points are
scored for damaging or sinking enemy ships.
1. One Mission Point is scored for each cargo
point unloaded at a Transport TFs destination.
2. Ten Mission Points are scored for each
enemy airfield damage level that occurs during the battle. If the airfield is Port Moresby,
48
CAMPAIGN PROGRESS
TUTORIAL
49
50
51
52
In the Execution Phase Japanese carrier aircraft attacked Midway. Search planes from
Midway and TF51 supposedly located two
enemy TFs.
Place the pointer in the ORDERS box in the
Options Menu and press the left button if
ORDERS is not already highlighted in yellow.
Place the pointer over the ACCEPT box and
press the left button (press the <Enter> key).
It is now the 0620 turn. Note: Due to the
games randomization your game may be
slightly different. If you have not sighted a
Japanese TF by now, end the turn and keep
doing so until you sight one. An Allied Strike
icon is a few hexes from Midway. Using a
mouse place the pointer over the MODE box
and click the left button twice to put you in
MODE: STRIKE. Place the pointer over the
Strike icon and click the left button. Now
click the right button (press E key) to display the planes in the strike. Click the right
button (press ESC or space bar) to exit the
display. You will now see a view of the
planes in the strike. Click the right button
(press ESC or space bar) to exit.
Place the pointer in the MODE box and click
until MODE: TF appears. Place the pointer or
move the cursor to TF51. Click the left
mouse button. In the Flight Operations
Display place the pointer in the B Scout 6
Air Group box and click the left button (press
B key). Press the ? key. Place the pointer
in the box labeled MIS with the H command. Click the left button twice (press the
53
54
the start of a battle about the enemys location, strength, or intentions. The scenarios
are not totally random. The battles are fought
with ships and planes that are available at the
time period of the battle.
SEARCH OPERATIONS
DESIGNERS NOTES
CARRIER STRIKE was designed to provide an
infinite number of random carrier battles
that can be linked together as a two year
historical campaign. The random factor is
crucial in creating an authentic fog of war.
You can only fight the battle of Midway so
many times before all of the mystery is eliminated. In CARRIER STRIKE you are never sure at
THE CAMPAIGN
Except for Marianas, all of the scenarios
included in the game may be used as starting
points for a Campaign Game. The campaign
allows you to fight up to one battle a month
until the June 1944 ending. Ships sunk or
damaged in battle will be unavailable later in
the campaign. You cannot afford to use your
ships like theres no tomorrow.
AIR STRIKES
The best laid plans often run astray or
Murphys law rules supreme. The system
for resolving air strikes against enemy ships
contains so much luck that almost anything
can happen. Your intentions are most frequently foiled when your strikes encounter
the wrong enemy TF. Large strikes of 60 or
more aircraft may split up, with some groups
attacking the wrong TF while the rest continue towards the desired target. Strikes of
100 or more aircraft may split up several
times while flying towards their target.
Smaller strikes will not split up but the whole
strike may attack the wrong target.
GENERAL WITHDRAWAL
The General Withdrawal rule was placed into
the game to help further simulate the actual
conditions that existed during wartime. Most
players usually play over aggressively in
wargame simulations which tends to lead to
excessive casualties and produce ahistorical
results. Eliminating the entire enemy carrier
force would lead to a fast and rather boring
Campaign Game with some months being
skipped due to the lack of enemy carriers.
55
56
TACTICAL NOTES
SEARCHING FOR ENEMY TF
Finding the enemy is the first step in any carrier engagement and a full search effort
should be well underway by 0600 each day.
As the Japanese player you have a distinct
advantage in this area due to the ability to
use float planes, thus saving carrier bombers
for combat while the Allied player is forced to
send carrier planes (SBDs in 1942) to find
the enemy. Two Japanese Task Forces each
with 8-12 float planes is more than sufficient
to set up a good search pattern. Players
should work towards setting up a search pattern that covers a 135 to 180 degree arc away
from friendly carriers. In two turns two
Japanese Task Forces can usually launch 1618 planes in such a way to cover this area.
When playing on the South Pacific map during randomly generated battles, it is a good
bet that the Allied player is going to be either
south, southeast, or east of your position at
the beginning of the battle (when fighting in
early to mid 1942 they may be to the southwest). Thus a 180 degree arc should be more
than sufficient (beware of surprises at
Midway). Be sure to keep enough float
planes in reserve so that you can dispatch
follow up patrols to check out any reported
spotting. Be sure to check up on your search
planes, for if search planes begin to disappear you can bet that they have flown over
enemy carriers and have been shot down by
CAP. If this happens immediately send several new search patrols to the area. If you are
unlucky enough to not have more than one
Task Force capable of launching float planes
you should consider using 5-10 divebombers from a carrier to augment your
search. Remember that before you have radar
ESPIRITU SANTO
NOENI
61
51
40
1
43
49
39
28
22
64
TULAGI
MUNDA
PORT MORESBY
TOWNSVILLE
DOBODURA
MILNE BAY
KIRIWINA
LAE
CHARTER TOWERS
TOROKINA
SHORTLAND
BUIN
BUKA IS.
RABAUL
GREEN IS.
KAVIENG
EMIRAU IS.
MANUS IS.
TASSAFARONGA
44
34
23
37
79
73
52
55
55
97
TOWNSVILLE
PORT MORESBY
MILNE BAY
HENDERSON FIELD
ESPIRITU SANTO
HENDERSON FIELD
34
13
21
58
100
51
41
30
28
70
BUKA IS.
RABAUL
TRUK
RANGE
RANGE TABLE
TABLE
TRUK
LAE
CORAL SEA,
EASTERN
SOLOMONS,
AND
TOROKINA
58
TASSAFARONGA
SHORTLAND
57
MARIANAS
MIDWAY
PALAU
WAKE IS.
YAP
ULITHI
IWO JIMA
GUAM
TINIAN
ROTA
SAIPAN
ENIWETOK
SAIPAN
100
64
PALAU
MIDWAY
87
51
YAP
77
41
ULITHI
63
1
TINIAN
RANGE TABLE
TABLE
RANGE
44
52
WAKE
62
5
ROTA
60
ENIWETOK
63
9
GUAM
MIDWAY
FRENCH FRIGATE SHOALS
RANGE TABLE
TABLE
RANGE
59
61
62
This article is reprinted from Strategy & Tactics #51 with permission from Decision Games. Inquiries
about Strategy & Tactics should be directed to Decision Games, P.O. Box 4049, Lancaster, CA 93539.
same time, France completed one carrier and started two more, while
Germany started one. Of the major
seapowers, only Italy showed no interest in the new weapon.
Naval officers differed about how
carriers should be built and used.
Battleship admirals wanted to relegate
naval aircraft to the task of spotting
for their big guns, while naval aviators
wanted to develop aircraft as ship
sinking weapons. In the United
States, naval aviators joined in antagonistic cooperation with the airman,
General Billy Mitchell, to prove that
aircraft could sink an unmanned exGerman battleship, but successfully
fought Mitchells idea that naval air
should be separated from the navy to
become a part of a unified independent airforce. In Japan, too, the naval
air arm developed as a part of the
navy. Each of these navies looked at
the other as the most likely enemy,
and planned to use the aircraft in their
carriers to help achieve command of
the air and sea in the Pacific Ocean
fleet actions. Since the Japanese were
expected to be on the defensive, it was
believed they would have the advantage of using land-based aircraft in
addition to carrier-based aircraft. The
Americans planned to use carrier aircraft to wrest control of the air from
the Japanese combination. Both sides
built carriers that could carry a large
number of aircraft, built carrier aircraft
63
64
65
66
67
68
69
70
71
72
the places through which reinforcements could be staged. Then the fast
carriers joined forces with escort carriers accompanying the invasion fleet to
support the landing and to give ground
support, as necessary, throughout the
battle. During the battle and after, the
carriers sailed back to hit the staging
bases again.
During every part of the first campaigns, the fleet of fast carriers, supported by a number of fast battleships
as anti-aircraft ships, had to be prepared to turn from its immediate task
to fight the main Japanese fleet if it
came out to oppose the landing. The
Japanese fleet did sortie to defend the
Marianas and then Leyte and thereby
brought on the last two big naval
battles of war.
When the Americans struck at the
Marianas, the Japanese had been conserving their naval airpower for six
months in an effort to make up for
earlier losses. They had built up an
impressive number of carrier planes in
the fleet and of land based planes in
the Marianas and other bases. Their
pilots, however, were still inadequately
trained when the Americans struck.
The Japanese had planned a coordinated attack by land- and carrierbased planes on the American fleet,
but their land-based planes had been
mostly destroyed by the time their carriers got into position to launch. The
Japanese aircraft took off from a position out of American aircraft range.
Their raids were strung out and the
73
74
75
76
SINKING CARRIERS
Before the war, a major question
was whether aircraft could sink a
manned, fighting battleship. By the
end of the war, there was no doubt
that they could. But during the war,
carrier aircraft were more often
engaged in trying to sink enemy carriers, a task that also engaged landbased aircraft and submarines. The
question then became, How much
does it take to sink a carrier? It is
impossible to give a single answer.
Battle damage never simply sank a
carrier. Hull damage which resulted in
flooding was countered by compartmentization and counter-flooding. Fire
was the worst enemy. Fire could drive
the crew from a part of a ship. Fire set
off secondary explosions of ordnance
or fuel. Explosions not only caused
hull damage but also ruptured water
lines, gas lines and fuel storage tanks.
Generally, ships did not sink until
sometime after a fire had forced the
crew off. Frequently, a carrier had to
be sunk by torpedoes fired at it after it
had been abandoned. The number
and kind of hits that were necessary to
cause fatal damage was extremely variable. The Japanese Taiho was hit by a
single submarine torpedo (larger than
an airborne torpedo) which did minor
structural damage. But it ruptured a
fuel line which allowed gasoline vapor
to spread throughout the ship,
through a mistakenly opened ventilation system. Then a spark blew the
ship up.
77
78
DESCRIPTION
AA
AF
ALO
AP
ap
Anti-Aircraft
Airfield
Automatic Landing Operation
Armor Piercing 1000 lb Bombs
Armor Piercing 500 lb,
250 kg Bombs
Australian
Available
British
Carrier Air Group
Cannon
Combat Air Patrol
Dogfight
Durability
Endurance
Flight Operations
Fueled
High Explosive
In the Hangar
Japanese Navy
Long-Range
Nationality
New Zealand
Operations
Ordnance
Priority Search Direction
Ready on Deck
Selection Value
Task Force
Torpedo
Unready on Deck
United States Navy
AUS
Avail
BR
CAG
Can
CAP
Dog
Durab
End
FO
FU
HE
HG
JN
L-R
Nat
NZ
Ops
ORD
PSD
RD
SV
TF
Torp
UD
USN
FLAK MODIFIERS
WEAPON TYPE
AIRCRAFT TYPE
ACCURACY RATING
Mk-13 Torpedo
22
Japanese Ship
x 0.75
Mk.XII Torpedo
34
British Ship
x 1.0
Type 91 Torpedo
42
1000 lb Bomb
60
SELECTION VALUE
CV,CVL
150
BB,BC
15
CA,CL,CLAA,CS
DD,DE,APD
AP,AO
500 lb Bomb
60
250 kg Bomb
60
250 kg Bomb
HE Bomb
Dive Bomber
250 kg Bomb
HE Bomb
Torpedo Bomber
250 kg Bomb
HE Bomb
Type 91 Torpedo*
Medium Bomber
250 kg Bomb
HE Bomb
Type 91 Torpedo*
EVASION MODIFIER
CV,CVL,BB,BC,CS
x3
CA,CL,CLAA
x5
Fighter Bomber
500 lb Bomb
HE Bomb
Dive Bomber
500 lb Bomb
HE Bomb
1000 lb Bomb*
Torpedo Bomber
500 lb Bomb
HE Bomb
Mk.13 Torpedo*#
Medium Bomber
500 lb Bomb
HE Bomb
Mk.13 Torpedo*#
Heavy Bomber
500 lb Bomb
HE Bomb
1000 lb Bomb*
AVAILABLE ORDNANCE
Fighter Bomber
AVAILABLE ORDNANCE
DD,DE,APD
x6
FUEL CONSUMPTION
AP,AO
x1
TF SPEED
ACCURACY RATINGS
fighter*
fighter-bomber
dive bomber
torpedo bomber
tac-bomber
heavy bomber
patrol bomber
FUEL USE
27+
1 every 4 hours
18-26
1 every 6 hours
9-17
1 every 12 hours
0-8
none
79
80
ALLIED AIRCRAFT
ALLIED FIGHTER
ALLIED FIGHTER
ALLIED FIGHTER
ALLIED FIGHTER
F2A BUFFALO
F4F WILDCAT
P-36A
P-38F LIGHTNING
DOG: 17
CAN: 8
LOAD: 0
RNG: 10
DURAB: 19
DOG: 19
CAN: 12
LOAD: 5
RNG: 12
DURAB: 20
DOG: 19
CAN: 3
LOAD: 0
RNG: 9
DURAB: 9
DOG: 20
CAN: 12
LOAD: 20
RNG: 18
DURAB: 37
ALLIED FIGHTER
ALLIED FIGHTER
ALLIED FIGHTER
ALLIED FIGHTER
F6F HELLCAT
FULMAR
P-39 AIRCOBRA
P-40 WARHAWK
DOG: 22
CAN: 12
LOAD: 20
RNG: 18
DURAB: 27
DOG: 18
CAN: 8
LOAD: 5
RNG: 10
DURAB: 20
DOG: 17
CAN: 13
LOAD: 0
RNG: 8
DURAB: 25
DOG: 19
CAN: 8
LOAD: 10
RNG: 14
DURAB: 24
ALLIED FIGHTER
ALLIED FIGHTER
ALLIED FIGHTER
ALLIED FIGHTER
GLADIATOR
HURRICANE I FIGHTER
P-51 MUSTANG
SEAFIRE
DOG: 17
CAN: 4
LOAD: 0
RNG: 10
DURAB: 17
DOG: 18
CAN: 8
LOAD: 0
RNG: 9
DURAB: 20
DOG: 25
CAN: 12
LOAD: 20
RNG: 40
DURAB: 33
DOG: 24
CAN: 12
LOAD: 0
RNG: 9
DURAB: 24
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
81
82
ALLIED FIGHTER
SPITFIRE IX
CA-3 WIRRAWAY
P-38J LIGHTNING
P-47 THUNDERBOLT
DOG: 25
CAN: 12
LOAD: 0
RNG: 8
DURAB: 27
DOG: 12
CAN: 6
LOAD: 5
RNG: 9
DURAB: 20
DOG: 22
CAN: 12
LOAD: 40
RNG: 35
DURAB: 37
DOG: 24
CAN: 16
LOAD: 25
RNG: 20
DURAB: 39
CA-12 BOOMERANG
F4U CORSAIR
SB2C HELLDIVER
SB2U VINDACTOR
DOG: 21
CAN: 16
LOAD: 5
RNG: 14
DURAB: 30
DOG: 23
CAN: 12
LOAD: 20
RNG: 14
DURAB: 26
DOG: 10
CAN: 6
LOAD: 13
RNG: 15
DURAB: 22
DOG: 9
CAN: 2
LOAD: 12
RNG: 14
DURAB: 16
FM2 WILDCAT
MOSQUITO FB-VI
SBD DAUNTLESS
ALBACORE
DOG: 20
CAN: 12
LOAD: 6
RNG: 13
DURAB: 24
DOG: 19
CAN: 20
LOAD: 20
RNG: 20
DURAB: 37
DOG: 13
CAN: 4
LOAD: 12
RNG: 14
DURAB: 22
DOG: 8
CAN: 2
LOAD: 16
RNG: 15
DURAB: 20
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
83
84
BARRACUDA
SWORDFISH
A-20 BOSTON
A-26 INVADER
DOG: 10
CAN: 2
LOAD: 17
RNG: 11
DURAB: 30
DOG: 6
CAN: 1
LOAD: 16
RNG: 10
DURAB: 18
DOG: 10
CAN: 12
LOAD: 20
RNG: 18
DURAB: 36
DOG: 13
CAN: 16
LOAD: 60
RNG: 18
DURAB: 64
TBD DEVASTATOR
TBF AVENGER
B-18A
B-25 MITCHELL
DOG: 4
CAN: 2
LOAD: 10
RNG: 11
DURAB: 18
DOG: 11
CAN: 4
LOAD: 20
RNG: 16
DURAB: 23
DOG: 2
CAN: 2
LOAD: 65
RNG: 15
DURAB: 30
DOG: 4
CAN: 6
LOAD: 52
RNG: 30
DURAB: 43
TBM AVENGER
VILDEBEAST
B-26 MARAUDER
BEAUFIGHTER
DOG: 11
CAN: 4
LOAD: 20
RNG: 16
DURAB: 26
DOG: 3
CAN: 2
LOAD: 22
RNG: 9
DURAB: 9
DOG: 9
CAN: 8
LOAD: 48
RNG: 16
DURAB: 45
DOG: 13
CAN: 16
LOAD: 21
RNG: 20
DURAB: 39
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
85
86
ALLIED PATROL
BEAUFORT
BLENHEIM
B-29
SUPERFORTRESS
HUDSON
DOG: 7
CAN: 3
LOAD: 20
RNG: 20
DURAB: 26
DOG: 7
CAN: 1
LOAD: 10
RNG: 20
DURAB: 34
DOG: 1
CAN: 16
LOAD: 150
RNG: 50
DURAB: 75
DOG: 10
CAN: 2
LOAD: 7
RNG: 25
DURAB: 32
ALLIED PATROL
ALLIED PATROL
VENGEANCE
WELLINGTON
PBY CATALINA
SUNDERLAND
DOG: 10
CAN: 8
LOAD: 20
RNG: 25
DURAB: 20
DOG: 6
CAN: 2
LOAD: 45
RNG: 28
DURAB: 45
DOG: 2
CAN: 1
LOAD: 40
RNG: 44
DURAB: 45
DOG: 1
CAN: 4
LOAD: 49
RNG: 44
DURAB: 62
ALLIED TRANSPORT
ALLIED TRANSPORT
B-17 FORTRESS
B-24 LIBERATOR
C-47 DAKOTA
DH-84
DOG: 1
CAN: 11
LOAD: 60
RNG: 40
DURAB: 80
DOG: 1
CAN: 9
LOAD: 90
RNG: 35
DURAB: 60
DOG: 11
CAN: 0
LOAD: 40
RNG: 20
DURAB: 20
DOG: 10
CAN: 0
LOAD: 40
RNG: 25
DURAB: 15
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
87
88
JAPANESE AIRCRAFT
JAPANESE FIGHTER
JAPANESE FIGHTER
JAPANESE FIGHTER
JAPANESE FIGHTER
A5M CLAUDE
A6M2 ZERO
Ki-43-I OSCAR
Ki-61 TONY
DOG: 19
CAN: 2
LOAD: 1
RNG: 10
DURAB: 7
DOG: 22
CAN: 8
LOAD: 1
RNG: 40
DURAB: 7
DOG: 21
CAN: 4
LOAD: 1
RNG: 10
DURAB: 7
DOG: 20
CAN: 8
LOAD: 2
RNG: 10
DURAB: 20
JAPANESE FIGHTER
JAPANESE FIGHTER
JAPANESE FIGHTER
A6M5 ZERO
J1N1 IRVING
Ki-102 RANDY
A6M8 ZEKE
DOG: 23
CAN: 11
LOAD: 1
RNG: 20
DURAB: 18
DOG: 18
CAN: 16
LOAD: 0
RNG: 20
DURAB: 38
DOG: 21
CAN: 16
LOAD: 0
RNG: 15
DURAB: 34
DOG: 14
CAN: 11
LOAD: 4
RNG: 16
DURAB: 18
JAPANESE FIGHTER
JAPANESE FIGHTER
J2M JACK
Ki-27 NATE
Ki-43-II OSCAR
Ki-44 TOJO
DOG: 20
CAN: 16
LOAD: 0
RNG: 15
DURAB: 22
DOG: 19
CAN: 2
LOAD: 2
RNG: 9
DURAB: 7
DOG: 22
CAN: 4
LOAD: 10
RNG: 14
DURAB: 14
DOG: 20
CAN: 8
LOAD: 4
RNG: 14
DURAB: 19
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
89
90
Ki-45 NICK
Ki-84 FRANK
B6N JILL
B7A GRACE
DOG: 17
CAN: 7
LOAD: 11
RNG: 20
DURAB: 36
DOG: 21
CAN: 12
LOAD: 11
RNG: 15
DURAB: 21
DOG: 12
CAN: 1
LOAD: 16
RNG: 24
DURAB: 13
DOG: 17
CAN: 4
LOAD: 18
RNG: 24
DURAB: 25
N1K2 GEORGE
D3A VAL
G3M NELL
G4M BETTY
DOG: 22
CAN: 16
LOAD: 11
RNG: 15
DURAB: 23
DOG: 11
CAN: 2
LOAD: 8
RNG: 16
DURAB: 10
DOG: 7
CAN: 6
LOAD: 17
RNG: 30
DURAB: 12
DOG: 7
CAN: 7
LOAD: 18
RNG: 45
DURAB: 13
D4Y JUDY
B5N KATE
Ki-21 SALLY
Ki-32 MARY
DOG: 13
CAN: 3
LOAD: 11
RNG: 17
DURAB: 12
DOG: 11
CAN: 3
LOAD: 16
RNG: 17
DURAB: 11
DOG: 9
CAN: 6
LOAD: 22
RNG: 24
DURAB: 38
DOG: 11
CAN: 4
LOAD: 10
RNG: 14
DURAB: 19
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
91
92
Ki-48 LILY
Ki-49 HELEN
E13A1 JAKE
F1M2 PETE
DOG: 10
CAN: 2
LOAD: 9
RNG: 19
DURAB: 20
DOG: 10
CAN: 7
LOAD: 22
RNG: 25
DURAB: 40
DOG: 9
CAN: 1
LOAD: 0
RNG: 16
DURAB: 9
DOG: 7
CAN: 3
LOAD: 0
RNG: 12
DURAB: 8
JAPANESE PATROL
JAPANESE PATROL
Ki-51 SONIA
Ki-67 PEGGY
H6K MAVIS
H8K EMILY
DOG: 12
CAN: 4
LOAD: 4
RNG: 10
DURAB: 24
DOG: 14
CAN: 10
LOAD: 18
RNG: 28
DURAB: 43
DOG: 1
CAN: 6
LOAD: 22
RNG: 44
DURAB: 44
DOG: 1
CAN: 16
LOAD: 44
RNG: 44
DURAB: 66
JAPANESE PATROL
P1Y FRANCES
E8N2 DAVE
Ki-46 DINAH
DOG: 10
CAN: 4
LOAD: 22
RNG: 38
DURAB: 39
DOG: 6
CAN: 2
LOAD: 0
RNG: 14
DURAB: 8
DOG: 17
CAN: 1
LOAD: 0
RNG: 24
DURAB: 15
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
93
94
WEAPON DATA
NAME
TYPE
18.1/45
16/50
16/45
15/42
14/50
14/45
12/50
8/55
8/50
6/60
6/53
6/50
6/47
6/45
5.5/50
5.25/50
5/51
5/50
5/40
5/38
5/25
4.7/50
4.7/45
4.5/45
4/50
4/45
3.9/65
3.9/60
3/60
4.7 AA Rckt
45mm
40mm
25mm
20mm
MG
Type 93
Type 6
Mk-15
Mk-VII
Mk-IX
Mk-14
Type 95.m1
Type 95.m2
Mk-13 Torpedo
Mk.XII Torpedo
Type 91 Torpedo
1000 lb Bomb
500 lb Bomb
250 kg Bomb
HE Bombs
gun
gun
gun
gun
gun
gun
gun
gun
gun
gun
gun
gun
gun
gun
gun
DP-gun
gun
DP-gun
DP-gun
DP-gun
DP-gun
DP-gun
DP-gun
DP-gun
gun
DP-gun
DP-gun
DP-gun
DP-gun
flak
flak
flak
flak
flak
flak
torpedo
torpedo
torpedo
torpedo
torpedo
torpedo
torpedo
torpedo
air-torp
air-torp
air-torp
bomb
bomb
bomb
bomb
WARHEAD
FLAK
RANGE
ACCURACY
160
120
120
95
70
70
44
13
13
5
5
5
5
5
4
4
3
3
3
3
3
2
2
2
2
2
2
2
1
1
0
0
0
0
0
108
44
82
74
81
64
89
121
60
39
45
47
24
25
10
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
7
0
6
5
8
6
5
4
7
0
5
7
7
5
7
3
5
2
2
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
42
42
40
38
36
34
36
32
31
30
26
20
26
18
19
22
13
20
16
17
14
18
16
17
14
16
20
18
15
10
5
5
5
4
2
35
11
15
16
15
9
13
8
6
2
2
0
0
0
0
30
40
35
30
35
30
40
45
40
45
40
45
40
45
55
50
55
55
60
55
50
55
55
50
60
65
60
60
60
1
25
20
20
20
15
21
16
9
16
17
10
23
22
22
34
42
60
60
60
75
Note: During the course of the war, both sides changed and added various weapons to the
classes of ships listed below. At the beginning of any battle, each ship may possibly undergo
refitting with the weapons which were available. Check your individual ship data when you access
the TF to see what changes have been made. The data below are for the ships as of May 1942.
ALLIED SHIPS
ALLIED FLEET CARRIER: LEXINGTON CLASS
TYPE: CV
SPEED: 33
DURAB: 110
ARMOR: 30
CAP: 90
NUMBER & WEAPON NAME: 12 5/25, 8 MG
95
96
TYPE: CV
SPEED: 30
DURAB: 82
ARMOR: 26
CAP: 75
NUMBER & WEAPON NAME: 16 4.5/45, 48 40mm
TYPE: BB
SPEED: 21
DURAB: 110
ARMOR: 120
CAP: 0
NUMBER & WEAPON NAME: 12 14/45, 12 5/51, 8 5/25
TYPE: CVL
SPEED: 32
DURAB: 36
ARMOR: 23
CAP: 33
NUMBER & WEAPON NAME: 24 40mm, 22 20mm
TYPE: BB
SPEED: 21
DURAB: 108
ARMOR: 120
CAP: 0
NUMBER & WEAPON NAME: 12 14/50, 12 5/51, 8 5/25
TYPE: CVL
SPEED: 25
DURAB: 43
ARMOR: 10
CAP: 37
NUMBER & WEAPON NAME: 24 40mm
TYPE: BB
SPEED: 28
DURAB: 116
ARMOR: 123
CAP: 0
NUMBER & WEAPON NAME: 9 16/45, 20 5/38, 16 40mm
TYPE: CVL
SPEED: 25
DURAB: 36
ARMOR: 26
CAP: 12
NUMBER & WEAPON NAME: 6 5.5/50, 3 4/50, 18 MG
TYPE: BB
SPEED: 28
DURAB: 116
ARMOR: 136
CAP: 0
NUMBER & WEAPON NAME: 9 16/45, 16 5/38, 12 40mm
TYPE: BB
SPEED: 21
DURAB: 108
ARMOR: 120
CAP: 0
NUMBER & WEAPON NAME: 8 16/45, 12 5/51, 8 5/25
TYPE: BB
SPEED: 28
DURAB: 116
ARMOR: 123
CAP: 0
NUMBER & WEAPON NAME: 9 16/45, 20 5/38, 12 40mm
TYPE: BB
SPEED: 20
DURAB: 96
ARMOR: 110
CAP: 0
NUMBER & WEAPON NAME: 10 14/45, 12 5/51, 8 5/25
TYPE: BB
SPEED: 33
DURAB: 150
ARMOR: 140
CAP: 0
NUMBER & WEAPON NAME: 9 16/50, 20 5/38, 80 40mm
97
98
TYPE: BC
SPEED: 33
DURAB: 91
ARMOR: 86
CAP: 0
NUMBER & WEAPON NAME: 9 12/50, 12 5/38, 56 40mm
TYPE: CA
SPEED: 32
DURAB: 27
ARMOR: 20
CAP: 0
NUMBER & WEAPON NAME: 6 8/50, 8 4/45, 16 40mm, 6 Mk-IX
TYPE: CA
SPEED: 33
DURAB: 44
ARMOR: 53
CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 12 5/38, 48 40mm
TYPE: CA
SPEED: 31
DURAB: 35
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 8 8/50, 8 4/45, 8 40mm
TYPE: CA
SPEED: 32
DURAB: 32
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 8 5/25, 8 MG
TYPE: CA
SPEED: 31
DURAB: 32
(Historical reference not available)
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 8 8/50, 8 4/45, 16 40mm, 8 Mk-VII
TYPE: CA
SPEED: 32
DURAB: 33
ARMOR: 46
CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 8 5/25, 8 MG
TYPE: CA
SPEED: 32
DURAB: 33
(Historical reference not available)
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 8 8/50, 8 4/45, 16 40mm, 8 Mk-VII
TYPE: CA
SPEED: 32
DURAB: 30
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 8 5/25, 8 MG
TYPE: CL
SPEED: 33
DURAB: 33
ARMOR: 43
CAP: 0
NUMBER & WEAPON NAME: 15 6/47, 8 5/25, 8 MG
TYPE: CA
SPEED: 32
DURAB: 30
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 10 8/55, 8 5/25, 8 MG
TYPE: CL
SPEED: 33
DURAB: 33
ARMOR: 43
CAP: 0
NUMBER & WEAPON NAME: 12 6/47, 12 5/38, 28 40mm
99
100
TYPE: CL
SPEED: 33
DURAB: 23
ARMOR: 33
CAP: 0
NUMBER & WEAPON NAME: 10 6/53, 8 3/60, 8 MG, 6 Mk-15
TYPE: CL
SPEED: 33
DURAB: 24
ARMOR: 20
CAP: 0
NUMBER & WEAPON NAME: 8 6/50, 4 4/45, 8 40mm, 8 Mk-VII
TYPE: CL
SPEED: 27
DURAB: 16
ARMOR: 16
CAP: 0
NUMBER & WEAPON NAME: 6 6/50, 3 4/45, 12 MG, 12 Mk-IX
TYPE: CL
SPEED: 32
DURAB: 30
(Historical reference not available)
ARMOR: 26
CAP: 0
NUMBER & WEAPON NAME: 12 6/50, 8 4/45, 8 40mm, 6 Mk-IX
TYPE: CL
SPEED: 33
DURAB: 25
ARMOR: 16
CAP: 0
NUMBER & WEAPON NAME: 7 6/50, 5 4/45, 9 MG, 16 Mk-IX
TYPE: CL
SPEED: 32
DURAB: 23
(Historical reference not available)
ARMOR: 20
CAP: 0
NUMBER & WEAPON NAME: 8 6/50, 4 4/45, 8 MG, 8 Mk-VII
TYPE: CL
SPEED: 29
DURAB: 13
ARMOR: 16
CAP: 0
NUMBER & WEAPON NAME: 5 6/50, 6 3/60, 11 MG, 8 Mk-IX
TYPE: CL
SPEED: 24
DURAB: 17
(Historical reference not available)
ARMOR: 16
CAP: 0
NUMBER & WEAPON NAME: 8 6/50, 3 4/45, 12 MG
TYPE: CL
SPEED: 29
DURAB: 14
ARMOR: 16
CAP: 0
NUMBER & WEAPON NAME: 8 4/45, 8 40mm, 24 20mm
TYPE: CLAA
SPEED: 33
DURAB: 20
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 16 5/38, 24 40mm, 8 20mm, 8 Mk-15
TYPE: CL
SPEED: 32
DURAB: 27
ARMOR: 26
CAP: 0
NUMBER & WEAPON NAME: 12 6/50, 8 4/45, 8 40mm, 6 Mk-IX
TYPE: CLAA
SPEED: 33
DURAB: 20
ARMOR: 23
CAP: 0
NUMBER & WEAPON NAME: 12 5/38, 32 40mm, 8 20mm, 8 Mk-15
101
102
TYPE: DD
SPEED: 35
DURAB: 5
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 5 5/38, 12 40mm, 10 Mk-15
TYPE: DD
SPEED: 38
DURAB: 5
(Historical reference not available)
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 4 5/38, 8 40mm, 16 Mk-15
TYPE: DD
SPEED: 35
DURAB: 5
(Historical reference not available)
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 4 5/38, 8 40mm, 16 Mk-15
TYPE: DD
SPEED: 36
DURAB: 5
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 5 5/38, 8 40mm, 12 Mk-15
TYPE: DD
SPEED: 35
DURAB: 4
(Historical reference not available)
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 4 5/51, 1 3/60, 2 MG, 6 Mk-15
TYPE: DD
SPEED: 37
DURAB: 6
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 8 5/38, 8 40mm, 4 20mm, 8 Mk-15
TYPE: DD
SPEED: 36
DURAB: 5
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 5 5/38, 8 40mm, 8 Mk-15
TYPE: DD
SPEED: 37
DURAB: 5
(Historical reference not available)
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 5 5/38, 8 40mm, 8 Mk-15
TYPE: DD
SPEED: 38
DURAB: 7
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 5 5/38, 4 40mm, 8 20mm, 10 Mk-15
TYPE: DD
SPEED: 35
DURAB: 5
(Historical reference not available)
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 5 5/38, 12 40mm, 10 Mk-15
TYPE: DD
SPEED: 37
DURAB: 8
ARMOR: 6
CAP: 0
NUMBER & WEAPON NAME: 6 5/38, 12 40mm, 11 20mm, 10 Mk-15
TYPE: DD
SPEED: 35
DURAB: 5
(Historical reference not available)
ARMOR: 3
CAP: 0
NUMBER & WEAPON NAME: 5 4.7/45, 8 MG, 8 Mk-IX
103
104
JAPANESE SHIPS
ALLIED DESTROYER: GREYHOUND CLASS
TYPE: DD
SPEED: 36
DURAB: 4
(Historical reference not available)
ARMOR: 3
CAP: 0
NUMBER & WEAPON NAME: 4 4.7/45, 8 MG, 8 Mk-IX
TYPE: CV
SPEED: 31
DURAB: 120
ARMOR: 33
CAP: 72
NUMBER & WEAPON NAME: 12 4.7/45, 28 MG
TYPE: DD
SPEED: 36
DURAB: 6
(Historical reference not available)
ARMOR: 3
CAP: 0
NUMBER & WEAPON NAME: 6 4.7/45, 4 40mm, 2 20mm, 10 Mk-IX
TYPE: CV
SPEED: 28
DURAB: 128
ARMOR: 36
CAP: 84
NUMBER & WEAPON NAME: 16 5/40, 22 25mm
TYPE: DD
SPEED: 36
DURAB: 5
(Historical reference not available)
ARMOR: 3
CAP: 0
NUMBER & WEAPON NAME: 4 4.7/45, 4 40mm, 8 20mm, 8 Mk-IX
TYPE: CV
SPEED: 34
DURAB: 57
ARMOR: 33
CAP: 64
NUMBER & WEAPON NAME: 12 5/40, 31 25mm
105
106
TYPE: CV
SPEED: 27
DURAB: 216
ARMOR: 66
CAP: 47
NUMBER & WEAPON NAME: 16 5/40, 145 25mm, 12 4.7 AA R
TYPE: CVL
SPEED: 29
DURAB: 37
ARMOR: 10
CAP: 30
NUMBER & WEAPON NAME: 8 5/40, 30 25mm
TYPE: CV
SPEED: 33
DURAB: 97
ARMOR: 36
CAP: 84
NUMBER & WEAPON NAME: 12 3.9/65, 71 25mm
TYPE: BB
SPEED: 25
DURAB: 120
ARMOR: 93
CAP: 3
NUMBER & WEAPON NAME: 12 14/45, 14 6/50, 8 5/50, 16 25mm
TYPE: CV
SPEED: 32
DURAB: 57
ARMOR: 10
CAP: 64
NUMBER & WEAPON NAME: 12 5/40, 89 25mm
TYPE: BB
SPEED: 30
DURAB: 105
ARMOR: 70
CAP: 3
NUMBER & WEAPON NAME: 8 14/45, 14 6/50, 8 5/50, 16 25mm
TYPE: CVL
SPEED: 26
DURAB: 44
ARMOR: 10
CAP: 31
NUMBER & WEAPON NAME: 8 5/40, 38 25mm
TYPE: BB
SPEED: 25
DURAB: 130
ARMOR: 103
CAP: 3
NUMBER & WEAPON NAME: 8 16/45, 18 5.5/50, 8 5/50, 20 25mm
TYPE: CVL
SPEED: 29
DURAB: 35
ARMOR: 10
CAP: 37
NUMBER & WEAPON NAME: 8 5/40, 4 25mm, 24 MG
TYPE: BB
SPEED: 27
DURAB: 213
ARMOR: 160
CAP: 7
NUMBER & WEAPON NAME: 9 18.1/45, 12 6/60, 12 5/50, 24 25mm
TYPE: CVL
SPEED: 28
DURAB: 37
ARMOR: 10
CAP: 30
NUMBER & WEAPON NAME: 8 5/40, 8 25mm
TYPE: CA
SPEED: 33
DURAB: 31
ARMOR: 26
CAP: 2
NUMBER & WEAPON NAME: 6 8/50, 4 4.7/45, 8 25mm, 8 Type 93
107
108
TYPE: CA
SPEED: 34
DURAB: 41
ARMOR: 26
CAP: 3
NUMBER & WEAPON NAME: 10 8/50, 8 5/40, 8 25mm, 12 Type 93
TYPE: CL
SPEED: 33
DURAB: 19
ARMOR: 10
CAP: 1
NUMBER & WEAPON NAME: 7 5.5/50, 2 3/60, 8 Type 93
TYPE: CA
SPEED: 33
DURAB: 44
ARMOR: 43
CAP: 2
NUMBER & WEAPON NAME: 10 8/50, 8 5/40, 8 25mm, 16 Type 93
TYPE: CL
SPEED: 36
DURAB: 17
ARMOR: 10
CAP: 1
NUMBER & WEAPON NAME: 7 5.5/50, 2 3/60, 2 MG, 8 Type 93
TYPE: CA
SPEED: 34
DURAB: 43
ARMOR: 43
CAP: 3
NUMBER & WEAPON NAME: 10 8/50, 8 5/40, 8 25mm, 16 Type 93
TYPE: CL
SPEED: 36
DURAB: 27
ARMOR: 10
CAP: 2
NUMBER & WEAPON NAME: 6 6/60, 8 3.9/60, 12 25mm
TYPE: CA
SPEED: 35
DURAB: 37
ARMOR: 26
CAP: 5
NUMBER & WEAPON NAME: 8 8/50, 8 5/40, 12 25mm, 12 Type 93
TYPE: CL
SPEED: 35
DURAB: 18
ARMOR: 10
CAP: 1
NUMBER & WEAPON NAME: 7 5.5/50, 2 3/60, 2 MG, 8 Type 93
TYPE: CL
SPEED: 35
DURAB: 22
ARMOR: 6
CAP: 2
NUMBER & WEAPON NAME: 6 6/60, 4 3/60, 32 25mm, 8 Type 93
TYPE: CL
SPEED: 33
DURAB: 10
ARMOR: 10
CAP: 0
NUMBER & WEAPON NAME: 4 5.5/50, 1 3/60, 2 MG, 6 Type 6
TYPE: CL
SPEED: 18
DURAB: 19
ARMOR: 10
CAP: 1
NUMBER & WEAPON NAME: 4 5.5/50, 2 5/50, 4 25mm, 4 Type 6
TYPE: CL
SPEED: 35
DURAB: 9
ARMOR: 10
CAP: 0
NUMBER & WEAPON NAME: 6 5.5/50, 1 3/60, 2 MG, 4 Type 93
109
110
TYPE: CL
SPEED: 33
DURAB: 19
ARMOR: 10
CAP: 0
NUMBER & WEAPON NAME: 4 5.5/50, 36 25mm, 40 Type 93
TYPE: DD
SPEED: 34
DURAB: 7
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 6 5/50, 2 MG, 9 Type 93
TYPE: CS
SPEED: 28
DURAB: 36
ARMOR: 0
CAP: 24
NUMBER & WEAPON NAME: 6 5.5/50, 12 25mm
TYPE: DD
SPEED: 33
DURAB: 6
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 5 5/50, 2 MG, 6 Type 93
TYPE: CS
SPEED: 18
DURAB: 20
ARMOR: 0
CAP: 12
NUMBER & WEAPON NAME: 2 6/60, 2 MG
TYPE: DD
SPEED: 35
DURAB: 7
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 6 5/50, 4 25mm, 2 MG, 8 Type 93
TYPE: DD
SPEED: 38
DURAB: 7
(Historical reference not available)
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 6 5/50, 2 MG, 9 Type 93
TYPE: DD
SPEED: 39
DURAB: 8
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 6 5/50, 4 25mm, 15 Type 93
TYPE: DD
SPEED: 33
DURAB: 9
(Historical reference not available)
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 8 3.9/65, 15 25mm, 4 Type 93
TYPE: DD
SPEED: 34
DURAB: 5
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 5 5/50, 4 25mm, 2 MG, 8 Type 93
TYPE: DD
SPEED: 35
DURAB: 6
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 6 5/50, 4 25mm, 8 Type 93
TYPE: DD
SPEED: 35
DURAB: 7
(Historical reference not available)
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 6 5/50, 4 25mm, 8 Type 93
111
112
GENERIC SHIPS
JAPANESE DESTROYER ESCORT: MATSU CLASS
TYPE: DE
SPEED: 27
DURAB: 4
ARMOR: 0
CAP: 0
NUMBER & WEAPON NAME: 3 5/50, 24 25mm, 4 Type 93
TYPE: AO
SPEED: 15
DURAB: 50
ARMOR: 0
CAP: 200
NUMBER & WEAPON NAME: 0
TYPE: DD
SPEED: 36
DURAB: 4
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 4 4.7/45, 10 25mm, 4 Type 6
TYPE: AP
SPEED: 16
DURAB: 10
ARMOR: 0
CAP: 50
NUMBER & WEAPON NAME: 0
TYPE: APD
SPEED: 20
DURAB: 4
ARMOR: 0
CAP: 25
NUMBER & WEAPON NAME: 1 4.7/50, 2 MG
TYPE: AP
SPEED: 18
DURAB: 20
ARMOR: 0
CAP: 100
NUMBER & WEAPON NAME: 0
TYPE: DD
SPEED: 33
DURAB: 4
ARMOR: 0
CAP: 9
NUMBER & WEAPON NAME: 4 4.7/50, 10 25mm, 6 Type 93
TYPE: AP
SPEED: 20
DURAB: 40
ARMOR: 0
CAP: 200
NUMBER & WEAPON NAME: 0
113
SHIP AVAILABILITY
AVAIL
114
NAME
TYPE
CLASS
NAT
AVAIL
NAME
TYPE
CLASS
NAT
AVAIL
NAME
TYPE
CLASS
NAT
AVAIL
Decoy
DD
Electra
BR
Mar-42
Kirishima
BB
Kongo
JN
Jan-42
Kinu
CL
Nagara
JN
Jan-42
NAME
TYPE
CLASS
NAT
Australia
CA
Kent
AUS Feb-42
Fortune
DD
Electra
BR
Mar-42
Kongo
BB
Kongo
JN
Jan-42
Kiso
CL
Kuma
JN
Jan-42
Canberra
CA
Kent
AUS Feb-42
Griffin
DD
Greyhound
BR
Mar-42
Mutsu
BB
Nagato
JN
Jan-42
Kuma
CL
Kuma
JN
Jan-42
Adelaide
CL
Adelaide
AUS Jan-42
Napier
DD
Napier
BR
Mar-42
Nagato
BB
Nagato
JN
Jan-42
Nagara
CL
Nagara
JN
Jan-42
Hobart
CL
Perth
AUS Jan-42
Nizam
DD
Napier
BR
Mar-42
Yamashiro
BB
Fuso
JN
Jan-42
Naka
CL
Sendai
JN
Jan-42
Cornwall
CA
Kent
BR
Jan-42
Panther
DD
Paladin
BR
Mar-42
Yamato
BB
Yamato
JN
Mar-42
Natori
CL
Nagara
JN
Jan-42
Devonshire
CA
London
BR
Jan-42
Hotspur
DD
Greyhound
BR
Apr-42
Musashi
BB
Yamato
JN
Sep-42
Okinoshima
CL
Katori
JN
Jan-42
Exeter
CA
Exeter
BR
Jan-42
Akebono Maru AO
Fleet Oiler
JN
Jan-42
Aoba
CA
Aoba
JN
Jan-42
Sendai
CL
Sendai
JN
Jan-42
Dorsetshire
CA
Norfolk
BR
Feb-42
Kyokuto Maru
AO
Fleet Oiler
JN
Jan-42
Ashigara
CA
Myoko
JN
Jan-42
Tama
CL
Kuma
JN
Jan-42
Caledon
CL
Caledon
BR
Jan-42
Nippon Maru
AO
Fleet Oiler
JN
Jan-42
Atago
CA
Takao
JN
Jan-42
Tatsuta
CL
Tenryu
JN
Jan-42
Capetown
CL
Capetown
BR
Jan-42
Shinkoku Maru AO
Fleet Oiler
JN
Jan-42
Chikuma
CA
Tone
JN
Jan-42
Tenryu
CL
Tenryu
JN
Jan-42
Ceres
CL
Capetown
BR
Jan-42
Toho Maru
AO
Fleet Oiler
JN
Jan-42
Chokai
CA
Takao
JN
Jan-42
Tsugaru
CL
Katori
JN
Jan-42
Danae
CL
Danae
BR
Jan-42
Arizona Maru
AP
Large
JN
Jan-42
Furutaka
CA
Aoba
JN
Jan-42
Yubari
CL
Yubari
JN
Jan-42
Dragon
CL
Danae
BR
Jan-42
Azumasan Maru AP
Small
JN
Jan-42
Haguro
CA
Myoko
JN
Jan-42
Yura
CL
Nagara
JN
Jan-42
Durban
CL
Danae
BR
Jan-42
Brazil Maru
Large
JN
Jan-42
Kako
CA
Aoba
JN
Jan-42
Agano
CL
Agano
JN
Jan-43
Emerald
CL
Enterprise
BR
Jan-42
Hokuriku Maru AP
Medium
JN
Jan-42
Kinugasa
CA
Aoba
JN
Jan-42
Kitikami
CL
Kitikami
JN
Jan-43
Enterprise
CL
Enterprise
BR
Jan-42
Kano Maru
Small
JN
Jan-42
Kumano
CA
Mogami
JN
Jan-42
Oi
CL
Kitikami
JN
Feb-43
Mauritius
CL
Fiji
BR
Jan-42
Kiyozumi Maru AP
Medium
JN
Jan-42
Maya
CA
Takao
JN
Jan-42
Oyodo
CL
Oyodo
JN
May-43
Dauntless
CL
Danae
BR
Apr-42
Meiyo Maru
AP
Small
JN
Jan-42
Mikuma
CA
Mogami
JN
Jan-42
Noshiro
CL
Agano
JN
Sep-43
Birmingham
CL
Southampton BR
May-42
Nankai Maru
AP
Medium
JN
Jan-42
Mogami
CA
Mogami
JN
Jan-42
Yahagi
CL
Agano
JN
Feb-44
Caradoc
CL
Caledon
BR
May-42
Toa Maru
AP
Medium
JN
Jan-42
Myoko
CA
Myoko
JN
Jan-42
Sakawa
CL
Agano
JN
Feb-45
Victorious
CV
Illustrious
BR
Apr-43
APD
Minekaze
JN
Jan-42
Nachi
CA
Myoko
JN
Jan-42
Kamikawa
CS
Kamikawa
JN
Jan-42
Illustrious
CV
Illustrious
BR
Sep-43
APD
Minekaze
JN
Jan-42
Suzuya
CA
Mogami
JN
Jan-42
Kimikawa
CS
Kamikawa
JN
Jan-42
Indomitable
CV
Indomitable
BR
Sep-43
34
APD
Minekaze
JN
Jan-42
Takao
CA
Takao
JN
Jan-42
Mizuho
CS
Nisshin
JN
Jan-42
Unicorn
CVL
Colossus
BR
Jul-43
35
APD
Minekaze
JN
Jan-42
Tone
CA
Tone
JN
Jan-42
Nisshin
CS
Nisshin
JN
Jan-42
Foxhound
DD
Electra
BR
Jan-42
Fuso
BB
Fuso
JN
Jan-42
Abukuma
CL
Nagara
JN
Jan-42
Akagi
CV
Akagi
JN
Jan-42
Norman
DD
Napier
BR
Jan-42
Haruna
BB
Kongo
JN
Jan-42
Isuzu
CL
Nagara
JN
Jan-42
Hiryu
CV
Hiryu
JN
Jan-42
Nestor
DD
Napier
BR
Feb-42
Hiei
BB
Kongo
JN
Jan-42
Jintsu
CL
Sendai
JN
Jan-42
Kaga
CV
Kaga
JN
Jan-42
Pakenham
DD
Paladin
BR
Feb-42
Hyuga
BB
Fuso
JN
Jan-42
Kashima
CL
Katori
JN
Jan-42
Shokaku
CV
Shokaku
JN
Jan-42
Paladin
DD
Paladin
BR
Feb-42
Ise
BB
Fuso
JN
Jan-42
Katori
CL
Katori
JN
Jan-42
Soryu
CV
Soryu
JN
Jan-42
AP
AP
115
116
NAME
TYPE
CLASS
NAT
AVAIL
NAME
TYPE
CLASS
NAT
AVAIL
NAME
TYPE
CLASS
NAT
AVAIL
NAME
TYPE
CLASS
NAT
AVAIL
Zuikaku
CV
Shokaku
JN
Jan-42
Fumizuki
DD
Mutsuki
JN
Jan-42
Murasame
DD
Shiratsuyu
JN
Jan-42
Yamagumo
DD
Asashio
JN
Jan-42
Junyo
CV
Junyo
JN
May-42
Hagikaze
DD
Kagero
JN
Jan-42
Mutsuki
DD
Mutsuki
JN
Jan-42
Yamakaze
DD
Shiratsuyu
JN
Jan-42
Hiyo
CV
Junyo
JN
Oct-42
Hamakaze
DD
Kagero
JN
Jan-42
Nagatsuki
DD
Mutsuki
JN
Jan-42
Yayoi
DD
Mutsuki
JN
Jan-42
Taiho
CV
Taiho
JN
Jun-44
Harukaze
DD
Kamikaze
JN
Jan-42
Natsugumo
DD
Asashio
JN
Jan-42
Yudachi
DD
Shiratsuyu
JN
Jan-42
Unryu
CV
Unryu
JN
Nov-44
Harusame
DD
Shiratsuyu
JN
Jan-42
Natsushio
DD
Kagero
JN
Jan-42
Yugiri
DD
Fubuki
JN
Jan-42
Amagi
CV
Unryu
JN
Dec-44
Hatakaze
DD
Kamikaze
JN
Jan-42
Nenohi
DD
Hatsuharu
JN
Jan-42
Yugumo
DD
Yugumo
JN
Jan-42
Katsuragi
CV
Unryu
JN
Jan-45
Hatsuharu
DD
Hatsuharu
JN
Jan-42
Nowaki
DD
Kagero
JN
Jan-42
Yugure
DD
Hatsuharu
JN
Jan-42
Shinano
CV
Shinano
JN
Jan-45
Hatsukaze
DD
Kagero
JN
Jan-42
Oboro
DD
Fubuki
JN
Jan-42
Yukikaze
DD
Kagero
JN
Jan-42
Ryujo
CVL
Ryujo
JN
Jan-42
Hatsushimo
DD
Hatsuharu
JN
Jan-42
Oite
DD
Kamikaze
JN
Jan-42
Yunagi
DD
Kamikaze
JN
Jan-42
Zuiho
CVL
Zuiho
JN
Jan-42
Hatsuyuki
DD
Fubuki
JN
Jan-42
Oshio
DD
Asashio
JN
Jan-42
Yuzuki
DD
Mutsuki
JN
Jan-42
Shoho
CVL
Zuiho
JN
Mar-42
Hayashio
DD
Kagero
JN
Jan-42
Oyashio
DD
Kagero
JN
Jan-42
Kazekumo
DD
Yugumo
JN
Feb-42
Ryuho
CVL
Ryuho
JN
Jan-43
Hibiki
DD
Akatsuki
JN
Jan-42
Samidare
DD
Shiratsuyu
JN
Jan-42
Makikumo
DD
Yugumo
JN
Feb-42
Chiyoda
CVL
Chiyoda
JN
Dec-43
Ikazuchi
DD
Akatsuki
JN
Jan-42
Satsuki
DD
Mutsuki
JN
Jan-42
Makinami
DD
Yugumo
JN
Mar-42
Chitose
CVL
Chiyoda
JN
Feb-44
Inazuma
DD
Akatsuki
JN
Jan-42
Sazanami
DD
Fubuki
JN
Jan-42
Takanami
DD
Yugumo
JN
Jun-42
Akatsuki
DD
Akatsuki
JN
Jan-42
Isokaze
DD
Kagero
JN
Jan-42
Shigure
DD
Shiratsuyu
JN
Jan-42
Akitsuki
DD
Akitsuki
JN
Sep-42
Akebono
DD
Fubuki
JN
Jan-42
Isonami
DD
Fubuki
JN
Jan-42
Shikinami
DD
Fubuki
JN
Jan-42
Hayanami
DD
Yugumo
JN
Nov-42
Akigumo
DD
Yugumo
JN
Jan-42
Kagero
DD
Kagero
JN
Jan-42
Shirakumo
DD
Fubuki
JN
Jan-42
Kiyonami
DD
Yugumo
JN
Nov-42
Amagiri
DD
Fubuki
JN
Jan-42
Kamikaze
DD
Kamikaze
JN
Jan-42
Shiranui
DD
Kagero
JN
Jan-42
Onami
DD
Yugumo
JN
Nov-42
Amatsukaze
DD
Kagero
JN
Jan-42
Kawakaze
DD
Shiratsuyu
JN
Jan-42
Shiratsuyu
DD
Shiratsuyu
JN
Jan-42
Teruzuki
DD
Akitsuki
JN
Jan-43
Arare
DD
Asashio
JN
Jan-42
Kikuzuki
DD
Mutsuki
JN
Jan-42
Shirayuki
DD
Fubuki
JN
Jan-42
Shimakaze
DD
Shimakaze
JN
Feb-43
Arashi
DD
Kagero
JN
Jan-42
Kisumi
DD
Asashio
JN
Jan-42
Suzukaze
DD
Shiratsuyu
JN
Jan-42
Wakazuki
DD
Akitsuki
JN
Feb-43
Arashio
DD
Asashio
JN
Jan-42
Kuroshio
DD
Kagero
JN
Jan-42
Tanikaze
DD
Kagero
JN
Jan-42
Suzanami
DD
Yugumo
JN
May-43
Ariake
DD
Hatsuharu
JN
Jan-42
Maikaze
DD
Kagero
JN
Jan-42
Tokitsukaze
DD
Kagero
JN
Jan-42
Suzuzuki
DD
Akitsuki
JN
May-43
Asagiri
DD
Fubuki
JN
Jan-42
Matsukaze
DD
Kamikaze
JN
Jan-42
Umikaze
DD
Shiratsuyu
JN
Jan-42
Hatsuzuki
DD
Akitsuki
JN
Jun-43
Asagumo
DD
Asashio
JN
Jan-42
Michishio
DD
Asashio
JN
Jan-42
Urakaze
DD
Kagero
JN
Jan-42
Shimozuki
DD
Akitsuki
JN
Jun-43
Asakaze
DD
Kamikaze
JN
Jan-42
Mikazuki
DD
Mutsuki
JN
Jan-42
Uranami
DD
Fubuki
JN
Jan-42
Fujinami
DD
Yugumo
JN
Jul-43
Asanagi
DD
Kamikaze
JN
Jan-42
Minazuki
DD
Mutsuki
JN
Jan-42
Ushio
DD
Fubuki
JN
Jan-42
Hamanami
DD
Yugumo
JN
Jul-43
Asashio
DD
Asashio
JN
Jan-42
Minegumo
DD
Asashio
JN
Jan-42
Usugumo
DD
Fubuki
JN
Jan-42
Niizuki
DD
Akitsuki
JN
Jul-43
Ayanami
DD
Fubuki
JN
Jan-42
Mochizuki
DD
Mutsuki
JN
Jan-42
Uzuki
DD
Mutsuki
JN
Jan-42
Asashimo
DD
Yugumo
JN
Nov-43
Fubuki
DD
Fubuki
JN
Jan-42
Murakumo
DD
Fubuki
JN
Jan-42
Wakaba
DD
Hatsuharu
JN
Jan-42
Okinami
DD
Yugumo
JN
Nov-43
117
118
NAME
TYPE
CLASS
NAT
AVAIL
NAME
TYPE
CLASS
NAT
AVAIL
NAME
TYPE
CLASS
Hayashimo
DD
Yugumo
JN
Feb-44
Zeilin
AP
Large
USN Jan-42
Northampton
CA
Akishimo
DD
Yugumo
JN
Mar-44
N.Carolina
BB
Pensacola
Fuyuzuki
DD
Akitsuki
JN
Mar-44
Colorado
BB
Colorado
USN Oct-42
Kiyoshimo
DD
Yugumo
JN
Jun-44
Maryland
BB
Colorado
Haruzuki
DD
Akitsuki
JN
Nov-44
Tennessee
BB
Tennessee
Hanazuki
DD
Akitsuki
JN
Dec-44
Washington
BB
Matsu
DE
Matsu
JN
Jul-44
South Dakota
Momo
DE
Matsu
JN
Aug-44
Take
DE
Matsu
JN
NAME
TYPE
Juneau
CLAA Atlanta
USN Aug-42
CA
Pensacola
USN Jan-42
San Diego
CLAA Atlanta
USN Aug-42
Portland
CA
Indianapolis
USN Jan-42
San Juan
CLAA Atlanta
USN Aug-42
USN Oct-42
Quincy
CA
New Orleans
USN Jan-42
Oakland
CLAA Oakland
USN Feb-43
USN Oct-42
CA
Pensacola
USN Jan-42
Reno
CLAA Oakland
USN Mar-43
San Francisco
CA
New Orleans
USN Jan-42
Flint
CLAA Oakland
USN Nov-44
BB
Vincennes
CA
New Orleans
USN Jan-42
Enterprise
CV
Yorktown
USN Jan-42
Indiana
BB
Baltimore
CA
Baltimore
USN Jul-43
Lexington
CV
Lexington
USN Jan-42
Sep-44
New Mexico
BB
Tennessee
Boston
CA
Baltimore
USN Sep-43
Yorktown
CV
Yorktown
USN Feb-42
Ume
DE
Matsu
JN
Oct-44
Massachusetts BB
Pittsburgh
CA
Baltimore
USN Jan-45
Hornet
CV
Yorktown
USN Apr-42
Kuwa
DE
Matsu
JN
Nov-44
Pennsylvania
BB
St.Paul
CA
Baltimore
USN Mar-45
Saratoga
CV
Lexington
USN Aug-42
Maki
DE
Matsu
JN
Dec-44
Nevada
BB
Nevada
USN Sep-43
Boise
CL
Brooklyn
USN Jan-42
Wasp
CV
Wasp
USN Aug-42
Kiri
DE
Matsu
JN
Jan-45
West Virgina
BB
Colorado
USN Sep-43
Detroit
CL
Omaha
USN Jan-42
Essex
CV
Essex
USN Mar-43
Yamafuku Maru AP
Small
JN. Jan-42
Alabama
BB
Alabama
USN Oct-43
Helena
CL
Brooklyn
USN Jan-42
Bunker Hill
CV
Essex
USN Sep-43
Achilles
CL
Leander
NZ
Feb-42
Iowa
BB
Iowa
USN Jan-44
Marblehead
CL
Omaha
USN Jan-42
Intrepid
CV
Essex
USN Oct-43
Leander
CL
Leander
NZ
Feb-42
New Jersey
BB
Iowa
USN Jan-44
Raleigh
CL
Omaha
USN Jan-42
Franklin
CV
Essex
USN Apr-44
Cimarron
AO
Fleet Oiler
USN Jan-42
California
BB
Tennessee
USN Feb-44
Richmond
CL
Omaha
USN Jan-42
Hancock
CV
Essex
USN May-44
Guadalupe
AO
Fleet Oiler
USN Jan-42
Idaho
BB
Tennessee
USN Jul-44
Honolulu
CL
Brooklyn
USN Dec-42
Bennington
CV
Essex
USN Jun-44
Neosho
AO
Fleet Oiler
USN Jan-42
Mississippi
BB
Tennessee
USN Jul-44
Cleveland
CL
Cleveland
USN Jan-43
Shangri-La
CV
Essex
USN Dec-44
Platte
AO
Fleet Oiler
USN Jan-42
Wisconsin
BB
Iowa
USN Sep-44
St.Louis
CL
Brooklyn
USN Jan-43
Randolph
CV
Essex
USN Jan-45
Sabine
AO
Fleet Oiler
USN Jan-42
Missouri
BB
Iowa
USN Oct-44
Columbia
CL
Cleveland
USN Feb-43
Essex
USN Feb-45
Amer. Legion
AP
Large
USN Jan-42
Alaska
BC
Alaska
USN Jan-45
Montpelier
CL
Cleveland
USN Mar-43
Independence
CVL
Barnett
AP
Medium
USN Jan-42
Guam
BC
Alaska
USN Mar-45
Santa Fe
CL
Cleveland
USN May-43
Princeton
CVL
Fuller
AP
Medium
USN Jan-42
Astoria
CA
New Orleans
USN Jan-42
Birmingham
CL
Cleveland
USN Jun-43
Belleau Wood
CVL
G.F.Elliot
AP
Medium
USN Jan-42
Chester
CA
Mobile
CL
Cleveland
USN Jul-43
Cowpens
CVL
Heywood
AP
Medium
USN Jan-42
Chicago
CA
Nashville
CL
Brooklyn
USN Jul-43
Monterey
CVL
Hunter Ligget
AP
Large
USN Jan-42
Indianapolis
CA
Indianapolis
Phoenix
CL
Brooklyn
USN Jul-43
Cabot
CVL
Neville
AP
Medium
USN Jan-42
Louisville
CA
Biloxi
CL
Cleveland
USN Dec-43
Langley
CVL
Pres. Hayes
AP
Large
USN Jan-42
Minneapolis
CA
New Orleans
USN Jan-42
Miami
CL
Cleveland
USN Mar-44
Bataan
CVL
Pres. Jackson
AP
Large
USN Jan-42
New Orleans
CA
New Orleans
USN Jan-42
Atlanta
CLAA Atlanta
USN Jul-42
San Jacinto
CVL
USN Feb-43
USN Jan-42
NAT
AVAIL
CLASS
NAT
AVAIL
119
NAME
TYPE
CLASS
NAT
Andrson
DD
Sims
Aylwin
DD
Bagley
AVAIL
120
NAME
TYPE
CLASS
NAT
USN Jan-42
Maury
DD
Gridley
Farragut
USN Jan-42
McCall
DD
DD
Bagley
USN Jan-42
Monaghan
Balch
DD
Porter
USN Jan-42
Benham
DD
Bagley
Blue
DD
Case
AVAIL
NAME
TYPE
CLASS
NAT
USN Jan-42
Aaron Ward
DD
Benson
Gridley
USN Jan-42
Barton
DD
DD
Farragut
USN Jan-42
Buchanan
Morris
DD
Sims
USN Jan-42
USN Jan-42
Mugford
DD
Bagley
Bagley
USN Jan-42
Mustin
DD
DD
Mahan
USN Jan-42
OBrien
Cassin
DD
Mahan
USN Jan-42
Conyngham
DD
Mahan
Craven
DD
Cummings
AVAIL
NAME
TYPE
CLASS
NAT
AVAIL
USN Nov-42
DeHaven
DD
Fletcher
USN Mar-43
Benson
USN Nov-42
Dyson
DD
Fletcher
USN Mar-43
DD
Benson
USN Nov-42
Pringle
DD
Fletcher
USN Mar-43
Laffey
DD
Benson
USN Nov-42
Cony
DD
Fletcher
USN Apr-43
USN Jan-42
Lardner
DD
Benson
USN Nov-42
Stanly
DD
Fletcher
USN Apr-43
Sims
USN Jan-42
OBannon
DD
Fletcher
USN Nov-42
Stevens
DD
Fletcher
USN Apr-43
DD
Sims
USN Jan-42
Chevalier
DD
Fletcher
USN Jan-43
Converse
DD
Fletcher
USN May-43
Patterson
DD
Bagley
USN Jan-42
Grayson
DD
Gleaves
USN Jan-43
Foote
DD
Fletcher
USN May-43
USN Jan-42
Perkins
DD
Mahan
USN Jan-42
Jenkins
DD
Fletcher
USN Jan-43
Spence
DD
Fletcher
USN May-43
Gridley
USN Jan-42
Phelps
DD
Porter
USN Jan-42
LaVallette
DD
Fletcher
USN Jan-43
Anthony
DD
Fletcher
USN Jun-43
DD
Mahan
USN Jan-42
Porter
DD
Porter
USN Jan-42
Nicholas
DD
Fletcher
USN Jan-43
Thatcher
DD
Fletcher
USN Jun-43
Cushing
DD
Mahan
USN Jan-42
Preston
DD
Mahan
USN Jan-42
Radford
DD
Fletcher
USN Jan-43
Wadsworth
DD
Fletcher
USN Jun-43
Dale
DD
Farragut
USN Jan-42
Ralph Talbot
DD
Bagley
USN Jan-42
Aulick
DD
Fletcher
USN Feb-43
Colahan
DD
Fletcher
USN Jul-43
Dewey
DD
Farragut
USN Jan-42
Russell
DD
Sims
USN Jan-42
Claxton
DD
Fletcher
USN Feb-43
Daly
DD
Fletcher
USN Jul-43
Drayton
DD
Mahan
USN Jan-42
Selfridge
DD
Porter
USN Jan-42
Nicholson
DD
Gleaves
USN Feb-43
Luce
DD
Fletcher
USN Jul-43
Dunlap
DD
Mahan
USN Jan-42
Shaw
DD
Mahan
USN Jan-42
Saufley
DD
Fletcher
USN Feb-43
Sigourney
DD
Fletcher
USN Aug-43
Ellet
DD
Bagley
USN Jan-42
Sims
DD
Sims
USN Jan-42
Strong
DD
Fletcher
USN Feb-43
Chauncey
DD
Fletcher
USN Sep-43
Fanning
DD
Mahan
USN Jan-42
Smith
DD
Mahan
USN Jan-42
Taylor
DD
Fletcher
USN Feb-43
Denver
CL
Cleveland
USN. Apr-43
Farragut
DD
Farragut
USN Jan-42
Stack
DD
Bagley
USN Jan-42
Waller
DD
Fletcher
USN Feb-43
Gridley
DD
Gridley
USN Jan-42
Sterett
DD
Bagley
USN Jan-42
Hammann
DD
Sims
USN Jan-42
Walke
DD
Sims
USN Jan-42
Helm
DD
Bagley
USN Jan-42
Wilson
DD
Bagley
USN Jan-42
Henley
DD
Bagley
USN Jan-42
Worden
DD
Farragut
USN Jan-42
Hughes
DD
Sims
USN Jan-42
Gwin
DD
Gleaves
USN Feb-42
Hull
DD
Farragut
USN Jan-42
Duncan
DD
Benson
USN Oct-42
Jarvis
DD
Bagley
USN Jan-42
Farenholt
DD
Benson
USN Oct-42
Lamson
DD
Mahan
USN Jan-42
Fletcher
DD
Fletcher
USN Oct-42
Lang
DD
Bagley
USN Jan-42
Lansdowne
DD
Benson
USN Oct-42
MacDonough
DD
Farragut
USN Jan-42
McCalla
DD
Benson
USN Oct-42
Mahan
DD
Mahan
USN Jan-42
Monssen
DD
Gleaves
USN Oct-42
121
UNIT MENU
UTILITY MENU
BUTTON
KEY DESCRIPTION
BUTTON
DESCRIPTION
>>
RECALL
STRIKE
Order Strike to
Return to Base/CV
Alt/K
SUNK
List Types of
Ship Sunk
F8
fuel 1 aircraft.
STRIKE AF
Alt/F
SCORE
F9
STRIKE TF
Select TF Target
Alt/S
Display Current
Score
KEYBOARD
BUTTON
DESCRIPTION
COMMAND SUMMARY
122
KEYBOARD
F3
VIEW-TF
Show Friendly TF
F5
ORD
LR-CAP
VIEW-AF
Show Airfield
F6
F7
DISP TF
SEARCH
BATTLE
PLAN
AUTO
MOVE
Computer
Controls TF
Alt/M
EARLY
END
Alt/E
DECLINE
Alt/D
F10
SET TF
SEARCH
<
<<
LIST TF
SEARCH
F4
REFUEL TF
Refuel TF
Alt/R
DELAY
MERGE TF
Merge TF
ALT/A
ALT/Z
ALT/W
DETACH TF Detach TF
SEARCH
ON/OFF
EXIT
Alt/Q
ESC
None
>
SET DIR S
TGT-TF S
ESC*
LIST AF
SEARCH
LIST AF
CAP
O
BUTTON
F
None
DESCRIPTION
KEYBOARD
MODE
none
J,K,I,M
F2
F1
none
none
N
Space Bar
P
Q,Esc
TGT-AF F
DISP AF
SEARCH
>>
MIS
ESC
Q
F1
F2
F3
F4
F5
F7
F6
F8
F9
F10
<
>
J,K,I,M
O
T
Y
F
Z
S
H
G
N
P
L
X
V
E
Spc
ALT/F
ALT/S
ALT/R
ALT/D
ALT/M
ALT/E
ALT/K
ALT/A
ALT/W
ALT/Z
ALT/Q
Map Mode
Quit Orders
Strat/Tac Map
Center Map
List TF CAP
List TF Search
View TF
Battle Plan
View Airfield
Sunk Ships
Score
Change Delay
Turn TF Left
Turn TF Right
Long Cursor Move
List AF CAP
Disp AF Search
List AF Search
Examine Airfield
Next Airfield
Disp TF Search
Set TF Search
Examine TF
Next TF
Snoop Enemy TF
L-R CAP
Next Enemy TF
Next Strike
Examine Strike
Next TF in Stack
Strike AF
Strike TF
Refuel TF
Decline Battle
Auto Move
Early Scenario End
Recall Strike
Merge TFs
Search Lines On/Off
Detach TF
Exit to DOS
CREDITS
Game Design and Programming
Gary Grigsby
Game Development
Joel Billings, David Landrey, and James Young
Rules
Gary Grigsby and David Landrey
Historical Research
Michael Musser and Allyn Nevitt
Playtesters
Robert Arnold, Roger Batchelder, Robert Brugger,
Pat Charlton, John Fluker, Bob Hare, Thomas Hazelwood, Richard Hooks,
Bob Janzekovich, Mike Laird, Jeff Lackey, Rob Land, Steve Magestro,
Ed Morris, Ed Morrison, Ken Morrow, Paul Murray, Michael Musser,
Les Odgers, Paul Puglielli, John Schuler, Michael Silen, Bill Sullivan,
Al Marenco, Larry Webber, Mike Gilmartin
Rule Book Copyediting
Andr Vrignaud
Art, Graphic Design, and Desktop Publishing
Louis Saekow Design:
David Boudreau and Kathryn J. Lee
Printing
American Lithographers, Inc.
QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our Technical Support
Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, holidays excluded. NO GAME PLAYING
HINTS WILL BE GIVEN THROUGH THIS NUMBER. If you need hints, call our Hint Line at 1-900-737-HINT. Recorded hints are
available 24 hours a day, 7 days a week. If you dont hear the information you need, please write to us at Hints, Strategic
Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply).
EA GAME
AD FOR KOR
GOES HERE
LIMITED WARRANTY
Strategic Simulations, Inc. (SSI) warrants that the diskette(s) on which the enclosed program is
recorded will be free from defects in materials and workmanship for a period of 30 days from the date of
purchase. If within 30 days of purchase the diskette(s) prove defective in any way, you may return the
diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Sunnyvale, CA 94086-2901 and SSI will
replace the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the
first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00
(each disk) plus $4.00 for shipping and handling. California residents, add applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE
PROGRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR
QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE
PROGRAM AND GAME ARE SOLD AS IS. THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF
SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW
THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this Rule Book are copyrighted. All rights are reserved. This Rule
Book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium
or machine readable form, in whole or in part, without prior written consent from SSI. The program
accompanying this Rule Book may be copied, by the original purchaser only, as necessary for use on the
computer for which it was purchased.
Copyright 1992 Strategic Simulations, Inc. All Rights Reserved.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to
uncover and correct any errors in programming. However, due to the complex nature of our simulations,
some program errors may go undetected until after publication. In addition to errors in the program,
there are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to
check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer
systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our
Customer Support Department, along with a note describing the problem you have encountered. A
replacement disk will be provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any save game disks to
our Customer Support Department. Please enclose a description of what was taking place in the game
when the error occurred. Upon correction of the program error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephone number with any correspondence. We will do our best to see that any problems are corrected as soon as possible.