Fighting Steel - Manual - PC
Fighting Steel - Manual - PC
Fighting Steel - Manual - PC
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TABLE OF CONTENTS
Getting Started
If you want to get a quick start, refer to the Tutorial section of the manual, which
begins on page 6. It provides a step-by-step battle plan to familiarize you with the
screens and basic features of a FIGHTING STEEL scenario. If, however, you prefer to
familiarize yourself with the game as a whole, turn to the GameOverview section on
page 12.
SYSTEM REQUIREMENTS
To play FIGHTING STEEL, be sure your system meets the following system requirements:
Pentium 200 MHz IBM PC or compatible
64 MB of RAM
Windows 95 or 98 - NOTE: This is a Windows 95 game and cannot be played on
INTRODUCTION Windows NT systems. Multitasking is not recommended when playing FIGHTING STEEL
FIGHTING STEEL recreates spectacular, WWII naval gunnery battles from the period An Uncompressed hard drive with 175MB free for the Recommended install
1939-1942. You command warships from the British, German, Japanese, or United 4X CD-ROM drive or faster
States navies in real-time, 3D action.
A 3D accelerated SVGA video adapter with 4 MB of memory and a Color SVGA
Single or Multiplayer Play: Play against up to three other players over the Internet, Monitor
or play solo against the programs AI (Artificial Intelligence).
A 100% Microsoft (or Logitech) compatible mouse
Modes of Play: In Standard mode, you control all of the divisions on one side (each
division consists of one or more ships). In Division Commander mode, you control only Microsoft mouse driver version 9.00 or higher or Logitech mouse driver version
one division, and the programs AI commands the others on your side. 6.24 or higher
Difficulty Levels: Select from four difficulty settings to make the game easier or more In addition to the basic system requirements, the game requires that DirectX 6.1 be
challenging. The levels range from Ensign (beginner) to Admiral (expert) level. installed to your hard drive. The option to install DirectX 6.1 appears during the game
installation. At the end of installation, you are prompted to register FIGHTING STEEL elec-
Unlimited Scenarios: The game includes 12 Historical Scenarios plus Campaign games tronically. For network play, you need a DirectPlay compatible network adapter. In
of linked battles in both the Atlantic and Pacific theaters. You can design your own bat- order to play on the internet you will need a 28.8 modem and an account with an inter-
tles with a Scenario Editor that includes over 90 classes of warships (1,000 individual net service provider.
ships), or use the games Battle Generator to create an unlimited number of computer-
generated scenarios to provide hundreds of hours of non-repetitive game play. Installing the Game
Player Preferences: An extensive Preferences list allows you to make changes to real- You must install FIGHTING STEEL game files to your hard drive and have the FIGHTING
ism effects, camera, audio, and other game settings. STEEL CD in your CD-ROM drive to play this game or use the Scenario Builder.
If you have been waiting for a 3D, WWII naval surface game, FIGHTING STEEL is it. To install the game, insert the CD into the CD-ROM drive. When the pop-up window
appears, click on the Install option. If you have disabled the Windows Autorun, or if it
does not function, Explore the CD and double-click on the Setup icon. Follow all on-
screen prompts to complete the installation.
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2. Follow all on screen prompts. Microsoft retains all intellectual property rights to DirectX. The user has been granted
a limited license to use DirectX with Microsoft operating system products.
Note: If you register electronically, or via the registration card, you will be provided
with a code to unlock an additional scenario. CONTACTING TECHNICAL SUPPORT
Electronic Documentation The Learning Company technical support department is available to assist you with
If you do not already have the Adobe Acrobat Reader, you can install the software fol- any issues regarding the product you purchased. Technical support can be reached via
lowing these instructions. Insert the game CD in your CD-ROM drive. Explore the CD, e-mail, U.S. mail, fax, or phone. The technical staff supports the entire family line of
and double-click on the ACROWIN folder, located in the root directory. Double-click on products from The Learning Company, including Mindscape and Brderbund prod-
the file entitled ACROREAD.EXE and follow the on-screen prompts. ucts. When contacting technical support, please provide as much information as you
can about your computer system and the problem you are experiencing. The following
Once Acrobat Reader is installed on your system, you can read README.PDF by open- information is necessary to providing you with technical assistance:
ing the folder on your hard drive in which you installed the Adobe Acrobat reader, and
double-clicking on the file ACROREAD.EXE. From the File menu of Adobe Acrobat, you Your first and last name
may open the README.PDF located in the root directory of your game CD. Phone number, fax number, mailing address, and e-mail address
Name of the product, version, platform, and format. Example: Mavis Beacon
Teaches Typing/version 8/Windows 95/98/CD-ROM
Brief description of your problem.
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Type of computer including name brand. (Mac or PC) If you cannot find the name of SSI Online
your computer say IBM PC Clone. Example: I have a Dell PC Pentium 200 MHz; If the game about which you are inquiring has been out for more than 90 days, youll also
Memory: 64 MB of RAM Hard disk: 12 GB hard disk; Video card: ATI Matrox Milenia want to visit out website to be sure you are running the latest version of the game before
8 MB video card; CD-ROM Drive: I have a 4x Panasonic CD drive; DVD-ROM: I have a contacting SSI Technical Support. The SSI website is located at www.ssionline.com. From
2nd generation Phillips DVD-ROM drive; Sound Card: Creative Labs 16 bit sound card time to time, addition al scenarios and maps may also be post to this website.
If using a network please mention the type of network being used.
Copy Protection
Modem type and speed. Example: US Robotics 56K Flex internal modem
In order to play FIGHTING STEEL, the game CD must be in the CD-ROM drive.
Version of Windows or Macintosh operating system.
If you are having a printing problem specify the name, make, and model of the QUICK START TUTORIAL
printer you are using. Example: HP Deskjet 870 CSI . This tutorial section is designed to get you playing the game as quickly as possible. First,
Check our Web site, http://www.learningco.com, for answers to frequently asked ques- well walk you through Tutorial I, which is a day battle. When youve finished that, well
tions and other technical support information. Go to the support section to get FAQs, walk you through Tutorial II, which is a night battle. To assist you, we have underlined
downloads, patches, etc.. all the actions that you should do. Ready? Lets go!
Technical support fax: (319) 395-9600 24 hours 2. The Scenario Selection screen appears. Click on the page-down scroll button.
Youre looking for Tutorial I. Click once on Tutorial I to highlight it, then read the
Main technical support number: (319) 247-3333 scenario description on the right-hand panel. Double-click on Tutorial I when
Note when calling: Call (319) 247-3333 between 9:00 A.M. and 9:00 P.M. Central youre ready to begin.
Standard time, Monday through Friday (excluding holidays), to speak to a technical 3. The Player Options screen appears. Youre going to command the British force at the
support representative. Please be at your computer when you call. Lieutenant difficulty level in Standard mode. Click on the Check button to proceed.
Technical Support E-mail 4. The Scenario Launch screen appears. You have a division of two ships: CA (heavy
[email protected] cruiser) Norfolk and CL (light cruiser) Sheffield. Click on either ship to select the
division. Norfolk is the flagship of your division. Your mission is to destroy the
Online Technical Library: www.learningco.com/support enemy. Would you like to change that steel-gray camo scheme for your ships?
Click on the right camo scroll button. There are nine camo patterns to choose
Mailing Address: from, so keep clicking till you find the one you think is cool (dress for success, we
The Learning Company, 1700 Progress Drive, PO Box 100, Hiawatha, IA 52233-0100 say). Click on the Check button to proceed.
USA, Attn: FIGHTING STEEL
5. The 3D View screen appears and the game is in Pause mode. The camera is posi-
Note: When corresponding via mail please included the following: tioned above and behind your division. The Norfolk is visible in the middle
distance at the head of the column. Lets close the bottom panel and go to a full-
First and last name
screen 3D view. Move the cursor to the top of the screen. The Function Bar drops
Phone number where we can reach you, fax number, and e-mail address (if available). down from the top. Click on the F2 tab or press the 2 key to bring up the full-
Name of the product, version, platform, operating system software, and format. screen view.
Platform meaning: IBM PC or Macintosh 6. The camera is currently in Semi-Free mode, so lets experiment with it.
Format meaning: Floppy disks, CD-ROM, or DVD-ROM a) Click on the Ship/Division View toggle button or press Z. The camera moves
in closer to Norfolk because you just switched from a camera view that focuses
Operating system software: Windows 95/98, Macintosh System version number on the whole division to one that focuses on a single ship.
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b) Click twice on the Previous button or press t twice. The camera revolves 45 9. Click on the Torpedoes button. The Torpedoes Summary Panel appears, and the
degrees each time, so now you have a broadside view of Norfolks starboard Division Summary button highlights (instead of the Orders button). Each of your
(right) side. cruisers carries two torpedo mounts, one on each side of the ship. Youre going to
launch your starboard torpedoes. You always launch torpedoes one ship at a time
c) Press P to unpause the game. Use the Previous/Next buttons or Tab/Shift-Tab
(not by division).
to change your view of your flagship steaming along in good condition. In about
a minute, some binocular contact reports will appear and the Auto-Camera will
Target Box
suddenly jump to display a German ship that your observers have just sighted
at over 15,000 yards range. When the Auto-Camera event is over, the camera Fire Button
Torpedo
returns to your previous view. Press P to pause the game at that time. Range/Speed
d) Pausing the game to give orders is cheating in our book, but youre new at the
job so well look the other way. Click on the Camera Selection button on the Spread Width Mounts Chance to Hit
right-hand control panel. A pop-up appears. Click on the yellow, Look Thru
arrow. The camera view changes to look over your ship at the enemy ships, a) Click on Norfolks Ship Box at the top of the panel to bring up the Single-Ship
which are distant contacts on the horizon. Theyre hard to see right now Torpedoes Panel.
because theyre eight miles away.
b) Click on the Target List Box of the Single-Ship Torpedoes Panel.
7. Would you like to open fire or would you rather wait? just kidding! Press 2 to
c) Click on Konigsberg to select her as the target for Norfolks torpedoes.
bring back the Division Pane/ at the bottom of the screen. This is the panel where
you give orders to your division, or even to individual ships, and check on their d) Click on the starboard torpedo mount icon. A Fire button appears. Your torpe-
status. Click on the Main Guns button. The Main Guns Summary Panel appears. does should be set to run 15,000 yards at 35 knots with a Normal Spread
Norfolk is armed with eight 8 main guns, while Sheffield carries a dozen 6 main width. Click on the Fire button to launch the torpedoes.
guns. Click on the Orders button or press M.
e) Youre now going to give orders to Sheffield. Click on Sheffields Ship Box or
a) The Division Main Guns Panel appears. There are two or three targets out press 2. Norfolk is the first ship in the division, so pressing 1 shifts the sin-
there, and youve got two ships in your division. Click on the Battleline target- gle-ship panel to her. Pressing 2 shifts the single-ship panel to the second ship
ing mode button at the bottom left corner of the panel. This orders your ships in the division, etc. Select Konigsberg as the target for Sheffields torpedoes,
to fire their main guns at separate targets. Highlight the Auto-Select Ammo and click on the starboard torpedo mount icon to activate the Fire button.
button to let the program select your ammo type, or choose your own. Press P
to unpause the game. Watch the main gun turrets on your ships swivel to star- f) Click on Wide Spread just to be different the torpedo spread will cover a
board to face the enemy, after which they open fire. wider arc, but the chance of hitting a ship within that wide arc is reduced. Click
on Fire, and press P to unpause.
b) Lets throw some more metal at the enemy. Click on the Secondary Guns but-
ton or press S. The Division Secondary Guns Panel appears. Click on the 10. The torpedoes splash away on their paths. You no longer have starboard torpe-
Range targeting mode button. This orders your ships secondary guns to open does because there are no reloads during battle. You may sit back and watch
fire against the closest enemy target. events for a while, but you should consider changing course and speed if you
fired torpedoes at the enemy, its very possible they have done the same against
8. Press P to pause the game as soon as you notice that the German CL Konigsberg you. The quickest way to change course is by Auto-Plot. Move the cursor to the
is within 15,000 yards. Shes the biggest enemy ship in view, and well launch tor- Function Bar and click on F1 or press 1. The 2D Map screen appears. Press P
pedoes at her in a minute, but first lets find out more information about her. Hold to pause the game.
the left mouse press down over Konigsbergs Primary ID Tag (or ship graphic) on
the horizon. Her Secondary ID Tag pops up until you release the mouse press. a) You can play the game from the 2D Map or the 3D View or switch between
Secondary ID Tags provide quick information about a ship, including the number them as you desire. However, the Auto-Plot feature is only available on the
and type of guns, speed, heading, and structure and flotation damage. Its early in 2D Map. Your division is currently headed north, with three German ships
the battle, so Konigsberg may not be damaged, but this gives you an idea of what off to the east. Lets see where your torpedoes are. Click on the Map Display
youre up against. Now lets launch some fish in her direction. Info button of the Map Control Panel. A pop-up appears. Click on the Torpedo
Cones button to display your torpedo cones. Enemy torpedo cones are never
displayed, but theyre probably out there, so we want to change course at fre-
quent intervals to avoid their cones.
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b) Click on the Auto-Plot button of the Map Control Panel. The Navigation Panel of the Function Bar or by pressing 4. Click on the Check button to close
appears. Navigation orders are always given at the division level. Click any- Preference Settings and return to the Player Options screen. Click on the Check
where on the 2D map to issue a turn order to your division. The projected path button to proceed.
of your ships appears. If you dont like the path you chose, click somewhere else
4. The Briefing Screen appears. You command two divisions. Division 1 consists of
on the map. It is best to angle your ships so that all of their guns can train on
BC (battlecruiser) Kongo and CA (heavy cruiser) Nachi. Division 2 consists of three
the enemy. Turning directly toward the enemy blocks the fire from your aft
DDs (destroyers). Your force is on a bombardment mission, but you also need to
guns, while turning directly away from the enemy blocks the fire from your for-
deal with any enemy ships you encounter. Click on the Check button to proceed.
ward guns.
5. The 3D View screen appears. Its dark out there. Lets go to the Environment Panel
Ordered Choose Execute Turn Turn to check on weather conditions. Click on the F6 tab of the Function Bar at the top
Heading Bearing Buttons or Cancel Information Smokescreen
of the screen, or press 6. The Briefing Screen appears. Click on the Environment
Emergency Turn Strategic Map button to open the Environment Panel. This panel lists the conditions for the battle.
Port Turn Button (red) Selected Division Current visibility is 40%, which is the best it can be at night. Radar Condition is
Starboard Turn 100%. Unfortunately, your ships do not carry radar, but some US ships do. Click on
Button (green) Recognition Lights the Back button to return to the 3D View after you are finished.
Column Turn Button
Current Current Maximum 6. Lets see where your ships are on the map. Click on the F1 tab of the Function Bar
Evasive Maneuvers
Heading Speed Speed or press 1. Division 1 is in Column Formation, heading southeast. Division 2 is
Line Turn Ordered Change
Button Speed Speed in Line Formation about 3,000 yards ahead of Division 1. Now lets look at what
kind of armament your ships are carrying.
c) When you are satisfied with your turn order, click on the Execute Plot button a) The Summary button should be highlighted. Were most interested in Main
to lock it in. Once a turn order is locked in, you may not change it, nor may you Guns and Torpedoes. Click on the Main Guns button to see a summary of the
issue another turn order until the padlock disappears from the Navigation main guns for the currently selected division.
Panel. Press P to unpause the game, and watch the action unfold on the 2D
map for a while. The camera icon on the map displays where the camera is on b) To see the summary for the other division, you need to switch divisions. To do
the 3D View screen. this, click on the 1 or 2 button from the Division List below the Division Flag.
You can also switch divisions by pressing 1 for Division 1 or 2 for Division 2
d) Your ships are currently steaming at 20 knots (unless theyve been damaged (etc., if you have more divisions).
already). Lets increase speed. Click on the Speed Bar anywhere above 20. This
is the new speed you have ordered. Your ships will gradually accelerate to that c) After looking at each divisions main guns summary, click on the Torpedoes
speed, but they will never go faster than the divisions maximum speed. button to see the torpedo summaries. Notice that your destroyers carry many
torpedoes but relatively few (and relatively small) guns. When youre ready,
11. You know enough to continue fighting the battle on your own. The battle will end press 1 to return to the 3D View.
when one side or the other is destroyed or when the time limit for the scenario
expires. You may end the battle sooner by going to the F11 tab of the Function 7. Press P to unpause the game. If youre not already on Division 2, click 2 on the
Bar or by pressing -. Good luck, commander! Division List or press 2. Division 2 is in the lead and will encounter the enemy in
about a minute, so lets be ready. Press P when your observers start sighting enemy
Tutorial II Contacts. This will pause the game, giving you time to issue orders.
1. Play Tutorial II after you have played Tutorial I. From the Main Menu, highlight a) Division 2 is in Line Formation. Youll want to be in Column Formation to fire
and click on Play a Scenario. your torpedoes. Click on the Navigation button and then the Orders button, or
2. On the Scenario Selection screen, scroll down and click on Tutorial II, then click press N to bring up the Navigation Panel for Division 2.
on the Check button. b) Click on the Reform Column button in the bottom left corner of the Navigation
3. You will command the Japanese force in this night battle. Click on the Panel and click on the Turn to Port arrow in the middle of the compass ring on
Preferences button to open the Preference Settings screen. Make any changes the left of the Panel. This automatically selects a simultaneous turn that will put
you wish. You can also access this screen during play by clicking on the F4 tab Division 2 back into Column Formation on a compass heading of 30 degrees.
Click the Execute Plot button to lock in this turn.
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8. Lets light up the scene with starshells. Click on 1 in the Division List or press 1 GAME OVERVIEW
to select Division 1.
Historical Scenario Overview
a) Click on the Illumination button or press I to bring up the Division
Illumination Panel. FIGHTING STEEL includes 12 scenarios from 1939-1942 set in the Atlantic and Pacific
theaters of operations. Each scenario was carefully researched to give you an accurate
Principle Target Second Target Searchlights rendition of the real battle. The starting position of the ships and the weather condi-
tions are based on eyewitness reports. If a ship was in need of repair at the start of a
battle, its damaged condition is reflected in the setup data. For a full description of the
Target Filters battles and their actual outcomes, see Background to the Historical Scenarios on page
101. However, because you make the decisions in the game, the outcome of your bat-
tles may be quite different from the historical ones.
Targeting Mode Starshells Targeting Mode
(searchlights) (starshells) Atlantic Ocean (British vs. Germans)
b) Click on the Starshell button to highlight it. River Plate, December 13, 1939. Three Royal Navy cruisers hound the pocket bat-
tleship Admiral Graf Spee off the coast of South America.
c) Click on the Battleline targeting mode button. Searchlights have a maximum
range of 5,000 yards, so you dont want to use them yet. Starshells are only Norway Encounter, April 9, 1940. A pair of Kriegsmarine battlecruisers bumps into
useful against targets over 4,000 yards distant. Press P to unpause the game. the Renown with her destroyer escort in bad weather.
Watch the horizon for a while, and youll see a starshell explode over the tar- Denmark Straits, May 24, 1941. Recreates the famous engagement between the
get. It doesnt look like much at this distance, but that starshell will improve Bismarck and the Hood and Prince of Wales.
the accuracy of your gunfire.
Bismarck vs. The Destroyers, May 26, 1941. Five Royal Navy destroyers attempt to
9. Its time to spring into action! torpedo the already damaged Bismarck.
a) Start launching torpedoes from your destroyers. Be sure to pick different tar- Planned Rheinubung, May 25, 1941 (hypothetical). What if the Scharnhorst and
gets for each. Gneisenau had sortied to meet up with the Bismarck as originally planned?
b) Open fire with your guns as well, for both divisions. If you go to the 2D map Barents Sea, December 31, 1942 (an entire battle scenario plus two additional sce-
screen, youll see a yellow circle or two on the map this indicates the area narios that cover separate phases of the battle). British destroyers and cruisers try
illuminated by your starshells. to stop Kriegsmarine destroyers and cruisers from sinking Arctic Convoy JW-51B.
c) Youll probably want to turn Division 1 so that it heads in a north to north-
Pacific Ocean (Americans vs. Japanese)
easterly direction. Your mission objective is actually a Target circle many miles
to the southeast, but you should deal with the enemy ships first. Savo Island, August 9, 1942. A Japanese cruiser force attacks a divided and unpre-
pared Allied cruiser and destroyer patrol line at night.
10. Sometime when you have the game paused, click on the F5 tab of the Function
Bar, or press 5. The All Ships Screen appears. This screen displays an overview Cape Esperance, October 11-12, 1942. A radar-equipped, US cruiser and destroyer
of each of your ships and all enemy ships that your force has sighted. Press any patrol crosses the T of a smaller Japanese force at night.
key or click to return to the game. Guadalcanal II, November 14-15, 1942. Four US destroyers and two modern, radar-
11. Damage to a ships engines slow it down. A slow ship affects the other ships in equipped, battleships prepare to engage a large Japanese force at night.
the division because they decelerate to match the speed of the damaged one. You Tassafaronga, November 30, 1942. Can a Japanese destroyer force armed with
can detach a ship from a division by clicking on the broken chain icon below the deadly Long Lance torpedoes out-fight a US cruiser and destroyer force equipped
Ship Box on the Division and Ship Panel. When you detach a ship, it forms a sin- with radar during a night battle?
gle-ship division of its own. You can now issue orders to it separately. You can
never reattach a ship to its parent division. You have learned enough to finish the
battle on your own. Good luck and enjoy!
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Game Mode Overview ated, but you cannot choose which particular ships are involved or their initial place-
You may play a scenario in one of two modes: Standard or Division Commander. ments. With the Battle Generator, you can create surprise encounters that more fully
reflect the challenges faced by WWII commanders at sea. See the Battle Generator
Standard Mode description on page 65 for further information.
In single-player games, Standard mode allows you to control all of the ships on one Scenario Editor Overview
side. You have complete access to those ships and all of the information they have
gathered about the enemy. The Scenario Editor allows you to create new scenarios from scratch or edit existing
ones. When creating a new scenario, you select the ships for each division, weather
In multiplayer games, Standard mode allows your team to control all of the ships on conditions, and other settings. You choose the starting positions for each division on
one side, and you know where your teammates ships are and what information they the Editors map. After saving the new scenario, it is ready to load from the Scenario
have gathered about the enemy. Selection screen. See page 67 for more details on the Scenario Editor.
Difficulty Level: Highlight the button for Ensign (one-stripe), Lieutenant, Captain, or VP Modifiers: Multipliers to Victory Point calculations, usually to balance the scenario
Admiral (four-stripes). Admiral-level is hardest. Difficulty level affects your chances to for victory purposes. Some historical scenarios have a set VP modifier for a given side.
detect and damage the enemy as well as the enemys chances to detect and damage In scenarios created by the Battle Generator, the VP modifiers are based on the differ-
your ships. ence in size between the two forces, as determined by ship type and number. In battles
you design with the Scenario Editor, you may set the VP modifiers yourself.
Game Mode: Highlight the Commanders Cap button to play in Division Commander
mode or the Ships button to play in Standard mode. In Standard mode, you command Scenario Launch Screen
all of the ships on one side. In Division Commander mode, you command only one divi-
sion and the programs AI controls the others. Mission Text
Preference Settings: Click on the Telegraph button to go to the Preference Settings
screen (for complete information about Preference Settings, see page 49). Leaving that Computer User Controlled Division
Controlled Division
screen returns you to Player Options.
Camo Scroll Button
Scenario Launch Screen Divisional Flagship
The Scenario Launch screen appears after proceeding from Player Options. You may
return to Player Options by clicking on the Back button. The text display at the top of
the screen identifies the scenarios name, date, and the following information:
Start Button
Begins: Time of day the scenario starts (expressed in 24-hour military time).
Go Back to Previous Screen Cancel
Ends: Two ending times are listed. The scenario may randomly end at the first time,
15 minutes later, or at the final listed time (which is 30 minutes after the first time).
Division Selection
Mission: Type of mission your side is on, which is based on the type of battle being The division display at the bottom of the Scenario Launch screen shows all of the war-
fought. Each side (also called force) has a different mission for any given battle type. ship divisions available to your side. Clicking on any ship in the division will select and
See page 73 for more information about Battle Types and Missions. highlight that division. A pennant flag with the divisions number appears by the flag-
BATTLE TYPE FORCE A MISSION FORCE B MISSION
ship of each division. If the division includes more ships than those shown, click on the
Meeting Engagement: Battleline Battleline scroll buttons to move through the list.
Bombardment: Bombarding Force Defending Force In Division Commander mode, the highlighted division always displays the
Convoy: Escorting Force Attacking Force Commanders Cap, indicating that you currently control that division while the pro-
Intercept: Intercepting Force Evading Force gram controls the others, which are indicated by computer-monitor icons (however,
Tactical Transport: Transporting Force Patrolling Force you may not select a transport division to command).
Mission Objective: What your side should try to accomplish in the battle. Highlighting a division allows you to change the camouflage scheme of that divisions
Location: Hemisphere and ocean. ships. Click on the camo scroll buttons to cycle through the swatch list of camo schemes.
Air/Sea Control: Which force controls the waters where the battle occurs. Air/Sea When you click on the Check button, you begin play with the division you have high-
Control has a significant impact on the survival of ships (especially damaged ones) lighted. See Playing the Game on page 19.
after the end of the battle but before final victory is determined. Air/Sea Control is
Multiplayer Game
defined as None (no effects), Contested (all ships subject to additional damage), or one
force (the other forces ships are subject to additional damage). From the Main Menu, click on Multiplayer to start or join a multiplayer game. A mul-
tiplayer game may accommodate two to four human players. Type in your player name
Disengagement Heading: To leave the battle (disengage from it), your ships should in the first screen. Press Enter or click the Check button to proceed.
head in a direction that falls on or within the Disengagement Heading until they are
no longer in contact with enemy ships, at which point they automatically disengage. Select TCP/IP Internet to play over the Internet.
Note You cannot disengage during the first 20 minutes of any scenario. Select IPX to play on a Local Area Network (LAN).
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If a connection type is not available, it is grayed out. Scenario Lists: There are two scenario lists to choose from, or you may use the Battle
Generator to design a new scenario (for information about the Battle Generator, see
Select Create if you want to host a new game
page 65).
Select Join if you want to join someone elses game.
Book-and-Ship button displays list of historical scenarios that come with the game.
If you join by way of a TCP/IP connection, a screen appears for you to enter your Host IP
Pencil-and-Eraser button displays list of battles you created with the Scenario Editor
address. Once a connection is made, whether by TCP/IP or IPX, the Select Session screen
(see page 67).
appears listing all sessions that are currently open to new players. Click on a session to
select it, then click on the Check button to proceed to that sessions Lobby Area screen. The flags show the nations involved in a given battle, with Force A always displayed
on the left. Numbers under the flags indicate the starting number of warship divisions
Host Create Screen that side has in the battle. If the list is long, use the scroll buttons to move through it.
To create a new session, you must first type in a session name for it. Press Enter or A description of the highlighted scenario appears in the text panel to the right.
click on the Check button to proceed to the Host Create screen.
Preference Settings: Click on the Telegraph button to go to the Preference Settings
screen (see page 49 for a full description of Preference Settings).
Battles Created with Scenario Editor Standard Mode Proceed: Click on the Check button to start the game with the highlighted scenario.
Load Saved Game Screen Secondary I.D. Tag I.D. Tag Selection
You may save a single-player game in progress using the Save Game feature. If you Clock and Game Speed
have the Auto Save preference on, the game is automatically saved for you at regular
intervals. At the top right of the 3D screen are the Clock and Game Speed icons. The Clock shows
the current time in the scenario. As soon as you unpause the battle (press P), the clock
To retrieve a saved game, click on the Load Saved Game line of the Main Menu. The starts ticking.
Load Game screen then appears.
Below the Clock, the same icons that are used on the F9 tab of the Function Bar show
In the Load Game screen, click on the Campaigns button to show a list of Campaign you the current game speed (or paused) setting. To change the game speed setting,
games you have saved, or click on the Scenarios button to show a list of the Scenario click on the button and a window pops up. Click on the game speed icon you want to
games you have saved. Click on a saved game to select and highlight it. Click on the select it and close the window:
scroll buttons to move up or down through the scenario list a page or line at a time.
Pause (anchor) you may still issue orders to your ships when the game is paused.
To return to the Main Menu, click on the Cancel button. To load a highlighted game,
click on the Load button in the bottom right corner of the screen. To select the last save Normal
recorded by the auto save feature, click on the Auto Save button. Fast
When a battle begins, the 3D view screen appears. You may play the game on either the Turbo
3D view screen or the 2D map screen, or you may switch back and forth between the
Camera Control Panel
two as you desire. To switch between 2D and 3D views, press the 1 key or click on
the first tab under the Function Bar (for a description of the Function Bar, see page 45). Below the Game Speed icon is the Camera Control Panel, which allows you to control
the 3D view. To open or close the panel, press the 3 key or click on the F3 Function
To the right of the 3D view screen is a Camera Control Panel. You can make selections tab. You can also open it by moving the mouse to the right hand side of the screen
here to change your point of view in the 3D world. Likewise, on the 2D screen, a Map while in 3D view.
Control Menu appears to the right of the 2D map. Selections from the Map Control
Menu change what appears on the 2D map. Close Button
Across the bottom of both the 2D and 3D screens is the Division and Ship Panel dis- You may also close the Camera Control Panel by clicking on the X button.
play. This is where you issue orders to your forces and check on their status.
21 22
Manual Camera On/Off select the type of events you want the Auto Camera to display by going to the Camera
Default setting is off. When on, Manual Camera gives you complete control of the cam- tab of the Preference Settings (see Camera Settings on page 49 for exact details). Some
eras positioning and view. You can move the camera around the 3D world by key of the auto-camera events are disabled if you chose Restricted 3D Camera under the
press to watch events from almost any vantage. However, if you have selected Realism tab of Preferences.
Restricted 3D Camera under the Realism Preferences (see page 51), then Manual
ID Tag Selection
Camera is disabled.
When you click on this button, a window pops up from which you may select one of
In Manual Camera mode, the other buttons on the Panel are disabled except for Close three ID Tag options. (See Ship ID Tags on page 30 for a full description of tags.)
Panel and the ID Tag Selection. Auto Camera Events are ignored while Manual
Camera is on. ID Tags are displayed for both sides ships. This is the default setting.
See Camera Modes on page 22 for a list of the keys that control the Manual Camera. Only Enemy (and Unidentified in Division Commander mode) ID Tags are displayed.
No ID Tags are displayed.
Ship/Division View Toggle
This toggle changes the way the camera system decides where the center of the scene Camera Modes
is positioned. The default setting is Division View. With this setting, the camera is posi- There are eight camera modes you control or activate. Manual mode gives you com-
tioned in such a way as to show all of the divisions ships on the screen. plete control of the camera; the other modes focus on different ships (if you have
If you toggle it to Ship View setting, the camera uses the middle of the current friendly camera set to Ship) or divisions (if set to Division). You can manipulate the camera in
ship as the focus of the view. The current ship will either be the divisions flagship if each mode by pressing certain keys. The function of a camera key is multiplied if you
you are on a Division panel, or the selected ship if you are on a Ship panel. hold down the s or C while pressing the key:
s-[key]: Camera adjustment equals 5 steps of the key press.
Camera Selection Button
C-[key]: Camera adjustment equals 20 steps of the key press.
Target Track
Look Thru Manual Camera
Top Down
Enemy Track
Manual mode can be toggled on the Camera Control Panel. Manual camera moves only
Semi-Free in response to your key presses. The highest a Manual Camera will go is 5,000 meters
above the sea. Its vertical pitch angle can rotate through 360 degrees.
Click on this button to select the current camera mode (the default mode is Semi-Free). Manual Camera Keys
A window pops up from which you may select one of five camera modes. Click on the W Z move the camera position forward/back.
arrow of your choice. The window automatically closes, and the icon on the Camera
A S rotate camera left/right.
Selection button shows your current choice. See Camera Modes on page 22 for com-
plete details. u y move the camera position to greater/lesser height.
Look Thru (yellow arrow) Target Track (red arrow) I D change the cameras vertical pitch up/down.
Enemy Track (purple arrow) Topdown (orange arrow) h j move camera position right/left.
Semi-Free (triple green arrows)
Look-Thru Camera
Previous/Next Buttons Yellow arrow on Camera Selection pop-up. Positions the camera behind the current
Use these buttons to move the camera between previous and next camera targets or ship/division and points the camera at a target ship of the current ship/division. The
to revolve your camera in 45-degree increments, depending on your camera mode Previous/Next buttons on the Camera Control Panel step through the target list for the
see Camera Modes on page 22 for full details. ship/division and change the camera view to the appropriate position.
Auto Camera On/Off A target list is maintained for the current ship/division as follows: Main Gun Targets,
Secondary Gun Targets, and Torpedo Targets. Illumination targets are not included. If
Default setting is On. When on, the Auto Camera moves the camera to display signifi- the target list is empty, the camera takes a position behind the current ship/division.
cant events as they occur. Text messages also appear to describe the events. You may
23 24
2D Map Screen Overview ters itself over the flagship of the new division. Another way you can get to free map-
ping mode is by clicking on the Zoom Level button and selecting a different zoom level.
This automatically unlocks the map.
Friendly Flagship Enemy Ships Game Clock
Scroll Compass
Game Speed
The Scroll Compass allows you to move around the 2D map in any of the four cardi-
Mapping Mode Padlock nal directions by clicking on the scroll arrows. It is only available if the padlock icon
Grid Scale Scroll Compass is unlocked.
Zoom Level The outer, gold, double arrows let you make big jumps round the map.
Compass
Auto Plot
The inner, bronze, single arrows allow for smaller map jumps.
Map Display
Map Scale If you click on the center x, your currently selected division is centered on the screen.
Camera Location Range Circles Map Grid
For continuous scrolling, hold down the left-hand mouse press instead of clicking.
Zoom Level
The 2D map is oriented with North always at the top. In the lower left-hand corner of To zoom in or out on the map, click on the Zoom Level button and a popup appears. A
the 2D map, a compass is available as an aid to plotting. Below the compass is the nau- series of icons and ships represents the zoom levels. Click to the right of the scale to zoom
tical miles (nm) indicator that shows the length by width of the visible map area (a in and to the left to zoom out. Zoom levels differ between night and daytime battles.
nautical mile is 2,000 yards). Ships appear on the 2D map as icons (the size of the
icons depends on the current zoom level). Blue icons represent friendly ships or divi- Auto-Plot
sions; red icons represent enemy ships or divisions. Flags denote division flagships. At Auto-Plot allows you to quickly enter a new course for the currently selected division.
higher zoomed out levels, a single icon represents an entire division. A camera icon on Auto-Plot is only available on the 2D screen. When you click on the Auto-Plot button,
the map indicates the location and facing of the camera on the 3D screen. the Navigation Panel appears at the bottom of the screen if it is not already open.
Below the map is the Division and Ship Panel display. This portion of the screen Click on any point on the map that you want to be the new heading for your selected
remains the same when you switch between 2D and 3D views. division. The new heading automatically appears on the 2D map and on the Navigation
The 2D Map Control Menu appears to the right of the map. For a description of the Panel, but you must still click on the Execute Plot button of the Navigation Panel to
Clock and Game Speed setting, see page 20. implement the maneuver. See Navigation Panel on page 39.
Auto-Plot is unavailable if your selected division is in a turn (you cannot set a new
2D Map Control Menu maneuver until the lead ship has completed its current maneuver). The icon on the
The 2D Map Control Menu bar on the right-hand side of the 2D screen contains infor- panel highlights when it is possible to use Auto-Plot again.
mation about the 2D map. The selections you make on this menu determine what is
displayed on the map. Divisions maneuver in such a way as to maintain their current formation when given
orders through Auto-Plot (that is, ships in Column Formation plot a column turn, while
Mapping Mode Padlock ships in Line Formation plot a simultaneous turn). You can override an auto-plotted
A locked or unlocked padlock indicates the current Mapping Mode selection. course by making changes on the Navigation Panel, providing you havent already
clicked the Execute Plot button.
Locked: When the Mapping Mode is locked, the 2D map is set at the maximum zoom-
out required to show all ships currently visible or known to you. For example, if you When you leave the Navigation Panel for a different one, Auto-Plot is automatically
are playing in Standard mode (not Division Commander mode), all friendly ships are switched off, but it is turned on again if you return to the Navigation Panel. If you had
always shown. If the divisions are too widely spaced to appear together on the screen, set a new heading, that heading is still plotted.
the map centers on the flagship of the currently selected division and shows as many
Range Circles and Map Display Info
other divisions as possible at the maximum zoom out level.
There are two icons in the space below the Auto-Plot button: a green circle and an
Unlocked: Click on the locked padlock to unlock it and enable the free mapping mode. orange arrow. Click on the green circle icon to open a pop-up window for Range
In free mapping mode you can use the Scroll Compass to move around the map. In Circles; click on the orange arrow icon to open a pop-up window for Map Display Info.
free mapping mode, whenever you shift to a new division, the map automatically cen-
27 28
Range Circles Window resent 90% of your standard detection range. Once you have spotted a contact and
know where to look, you can still see it, even if it moves to the point of maximum
Secondary Gun Max Range range, which is 110% of your standard detection range.
Main Gun Max Range Torpedo Max range Your ships radar range depends on type of radar, quality, and current radar condi-
tions. The enemys radar ranges are never shown.
Cruiser Initial Contact Ranges
Battleship Initial Contact Ranges Note: An enemy ships observing ranges are only shown if the information level you
Destroyer Initial Contact Ranges
Current Ship Filter have on that ship is Type or Name level. During night battles, the ranges given for
All Enemy Ships and Unidentified Ships Filter
enemy observers assume they have average night fighting ability, so their true obser-
All Ships Filter Button Close Pop-Up Window vation range may be more or less.
Selected Division Filter All Friendly Ships Filter Map Display Info
In the Range Circles pop-up window, click on a button to toggle it on (highlight) or off.
When a button is toggled on, circles of the appropriate color are displayed on the map
Enemy Ships Firing Torpedo Cones
to show the ranges for the ships you have selected using the Filters buttons at the bot-
tom of the pop-up (see Filter Buttons on page 29). Friendly Ships Firing Smoke Screens Displayed
Click on the X button to close the pop-up window. Ship Names Display Button
Close Pop-Up Window
Weapons Ranges
Filter Buttons
Main Gun Max Range (white circles). Shows the maximum range of the ships main
guns, even if all of its main guns are knocked out.
Secondary Gun Max Range (gold circles). Shows the maximum range of the secondary The second icon, an orange arrow, opens up the Map Display Info pop-up window.
guns (if the ship carries any), even if all of its secondary guns are knocked out. From this window, you can toggle on and off Projected Path, Friendly Ships Firing,
Enemy Ships Firing, Torpedo Cones, Smokescreens, and Ship Names on the 2D map.
Torpedo Max Range (aqua circles). Shows the maximum range of the torpedo type Use the Filters buttons at the bottom of the pop-up window to select which ships you
carried by that ship, whether any torpedoes remain on board the ship or not. want to display this information.
Note: These three types of weapons information are only displayed for an enemy ship Click on the X button to close the pop-up window.
if the information level you have for it is Name level.
Projected Paths Displayed: The Projected Paths display shows the predicted paths of
Initial Contact Ranges the selected ships on the 2D map. When the Projected Paths is first toggled on, the 15
Battleship Initial Contact Ranges. Visual limit is shown with red circles, radar limit with button is also highlighted, and the paths are shown out to 15 minutes into the future.
dashed red circles. The circles show the ranges that the observing ship will initially Changing the time to 5 or 30 alters the number of minutes into the future the Projected
detect battleships. (Battlecruisers are treated as battleships for sighting purposes.) Paths are displayed. You can also turn on the Projected Paths by clicking on the 5, 15,
or 30 minute time indicator buttons.
Cruiser Initial Contact Ranges. Visual limit is shown with yellow circles, radar limit
with dashed yellow circles. The circles show the ranges that the observing ship will Enemy projected path lines follow the current heading of the enemy ships and do not
initially detect cruisers or transports. account for turns. In real life, you cannot predict when an enemy ship will turn. Your
own ships projected path lines reflect maneuvers in progress.
Destroyer Initial Contact Ranges. Visual limit is shown with green circles, radar limit
with dashed green circles. The circles show the ranges that the observing ship will Friendly Ships Firing: Toggle this button on to show which targets your ships are fir-
initially detect destroyers. ing at. Dashed white lines appear on the 2D map displaying the path of gunfire from
each selected friendly ship to each target it is firing at. This shows the path of all gun-
The circles represent initial contact. When you are looking for a contact on the hori- fire from main and secondary guns. Use the Filters buttons at the bottom of the pop-up
zon, it often takes a while before you can spot anything. The contact may be a little to select which ships you want this information for.
nearer than maximum visibility allows for when you actually spot it, so the circles rep-
29 30
Enemy Ships Firing: Toggle this button on to reveal which enemy ships are firing Map Grid
upon your ships. Dashed red lines show the path of gunfire from each firing enemy At the bottom of the Map Control Menu is a Map Grid button. Click on this to open a
ship to its target. This shows the path of all gunfire from main and secondary guns. pop-up window. You may select from the grids on the pop-up to place a different-sized
Use the Filters buttons at the bottom of the pop-up to select which ships you want this grid overlay on the 2D map. The grid allows you to plot your course with greater pre-
information for. cision and helps you to see the position of your ships in relation to the enemy. The
Note: When both shooting icons are on, a candy cane effect occurs when ships are fir- scale of the grid you are using is shown in white figures on the 2D map.
ing at each other.
Ship ID Tags
Torpedo Cones: When toggled on, the Torpedo Cones button displays cones for
Primary ID Tags
friendly torpedo spreads already in the water (arguably, friendly torpedo is an oxy-
moron). The cone shows the area that the torpedo spread will cover during its Primary ID (Identification) Tags are displayed whenever you move the mouse cursor
remaining run time. The current position of the torpedo spread is represented by a line over a ship in the 2D or 3D views. Moving the cursor away from the ship makes its tag
eating into the cone. disappear. You can also toggle Primary ID Tags on permanently (for enemy ships or for
all ships) on the Camera Control Panel. Red ID tags represent enemy or unidentified
Cones are displayed for all friendly spreads if you are playing in Standard mode. In ships; blue tags represent friendly ships.
Division Commander mode, only spreads fired by your own division are displayed.
Enemy torpedo cones are never displayed. A Primary ID Tag displays three pieces of information about the ship. The information
is based on the Target Information Level, of which there are three: Contact, Type, and
No matter how the Torpedo Cones button is set, when you select a torpedo target for a Name.
ship in the Torpedo Panel, a cone appears on the 2D map showing the area the torpe-
does will cover if fired. This cone remains displayed as long as one of the ships torpedo Contact Level
tube mounts is targeted on the panel, but will be removed if you leave the Torpedo Panel This is the first and lowest level of information. Your observers have only just sighted
without firing (or fire the torpedoes and the Torpedo Cones button is off). the ship, either visually (binocular icon) or by radar (radar antenna icon). You know
Smokescreens Displayed: Toggle the Smokescreen button on to display where nothing more about the ship other than it is a contact at a certain range from your ship
smokescreens are in effect on the 2D map (the default setting for this button is On). (distance is indicated in yards). Your chance of hitting a contact with guns or torpe-
does is reduced by 50%.
Ship Names Displayed: Toggle the Alpha button to turn on or off the ship name tags
on the 2D map (the default setting for this button is On). As time progresses, your observers gain more information about the contact, raising
it to the next information level: Type.
Filter Buttons for Range Circles and Miscellaneous Features
Type Level
Filter buttons appear on both the Range Circles pop-up window and the Miscellaneous
Features pop-up window. The information displayed through each of these pop-up Your observers have now judged the type of ship it is. The Primary ID Tags list four
windows can be filtered for specific ships or divisions by using the Filter buttons. The types of ships, but there are actually six types in the game (see Ship Types on page 71
filters have a cumulative effect, so you may toggle on more than one at a time. for more details).
From the left, the first Filter button toggles on the information for all ships, friendly BB: battleship, the largest warships in a fleet. For Type level, this includes BCs (bat-
and enemy. tlecruisers).
The second button toggles on the information for your currently selected ship. CA: heavy cruiser, smaller than BBs or BCs but larger than DDs. For Type level, this
includes CLs (light cruisers).
The third button is for your currently selected division.
The fourth button shows the information for all friendly ships. DD: destroyers, the smallest and fastest warships in a fleet.
The fifth button filters for all enemy ships and unidentified contacts. TR: transports, unarmed merchant and transport ships.
The filter selection is the same on both pop-ups, and when changed on one popup, it Your chance of hitting a Type level target with guns or torpedoes is reduced by 25%.
automatically changes on the other pop-up so that they display information for the
same selected ships. Name Level
Your observers have watched the ship long enough to completely identify it. This is the
When playing in Standard mode, you have access to information from all friendly highest information level. Your guns and torpedoes are most effective when firing on
ships. However, in Division Commander mode, you only have access to the informa- an enemy Name level target.
tion from ships in your division.
31 32
Each Ship Box contains some or all of the following information and icons: If a particular ship in the division has that appropriate system, its ship box is high-
lighted. Otherwise, it is not. For example, the ship box of a BB that carries no torpedoes
Type: BB, BC, CA, CL, DD, or TR.
does not highlight when you click on the Torpedoes button.
Name: ships full name.
There is no orders panel for Division/Ship Status this is a summary only button.
Ship Icon: matches the ship type.
Summary Button
Flagship Pennant: the divisions flagship displays a small flag on the stern. Click on the Summary (clipboard) button to highlight it. You now have access to the
Recognition Lights: a light icon indicates the ship has its national recognition lights summary panels for your current division. Click on a system button to see the infor-
on at night (Division Commander mode). mation about that system for the divisions ships.
Speed Limited: a red arrow indicates the ship is slowing down its division friendly only. Division Summary Panels
Turn Limited: a curving orange arrow indicates the ships rudder is currently jammed. Navigation Summary Panel
Smoke: a white cloud indicates the ship is laying a smokescreen. Speed: current speed of ship expressed in knots.
Current Max. Speed: how fast that ship can go.
Detaching a Ship
A ship can be detached from a division voluntarily to become an independent unit. A Course: divisions heading expressed in compass degrees.
ship is automatically detached if the division makes a turn that it cannot maintain. A Structure Damage: total damage to ships hull, expressed as a percentage. At 100%,
ship is not detached for reason of speed loss; instead, the division automatically decel- the ship goes Out of Action and may not operate any of its systems (it slows to a halt).
erates to match the speed of the ship so that it remains in formation. When a ship
detaches and creates a gap in the formation, the remaining ships automatically close Flotation Damage: how much flooding the ship has taken, expressed as a percentage.
up as best they can. Flotation damage lowers a ships maximum speed. At 100% level, the ship is Sinking
and cannot operate any of its systems.
A detached ship forms a single-ship division that can never reattach to its parent divi-
sion or to any other division. Fire Level: how many fires the ship has on board. Fires can be very dangerous, espe-
cially as the number of them grows.
In multi-ship divisions, a broken chain icon appears below each ship box. To detach a
ship from the division, click on the ships broken chain and a pop-up window appears. Status Summary Panel
Detach Confirmation: Click on YES to confirm that you want to detach the ship or Crew Quality: Green, Average, Veteran, or Elite. Crew quality affects weapons perfor-
click on NO to cancel. You retain control of the detached ship in Standard mode, but it mance, sighting, and repairs.
now operates as a single-ship division. In Division Commander mode, the program's Crew Fatigue: Fresh, Normal, Tired, or Fatigued. Crew fatigue affects weapons per-
AI takes control of the ship and it is no longer part of your division. formance, sighting, and repairs.
Division Button Box Night Fighting: Poor, Average, Good, or Excellent. Night fighting skill affects visual
The Division Button Box is located on the right-hand side of the Division and Ship sighting and weapons performance at night.
Panel. The button box includes two filter buttons at the top Orders (saluting sailor) Radar: None, Poor, Average, or Good. Radar is useful for sighting, especially under
and Summary (clipboard). Below these are six system buttons Navigation (wheel reduced visibility conditions.
icon), Main Guns (blue turret), Secondary Guns (green turret), Torpedoes (torpedo),
Illumination (searchlight), and Division/Ship Status (blue ship). Turn Rate: turning diameter expressed in yards. An Emergency turn will cut this rate
by 25%.
Orders Button
Acceleration Rate: how many knots per minute the ship can increase its speed.
Click on the Orders button to highlight it. You now have access to the orders panels for
your current division. Click on a system button to bring up a panel where you can issue Deceleration Rate: how many knots per minute the ship can reduce its speed.
orders for that system (for example, Main Guns).
35 36
Current Speed: Highlighted with blue border. Emergency Turn: In an emergency situation you may want your ships to turn on a
tighter diameter than normal. Highlight the Emergency Turn button to order this. The
Ordered Speed: Highlighted with green border. You may set the ordered speed anywhere division then makes its turn on a diameter that is 75% of normal. For example, if the
from 0 to 40 knots (however, the division will never exceed its maximum speed). There are divisions turning diameter is 600 yards, it will turn on a 450-yard diameter instead.
two ways to change a divisions speed: click at a desired point on the gold speed bar, or click However, there is a 1% chance for each ship in the division that it will jam its steering
on the down/up speed scroll buttons to change speed by 1-knot increments. Speed changes in that direction until its damage control parties can repair it. A ship with jammed
do not occur immediately. The division accelerates or decelerates gradually until the cur- steering will very likely fall out of formation.
rent speed matches the ordered speed or the maximum speed, whichever is less.
Execute Turn or Cancel
How to Order a Turn
When you are satisfied with the turning orders you have entered, click on the Execute
You may use the Auto-Plot feature on the 2D map to order a turn for the selected divi- Turn button to begin the turn, or click on the Cancel button to erase the orders. If you
sion. In either view (2D or 3D), you may issue turning orders or modify an auto-plotted click on Execute Turn, a padlock icon appears, indicating that you cannot change the
turning order using the Navigation Panel. order or enter a new one for that division until the lead ship has finished its turn. (If
On the left-hand side of the panel, a compass ring is displayed that surrounds a ship turning in column, you cannot issue a line turn order until all ships have finished the
icon representing the lead ship of the selected division. The divisions current ordered column turn.) A Turning icon also appears next to the Division Flag on the Division and
course is highlighted on the ring and may be anything from 0 to 359 degrees. The car- Ship Panel while the turn is in progress.
dinal directions are marked by 0 (north), 90 (east), 180 (south), and 270 (west).
Smokescreen Toggle
When making a course change, there are four decision points. You can make these Highlight the Smokescreen toggle to turn smokescreens on. A pop-up appears, from
decisions in any order and go back to change a previous decision. You can even switch which you select the ships in the division you want to generate smoke. The selected
panels or divisions and come back to the turn order later. As you enter a turning order, ships lay smoke until you turn it off. Smokescreens interfere with visibility, so they are
it is shown on the compass window, on the 2D/3D display, and repeated in the boxes useful for creating cover that other ships (such as transports) can hide behind. Smoke
to the right of the Cancel button. However, once you click on Execute Turn, the order drifts with the wind and dissipates over time. The higher the wind speed, the sooner
is locked in and you cannot change or stop it. the smoke dissipates. The Environment Panel on the Briefing screen lists the direction
the wind is blowing from and its speed.
41 42
Recognition Lights Toggle Target: A target pop-up window appears when you click on the Target List Box, which
Highlight the Recognition Lights toggle to turn recognition lights on at night. A pop-up includes all targets, even those outside your maximum torpedo range. Select one tar-
appears, from which you select the ships in the division you want to turn on lights. get from the list. Displayed below the Target List Box are percentage factors that
Recognition lights are only useful in Division Commander mode when unidentified estimate the chance to hit, thus providing an idea of how good a shot you are taking.
ships might be friendly or enemy. When your lights are on, you are displaying your These include target aspect, target speed, and target range. The ideal target has a
ships nationality to outside observers. The lights also make your ship more visible, so broad aspect, slow speed, and short range. However, these chance-to-hit factors
you should not leave them on for long periods. assume that the target maintains its current heading and speed.
Strategic Map
A strategic map appears on the right-hand side of the Navigation Panel. The map dis-
plays a 2D view centered on the selected division. This map is for information only. Torpedo Range/Speed: Depending on its type, a torpedo has one to three range/speed
settings. The program automatically chooses the range/speed setting that will reach the
Single-Ship Panels estimated interception point with the target, which assumes the target maintains its
course and speed. You may not change the range/speed setting. Torpedoes are harm-
To give orders to an individual ship within a division, highlight the Main Guns,
less during the first 1,000 yards of their run and after they reach the end of their run.
Secondary Guns, Illumination, Torpedoes, or Status button on the Division Button Bar,
then click on the Ship Box of the ship you want to give those orders to. You may not Spread Width: Choose one of three settings. The narrow width increases the chances
issue navigation orders at the single-ship level all navigation occurs at division level. of hitting, assuming the target remains on its current course at its current speed. A
wide spread covers more sea but reduces the chances of hits.
Once you have a single-ship panel open, you can select another ship in the division by
clicking on its Ship Box or by pressing the 1 - 0 keys for 1st-10th ship in the division Mounts: Only centerline mounts or mounts on the side you are firing to may be used.
(going from left to right on the Ship Box display). You can switch divisions in the sin- Mounts that cannot be used are blocked out. All torpedoes in a given mount are fired
gle-ship panel by clicking on a division number in the list display beneath the flag on at the same time. There are no torpedo reloads during battle. Select (highlight) a
the Division and Ship Selection Bar. mount to fire it. You may fire multiple mounts in the same spread. After a mount has
fired, the number of seconds remaining until its torpedoes reach their calculated inter-
To return to division panels, click on the Divisions Orders or Division Summary button. ception point appears by the icon. If this time elapses, the number displayed
represents the time remaining before the torpedoes reach the end of their run.
Single-Ship Torpedoes Panel
Target
Fire: After you have selected mounts to fire, a Fire Button appears on the panel. A blue
cone also appears on the 3D view and 2D map, showing the diverging torpedo spread
Torpedo Fire Button out to the end of its run. When you are satisfied with the decisions you have made,
Range/Speed click on the Fire button to launch the torpedoes (the cone then disappears on the 3D
view and a spread bar appears in the water indicating the location of the torpedoes).
Spread Width Mounts Chance to Hit You may leave the Torpedo Panel without firing torpedoes. If you return to the panel,
as long as you previously selected a target, the target remains selected (and a spread
You may only issue torpedo launch orders at the single-ship level. To access the panel cone is displayed if at least one mount can fire) until you hit Fire or change the target.
for the currently selected ship by hot key, press T. There are three decisions to make
before you fire a ships torpedoes: choose target, choose spread width, and choose
mounts to fire. You must choose the target before you can choose the mounts to fire.
43 44
Single-Ship Main Guns Panel etrate at the current range for direct and plunging fire. The base hit percentage is shown,
Instead of issuing firing orders for main guns at the division level, you may issue them at and the final hit percentage (after all modifiers are applied). The current (adjusted actual)
the single-ship level. Bring up the Single-Ship Main Guns Panel for the selected ship. You reload time and base reload time for the guns are indicated. If the target information is at
may choose up to two targets for your ships main guns. If you want to return the ships Name level, the targets armor values (as shown on the Ship Viewer) are also displayed.
main guns to division control, highlight the Division Control button. The Single-Ship Main
Single-Ship Secondary Guns Panel
Guns Panel also displays the factors that affect your main guns chance to hit, and the
armor thickness that its shells can penetrate at the current range to the selected target. This panel works identically to the Single-Ship Main Guns Panel but for secondary
guns. However, some smaller warships do not carry secondary guns.
Target List Window
Single-Ship Illumination Panel
Click on the Target List Box to open a window that lists all possible targets for your
ships main guns. Select one target from the list. Any turrets whose arcs can bear on Instead of issuing illumination orders at the division level, you may issue them at the
that target switch fire to that target. (To deselect turrets, you must first highlight the single-ship level. Bring up the Illumination Panel for the selected ship. You may choose
Turrets Selection button see below.) If you select a second target from the second up to two targets each for your ships starshells and searchlights. If you want to return
Target List Box, any turrets not firing on the first target attempt to fire at the second. the ships illumination orders to division control, highlight the Division Control button.
However, you should keep in mind that splitting your main guns between two targets Starshells: Highlight the Starshell button to order starshells, then click on one of the
is often less efficient (in terms of chance to hit) than aiming them all at a single target. Target List Boxes. A pop-up window appears, listing all possible targets for your
starshells. Select one. To assign a second target, go to the second Target List Box. A
Ammo Selection Buttons
turret is automatically assigned to fire starshells at each target you select.
Highlight the button of the ammo type you want to fire at that target: AP (Armor-
Piercing), Common, HE (High Explosive), or Auto-Select (the program selects the type Searchlights: Highlight the Searchlight button to activate searchlights, then click on one of
best suited against that target). Guns below 5.9 bore size only fire Common. Guns of the Target List Boxes. Select one. To assign a second target, go to the other Target List Box.
5.9 bore or greater fire AP or HE. If your ship runs out of one ammo type, it will auto-
matically select the other (in other words, the ship does not stop firing when the Single-Ship Status/Damage Panel
selected type is depleted). The Status/Damage Panel for single ships provides information only you do not issue
orders or change settings on this panel. The percent of structure damage is indicated
Turret Allocation Diagram on the structure boxes. Each structure box represents 2% of the ships structure sys-
Click on the Turret Allocation button to display a diagram of the ships turret layout. tem. The percent of flooding damage is indicated on the flotation boxes. Each flotation
Turrets indicated with a 1 are firing at the first target. Turrets indicated with a 2 are box represents 5% of the ships flotation system. Fire levels are indicated by 0-10 fire
firing at the second target. An X shows a destroyed turret, and a star shows a turret icons (10 is the worst fire level). The Status/Damage Panel also provides damage infor-
that is committed to firing starshells. You can select which turrets fire at a given tar- mation about the ships weapons and other systems. To get a detailed display about a
get and which turrets hold their fire. The currently selected target list box is particular system, click on the Main Guns, Secondary Guns, Torpedo Mounts, or Ship
highlighted. Click on a turret to toggle between off and the targets number (1 if the top Systems button. A pop-up appears by the button you click on.
target list box is selected, 2 if the bottom target list box is selected). The default value
is zero which is hold fire. Main Guns Status/Damage Display
(Blue turret icon.) This display shows each of the ships main gun turrets and its two
Gunnery Modifiers Display main gun magazines. A turret or magazine is either operable or destroyed. Icons show
Click on the Gunnery Modifiers Display button to bring up a bar graph showing the the number of barrels in a given turret (1-4). Each turret icon points in the direction
effects of different modifiers to your gunfire against the selected target. Positive mod- of its main arc of fire, with the bow of the ship to the left and the stern to the right.
ifiers appear as bars raised above the 0 line; negative modifiers appear as bars below
Secondary Guns Status/Damage Display
the 0 line. For full information about Gunnery Modifiers, see page 88.
(Green turret icon.) This display shows one turret each for Fore, Aft, Port, and Starboard
Gunnery Data Display secondary guns with a corresponding number representing the remaining secondary
Click on the Gunnery Data Display button for information on the main guns chance to hit gun turrets. Secondary gun magazines are not displayed (they cannot be destroyed). If
and penetrate the targets armor. This shows the percentage chance of the shells striking the ship carries no secondary gun armament, the button may not be selected.
as direct or plunging fire. It also lists the armor thickness (in inches) that the shells can pen
45 46
Torpedo Mounts Status/Damage Display screen. The 3D view has the same interface panels, with a side panel of Camera
(Torpedo icon.) Each warship carries 0-4 torpedo mounts. As with gun turrets, a torpedo Controls. The Camera Controls panel defaults to being on screen at the beginning of
mount is either operable or destroyed. A mount cannot reload during battle, so once fired any battle, but may be turned off see 3 below.
it is empty. If the ship carries no torpedo mounts, the button may not be selected.
F2 Full Screen/Half Screen Option
Division Number Structure Damage When you click on this tab, the game displays the 3D view in the entire screen (with
(hull boxes) Camera Control Panel to the right). Pressing 2 when the full screen is up takes you back
Main Guns
Fire(s) to the normal, half-screen, 3D view with the bottom Division and Ship Panels visible.
Secondary Guns
Flotation Damage
Torpedo Mounts F3 Camera Control Panel
Ship Systems Power Propulsion Fire Detectors Searchlights This tab toggles the Camera Control Panel on or off (the panel appears at the right side
Damage Control Maneuver Bridge Radar of the 3D map). If you are in 2D mode, choosing this tab (or pressing 3) takes you
to 3D mode.
Systems Status/Damage Display
F4 Preferences Screen
(Blue ship icon.) This displays the other systems not covered under the weapons but-
tons. Systems can be operable, damaged, or destroyed. If a system is damaged, the Click on this tab (or press 4) to bring up a full-screen display that allows you to see
repair time remaining (in minutes and seconds) appears by its icon. For more infor- which options you selected and turned on or off at the start of the game. You may
mation, see Damage to Ship Systems on page 95. change any of your selections except Realism during the game. See Preference Settings
on page 49 for full details.
Damage Control (repairs damaged systems, and puts out fires)
F5 All Ships Display
Power (electrical system Weapons, Searchlights, Radar, and Bridge systems go off-
line when the power system is damaged) Structure Damage Fire(s) Enemy Nationality
Maneuver (rudder and steering, which affects the ships turning ability)
User's Nationality
Propulsion (engines, which affects the ships speed)
Main Guns
Bridge (can be damaged but not destroyed)
Secondary Guns
Fire Directors (two per ship affects fire control of the main guns)
Flotation Damage
Radar (not all ships have radar) Type
Searchlights (port and starboard BBs and BCs have two searchlights on each side)
Ship Name
Function Bar
Current Speed/
Camera All Ships In Game Game Speed and End Maximum Speed
2D/3D View Control Panel Display Victory Screen Pause Settings Battle
Clicking on this tab or pressing 5 takes you to a full-screen All Ships display of infor-
mation. The All Ships display provides you with current known information about all
Full Screen/ Preferences Briefing Screen/ Ship Viewer Save Game Exit the ships in the scenario that you are playing. Any mouse click or key press returns
Half Screen Toggle Screen Environment Panel Screen Screen Game
you to your previous place in the game.
When you move your mouse cursor off the top of the 3D or 2D screens, the Function
The All Ships screen displays the same information found on the secondary ID tags,
Bar appears. The Function Bar gives you access a variety of options. Click on a tab you
including current state of damage. A numbered pennant flag indicates a flagship.
want, or press the equivalent key on the keyboard.
Friendly ships appear on the left side of the screen and enemy on the right (the mid-
F1 - 2D/3D Option dle column is filled last in both cases). Friendly ships are arranged according to
division except in Division Commander mode when your division appears at the top of
This tab toggles the game between the 2D and 3D screens. The 2D view has a Map
your sides list. Enemy ships are arranged in the order they were discovered. However,
Control Panel to the right of the screen and interface panels at the bottom of the
ships on either side that are out of action or sunk appear at the end of their sides list.
47 48
Event Messages Look-Thru, Target Track, and Enemy-Track will all turn on the ID tags of the target ship
Text messages about current game events appear on the screen. Some key events are if they are not already turned on in the Camera Buttons Panel. The ID tags only appear
described by voice messages. All of these messages are self-explanatory. Some mes- while the camera focuses on the target, and disappear when the camera moves away.
sages announce Minor, Major, or Critical damage to a friendly ships system. Critical is Reset Gamespeed On/Off: Default ON. Program resets the gamespeed back to the
the most severe. speed being used prior to showing an auto-camera event (all auto-camera events are
Light Flooding or Light Hull Damage messages appear for a friendly ship when its shown at normal game speed). When OFF, the game remains at normal game speed
damage level in the appropriate category is greater than 25%. Medium Flooding and after any auto-camera event.
Medium Hull Damage messages indicate greater than 50% damage, and Heavy Navigation Plot Camera On/Off: Default ON. Overrides your current camera mode to
Flooding and Heavy Hull Damage indicate greater than 75% damage. track your navigation order entry. When finished, the camera view returns to its pre-
vious settings. This mode is always an immediate camera transition. In Manual
PREFERENCE SETTINGS camera mode, this option is disabled.
You may change the games preference settings for audio, camera, realism, 3D, and Torpedo Plot Camera On/Off: Default ON. Overrides your current camera mode to
auto-saves before loading a battle. Click on the Telegraph button in the Player Options track your torpedo attack order entry. If you fire torpedoes, the camera moves to view
screen (single-player) or Host Create screen (multiplayer) to access the Preference the firing sequence, pans to the firing direction, and then exits this mode to return to
Settings screen. During game play, press the 0 key to access Preference Settings, but its previous settings. This mode is always an immediate camera transition. In Manual
you may not change Realism settings after the battle has loaded. camera mode, this option is disabled.
The Preference Settings screen is tabbed to show five different sub-screens that can be Camera Transitions Immediate/Fluid/Automatic: Default Automatic. You can tog-
opened one at a time by clicking on the tab: Game, Camera, Realism, Audio, and gle through three options to decide how the camera will move from one location to
Random Battles. Most items in the sub-screens are toggle items click on an item to another. You can only select one of these options at one time. Fluid transitions move
switch it. Grayed-out items are not available. the camera to its new position in a series of incremental steps. Immediate transitions
move the camera immediately to its new position with no intermediate steps.
Game Settings Automatic transitions combine the actions of both Fluid and Immediate, using Fluid
The game settings are toggled ON or OFF individually. Toggling 3D options ON can whenever moving the camera less than 4,000 yards and Intermediate whenever mov-
adversely affect the speed that the game runs on your machine. ing over 4,000 yards.
3D Options Forced Auto Camera On/Off: Default ON. When switched ON, the game view auto-
matically switches to the 3D display whenever an auto-camera event is being shown.
Ocean Texture On/Off: When OFF, the ocean is one color.
At the conclusion of the event, the game view switches back to the 2D screen if the
Sky Texture On/Off: Adds clouds to sky when ON. player had been in 2D mode. While an auto-camera event is being displayed in 3D, you
may override it and return immediately to the 2D screen by pressing the 1 key.
Smokestacks On/Off: Smokestacks belch smoke when ON.
Auto-Camera Events: Click on this button to open a window that lists the events. The
Sea Swells On/Off: Ocean surface has a wavy texture when ON. auto camera will show all events that are checked. Toggle an event off if you do not
Rolling Ships On/Off: Ships lean when making turns, recoil when firing main guns, want the camera to show you that particular event. If the scenario contains many
and roll up and down in the water. ships, it is wise to toggle some of these events off so that the auto camera does not
interrupt your play too frequently.
Text Options
Enemy Sinking: Displays the interesting part of an enemy ship sinking or blowing apart.
Message Text On/Off: Default ON. If OFF, the text messages writing over the 2D and
3D screens do not appear. Enemy Hit by Torpedoes: Displays an enemy ship when it is hit by a torpedo.
Auto Save On/Off: Not available during multiplayer games. Select the minute interval Enemy Turret Explosion: Displays an enemy ship when its turret is destroyed
between auto saves by clicking on the desired time. in a graphic way.
Enemy on Fire: Displays an enemy ship at the moment the fires on board it grow
Camera Settings
sufficiently to be displayed graphically in the 3D world.
Automatic ID Tags On/Off: Default ON. When the camera focuses on an auto-camera
event, the ID tag of the ship in focus is displayed even if the ID tags are not turned on Enemy Hit by Shell: Displays an enemy ship when it is hit by shellfire.
in the Camera Buttons Panel. In certain camera views, this mode also comes into effect:
51 52
Enemy Fires First Time: Shows an enemy ship firing its main guns at a ship in your both Semi-Free and Top-Down modes are restricted in that you cannot move the cam-
division when your ship is a new target for that enemys guns. era more than 2,500 yards away from a ship in the current division.
Enemy Illuminated: Shows an enemy ship when it becomes illuminated Unrestricted You may use all camera modes (views) and the auto cam shows all
by a starshell. events by priority.
Shell Cam: Shows one of your ships firing its main guns, and the camera follows Ammunition Realism
the shells to the target if the salvo straddles the target (whether any shell actually Restricted You are limited to each ships shell supplies and can run out of ammunition.
hits or not).
Unlimited Ships never use up their gun ammunition.
Playership Sinking: Displays the interesting part of a friendly ship sinking or blow-
ing apart. Enemy Damage Info Realism
Restricted You only get approximate information regarding structure damage, flood-
Playership Hit by Torpedo: Displays a friendly ship when it is hit by a torpedo.
ing damage, fire damage, and gun turrets remaining in action on enemy ships.
Playership Turret Explosion: Displays a friendly ship when its turret is destroyed in
Full The displays give you accurate information about damage to enemy ships.
a graphic way.
Victory Points Info Realism
Playership on Fire: Displays a friendly ship at the moment the fires on board it grow
sufficiently to be displayed graphically in the 3D world. Restricted You do not get all VP information displayed during the game, getting the
full VP information only after the battle.
Playership Hit by Shell: Displays a friendly ship when it is hit by shellfire.
Full You know the full and exact VP score throughout the game (see Winning the
Playership Fires First Time: Shows one of your ships firing its main guns when it Game on page 62 for further details).
opens fire on a new target.
Mistaken Maneuvers Realism
Playership Illuminated: Shows a friendly ship when it becomes illuminated Mistaken Maneuvers Possible When a turn is executed, there is a small chance for each
by a starshell. ship (except the flagship) that it may make a different turn and drop out of the division.
New Contact: Displays an enemy ship when it is first sighted as a Contact. No Mistaken Maneuvers Ships never make a mistake when ordered to turn.
However, ships with steering damage that cannot perform a given turn automatically
Realism Settings
detach from the division when the turn is executed.
The realism settings are displayed in nine rows of two options each. For each realism
setting, only one option can be toggled on (highlighted) at any given time. Course Changes Realism
Limited Pre-Contact Course Changes If you select this option, you cannot change
At the bottom of the screen are four buttons labeled Custom, Beginner, Intermediate, course until an enemy ship is sighted, visually, or by radar, (the enemy could be an
and Advanced. If you click on Beginner, all settings on the right column are selected unidentified ship on the same side in Division Commander mode).
(the least realistic). Clicking on Advanced highlights all options on the left column
(most realistic). The default setting is Intermediate, which uses some settings from Unlimited Course Changes This option imposes no restrictions on changing course.
both columns. Custom allows you to change the settings to what you desire.
Dud Torpedoes Realism
Realism settings may not be changed once play has begun, but you may review the settings. Dud Torpedoes Possible Torpedoes have a 20% chance of failing to explode (per-
centage chance differs by nation if National Characteristics preference is active).
Visibility Realism
Restricted Select restricted visibility to play the game with the normal visibility system. No Dud Torpedoes All torpedoes run straight and true and never dud on impact.
Unlimited With unlimited visibility selected, all enemy ships (and friendly ships in National Characteristics
Division Commander mode) are considered visually sighted by all friendly ships at all National Characteristics Active Each navy has some slight differences in Damage
times at the maximum level of contact information. Visibility modifiers for gunnery Control or gunnery. If the Dud Torpedoes Possible setting is also chosen, then each navy
are not used. has different torpedo dud rates. See page 73 for full details on National Characteristics.
3D Camera Realism No National Characteristics All navies use the same modifiers.
Restricted Limits the camera modes that you may use and puts limits on the auto
cam. The auto cam will not show all events. Also, Manual camera is not available, and
53 54
Radar: quality of ships radar for given dates (half-year periods ranging from late 1939 Location
to late 1942). The more green showing on the bar, the better the radar quality: none, The location selection is only available when playing a fantasy campaign, since his-
poor, average, good. torical campaigns take place in historical locations. The main effect of selecting a
Hit Points: how much structural damage the ships hit point system can take before particular location is to alter weather conditions which in turn affects lighting and vis-
the ship goes out of action. ibility during any given battle generated during the campaign.
Flotation Points: how much flooding damage the ships flotation point system can take Difficulty
before the ship begins to sink. Difficulty levels can be set to one of four different settings represented by the number of
Ship List: lists the names of all the ships in that class and the dates they entered ser- stripes on the sleeve. Left-clicking on the one-stripe button selects the Ensign level
vice. Click on the scroll icons to move through the list. of play, left-clicking on the four-stripe button selects the Admiral level of play. These dif-
ficulty levels affect several factors of a campaign game. Selecting the Lieutenant level sets
CAMPAIGN GAME the variables for the conflict at historical levels.
The campaign game in FIGHTING STEEL is more than just a series of linked pre-written The higher the difficulty level selected, the more battles you are likely to have to fight.
scenarios it is an exercise in fleet management that is far more challenging because The difficulty level also adjusts size of any particular engagement, in terms of the num-
each battle is generated randomly. FIGHTING STEEL creates scenarios based on specific ber of ships appearing for both sides, based on values for each nationality Royal
mission profiles for each nationality, and you respond with the forces at your disposal. Navy and Kriegsmarine missions tend towards smaller engagements, while US Navy
In between battles you must manage your ships and crews to keep your forces in fight- and IJN engagements tend to be larger.
ing trim too much time in port can degrade crew ability, while too much time at sea
causes dangerous levels of fatigue. Mission Sizes
There are two different types of campaign game, the historical campaign and the fantasy Small . . . . . . . 2-6 ships
campaign. Historical campaigns feature battles between the navies of two historical Medium . . . . . . 7-12 ships
opponents, the US (USN) vs. the Japanese (IJN) in the South Pacific, or the Royal Navy Large . . . . . . . . 13-20 ships
(RN) vs. the Kreigsmarine (KM) in the North Atlantic. A fantasy campaign can pit histor-
ical opponents in unusual places, for example, the USN vs. the RN in the South Pacific. In a fantasy campaign, a setting called Battle Size is compared to the Difficulty setting to
create the probability for any particular sized mission. A high Battle Size setting and a
Playing a campaign game consists of three steps: setup, fleet management, and combat. high Difficulty setting is the most likely to generate a large battle.
Campaign Setup Screen Increasing the difficulty level also increases the toughness of the artificial intelligence
level of the computer opponent.
Campaign Type
This is the first choice you should make. The Campaign Setup screen provides you with
several different settings depending on what type of campaign you wish to play, a
Historical Campaign or a Fantasy Campaign.
57 58
Game Length, Start Date and End Date All Ships . . . . . . . . . Displays all ships remaining in your fleet.
These fields are all linked, so that if the value in one is increased beyond the parame- Available Ships . . . . . Displays only those ships which are ready to sail
ters of the other two, they change to match. reinforcements. Ships that have been sunk or are undergoing
Game Length is measured in turns, each turn being equal to one month. Fantasy Campaign repairs are not listed.
games can last from ten to forty turns/months. Inactive Ships . . . . . . Displays only ships in repair and reinforcements
Start Date can range from September 39 to March 42. End Date ranges from June 40 to December 42. The six buttons above each column sort the fleet in the following manner.
Ready Ships
This line displays the number of ships that are at Ready status, divided by type.
61 62
Mission Points The playback shows ships, divisions, and torpedoes just as in regular 2D play. You may
Your Mission Points total reflects how well your own ships achieved their specific mis- also turn on ship trails, which shows the paths the ships/divisions have taken.
sion goals bombarding, evading, escorting, or tactical transporting. See page 73, Messages at the bottom of the screen announce events such as hits, torpedo launch,
Battle Types and Missions. You may have a negative value in this category. ships out of action, sinking, detached, or disengaging.
Mission Points are based on the VP value of the ship performing the mission. In a replay of a multiplayer game, you may chat with the other players during the replay.
Therefore, the larger the ship is, the more Mission Points it can earn. For instance, a
bombarding BB will earn far more Mission Points than a bombarding DD, assuming Click on the Back button to return to the End Game Victory Screen.
each has the ammunition and main guns to complete the mission.
Replay Controls
Damage Points The clock runs at a fixed rate until the end of the battle. Use the replay controls to
Your Damage Points total reflects how much damage you inflicted on enemy ships. You manipulate the playback flow.
score the highest Damage Points for sinking enemy ships damaging a ship, even Play: click on this button to start the playback.
severe damage, does not count as much as putting it on the bottom. Furthermore,
because VP value is based on displacement tonnage, you often earn as many VPs for Pause: click to pause the playback.
sinking a single BB as you do for sinking ten DDs.
Stop: click to reset the playback to the beginning.
End Game All Ships Screen Forward: hold down the left mouse press on this button to fast forward the playback
Click on the All Ships button at the bottom of the End Game Victory screen to bring up at replay speed x60.
the End Game All Ships screen. This screen functions much like the All Ships screen
Reverse: hold down the left mouse press on this button to fast reverse the playback at
accessible during play, except the information shown on the End Game screen is the
replay speed x60.
final outcome, including any After Battle Damage caused by fires and Air/Sea Control
(see page 98 for a description of After Battle Damage). All ships that were still in the Replay Slider
process of sinking are treated as sunk.
You may use the replay slider to the right of the controls to quickly move the playback
Ships are arranged numerically by divisions on the screen, with friendly divisions to any time frame in the game. Click and drag the slide indicator to the point you wish
starting in the left column and enemy divisions starting in the right. Damage informa- playback to begin.
tion is provided for each ship as well as VPs. Blue VPs indicate friendly points earned.
You receive these for damaging or sinking enemy ships and for your own ships achiev- Replay Map Controls
ing their specified mission goals. Red VPs indicate the points the enemy won for You may use the following Map Control Panel buttons to change the view on the 2D map:
similar reasons. Click on the Back button to return to the End Game Victory screen.
Mapping Mode Padlock: When locked, the view zooms out to show all divisions in
2D Replay the battle.
Scroll Compass: To enable the scroll compass, you must first click on the mapping
mode padlock to unlock it. The scroll compass works the same as in regular 2D play.
Zoom Level: same pop-up used in 2D play.
Play Map Grid: same pop-up used in 2D play.
Pause Trail Length Trail Length: click on the Trail Length button and a pop-up appears. Click on 5, 10, 20,
Reverse On, or Off to select the trail length and close the window. The numbers represent the
Replay Slider
Stop length of the ships trails in minutes (On will show the trails from the beginning of the
Forward battle). For example, select 10 to display ship trails for the last 10 minutes of battle.
Click on the Replay button to activate this feature. The 2D map screen appears. All
replay action occurs on the 2D map. Any button on the Map Control Panel that cannot
be used during replay is grayed out.
65 66
CREATING NEW SCENARIOS Formation Setup: Cohesive or Random (default setting). A Cohesive setup places the
ship divisions in optimal, by-the-book formation. With a Random setup, the divisions
You may design your own scenarios using the Scenario Editor feature or you may have are spaced much farther apart.
the program create scenarios for you with the Battle Generator.
Air/Sea Control: Will there be air attacks after the battle against the survivors of one side
Battle Generator or both? The default setting is Historical. You may also choose None, Force A, Force B,
The Battle Generator Menu is accessible from the Scenario Selection Menu in single- Contested, or Random. If you select Historical, the result can vary, but nationality and
player games or from the Host Create Screen in multiplayer games. The default value location settings affect the chances of it being one way or another. For example, Allied
for every category is Historical or Random. To change a value, click on the categorys nations are more likely to have Air/Sea Control than the Axis. See After Battle Damage
label and a pop-up window appears. Click on the value you desire for that category to on page 98 for details on how Air/Sea Control may affect the final outcome.
select it and close the pop-up. Visibility: Visibility is rated as 11-100% of normal. Type in a value and press Enter, or
Force A and Force B: Select a nationality for each force (or Random). RN is Royal Navy let the program choose a Random value by default. A night battle must have a visibil-
(British), KM is Kriegsmarine (German), USN is United States Navy, and IJN is Imperial ity from 11-40%, and a day battle must have a visibility from 41-100%. If you enter a
Japanese Navy. If you select the same nationality for each force, they are treated as number outside of these ranges (for example, you enter 20% but the battle is randomly
enemies. determined to be daytime), the program inserts an acceptable number when the sce-
nario is generated. The visibility percentages in a Random setting fall within a range
Start Time: Day, Night, or Random. based on location and month settings.
Game Type: Historical or Fantasy. If you choose Fantasy, the program determines all Month: Select a particular month or default to Random. The month may affect weather
Random variables without reference to historical constraints, and all ships are avail- conditions, sunrise and sunset times, and the availability of certain ships (see Year below).
able at all times. For example, the British might encounter the IJN Yamato in the North
Atlantic in 1939. If you choose Historical (the default setting), the program determines Year: Random (default) or 1939 to 1942. If you choose Random, and the game type is
all Random variables within historical context, and ships are available according to Historical, the date generated will fall within historical limits: September 1939 to
their actual service dates. December 1942 in the North Atlantic, and December 1941 to December 1942 in the
South Pacific. If the game type is Historical (not Fantasy), the month and year of the
Battle Size: Random is the default variable. A Small battle consists of 6 ships or less. battle restricts what ships may be selected. Each ship has an in-service and an out-of-
A Medium battle consists of 7-12 ships, and a Large battle consists of 13-20 ships, not service date. For example, the Bismarck enters service in August 1940 and leaves
counting transports. service in May 1941 (when it was historically sunk).
Battle Type: There are five battle types to choose from (or use the Random default): Location: North Atlantic, South Pacific, or Random (default). If the game type is
Meeting Engagement, Bombardment, Convoy, Intercept, or Tactical Transport. See Historical, a Random setting for location restricts RN/KM battles to the North Atlantic
page 73, Battle Types and Missions, for details on the different types. and USN/IJN battles to the South Pacific. Location affects the sea state level (rated
numerically on the Beaufort scale) weather is generally worse in the North Atlantic
Advanced Options
than in the South Pacific. The chance of rain and higher wind speeds increases with the
sea state level. Location may also affect visibility if the latter is set to Random. Location
Battle Size Drop and month determine the sunrise and sunset times. In the North Atlantic, winter days
Down Menu are shorter than nights and summer days are longer than nights. However, the data is
generalized for the whole North Atlantic and is not realistic for far northern latitudes or
those near the equator. Similarly, the South Pacific battle area uses the same sunrise
and sunset data for the whole year because it is close to the equator.
Visibility Button
Crew Quality: Historical (default setting), Green, Average, Veteran, Elite, or Random.
Cancel Button If you choose a setting other than Random, the program generates crew quality on a
ship-by-ship basis with the level you set as the most likely value but not the absolute.
Continue Button The Crew Data Table on page 122 lists the most likely values for a Historical setting.
Crew Fatigue: Historical (default setting), Fresh, Normal, Tired, Fatigued, or Random.
You may adjust other options in the Battle Generator by first clicking on the Advanced If you choose a setting other than Random, the program generates crew fatigue on a
Options tag. The Advanced Options window then pops up. If you want to close it, click ship-by-ship basis with the level you set as the most likely value but not the absolute.
on the Advanced Options tag again. The Crew Data Table on page 122 lists the most likely values for a Historical setting.
67 68
Night Fighting: Historical (default setting), Poor, Average, Good, Expert, or Random. Edit Division: allows you to change some of the information you previously input for
If you choose a setting other than Random, the program generates night fighting on a any division.
ship-by-ship basis with the level you set as the most likely value but not the absolute.
Edit Ship: allows you to change the crew and radar ratings of any ship in a division.
The Crew Data Table on page 122 lists the most likely values for a Historical setting.
Reposition Division: allows you to change the start position of any division.
Scenario Editor
Help: turns help text on/off.
Scale On/Off Gun CIrcles
Type/Name Toggle Visibility Circles Radar Circles Menu Bar Tabs
An icon menu appears above the 2D map screen. Click on an icon to select that fea-
Zoom Level ture or to access a pop-up selection window.
Line Tool
Grid Size
Grid Size Small, Medium, or Large. The scale of the grid is shown on the map, in yards.
Zoom Level ten different map zoom levels.
Radar Ranges
Type/Name Toggle there are four settings: Ship Type, Ship Name, Type & Name, or Off.
Scale On/Off turns the grid size label On or Off.
Visibility Circles On/Off turns the ships visibility range circles On or Off.
Gun Circles On/Off turns the ships main gun range circles On or Off.
Radar Circles On/Off turns the ships radar range circles On or Off.
The FIGHTING STEEL Scenario Editor is accessible from the Main Menu only. It allows Line Tool use this tool to measure the distance between ships/divisions. Click on any
you to edit existing scenarios or design your own. First, you should enter the Global point A, then move the cursor to any point B and click again. The distance between
Scenario Data (mission and environment parameters). Then, you should create the the two points is shown in the Distance A to B box, measured in yards.
divisions for each side, selecting the ships you want in each division, and positioning
the divisions on the 2D map. Global Scenario Data Screen
Note: When you click on a button in the editor that changes a numerical value, you can Click on the Overview tab of the Scenario Editor to call up the Global Scenario Data
press the e key to scroll through the numerical values. screen. Here is where you input information about your new scenario or change infor-
mation in a previously saved scenario.
Scenario Editor Top Menu Bar
When you click on New in the File menu, the Global Scenario Data screen automati-
File: choose from New (scenario), Load (saved scenario), Save (an edited scenario), or cally opens.
Exit (the program). When you save an edited scenario, it is filed under the Editor
Scenarios list, so be sure to click on that filter button when you go to select the sce- If you are creating a new scenario, input data in the sections by typing in information
nario you want to play. (When outside of the game, you can find your scenario file in or by selecting options from drop-down menus.
the Scenario Folder of the Fighting Steel directory.) Scenario Title: the title you type in is automatically used as the file name when you
Overview: select Global Scenario Data from this menu to open a new screen where save the scenario.
you choose the mission and environment settings. If you choose a Bombardment or Description: you may type in a description for the scenario.
Tactical Transport mission in the Global Scenario Data screen, come back to this menu
and select Target Circle to place the mission target circle on the map (see page 74 for Mission Type: select Meeting Engagement, Bombardment, Convoy, Intercept, or
a description of Battle Types and Missions). The cursor changes to a cross which you Tactical Transport.
click anywhere on the map to place the box.
Mission Objective for Force A/Force B: when you select Mission Type, your Mission
Create Division: allows you to create divisions for Force A and Force B. Objective is automatically entered. You cannot alter this Objective as it is linked to the
Mission Type. You can change which side takes which objective.
69 70
Nation: select which navy will be force A and which will be force B. The same navy Create Division Screen
may fight itself. Go to this menu tab of the Scenario Editor to create divisions for Force A and Force B.
Disengagement Heading Force A/Force B: choose a compass bearing from 0-359 You may create up to four divisions for each side. However, the maximum number of
degrees. This is the center point of the disengagement heading for that force. The ships you may include in a scenario is 20 total, with no more than 14 ships on one
actual disengagement band will be plus and minus 20 degrees from the center point. side, and no more than 10 ships in a given division.
Exceptional Victory Point Modifiers Force A/Force B: default is 1, but you may input Add/Remove Ships: click on this button to open the Add Ships screen (see below).
0.01 to 99.99. That sides Victory Points are multiplied by the value to determine the Change Flagship: after you have selected the ships for the division, click on the ship
Final Victory Point Total. you want to make the flagship, then click on the Change Flagship button. A flag
appears next to the selected ship.
Environmental Controls Window
Click on the Environmental Controls button of the Global Scenario Data screen to pop Add Ships Screen
up a window where you can change the scenario*s time settings, weather conditions, A list of ships is displayed on the left, which includes all of the ships in the game clas-
and Air/Sea Control. To change a setting, click on it and a pop-down menu appears sified by Type, Name, Class, and Navy. Use the scroll bars to move through the list and
from which you make your selection. To close the Environmental Controls window, to see more ship data. You may add any ship to a force, regardless of navy, but national
click on the OK button. characteristics are tied to the ship's historical nationality.
Year Click on a ship name to add it to the division list.
Month Remove Ship highlight a ship name in the division list that you want to remove from
Wind Speed: expressed in knots. When you select Sea State (see below), wind speed is the division, then click on Remove Ship.
randomly calculated for each sea state level and is automatically entered. If you change Clear All removes all ships from the division list.
wind speed, sea state also changes.
Cancel cancels your selections and returns to Create Division screen.
Sea State: you may select sea state 0-8. These levels are based on the Beaufort scale.
Sea state 0 is a flat calm with a wind speed under 1 knot. Sea state 8 is very rough Sort ON/OFF must be On to use the sort filters for the ship database.
conditions with high seas and a wind speed of 34-40 knots. Sort Ships By when sort is On, click on Type, Name, Class, or Navy to sort the ship
Wind Direction: compass bearing 0-359 degrees. This is the direction the wind is database in that order.
blowing from. Ship Search use this to find a specific ship by typing in its name.
Rain On/Off Force Navy Filter choose the specific navy you want displayed in the list, or choose All.
Visibility: 11-40% in nighttime; 41-100% in daytime. Keep These Ships clicking here returns you to the Create Division screen.
Radar Conditions: 0-100% (modifier to radar detection ranges). Zero shuts down all
radar detection; 100% is normal detection. Change Division Data
Click on this button of the Create Division screen to edit the following:
Sunrise: select hour and minute.
Heading compass bearing 0-359 degrees.
Sunset: select hour and minute (military time).
Formation Column, Line of Bearing, or Convoy.
Start Time: select hour and minute (military time).
Spacing distance between ships measured in yards.
Game Length: choose from 30 minutes to 3 hours and 30 minutes.
Speed starting speed of division measured in knots.
Location: North Atlantic or South Pacific.
Positioning a Division
Air/Sea Control: None, Force A (puts Force B at risk), Force B (puts Force A at risk),
Click on the Keep Division button to lock in your selections and return to the map
or Contested (both sides at risk).
screen. The mouse cursor changes to a cross. Click anywhere on the map to position
your division. To relocate a division on the map, go to the Reposition Division tab on
the top menu and select the division you want to relocate. The cursor changes to a
cross. Click this anywhere on the map to reposition your division.
71 72
Edit Ship Window merce raiding or task force escort, but on the whole battlecruisers were a flawed con-
To edit a ships crew and radar ratings, pull down the Edit Ship tab on the top menu cept on the way out. They were expensive to build, and their weaker protection made
and select the ship whose ratings you wish to change. A ship data window for that ship them too vulnerable in action.
appears. Click on Save or Cancel to close the pop-up after making any changes to the
CA, Heavy Cruiser
crew and radar quality that you desire.
The size of heavy cruisers was limited by naval treaty after WWI, although several of
Crew Quality Green, Average, Veteran, or Elite. the major powers secretly ignored those restrictions. Heavy cruisers were consider-
Crew Fatigue Fresh, Normal, Tired, or Fatigued. ably smaller than battlecruisers, protected by thinner armor, and carried main guns of
about 8 bore. Their design combination of fast speed, seaworthiness, and offensive
Night Training Poor, Average, Good, or Expert.
power made them suitable for many missions. IJN heavy cruisers were especially dan-
Radar Quality - None, Poor, Average, or Good. gerous opponents because of the Long Lance torpedoes they carried. The three ships
of the KM Deutschland class were referred to as pocket-battleships, but they were
WHATS BEHIND THE GAME SYSTEMS nothing more than heavy cruisers with six 11 main-gun armament.
The previous sections of the manual describe the basics of playing the game. This sec- CL, Light Cruiser
tion provides information and details to help you make the right decisions in battle.
These warships were smaller versions of heavy cruisers, with less armor protection
The more you know about your ships and crews, and the more you understand what
and carrying main guns of about 6 bore. Theoretically, the higher rate of fire from a
drives the games movement, visibility, weapons, and damage systems, then the better
battery of 6 guns would compensate for the lighter shell weight and thereby match
commander you will be.
the broadside power of an 8 cruiser, but in practice the 100-lb., 6 shells lacked both
Your Ships and Crews the range and the penetrating power of 250-lb., 8 shells. Light cruisers made good
scouts and were often used to lead or support destroyer divisions.
The database of FIGHTING STEEL includes over 90 classes of ships comprising 1,000 indi-
vidual ships from the WWII navies of America, Germany, Great Britain, and Japan. DD, Destroyer
These ship classes fall into six basic types, but each ship class represents a distinct These warships were the smallest and most numerous fleet units. Although faster than
combination of steel in the form of armaments, armor plates, engines, etc. The crews cruisers, they were not as seaworthy and had limited fuel spaces, so their radius of
of these ships and ultimately you as their commander constitute the fighting ele- action was often restricted. Destroyers were unarmored and weakly gunned compared
ment. You are responsible for achieving your mission objective in a given scenario, to other fleet units, but their primary offensive role was to deliver torpedo attacks
which is based on the type of battle being fought. against the enemy battleline. Defensively, they served as escorts to thwart or break up
enemy attacks. The Long Lance torpedoes carried by IJN destroyers made them par-
Ship Types
ticularly lethal combatants.
Ship Types are categorized by two-letter designations used by the USN in WWII. The game
does not include ship types smaller than destroyers nor merchant-ship conversions such TR, Transport
as the AMC (armed merchant cruiser), which were not originally designed as warships. The TR type in FIGHTING STEEL represents troop transports and merchant ships carrying
vital cargoes for the prosecution of the war. The game provides two classes of transports:
BB, Battleship
slow ones (8-knot) of 10,000-ton displacement, and fast ones (15-knot) of 15,000-ton dis-
These capital ships carried the largest naval guns and, at the start of the war, were con- placement. Transports are unarmed, unarmored, and move in convoy formation. It takes
sidered the main fleet units because they could accurately shell targets 20 miles away. a relatively long time and much sea room for a convoy to execute a large change of
(They were soon eclipsed by the aircraft carrier, which could bomb targets 200 miles course. Transports were valuable targets, and it was often the dangerous assignment of
away). Battleships possessed the thickest armor protection of any ship type, but the warships to escort a slow convoy of transports through unfriendly waters and protect it
added weight of their armor compromised their speeds. In addition, they needed wide from harm no matter what the cost to the warships and their crews.
beams to accommodate their heavy guns, and this compromised their maneuverability.
Crews
BC, Battlecruiser
A WWII warship needed hundreds of trained men to work its engines, man its guns,
Conceived before WWI as heavy scouting units, battlecruisers carried fewer (or run the communications equipment, and do the scores of other tasks that kept it in
smaller) heavy guns than battleships, and they sacrificed some of the battleships fighting shape. Destroyers had crews of around two hundred men, while some battle-
armor protection for more speed. In theory, the battlecruisers greater speed allowed ships had crews of over two thousand.
it to escape from enemy battleships, while its armor and guns allowed it to defeat
enemy cruisers. For these reasons, battlecruisers were often assigned the role of com-
73 74
The game rates each ships crew by its Quality (experience level, ranging from elite to Meeting Engagement
green), Fatigue level (fresh to fatigued), and Night Fighting skills (expert to poor). Night- Battleline: Force A mission Cause more damage to the enemy than you receive.
fighting skills affect a ships gunnery performance at night and how well the observers
detect enemy ships in the dark. Crew quality and fatigue affect the accuracy and rate of Battleline: Force B mission Cause more damage to the enemy than you receive.
fire of the ships guns. They also affect how soon initial contacts are reported to the Bridge This is a classic surface battle, one that the naval staffs of each nation planned to fight.
and how long it takes to identify the Type and Name of a visual Contact (see Crew Effects Destruction of enemy ships is the sole victory condition in a meeting engagement.
on Sighting on page 82 for more details). In addition, crew quality and fatigue affect how When created by the Battle Generator, the two forces are roughly equal in size.
rapidly fires are put out and repairs made to damaged or disabled ship systems.
Bombardment
National Characteristics
Bombarding Force: Force A mission Move your force to a position to bombard your
The navies represented in FIGHTING STEEL had relative advantages or disadvantages objective while minimizing friendly losses and maximizing enemy losses.
based on their equipment and procedures that had nothing to do with the quality of
their crews. Click on the National Characteristics preference to enable these charac- Defending Force: Force B Mission Prevent the enemy from reaching his bombard-
teristics (the torpedo dud rates characteristics are only used if you also select Dud ment location while maximizing enemy losses and minimizing friendly losses.
Torpedoes Possible preference). The two forces are roughly equal in size when created by the Battle Generator. The
bombarding force should attempt to bombard enemy land facilities (this was a typical
IJN, Imperial Japanese Navy
mission for the IJN in the Guadalcanal campaign of 1942). To do so, the force must
Because Japanese warrior spirit and training emphasized the offense over the defense, reach a geographic location (target circle) by the end of the scenario. The target circle
IJN ships often neglected damage control procedures and equipment. Therefore, is 10,000 yards in diameter visible on the 2D map, somewhere between 20 and 30 nau-
repair times for IJN ships are increased by 30%, and fires on their ships are half as tical miles ahead of the forces starting position (a nautical mile is 2,000 yards). Sinking
likely to shrink. However, the IJN did have the most advanced torpedoes of any nation the defending force on the way to the target circle is also a valid goal, but the bom-
in WWII, so its torpedo dud rate is only 10%. barding force should conserve HE and Common ammunition for the bombardment. If
all defending ships are sunk or disengaged, the remaining bombarding ships automat-
KM, Kriegsmarine
ically finish their mission (you dont have to move them to the target circle yourself).
German ships had superior optics for rangefinding and often straddled their targets
after a few salvos. Therefore, KM ships receive a +20 gunnery modifier. However, KM The bombarding force receives a VP bonus equal to 40% of the VP value of the bom-
ammunition had a higher than normal failure rate, so the chances of duds for KM barding ship for each ship that reaches the target circle by the end of the scenario with
shells is 30% as opposed to 10% for other navies. Furthermore, the KM experienced at least 60% of its HE or Common ammo supply remaining and operable guns. The VP
difficulties with its torpedoes at the start of the war, although it made improvements bonus scales down from there to 0% bonus if the ship has 10% or less of its HE or
as the war progressed. Its torpedo dud rate is 60% in 1939, 50% in 1940, 40% in 1941, Common ammo supply remaining or no operable guns. Therefore, the larger the ship,
and 30% in 1942. and the more HE ammo it has, the greater the bonus. However, any enemy ship in the
target circle that is not out of action or sinking cancels the bombardment bonus.
RN, Royal Navy Furthermore, the bombardment force starts with a Mission VP handicap equal to -20%
The Royal Navy includes British, Australian, New Zealand, and Canadian ships. It of the total VP value of its ships. Both sides receive VPs for destruction of enemy ships.
serves as the touchstone for National Characteristics in FIGHTING STEEL and receives no
Convoy
special benefits or penalties. The RNs torpedo dud rate is the standard 20%.
Escorting Force: Force A mission Protect the transports and attempt to disengage
USN, United States Navy while minimizing friendly forces and maximizing enemy losses.
The USN placed a high value on the survivability of its ships, so US warships had excel- Attacking Force: Force B Mission Prevent the transports from disengaging while
lent equipment and procedures for damage control. Therefore, repair times for USN maximizing enemy losses and minimizing friendly losses.
ships are reduced by 30%, and fires are twice as likely to shrink. On the negative side,
USN torpedoes were notoriously ineffective during the first half of the war. Therefore, The size of the escorting force is approximately 80% of the attacking forces size when
the USNs torpedo dud rate is an atrocious 80% in the game. created by the Battle Generator. The escorting force should try to block the attackers
from destroying the transports (which are steaming in convoy formation) until all
Battle Types and Missions transports have disengaged in the direction of the missions Disengagement Heading
The Battle Type of a scenario determines the mission objective for each force involved as defined in the scenarios Briefing screen (6). At that time, the escorts should also
and its victory conditions. There are five battle types in the game: Meeting try to disengage. The escorting force receives a 50% VP bonus for each transport that
Engagement, Bombardment, Convoy, Intercept, and Tactical Transport. disengages and a 25% bonus for each of its escorting warships that disengage. The VP
75 76
bonus for a ship is based on its own VP value. Both sides receive VPs for damaging Maximum Speed
and sinking enemy ships. The challenge for the attackers is to sink the transports with- Ship speed is expressed in knots. As a general rule, the smaller the ship is, the faster
out leaving themselves vulnerable to the enemy escorts. it can go. However, a ships maximum speed is affected by damage and sea state.
Intercept Damage: Engine (Propulsion system) damage lowers a ships maximum speed by an
Intercepting Force: Force A mission Prevent the enemy from disengaging while equivalent percentage, so if the engines are down to 80%, the ships maximum speed
maximizing enemy losses and minimizing friendly losses. is reduced to 80%. Flotation point damage also lowers a ships maximum speed by half
of the percentage of flotation point damage (see Flotation Points on page 92). For
Evading Force: Force B Mission Disengage from the battle while minimizing friendly example, if the ships flotation point damage is 50%, then its speed is reduced by a
losses and maximizing enemy losses. quarter to 75%. Both factors apply, so a ship whose original maximum speed was 30
The size of the evading force is approximately 80% of the intercepting forces size knots but whose engines were down to 80% and whose flotation point damage was at
when created by the Battle Generator. In addition, the maximum speed of the slowest 50% would have a maximum speed of 30 knots x 80% x 75% = 18 knots. If a ships
intercepting ship is at least as fast as the slowest evading ship. The evading force engines are destroyed, it decelerates until it stops.
should attempt to disengage in the direction of its Disengagement Heading. It receives Sea State: Sea state is based on the Beaufort scale, which defines prevailing weather
a 25% VP bonus for each ship that disengages based on the VP value of that ship. Both conditions. Invented in the late eighteenth century, the Beaufort scale is an internation-
sides receive VPs for the destruction of enemy ships. ally recognized measure of sea state based upon wind speed and wave height. The scale
is measured in levels, from Level 0 (Calm; no wind, no waves) to Level 12 (Hurricane;
Tactical Transport
109-116 knot winds, 16 meter waves). In FIGHTING STEEL, combat is allowed to take place
Transporting Force: Force A mission Move your force to a position to unload its sup- in sea states up through Beaufort Level 8 (Gale; 34-40 knot winds, 7 meter waves).The
plies while minimizing friendly losses and maximizing enemy losses. Environment Panel on the Briefing screen lists the current sea state level. Sea state may
Patrolling Force: Force B Mission Prevent the enemy from unloading its supplies limit the maximum speed of ships (it also affects gunfire accuracy and reload times).
while maximizing enemy losses and minimizing friendly losses.
Sea State Limits to Maximum Speed (in Knots)
The size of the transporting force is approximately 80% of the patrolling forces size SHIP TYPE
when created by the Battle Generator. This battle type recreates the kind of mission the SEA STATE BB/BC CA CL DD TR
IJN frequently ran at night to re-supply Japans ground forces at Guadalcanal (Americans 4 35 35 35 35 25
called these supply runs the Tokyo Express). The transporting force contains DD-only 5 32 30 30 30 20
divisions (though IJN divisions may include CLs). The transporting ships are encumbered 6 29 27 26 25 15
with a cargo of supplies, which handicaps their gunnery and damage modifiers. 7 24 22 21 20 10
8 20 17 16 15 10
To unload its supplies, an encumbered ship must first reach the target circle, which is
a 10,000-yard by 10,000-yard square visible on the 2D map, approximately 10 to 15
nautical miles ahead of the forces starting position (a nautical mile is 2,000 yards). Acceleration and Deceleration
After reaching the target circle, the ship must reduce speed to 10 knots or less and not The typical WWII warship was powered by steam-driven turbines that turned long
maneuver so as to drop the supplies and become unencumbered. The transporting shafts on the ends of which were huge propellers. To move such a massive object as a
force receives a 50% VP bonus for each of its ships that becomes unencumbered (the ship required equally massive power, and once momentum was gained it was slow to
bonus is based on the ships own VP value). Both sides receive VPs for the destruction stop, though a ship could reverse its engines to help brake its progress (ships may not
of enemy ships. If all patrolling ships are sinking, out of action, or disengaged, the steam backwards in the game, however).
remaining transporting force is automatically considered to finish its task (you wont
Each ship class has been assigned an acceleration rate and a deceleration rate
have to move the ships to the target circle yourself).
(expressed in knots per minute) based on its basic type: BB (which includes BC), CA
Movement System (which includes CL), DD, and TR. Except for transports, each ship class is rated as fast,
normal, or slow within its type. Destroyers have the highest acceleration and deceler-
Every ship in FIGHTING STEEL is rated for maximum speed, acceleration, deceleration, ation rates, followed by cruisers, and then battleships. Because they can reverse their
and turning, but the principal maneuver unit in FIGHTING STEEL is the division. A divi- engines, the warships decelerate slightly faster than they accelerate. Transports have
sion comprises one or more ships, and they can be of different classes or even different the lowest rates and decelerate slower than they accelerate. Acceleration and deceler-
types. The ships of a division move in synchronization, either by following the course ation rates are fixed, except that a ship that is changing course cannot accelerate while
of the leading ship in the division (column formation) or by paralleling the course of turning. Furthermore, flotation point damage to the ship also reduces its acceleration
the divisions flagship (line formation). and deceleration rates see Flotation Points on page 92.
77 78
Changing Course in the division other than the flagship (which always performs the maneuver), so it
A division may change its heading (expressed in compass degrees) by turning in col- could happen to multiple ships in a division on the same maneuver.
umn or simultaneously. FIGHTING STEEL replicates the actual procedure used by navies The base chance of a ship missing the maneuver is -1%. Modifiers to this are as follows:
to change course. The division commander selects a new heading that is announced
to all ships in the division by radio (something the USN called signal in the air from Crew Quality: Elite 2%, Veteran 1%, Average +0%, Green +2%.
the days when a signal flag was raised to alert the ships to a course change). Each ship Crew Fatigue: Fresh +0%, Normal +1%, Tired +2%, Fatigued +4%.
in the division confirms the receipt of the order. Once all ships have confirmed the
receipt, the division commander sends a message to execute the order. This is the way Nighttime: +3%.
navies have done it for hundreds of years (using flags before radios replaced them),
Night-Fighting: (night battles only) Expert 2%, Good 1%, Average +0%, Poor +2%.
and not surprisingly this is the most efficient way we could think of for you to maneu-
ver your ships. Division Speed: If division speed is greater that 60% of its original maximum speed,
the following modifiers apply: 60-70% speed = +1%, 70-80% speed = +2%, 90-100%
In the game, once a course is locked in, a new course cannot be implemented until the
speed = +4%.
maneuver is complete. In reality, a course change could be ordered at any time, but it
would take a while to be implemented, especially when ships in the division were try- Emergency Turn: The percentage chance of a mistaken maneuver, after all modifiers
ing to maintain formation in the current maneuver. It would also cause considerable have been applied, is doubled.
confusion to the ships in the division and possibly result in some ships not executing
the order correctly. Because of this, division commanders were hesitant to interrupt a Division Formations
maneuver in progress with another maneuver, so the game does not allow it. However, Handling ships in strict division formation may seem rigid or too parade-like to some
it is relatively easy for ships in column formation to play follow the leader, so you people, but a group of WWII warships needed to concentrate in a tight group to pro-
may issue a new course to the lead ship of a column after it completes a turn even if ject its offensive power to maximum effect. Rigid formations also allowed the
the tailing ships have not finished the maneuver. commander to maintain better control of the group, which was essential during bat-
tle. When you gather many ships that are the size of small islands into a limited area,
Turning Rate and each of them needs extensive room to turn or stop, then a rigid formation is the
Each ship class in the game has been assigned a turning rate based on its basic type: only way to avoid collisions. This naval custom of warship formations dates back for
BB (which includes BC), CA (which includes CL), DD, and TR. Except for transports, millennia and has changed only to accommodate technological improvements in ship
each ship class is rated as nimble, standard, or sluggish within its type. Destroyers propulsion, communication, and weapon systems.
have the best turning rate (defined by diameter in yards), followed by cruisers.
Battleships are poor turners by comparison, and transports are the worst. The speed The maximum speed of a division is the maximum speed of the slowest ship in it. The
of the vessel also affects its turn rate, with lower speeds permitting a tighter diameter acceleration rate, deceleration rate, and turn rate of a division are one level below that of
and higher speeds requiring a greater one. The percentage of a ships flotation point the worst ship in the division to reflect how each ship must make slight adjustments to keep
damage may increase its turn rate as well see Flotation Points on page 92. For exam- station within the division. (This rule does not apply to single-ship divisions obviously.)
ple, an undamaged nimble DD steaming at 15 knots may turn 180 degrees along a
Column Formation
500-yard diameter, but a sluggish BB with 26% flotation point damage and steaming
at 25 knots would complete a 180 degree turn on a 1,500-yard diameter. Clicking on
the Hard (Emergency) Turn icon on the Navigation Panel reduces the turning diame-
ter to 75% of normal, but there is a 1% chance that the ships steering (Maneuver
system) will lock in that position until Damage Control repairs it. Division in Column
Mistaken Maneuver
When the Mistaken Maneuver realism preference is set, every time a maneuver order
is executed, there is a chance (based on crew quality and fatigue) that a ship will fall
out of the division and execute a maneuver other than the one ordered. For example,
it may turn in the wrong direction or continue going straight ahead, or execute a Ships in column formation are lined up front to back and play follow the leader. This
simultaneous turn instead of a column turn or vice versa. The chance of this happen- formation maximizes the unblocked arcs of fire for weapons (guns and torpedoes) to
ing is increased if the maneuver is an emergency turn. Also, at night the chance of a either side of the battleline. A divisional column is only at a disadvantage if the enemy
mistaken maneuver happening is greater and is modified by Night Training abilities. caps its T by steaming across the columns path (in front or behind) where most of the
The chance of a mistaken maneuver occurring is checked independently for each ship columns weapons are blocked from firing.
79 80
If the division turns in column formation, each trailing ship only begins its turn when salvo fell over). Clicking on Evasive Maneuver for your division or ship recreates this
it arrives at the exact point where the lead ship began the turn. A division in column effect, but there is no graphic display of the maneuver on the screen (the program han-
formation may also turn simultaneously, in which case the ships turn together and dles it internally). Erratic course changes also threw off the evading ships aim.
enter line formation. However, a simultaneous turn of 180 degrees allows the column Therefore, your own ships gunnery chance to hit is reduced 20%, but the chance of
to quickly reverse course and reform in a new column steaming in the opposite direc- enemy shells hitting your ship is reduced 30% (see Gunnery Modifiers on page 88). To
tion. The previous lead ship is now at the rear, and the previous rear ship is now in account for the curving path of the maneuver, your ships forward movement is reduced
the lead. by 20% (its speed is unaffected, but its movement from point A to B takes longer).
The highest level of sighting information gathered by the ships under your command Target Information Level
is displayed in the ID tags. However, individual ships maintain their own target infor- When a ship is first spotted, it is an unidentified contact. It could be friendly or enemy.
mation data, so what one ship knows about a target may be different from what The closer the ship comes to the observer, and the longer it is observed, the more infor-
another ship knows (see Target Information Level on page 82). mation is gathered about it. There are three information levels: Contact, Type, and
Name. Information levels are not increased beyond Contact for radar sightings until the
Smokescreens ship comes within maximum visual detection range for the current environmental con-
Ships may lay smokescreens to block visual line of sight (smoke has no effect on radar ditions. The target ID tags are updated according to the best information available to
sighting). Smoke is created in sections with a 10-yard radius. The smoke sections drift your ships as a whole, but each ship maintains its own information level data.
at the speed and direction of the wind (the Environment Panel on the Briefing screen lists
the direction the wind is blowing from and its speed). Each section lasts for five minutes Contact: You know the distance, bearing relative to your ship, and the course and
before dissipating, but wind speeds over 15 knots will dissipate it up to 75% faster. speed of the contacted ship.
Type: After watching a target for a given track time (which is 80 seconds modified up or
Radar Sighting down by range percentage, crew quality, and crew fatigue values), your observers deter-
In FIGHTING STEEL, the main effect of radar is to increase the range at which a unit is mine its general type: BB (which includes BCs), CA (which includes CLs), DD, or TR.
initially detected. Radar allows a target to be tracked (once spotted) out to the maxi-
Name: After observing the target for twice the track time needed to identify its Type,
mum range of the radar. Advanced radar systems are used to assist in gunnery (see
your observers identify the ships name and extent of damage.
Gunnery Modifiers on page 88). However, your ships may never fire at radar-only tar-
gets. The US Navy did not begin using radar to fire at unseen targets until very late in When a Target Goes Out of Sight
1942. Radar-directed fire at that time was quite ineffective because they could not see
When a target goes out of sight (for instance, behind a smokescreen), all of the infor-
the fall of their shells to adjust the fire accordingly.
mation your observers acquired is not immediately lost. However, the information so
Standard Radar Detection Ranges (in Yards) patiently gathered is linked to track time (the length of time that the ship has been
OBSERVER
observed), and track time is reduced at three times the rate of gathering it when the
TARGET BB/BC CA/CL/TR DD target goes out of sight. If the target reappears before the accumulated track time value
BB/BC 45,000 40,500 38,250 reaches zero, your observers re-acquire the target at the reduced level. Otherwise, all
CA/CL/TR 40,500 36,450 34,425 information about that target is discarded.
DD 38,250 34,425 32,513
Crew Effects on Sighting
The quality of the radar affects these ranges. Good radar produces 90% of the theoretical A tired or poorly trained crew lacks efficiency in sighting. Therefore, the quality and
standard, so it achieves initial radar detection at 81% of range (90% for good multiplied fatigue level of your crewmen affects how long they must observe the target (track
by 90% for initial) and loses contact if the target exceeds 99% (90% for good multiplied by time) before they gain a higher information level about it. It also affects how soon they
110% for maximum detection range). Average radar produces 60% of the theoretical stan- report the initial contact, which represents the time it takes to pass the information up
dard, and bad radar produces 30%. Sea state, as measured on the Beaufort Scale, affects the chain of command. The base report delay is 40 seconds for visual sighting (longer
radar transmission and reception (high waves caused interference, and the radar aerials for radar sighting). If the ships Bridge is damaged, the delay is increased by 25 sec-
were not gyro stabilized). Sea states 0 to 2 cause no effect. Radar ranges are reduced by onds. The program then adds the following modifiers:
10% in sea state 3, 17% in sea state 4, 24% in sea state 5, and 30% in sea state 6. Radar Crew Quality Delay: Elite 20 seconds, veteran 10, average +0, green +20.
is shut off in sea states 7 and higher. Furthermore, rain reduces radar ranges by 30%.
Crew Fatigue Delay: Fresh +0 seconds, normal +10, tired +20, fatigued +40.
Ground Clutter
During night battles, the crews night-fighting ability also affects its visual sighting
Even though no land is shown in the game, effects of land proximity are accounted for range. A crew with expert night-fighting ability has its visual sighting range increased
in the radar condition value found in the Environment Panel of the Briefing screen. by 20%. Good night-fighting ability increases the visual sighting range by 10%, aver-
Nearby land creates a radar shadow that inhibits radar transmission and reception. If
age has no effect, and poor night-fighting ability reduces the range by 20%.
the radar condition value is below 100, ground clutter is present and reduces standard
radar detection range by that percentage. For example, if the radar condition is 25, Night vs. Day Visibility
standard radar detection ranges are only 25% of normal.
Current visibility for night or day is set at the start of the battle. The program then ran-
domly generates another visibility setting for day or night, whichever is not current.
This second visibility setting is only used if the sun rises or sets during the battle. Day
83 84
visibility can be anywhere from 41 to 100%; night visibility can be 40% or less. The so they descend on the target; thus the maximum degree elevation of the firing tubes lim-
Environment Panel on the Briefing screen lists when the sun rises and sets. Visibility its how close the target can be). If the target is closer than this, the program works down
decreases at dusk and increases at dawn as follows: the priority list until a suitable ship is found outside the 4,000-yard limit.
From 30 minutes before sunset to sunset, visibility decreases in equal increments When your ship fires a starshell, the firing ship itself receives a visibility modifier (depend-
from day setting to 40%. ing on the size of the gun), the same as when it fires other types of ammunition at night.
From sunset to 30 minutes after sunset, visibility decreases in equal increments Searchlights
from 40% to night setting.
Searchlights are large lights mounted on the ship that produce narrow cones of light
From 30 minutes before sunrise to sunrise, visibility increases in equal increments to be focused on a target. Searchlights spotlight the current target that you have
from night setting to 40%. selected at division or single-ship level. When the searchlight function is turned on, the
searchlight sweeps over and locks onto the target. This must be a target currently
From sunrise to 30 minutes after, visibility increases in equal increments from 40% sighted by visual detection or radar. The searchlight sweeps horizontally at 10 degrees
to day setting. per second. The maximum range of a searchlight is 5,000 yards, but its effects can be
seen out to 20,000 yards.
Illumination
Starshells and searchlights produce localized areas of light to assist ships in sighting the The information level of a target illuminated by searchlights immediately increases to
enemy at night. Recognition lights, gunfire, and fires from damage also make a ship Name level (the observers can more easily identify the ship).
more visible at night. Except for recognition lights, all of these illumination effects are The one problem with using searchlights is that they also make your ship easier to see.
cumulative. The program also applies a random factor to recreate a flickering effect. A visibility modifier (which varies up or down according to range) is in effect against
Illumination has no effect in daylight, nor does it improve the limits of visibility in rainy your ship when its searchlights are on. This increases the chance of the enemy sight-
conditions. There were occasions in WWII when aircraft dropped flares and float lights ing your ship and being able to target it. However, you gain a visibility modifier against
to illuminate enemy ships, but these are not used in this game. your target that is slightly better than the one applied against your own ship. So you
must decide whether to risk being spotted in order to improve the chance of a hit
Starshells against your target. Multiple searchlights on the same target have no additional effect.
Starshells are light producing munitions launched high in the air that burn for a lim- Searchlight positions can be destroyed by superstructure hits (see Superstructure Hits
ited period of time as they descend on a parachute. Naval gunners used starshells to on page 95). All ships except BBs and BCs have one searchlight position on each side
help them see their target and partially negate nighttime visibility restrictions. of the ship. BBs and BCs have two searchlight positions on each side of the ship. The
Starshells provide a visibility bonus within the area lit by the shell. This modifier varies second position serves as a backup if the first is destroyed (it does not provide
up or down according to range. increased illumination).
Starshells illuminate a circular area 2,000 yards across (the 2D map display uses a yel-
low circle to show the perimeter of illumination). Unlike a searchlight that can follow its Recognition Lights
target, starshells light up a given area. Thus the target may move out of the area, avoid- Recognition lights are colored lights that a ship may turn on to assist in identifying it as
ing the illumination effects. (In real life, starshells also silhouetted units to a range of friend or foe. Recognition lights are useful when playing at the Division Commander mode
10,000 yards from the center of effect, but this is not accounted for in the game.) to avoid being fired on by friendly ships that are not under your command and which have
identified your ship as an enemy Contact only. While these lights allow your friends to
When you turn on the starshell function, the ship launches a starshell at the target you more rapidly recognize your ship, they also make it more visible to your enemies.
have selected either from division or single-ship level. All ships have unlimited starshells. Recognition lights can be turned on or off for individual ships or divisions. Recognition
When a starshell burns out, another is automatically fired, assuming you have a target lights allow you to gain greater intelligence about an unidentified ships nationality at a
selected. If two or more ships select the same target, only one will fire the starshell. greater distance. The visibility modifier varies by range, and the maximum range the
Starshells burst over the target you have selected. Starshell illumination lasts for 200 lights can be seen is 10,000 yards. They have no effect during daylight. When a ship using
seconds plus or minus 30 seconds. One secondary turret (or one main gun turret for recognition lights is sighted, its nationality is immediately identified in the ID tag. This
ships with no available secondary gun turret) is assigned to fire starshells at a single may result in a Contact that lists nationality before either its Type or Name is known.
target until you take the ship off that mission (one starshell in the game actually rep- Each nationality has a different set of colored lights on its ships. These lights are placed
resents round after round of starshells in real life). one on the bow, one on the stern, and one on each side of the superstructure. USN ships
Starshells cannot be used against ships closer than 4,000 yards (unlike regular muni- have blue recognition lights, RN have white, IJN have orange, and KM have red.
tions, the starshells are not fired directly at the target but in high, mortar-like trajectories
85 86
Gun Flashes Tertiary Guns: Some battleships carry a third level of antisurface guns (dual-purpose
The flashes of a ships guns at night reveal much about its location. Flashes can be guns, actually). These guns are arranged in port and starboard batteries that auto-
spotted out to the maximum visibility range. The number of guns firing and the size of matically engage the nearest enemy ship within 5,000 yards. Tertiary guns never
the guns determine the visibility modifier, which is further modified by distance. Guns inflict system hits (see page 95 for Damage to Ship Systems).
over 11 bore create the most visible flash, and guns under 5.9 bore (those that fire Close-In Weapons: Most guns under 4 bore are treated as close-in weapons that
common ammunition) create the least. automatically engage the nearest enemy ship within 3,000 yards. They inflict slight Hit
Point damage on the target and do not cause system hits. A ships close-in weapons
Visible Fires
are disabled by a percentage equal to its hit point damage percentage.
A ship with fires on board is more visible at night. Such a ship has a visibility modi-
fier equal to 10 times the number of fires currently raging on it. Fires can be spotted Ammunition
out to the maximum visibility range. Warships carry limited amounts of ammunition approximately 100 rounds per heavy
gun and 200-300 rounds for smaller guns (the smaller weapons have higher rates-of-
Weapon Systems
fire). Generally, the greater the bore size, the greater the weight of the shell; and the
The warships presented in FIGHTING STEEL carry two types of weapon systems: guns greater the weight of the shell, the more likely it will penetrate the armor of its target.
and torpedoes. All of the warships carry guns, but not all of them carry torpedoes. You Also, the heavier the shell is, the more damage it will do. (See the Gun Data Table on
may also damage a ship by ramming it with your own, but that is a tactic, not a page 123 for shell weights and base penetration values.)
weapon system, and it is not a winning tactic either, especially if the rammed ship is
larger than your own see Collision Damage on page 97. Each warship in the game has two main gun magazines, and each main gun turret is
linked to one of those magazines. If a main magazine is knocked out, it stops the
Naval Guns ammunition flow to those turrets (assuming a magazine explosion does not sink the
The game accounts for all sizes of WWII naval guns, from the monstrous 18.1-bore ship!). Secondary guns are fed from a secondary magazine that cannot be destroyed
weapon shipped on the IJNs Yamato class to light cannon and machineguns carried in the game (in reality, the secondary guns actually drew from several magazines).
on most ships for antiaircraft defense. Because it is easier to transport heavy objects Guns of 5.9 bore and greater have a choice of armor-piercing (AP) and high-explosive
over water than over land, WWII battleships could carry batteries of guns that made (HE) shells. HE shells cause twice as much damage but only penetrate the same thick-
the heavy guns of contemporary armies look puny by comparison. The largest guns ness of armor 40% as often as AP shells. They are most useful against unarmored
on these ships fired shells weighing over a ton each. targets such as destroyers and transports. Shells of 8 bore or greater may punch
For game purposes, gun armament is divided into four classes: Main Guns, Secondary through thin armor (1 or less) with minimum effect (see Punch-Through Hits on page
Guns, Tertiary Guns, and Close-In Weapons. You control the main and secondary guns; 94), and AP shells are much more likely to punch through thin armor as HE shells.
the program automatically handles the tertiary and close-in weapons. Main and sec- Guns below 5.9 bore carry common ammunition, which falls between AP and HE for
ondary guns are identified in the Gun Data Table on page 123 by bore size (diameter penetration and damage effects.
in inches) and by caliber (ratio of barrel length to diameter). All nationalities suffer from dud ammunition. If playing with the optional National
Characteristics, German ships are three times more likely to have duds.
Gun Class
Main Guns: These are the largest guns carried on your ship. They fire the heaviest Division Targeting Mode
shells for the longest range. Main guns are located in armored turrets (one to four guns When commanding several divisions of ships, it is often easier to issue firing orders by
per turret), which are arranged in centerline positions that can fire to either broad- division than by individual ship. There are four targeting modes for divisions:
side. However, a few classes, such as the USNs Atlanta and the RNs Emerald, carry Battleline Mode, Range Mode, Threat Mode, and Hold Fire. These modes are available
some of their main guns in wing turrets that can fire to only one broadside. The ships for main and secondary guns. Your ships will not fire until you select a mode other
superstructure also restricts which main turrets may fire forward or aft. than Hold Fire. After choosing a firing mode, the program selects the principal target
Secondary Guns: These are the next-to-largest guns carried on your ship that were for each ship in the division. It also selects a second target for the turrets of the ships
used in the antisurface role. Destroyers and some cruisers do not have secondary battery if they are unable to engage the principal target because it is outside their arc
guns. Secondary batteries are arranged in port and starboard turrets that provide of fire. For example, if the ships starboard secondary guns have selected an enemy
some protection to their guncrews. A few ships, like the Yamato, also have forward- ship in their arc as the principal target, the port secondary guns will also fire at an
and aft-firing secondary turrets. Because secondary guns had lower-quality rangefind- enemy ship in their arc if one is present.
ers and poorer fire control compared to main guns, they receive a 40% penalty to
their fire (see Gunnery Modifiers on page 88).
87 88
Battleline Mode: Battleline mode is a quick way to spread your ships gunfire. The Changing targets causes a delay in being able to fire. Your guns will not fire at the new
division coordinates its fire to engage the maximum number of targets at the minimum target until they train on it or until twice the reload time has passed (modified by crew
aggregate range (the program calculates all the possible combination of ranges from quality and crew fatigue), whichever is longer.
shooting ships to target ships and uses the smallest total). Each ship fires at its target
until the target becomes invalid (for example, contact is lost or it sinks). When this Blocked Line of Fire
occurs, the ship switches its fire to the closest unengaged target or to the closest tar- A ship will not fire at its target if the line of fire between firing ship and target ship is
get if all are engaged. Targets are re-evaluated each time you click on Battleline. blocked by another ship. An intervening ship (friendly or enemy) that is within 1,000
yards of the firing ship will block the line of fire. Similarly, an intervening friendly ship
Range Mode: Each ship in the division fires at the target closest to it. Targets are re-
(but not enemy) that is within 1,000 yards of the target ship will block line of fire.
evaluated every 10 seconds, but a ship will not switch fire until a new target is more
than 10% closer than the current one. Gunnery Modifiers
Threat Mode: Each ship in the division fires at the target that poses the greatest threat Range to target as a percentage of the guns maximum range is the base factor in deter-
to it. Targets are re-evaluated every 10 seconds, but the ship will not switch fire unless mining a firing ships chance to hit. This hit chance is then affected by several other
it perceives a new target to be more than a 25% greater threat. The base threat values factors, which are itemized below as firing ship and target ship modifiers. These mod-
are given below. Range is then factored in (closer range means more threat), as is the ifiers are percentage increases (positive) or percentage decreases (negative) of the
torpedo-launch capability of the target, which also increases the threat level. chance to hit. Their effects are cumulative, but the total modifier applied to the base
chance to hit may never be worse than 80%. For example, if the base chance to hit
Target Threat Table with a particular gun at a given range is 5%, and the total gunnery modifier to that per-
FIRING SHIP centage is 80%, then the modified chance to hit is 1% (80% of 5 is 4, and 5 4 = 1).
TARGET BB/BC CA/CL DD
BB 80 40 50 Firing Ship Gunnery Modifiers
BC 65 40 50
Ship Type: Larger ships make steadier gun platforms. BB +20, BC +15, CA +0, CL 5,
CA 30 40 50
DD 10.
CL 25 50 60
DD 20 60 70 Secondary Guns: A ships main guns were equipped with the best fire control, and its
TR 1 1 1 secondary guns were poorly equipped by comparison. Therefore, secondary guns
receive a 40 modifier.
Salvo Fire and Reloading Main Fire Control: Main guns have two Directors. When the first is knocked out, the
When you select a target for your ship, the guns must train on the target before they main guns suffer a 10 penalty. If both directors are knocked out, the main guns suffer
fire. In most cases, the turrets must rotate to the correct bearing while the gun barrels a 50 penalty. There is no additional penalty if the ship is firing at more than one target.
elevate to achieve an arc that will place the shot where fire control calculates the tar-
Nationality: KM +20; USN, RN, and IJN 0. Kriegsmarine ships had superior optics for
get will be (allowing for the flight time of the shells). Each gun type is rated for the
rangefinding and often straddled their targets after a few salvos. This modifier only
number of horizontal degrees per second its turrets rotate and the vertical degrees per
applies when the National Characteristics preference is used.
second its barrels elevate. Heavier guns typically take longer to train than lighter guns.
Crew Quality: Elite +20, veteran +10, average +0, green 20.
A battery of guns fires in salvo, which allows the shells to fall in a group. After firing, the
guns must reload. Each gun type has a base reload time, which is its highest rate-of-fire Crew Fatigue: Fresh +0, normal 10, tired 20, fatigued 40.
under ideal practice conditions (see the Gun Data Table on page 123). Reload time is
Salvo Count: A batterys initial salvos at a new target tend to be off and require adjust-
increased by 20% across the board to account for the stress of battle. Crew quality, crew
ment by fire control. Therefore, the first salvo at a target suffers a 25 penalty, and the
fatigue, and sea state also affect reload time, so that only an elite, fresh crew in good
second suffers a 10 penalty. Subsequent salvos at the same target are unaffected.
weather will achieve the book rate-of-fire. The smaller the vessel, the more the sea state
Main and secondary guns operate on separate counts.
affects its reload time.
Visibility at Night: Firing at night is always less effective than firing during the day.
If the fall of shot is over or short of the target, the time delay before the next salvo is
The nighttime gunnery modifier varies from -10 (best) to 80 (worst) depending on
1.5x the shell flight time to target or 1.5x the reload time, whichever is longer. This
illumination by starshells, searchlights, recognition lights, gun flashes, and fires on
policy conserves ammunition while fire control adjusts its calculation. As soon as a
board the target ship.
salvo straddles the target, the rate of fire immediately increases until it reaches the
maximum allowable given the reload time under those crew and sea state conditions.
89 90
Radar: The base value for the radar modifier depends on the radars quality: good Information Level Effect
+20, average +10, poor +0. However, rain and higher sea states will reduce these After applying the above gunnery modifiers, the chance to hit is then modified accord-
radar gunnery benefits (but never below +0). ing to the information level available about that target from the firing ship (see Target
Night Fighting: Not all ships had similar training or equipment suitable for nighttime Information Level on page 82). If the target is only a Contact, the chance to hit is
operations. In particular, IJN ships had significant advantages with specialized optical reduced 50%. If the firing ship has identified the targets Type (but not its Name), the
equipment and training techniques that made them much more effective in nighttime chance to hit is reduced 25%. A ship may not fire at a radar-only contact.
battles. Crews with little nighttime training were often confused when firing at targets
Number of Guns Firing
in the dark. Night fighting modifiers apply from sunset to sunrise: expert +20, good
+10, average +0, poor 20. The number of guns firing in a salvo affects the chance to hit. More is better. When
possible, you should maneuver your ship to bring as many guns of a given battery to
Evasive Maneuvering: -20 (ignored if firing ship turning). bear on the target to increase the chance of hitting.
Turning: If the firing ship is turning, its gunfire is modified by 10. If it is an emer- Torpedoes
gency turn, the modifier is 20. If the ship is doing evasive maneuvers when it turns,
the turning effect overrides the evasive maneuvering effect. When the turn is com- Torpedoes posed the single greatest danger to ships in WWII, whether launched by
pleted, the evasive maneuvering effect resumes. submarines, aircraft, or warships. Torpedoes struck their targets where it hurt the
most below the waterline. For passive defense against torpedoes, capital ships were
Sea State: Using the Beaufort Scale of sea state, there is no effect for sea states 0 or fitted with exterior bulges to their hulls as well as interior armored anti-torpedo bulk-
1. Sea state 2 = -20, sea state 3 and 4 = -30, 5 = -40, 6 = -50, and 7 and 8 = -60. DDs heads to limit the damage caused by a torpedos warhead. The hull spaces of the ships
take the full impact of the sea. CLs and CAs receive a +5 modifier, and BCs and BBs were also divided into many small compartments (instead of fewer large ones) to limit
receive a +10 modifier (these bonuses do not apply for sea states 0 and 1). the flooding caused by an underwater hit. For active defense, capital ships carried
rapid-fire secondary (and sometimes tertiary) guns designed to engage the enemys
Target Ship Gunnery Modifiers
fast, torpedo-carrying craft (such as destroyers) before they closed to launching range.
Size: The smaller the target (length times beam), the harder it is to hit.
Types
Evasive Maneuvering: 30 (ignored if target turning).
Each navy carries its own types of torpedoes. See the Torpedo Data Table on page 123.
Multiple Firing Ships: When multiple ships fire at the same target at great distances, Torpedoes are identified by their diameter in inches, and they are rated for weight of
it is often difficult for fire control spotters to pick out their own ships salvo splashes explosive charge, maximum range, and speed. Most torpedo types have two or three
from the others. Gunfire is therefore modified by -10 for 2 ships, -15 for 3 ships, -20 range settings based on speed. A higher-speed setting drains the torpedos power sup-
for 4 ships, and -25 for 5 or more ships firing on the same target. Larger shells create ply faster, which restricts its range, but a fast torpedo will reach the target sooner and
larger waterspouts, which helps in identifying salvos from different-sized guns. thus limit the time that the target has to detect and avoid it (although torpedoes travel
Therefore, guns below 5.9 bore (which fire common ammunition) only interfere with beneath the seas surface, they leave detectable wakes). When a torpedo reaches the
other guns of that size; guns of 11-bore or greater only interfere with other heavy end of its run, it no longer poses a threat. Similarly, a torpedo is not primed for the
guns; and medium guns (5.9 to under 11) only interfere with other medium guns. first 1,000 yards of its run and does not pose a threat until after then.
This modifier does not affect a ship firing within 40% of its guns maximum range.
Launch
Aspect: A target steaming directly toward or away from you is more difficult to hit Most torpedoes in FIGHTING STEEL are carried on deck swivel-mounts placed in center-
than one that is broadside. line positions that can fire to either broadside. The starboard arc of fire is 30-150
Speed: The faster the target, the harder it is to hit. The midpoint of the scale is 15 degrees (0 degrees being the heading of the ship), and the port arc of fire is 210-330
knots (0 modifier), with targets steaming above that speed generating a negative mod- degrees. In the case of larger ships, the mounts are placed in wing positions that can
ifier; and those steaming below that speed generating a positive modifier. On this scale, only fire to one side. Each mount carries two to five torpedoes. For game purposes,
a dead-in-the-water target is +10, and a 30-knot target is 10. these are fired together (you may not fire individual torpedoes from a given mount).
Some ships carried reloads, but reloading was a dangerous procedure at sea, not to be
Turning: -20 if target currently turning. If the target is doing evasive maneuvers when undertaken in the midst of battle.
it turns, the turning effect overrides the targets evasive maneuvering effect. When the
turn is completed, the evasive maneuvering effect resumes. When you select a target for your torpedoes, the program calculates where the torpe-
does will intercept the target if it maintains its current speed and heading. The program
automatically chooses the torpedo range/speed setting that will reach the interception
point at the fastest speed. This interception point marks the center of your spread. The
91 92
launch angles of the torpedoes are then automatically set so that the distance between the best torpedoes, so its dud rate is only 10%. The RNs dud rate is 20%. The
them at the expected interception point equals the length of the target ship. The length Kriegsmarine experienced serious problems with its torpedoes at the start of the war,
of the target ship is known if the information level is either Type or Name level (if the but it made improvements year by year. Its rate of duds is 60% in 1939, 50% in 1940,
target is only at Contact level, its length is assumed to be 500 feet). Selecting a narrow 40% in 1941, and 30% in 1942.
spread reduces the distance to 50% of the targets length; selecting a wide spread
increases it to 200%. A narrow spread increases the chances of multiple hits on the tar- Damage System
get, but a wide spread is useful if you expect the target to alter course or speed after Every successful hit on a target causes some damage. A shell causes an amount of
launch. All mounts fired at the same time are included in a single spread. damage based directly on its weight. For example, a US 16 AP shell that penetrates
the targets armor inflicts 2,700 damage points. Torpedoes inflict damage based on
Attack their warhead weights (see Torpedo Damage on page 97 for more about how torpedo
Several factors are evaluated at the time of torpedo launch to tell you how good a shot damage is calculated). Damage accumulates as Hit Points (structural damage) or
you are taking. The program gives you an estimation of the chance to hit assuming the Flotation Points (flotation damage). Hits can also start fires, and ship systems can be
target maintains its current speed and course based on the information that the tor- critically affected or destroyed. Enough damage or perhaps a catastrophic hit will
pedo-mount crew has about the target. The less reliable the information, the greater cause the ship to sink.
the chance that the crew chooses an inaccurate interception point. For the most effec-
tive chance of a hit, you want the run-time (in seconds) to the target to be as short as Hit Points
possible. Therefore, you should try to close the range and choose a fast-speed setting Each ship has a hit point value, which represents how much structural damage it can
to your torpedoes. A target that is dead-in-the-water is a sitting duck, whereas a tar- take before it is put out of action. A ships hit point value is based on its full-load dis-
get destroyer steaming over 30 knots is going to be much harder to hit. placement. Thus, the Yamato, which has a full-load displacement of 69,990 tons,
One of the most important factors is the information level that the firing ship has on requires 69,990 hit points to knock it out of action. A ships close-in weapon system is
the target at launch: the chance of hitting a Contact target is reduced by 50%, and the reduced by a direct percentage of its hit point damage, and its reload time for all guns
chance of hitting a Type target is reduced by 25%. This reduction is applied even if the is increased by a direct percentage of its hit point damage. A ship that is out of action
information level changes before the torpedo reaches its target or if some other ship (100% hit point damage) cannot operate any of its systems or perform any actions. If it
beside the original target is struck by the spread. was moving, it decelerates to zero knots and becomes dead in the water. Any hit point
damage beyond 100% is converted instead to flotation point damage at a 2:1 ratio. An
WWII torpedoes are dumb weapons that hit anything that gets in their way, whether out-of-action ship does not sink until its flotation point damage reaches 100%.
friend or foe. Therefore, any ship that meets a moving torpedo spread checks to see if
it hits. The chance of hitting depends on the information level at launch and the ships Flotation Points
aspect to the attack (how much of its length it presents to the torpedo spread). The
Each ship has a flotation point value, which represents how much flooding it can take
greatest probability occurs when the target is perpendicular to the path of the torpedo
before sinking. A ships flotation point value equals one half of its hit point value. For
spread; the least probability occurs when the target is parallel to its path (the ship is
example, the Yamato can take 34,995 flotation points of damage before sinking. A
bow- or stern-on to the torpedo).
ships maximum speed is reduced by a percentage equal to one half of its flotation
The chance of hitting also depends on the width of the torpedo spread. A narrow point damage percentage. For example, if the ship has suffered 20% flotation point
spread of torpedoes covers a narrower field but has a greater chance of hits when it damage, its maximum speed is reduced 10%. In addition, at the 26% flotation damage
encounters a ship. A wide spread covers a wider field but has less chance of hits when threshold, the ships turn rate is reduced one level, and its acceleration and decelera-
it encounters a ship. Finally, the torpedo must pass a dud test if you turned on the tion rates are reduced by one level. It suffers these same reductions again at the 50%
Torpedo Duds preference or National Characteristics preference. and 75% damage thresholds. At 100% flotation point damage, the ship starts to sink.
The effects of torpedo damage are covered in the Torpedo Damage section see page 97. Shell Hit Location
Dud Rate When a ship is straddled and hit, its range and aspect to the firing ship determine the
location of the hits. The range to the target is compared to the firing weapons maxi-
Even though a torpedo successfully hits, there is a chance that it was set too deep,
mum range to determine whether the hit is direct (strikes the ship from a low angle)
exploded prematurely, or otherwise malfunctioned. If a torpedo is determined to be a
or plunging (strikes the ship from a high angle). At close ranges, hits tend to be direct,
dud, it inflicts no damage and ends its run at that point.
and at long ranges they tend to be plunging. For example, if the target is at 20% or less
Selecting the Torpedo Duds Possible preference sets the dud rate at 20% for each of the guns maximum range, all of the hits are direct. At 60% of the guns range, its
nation. However, if you select the National Characteristics preference, each nation is an almost even split between direct and plunging fire, and at 75% of the guns range
given its own dud rate. Through the period covered in this game (1939-1942), US tor- or greater, all hits are plunging.
pedoes were notoriously ineffective. Therefore, the USNs dud rate is 80%. The IJN had
93 94
A shell can hit the targets hull, weapon system, superstructure, or deck. Hull Hits
A shell hit on the hull must check against the targets armor belt value to determine if
Hit Location Probability Table
it penetrates. Whether the hit penetrates or not, a percentage of the damage inflicted
TYPE OF FIRE
HIT LOCATION DIRECT PLUNGING
counts as flotation point damage and the remaining percentage counts as hit point
Hull 40% 10%
damage according to the following schedule:
Weapon 15% 20%
Application of Hull Hit Damage
Structure 45% 30%
TARGET TYPE
Deck 0% 40% WHERE APPLIED BB BC CA CL DD/TR
TOTAL 100% 100% Flotation Point 50% 60% 80% 90% 100%
Hit Point 50% 40% 20% 10% 0%
Hits that penetrate a ships armor before exploding cause more damage than those
that explode on the armors face. Every shell has a penetration value based on the If the shot penetrates, there is also a 20% chance it will affect one of the ships systems
armor thickness (in inches) it can penetrate at a range of zero yards. The range to the or a 10% chance it will affect two systems (70% chance that it affects none). The pos-
target is compared to the firing weapons maximum range to determine its penetration sible systems it can harm are Damage Control, Flotation Point, Hit Point, Magazine,
value at impact. Overall, direct fire has greater penetrating power than plunging fire Maneuver, Power, and Propulsion. See System Damage on page 92??.
because the shell in the latter case has lost much of its velocity. However, direct fire
Weapon Hits
strikes the targets vertical armor whereas plunging fire strikes the horizontal armor,
which is generally thinner. Plunging fire at close ranges (for example, at 25% of the If the shell hits the weapon system, the program determines which weapon type is hit:
guns maximum range) is less effective because it strikes the targets armor at a shal- main gun turret, secondary gun turret, tertiary gun turret, or torpedo mount. If the ship
low angle and tends to ricochet off rather than penetrate the armor. does not have a given weapon type (for example, the ship does not carry tertiary guns),
then the hit goes against a main gun turret. Any damage inflicted (whether penetrating
Penetration and Damage or not) counts as hit point damage. A penetrating hit also destroys the turret or mount.
Against the same thickness of armor, an HE shell has 40% of the penetrating power of A hit against the main guns checks against the main turret armor to determine if it
an AP shell of the same weight. A common shell of the same weight has 60% of the penetrates. If the fire was plunging, it checks against half of this armor value. A hit to
penetrating power. The shells weight, and whether it penetrates or not, determines secondary guns checks against the secondary turret armor (half this armor value if
the amount of damage. Non-penetrating hits do significantly less damage: plunging), and hits to tertiary guns and torpedo mounts automatically penetrate.
Damage Multiplier Table The aspect of the target may limit which guns are hit by direct fire. For direct-fire hits
TYPE OF HIT to main guns, only those turrets whose arcs of fire take in the firing ship may be hit.
SHELL TYPE PENETRATING NON-PENETRATING
Thus, if the targets bow faces your firing ship, only its forward turrets could be hit,
AP 100% 10% and if its stern faces your firing ship, only its aft turrets could be hit by direct fire.
HE 200% 20% Similarly, direct hits to secondary and tertiary turrets can only affect the turrets on the
Common 130% 5% side of the target facing the firing ship. Plunging fire is not restricted in this manner.
A destroyed turret can be hit again, and such a hit causes hit point damage, but it does
Punch-Through Hits
not affect other, undestroyed turrets.
There is such a thing as too much penetration. When a ships armor is thin, heavy
shells tend to punch through both sides of the ship before exploding, so most of their In addition to turret destruction and hit point damage, there is a 2% chance that a pen-
explosive effect is wasted. In FIGHTING STEEL, a punch-through hit can occur if the etrating weapon hit will destroy a main magazine. If a main magazine is destroyed,
armor is 1 or less and the firing gun size is 8 or greater. The heaviest shells (such as the ship has a 50% chance of immediately sinking due to a catastrophic explosion.
those fired by battleships) are most likely to punch through, and AP shells are much Otherwise, the magazine is flooded and can no longer service the turrets linked to it.
more likely to punch through as HE shells. If a hit punches through, it causes only 5%
of its normal damage and does not harm the ships systems.
95 96
Superstructure Hits Magazine System: Each ship has two main gun magazines, and each main turret is
A shell hit on the superstructure must check against the targets superstructure armor linked to one of those magazines. Because of its potentially explosive nature, a maga-
value to determine if it penetrates. Any damage inflicted (whether penetrating or not) zine is either operating or destroyed there is no damaged state for magazines. A
counts as hit point damage. There is also a 15% chance that the hit will affect one of penetrating shell hit to the hull, deck, or weapons may destroy a magazine. If the mag-
the ships systems or a 5% chance it will affect two systems. A penetrating hit can affect azine is struck, there is a 50% chance it will be flooded by the crew to save the ship,
the Bridge, Director, or Radar system (a penetrating hit that affects the Bridge checks and there is a 50% chance it will cause a massive explosion that tears the ship apart.
against the conning tower armor). A non-penetrating hit can affect the Radar or A flooded magazine no longer supplies ammunition to the main guns linked to it.
Searchlight system. Maneuver System: Torpedo hits or penetrating shell hits to the hull or deck may dam-
age or destroy the Maneuver system (steering and rudder gear). If damaged, the
Deck Hits
rudder is jammed to port, starboard, or centerline so that the ship must move in that
A shell hit on the deck must check against the targets deck armor value to determine direction until the damage is repaired. If destroyed, the ship uses the worst turning
if it penetrates. Any damage inflicted (whether penetrating or not) counts half as flota- rate, which is a 1,600-yard diameter.
tion point damage and half as hit point damage. If the shell penetrates, there is also a
30% chance it will affect one system or a 10% chance it will affect two systems. The Power System: Torpedo hits or penetrating shell hits to the hull or deck may damage
systems that can be affected are Damage Control, Flotation Point, Hit Point, Magazine, (but never destroy) the Power system (electrics). A damaged Power system goes off line
Maneuver, Power, and Propulsion. until repaired. While off line, some other systems that require power are also off line:
Weapons, Searchlights, Radar, and Bridge.
Damage to Ship Systems
Propulsion System: Torpedo hits or penetrating shell hits to the hull or deck may dam-
Damage to systems represents critical damage on top of hit point and flotation point age and eventually destroy the Propulsion system (engines). Every hit to Propulsion
damage. Any hit on a system may damage or destroy that system. Most systems are permanently reduces the ships maximum speed by 5 to 20% (Damage Control cannot
unusable while damaged, but Damage Control can repair a damaged system. Repair repair this permanent damage). Propulsion is destroyed (and the ship slows to a halt)
time is randomly determined and may take anywhere from two minutes to an hour. when the engine level reaches 0%. A hit to Propulsion may also disable the engines
Crew quality and fatigue affects how fast the repairs are made. A destroyed system is temporarily, forcing the ship to decelerate until Damage Control repairs it.
not repairable during the time span of a battle.
Radar System: Shell hits to the superstructure (both penetrating and non-penetrating)
Bridge System: Penetrating shell hits to the superstructure may damage (but never may damage or destroy the Radar system. If the Power system is damaged, Radar is
destroy) the ships Bridge. A shell striking the Bridge must penetrate the conning tower off line until Power is repaired. A damaged, off-line, or destroyed Radar system does
armor to damage it. When the Bridge is damaged, initial Contact reports are delayed not permit radar detection or provide a gunnery modifier.
by 25 seconds. If the ships Power system is damaged, the Bridge is off line and suf-
fers the same penalty as if it were damaged. Searchlight System: Non-penetrating shell hits to the superstructure may destroy
searchlights (they are relatively fragile instruments in exposed positions). The
Damage Control System: Penetrating shell hits to the hull or deck may damage (but Searchlight system is also linked to the Power system, so if the Power system is dam-
never destroy) the Damage Control system. If Damage Control is damaged, all repair aged, searchlights may not be used until it is repaired. BBs and BCs have four
times are doubled and it is harder to put out fires. When using the National searchlight positions that can be destroyed (two on the port side and two on the star-
Characteristics preference, USN repair times are reduced by 30% and IJN repair times board side); all other ships have two searchlight positions (one on each side).
are increased by 30%.
Weapon System: Hits to the different parts of the Weapon system (main, secondary,
Director System: Shell hits to the superstructure may damage or destroy the Director and tertiary guns, close-in weapons, and torpedo mounts) are covered in Weapon Hits
system. A ship has two directors for its main guns. When the first is knocked out, the on page 94. The Weapon system is also dependent on the Power system. If the Power
main guns suffer a 10% modifier to their chance to hit. If both directors are knocked system is damaged, all weapons are off line until it is repaired. Main guns also require
out, the main guns suffer a 50% modifier. a functioning Magazine system.
Flotation Point System: Torpedo hits or penetrating shell hits to the hull or deck may
Fire Points
cause critical damage to the flotation point system. Such damage represents collapsed
bulkheads. It is treated as extra flotation point damage and is not repairable. Each shell that hits a target can start a fire. Shells that penetrate the hull or deck have
a 10% chance of starting a fire. Shells that penetrate the weapons system have a 20%
Hit Point System: Penetrating shell hits to the hull or deck may cause critical damage chance, and shells that penetrate the superstructure have a 5% chance. Non-penetrat-
to the hit point system. Such damage is treated as extra hit point damage and is not ing hits have only a 1% chance of starting a fire.
repairable.
97 98
The program keeps track of the total number of fires on the ship. The number of fires These damage percentages assume a 30-knot relative speed of collision. If the relative
can grow on its own (for example, growing from one to two fires) or shrink (for exam- speed is less (as when both ships are steaming in nearly the same direction), the flota-
ple, falling from one to zero). The higher the total number of fires, the greater the tion point damage is similarly less; if the relative speed is more (as when both ships
chance that the total number will grow instead of shrink, and the more damage the are steaming in nearly opposite directions at fast speed), the damage is similarly more.
fire will do. Crew quality and fatigue affects the chance of fires shrinking. If the For example, a 60-knot collision does twice the percentage damage listed above.
National Characteristics preference is selected, the chance of fires shrinking on USN
ships is doubled but the chance is halved on IJN ships. After Battle Damage
Ships of one or both sides may suffer additional damage at the end of the battle (before
Fires inflict hit point damage on the ship every minute. There is also a small chance
victory is determined) due to the effects of existing fires or Air/Sea Control. The sce-
every minute that the fires will trigger an explosion. A fire-induced explosion causes
narios Air/Sea Control is listed in the Briefing screen (6 ). Air/Sea Control
additional damage that is about the equivalent of an 8 penetrating hit.
represents the effects of submarine attacks and air strikes made after the battle to pick
At the end of the battle, the program increases Damage Control to 200% of its cur- off surviving (and often damaged) ships. If one force has Air/Sea Control, the other
rent level (crewmen are taken off the guns to fight fires and make repairs) and then sides ships automatically check for additional damage. If Air/Sea Control is contested,
determines if the fires eventually sink the ship or are put out. This has an impact on both forces ships automatically check.
final victory.
For each ship that checks, the program picks a random number from 0-100. If the
Torpedo Damage result is less than 40, the ship is attacked and suffers 30-80% hit point damage and
30-80% flotation point damage. The random number is modified by +20 if Air/Sea
Torpedoes inflict flotation point damage. The extent of damage is based on the tor-
Control is contested. The current maximum speed of the ship also modifies the check
pedos warhead weight and is multiplied by a random factor. Torpedoes with larger
number (the ships Damage Control has an opportunity to repair a disabled Propulsion
warheads tend to do exponentially greater damage. However, the target ships torpedo
system after the battle, which would improve the ships speed). However, escorts on
defense value may reduce or entirely cancel the damage.
convoy missions do not receive any positive modifier for speed (they are tied to the
Each ship in FIGHTING STEEL has a torpedo defense value ranging from 0 to 3. A value convoy, which makes them more vulnerable to air and submarine attacks).
of 0 means it has no special defense against underwater damage. If the target has a
value of 1, it cancels the torpedo hit 10% of the time or, if that fails, it reduces the tor- Ship Speed Modifier to Air/Sea Control Check
pedo damage by 20%. A rating of 2 cancels the hit 20% of the time or reduces the CURRENT MAX. SPEED MODIFIER
damage by 30%, and a rating of 3 cancels the hit 40% of the time or reduces the dam- >= 30 knots +40
age by 40%. However, each torpedo that hits has a 20% chance of reducing the targets >= 25 knots +20
torpedo defense value by one level. >= 20 knots +10
>= 15 knots +0
Besides flotation point damage, a torpedo hit has a 30% chance of affecting one ship >= 10 knots -20
system, 5% of affecting two, 4% of affecting three, and 1% chance of affecting four sys- >= 1 knot -40
tems (60% chance that it affects none). The systems that can be affected are Maneuver, dead in the water -60
Power, Propulsion, and Flotation Point.
Collision Damage
When two ships collide, both suffer flotation point damage. The amount of damage is
based on the angle of collision, relative speed, and the size of the other ship. If the
angle of collision is below 5 degrees, the two ships graze one another but cause no
damage. If the angle is between 5 and 15 degrees, each ship suffers flotation point
damage equal to 1% of the other ships displacement size. Between 15 and 30 degrees,
each suffers damage equal to 5% of the others displacement; between 30 and 60
degrees, each suffers damage equal to 15% of the others displacement; and between
60 and 90 degrees, each suffers damage equal to 30% of the other ships displacement.
99 100
Whenever possible, maneuver to cross the enemy battlelines T. This will minimize Graf Spee enjoyed success for over three months,
return fire by the enemy and also make it difficult for them to fire torpedoes. sinking nine merchant ships in the South Atlantic
and Indian Oceans. Not until the middle of
Determine what range is best for you to engage the enemy (based on torpedoes and
December did the Royal Navy get the opportunity
gunnery penetration vs. armor) and try to stay at that range as long as possible.
to engage her. The Graf Spee had been ordered to
Use evasive maneuvering, especially for DDs, whenever you think your gunnery will do return to home waters for an engine overhaul,
less damage to the enemy than the expected return fire. DDs should always use evasive but her captain, Hans Langsdorff, headed first for
maneuvering unless they are trying to move quickly to close the range and fire torpedoes. the River Plate shipping lanes off the coast of
South America, where he intended to acquire a
Use smoke liberally to protect transports and crippled ships. few more victories before his return home. On
Dont give away your positions by firing prematurely if you have a visibility advantage. December 2, Graf Spee sank the liner Doric Star,
Wait until you have all or most of your ships in position to engage the enemy and then then on December 6 the SS Tairoa. Both ships
illuminate the enemy with starshells. If you have a radar contact, be sure to pick tar- sent out distress calls, thereby alerting the Royal
gets for your ships before illuminating the enemy. Although your ships cannot fire at Navy that the German raider was in the area.
a radar target, they will train their turrets on the contacts, saving precious time when On December 9, the British cruisers Exeter, Achilles and Ajax under the command of
the enemy is visually spotted. Commodore Henry Harwood were ordered to proceed to a patrol zone 150 miles east
If playing with the Mistaken Maneuver realism preference, it is unwise to travel at of the River Plate estuary. They arrived on the 12th, before the Graf Spee.
speeds over 90% of your ships maximum. Also, it is asking for trouble to order an At 06.14 on the 13th, the British sighted Graf Spee. The three British ships deployed
emergency turn at night, especially when moving fast. into two divisions the 6-gunned cruisers Achilles and Ajax in one division, and
Exeter with 8 guns in the other. The cruisers had an 8 knot speed advantage over
Background to Historical Scenarios
Graf Spee, whose speed was reduced to 24 knots due to a fouled hull.
Atlantic Battles, 1939-1942
The Graf Spee began firing at 06.22, with Exeter responding first, followed by
The surface forces are so inferior in numbers and power to those of the British fleet
Achilles, then Ajax. Exeter was hit several times. One salvo damaged her Walrus air-
that, even at full strength, they can do no more than show that they know how to die
craft while another hit B turret. Splinter damage from both of these hits killed a
gallantly. Grand Admiral Erich Raeder, C-in-C of the Kriegsmarine, September 3, 1939
number of crewmen. The Graf Spee did not go in for the kill but began firing on Ajax
Close the range; get closer, get close I cant see enough hits. Admiral Sir John and Achilles. They received only splinter damage, while the damaged Exeter fired tor-
Tovey to the captain of King George while engaging Bismarck, May 27, 1941 pedoes at the German ship. Graf Spee had been hit several times, and with the threat
of enemy torpedoes she turned sharply to port in an evasive maneuver. German fire
When Germany invaded Poland in 1939, she was woefully unprepared to fight a major
fell again on Exeter, and hits took out A turret, caused a fire, and a 7-degree list.
naval war with Great Britain. German naval rearmament was on a schedule that called
Despite this serious damage, neither the Exeters engines nor speed were affected.
for war to begin in 1946, and in 1939, the German Navy consisted of no more than a
Again, however, instead of pursuing the Exeter to totally put her out of action, Graf
handful of battlecruisers, cruisers and destroyers. The might of the Royal Navy, arguably
Spee turned her attention back to Ajax and Achilles. With the range closing to 17,000
the greatest naval power on earth, stood between the Kriegsmarine and the open waters
yards, Graf Spee fired on the two cruisers. A chase followed until Ajax closed to 11,000
of the Atlantic. Given the impossible odds, German strategy became one of attempting to
yards and hit the Graf Spee amidships. Fire from Graf Spee destroyed Ajaxs two after-
interrupt British merchant shipping through the use of raiders that sortied indepen-
turrets. Ajax fired torpedoes, then Graf Spee fired torpedoes, but none of these hit.
dently. Evading the blockading British forces and working in conjunction with supply
ships that hid in the vast space of the Atlantic, these raiders preyed on lone merchant Graf Spee had suffered damage to her superstructure, bow, oil purification and water
ships, or occasionally gorged themselves on weakly escorted convoys. A full fleet com- and refrigeration plants. Langsdorff decided to head for the neutral port of
mitment was made during the invasion of Norway in April 1940, but heavy losses forced Montevideo. The damaged Exeter was ordered to head for the Falklands. Ajax and
the Kriegsmarine to revert to its prior strategy, which it continued to pursue into 1943. Achilles followed Graf Spee, splitting up as they approached the River Plate, with Ajax
going to the south of the rivers mouth. Graf Spee reached the river before midnight,
Battle of the River Plate, December 13, 1939 after firing a few final salvos at the shadowing cruisers.
When war with Britain commenced in early September 1939, the German pocket bat-
tleship Admiral Graf Spee was already at sea in the Atlantic. Her mission was to The arrival of the Graf Spee in Montevideo began a series of political wrangles over
harass the merchant shipping of Great Britain and France, and she set course for the whether or not she should be allowed to stay in port. Finally the Uruguayan govern-
South Atlantic. The Germans hoped this action would draw valuable British ships ment decided she should leave on December 17. British reinforcements were on their
away from the North Atlantic theatre where they were already spread too thinly. way, and Langsdorff was left with the choice of trying to reach Argentina, where he
103 104
might expect more support, or of Denmark Straits, a gap between the ice floes of Greenland and the coast of Iceland. Vice
scuttling his ship. He decided to Admiral Gunther Lutjens, considered by some to be the Kriegsmarines best fighting
scuttle his ship. Graf Spee was admiral, commanded the two ships. The battlecruisers Gneisenau and Scharnhorst
taken out into the estuary as were originally scheduled to participate in the operation, code-named Rheinubung
crowds gathered on the shore- (Rhine Exercise), but they were both undergoing repairs in the harbor of Brest, France.
line, and she was ripped apart
British forces were quickly sent out to intercept Bismarck, and on May 23 the 8-gun
by demolition charges at 22.00.
cruisers Suffolk and Norfolk sighted the pair of German ships. The British cruisers fol-
Langsdorff took full responsibility lowed Bismarck at a safe distance and waited for reinforcement. Meanwhile, Prinz Eugen
for the fate of Graf Spee and shot moved to the front of the line to give Bismarck a clear arc of fire astern. Weather condi-
himself in what he felt was the tions were appalling, and the British cruisers lost contact with the German ships around
only honorable end to his career. midnight during a snowstorm. Radar contact was regained about three hours later.
Invasion of Norway, April 1940 At 05.37 on the 24th, the British battleship Prince of Wales sighted the German force.
The Norwegian port of Narvik was important for the German war effort as an ice-free The flagship Hood, a British battlecruiser launched during WWI, opened fire at 05.52.
winter port where iron ore from Sweden could be loaded on ships bound for Germany. Both ships were under the command of Vice Admiral L.E. Holland. In a poor firing
The British of course wanted to prevent these supplies from reaching Germany and position, Hood could only bring her forward guns to bear, while the German ships fired
made several plans that included mine-laying operations in the fjords and occupation broadsides. Prinz Eugen was firing high-explosive ammunition and started a huge
of certain key Norwegian ports. As it turned out, the British did not get the chance to blaze on board Hood. This gave Bismarck the chance to adjust her range finders. At
put any of these plans into operation before the Germans, with their own planned oper- 06.00 an explosion ripped Hood in half and she sank. Only three survivors were res-
ation, Weserubung, invaded the coast of Norway, taking Bergen, Oslo, Kristiansand and cued from a crew of 1,418. The Prince of Wales broke off action at 06.13, after
Arendal, Stavanger, Baroy Island, and Trondheim. Narvik fell at 08.00 on 9 April 1940. receiving seven hits.
Due to the mismanagement of information, and a belief on the part of the British Bismarck also was damaged in the fight. Leaking oil, with 1,000 tons of fuel unavail-
Admiralty that the German invasion would not take place, British ships were not in the able due to flooded pumping gear, and two boilers out of action, she was forced to slow
best positions to intercept the invasion fleets. The British intercept ships were rede- to 28 knots. With the British in pursuit, the pair of German ships headed south. That
ployed after the destroyer Glowworm, which had left her formation to search for a man evening, Bismarck momentarily turned upon her pursuers, and the Prince of Wales
overboard, encountered German destroyers and the Admiral Hipper. Despite the odds and Suffolk had a brief exchange of fire with her, but this action allowed Prinz Eugen
against her, and keen to damage the enemy, Glowworm rammed Hipper and was sunk. to escape unnoticed into the Atlantic. Near midnight, Bismarck was hit by a torpedo
While some British ships were sent to assist Glowworm, the battlecruiser Renown was from one of nine Swordfish aircraft flown off the carrier Victorious. The German bat-
ordered towards Vestfjord to intercept any enemy ships heading that way. tleship had to temporarily slow to 16 knots. A few hours later, however, contact with
Bismarck was lost when the German ship shaped a new course for Brest, France.
At 03.37 on April 9, in a mixture of snow and rainstorms, gale force winds and high
seas, the Renown, with ships of the 2nd Flotilla of destroyers, met the battlecruisers Contact was not regained until the 26th. The carrier Ark Royal launched a torpedo
Gneisenau and Scharnhorst. The German ships were heading north, about fifty miles strike at the Bismarck, but the aircraft attacked the friendly cruiser Sheffield by mis-
off the coast of Vestfjord. Renowns 15 guns belched fire as she closed to 15,000 yards. take, causing no damage. A second torpedo strike at 19.10, however, resulted in
At 04.17, Renown scored a hit on Gneisenau, which put out the main gunnery control serious hits to Bismarck. Her rudder was jammed 12 degrees to port and a previous
system. The battle now became a chase as the German ships fled the scene. Despite list made worse.
only being able to use her forward turrets, and in very heavy weather, Renown man- Because of her jammed rudder, Bismarck was now heading north towards British
aged to hit the Gneisenau twice more before losing her and Scharnhorst in snow forces. A division of five British destroyers commanded by Captain P.L. Vian in Cossack
squalls. One of these hits took out a forward turret. was ordered to harass her until the battleship force led by Admiral Sir John Tovey in
For the British this was a small victory in a botched operation that allowed the King George V could attack the next day. The destroyers launched 16 torpedoes dur-
Germans to take Norways ports. ing the night, with perhaps two or three hits resulting (disputed), while many
near-misses from the Bismarcks guns troubled the destroyers in return.
Pursuit of the Bismarck, May 1941
By the time of the final battle on May 27, Bismarck was a wounded bull in a British
In May 1941, the German cruiser Prinz Eugen and newly commissioned battleship
arena damaged, unmaneuverable, with an exhausted crew, and surrounded by two
Bismarck went to sea with orders to break out into the Atlantic and attack British con-
battleships (King George V and Rodney) and two cruisers (Norfolk and Dorsetshire).
voys. They left the port of Gdynia in German-occupied Poland, steamed through the
Though her gunfire often straddled her enemy targets, Bismarck failed to score a
Skagerrak between Denmark and Norway (both German occupied) and headed for the
direct hit. Ship after ship fired on her with guns and torpedoes, until at 10.15
105 106
Bismarcks guns were silent and the action was called off. Dorsetshire then fired four
torpedoes to finish her, and whether the two that hit or the Bismarcks own scuttling
charges did the job, she finally sank. Thus ended the first combat sortie of Hitlers first
battleship. She died gallantly, taking with her all but 119 of her crew of over 2,000.
The attacking column of six Japanese cruisers (four heavy and two light) and a single On October 11, Rear Admiral Norman Scott put to sea to try and end the Tokyo Express
destroyer was under the command of Vice Admiral Gunichi Mikawa. The IJN ships slid runs of the Japanese. He had under his command a force consisting of two heavy
by the Blue undetected and proceeded through the southern entrance. The flagship in cruisers, two light cruisers, and five destroyers. They were travelling in column with
the van soon sighted the Allied force guarding this channel two cruisers (one US and destroyers at front and rear.
one Australian) and two US destroyers. Few on board the Allied ships knew what was
The Japanese also had a cruiser
happening when the Japanese cruisers launched spreads of deadly Long Lance torpe-
and destroyer force present that
does and opened fire with their guns. Massed rain clouds helped obscure the Japanese
night. Rear Admiral Arimoto Goto
ships as they sped by, leaving death and destruction in their wake. The southern force
led three heavy cruisers and two
was defeated and left in disarray in only seven minutes. Although the Allied ships
destroyers. He was tasked with
managed to fire a few shots in return, the surprise and darkness hindered them and
shelling Henderson Field while
they scored no substantial hits. The Australian cruiser Canberra had to be scuttled
another force unloaded supplies
next morning, and the US cruiser Chicago lost part of her bow to a torpedo hit. Her
for the Japanese troops. It was to
captain, who was in charge of the southern force that evening, later committed suicide
be an unlucky night for the admi-
while a USN inquiry into the battle was being conducted.
ral, who was mortally wounded
Even before Mikawas ships engaged the southern force, they spotted the northern when American salvos smashed
force of US ships, consisting of three cruisers and two destroyers. Rather than pro- into the bridge of his ship, Aoba.
ceeding on to attack the transports at Lunga Roads, the Japanese ships turned
Although forewarned of the pres-
northeast to deal with this second cruiser force. Again, they found the Allied ships
ence of the Japanese ships by
unprepared and slow to react, but the Japanese organization also became unraveled
radar, the Americans were caught
as the light cruisers followed a different course than the one taken by Mikawa in the
in the middle of a turn maneuver when the Japanese suddenly appeared from out of
van ship, Chokai.
a series of rainsqualls. Both the turn and the appearance of the enemy caused confu-
The US northern force failed to receive the few warnings sent it and made wrong sion in the American force. Individual captains were left to make the best of the
assumptions about the flashes of gunfire to the south and the sounds of detonations situation. At 23.46 Helenas captain gave the order to open fire and the battle com-
that traveled through the water. Japanese searchlights snapped on, illuminating the US menced. The Aoba was hit as the American cruisers fired their broadsides. The
ships long enough for the gunners to achieve hits that then set fires on board the tar- destroyer Fubuki was hit first by Boise and San Francisco, then by every other
gets, illuminating them further. In 30 minutes, Japanese torpedoes and gunfire American ship in the vicinity. She sank in flames.
wreaked complete havoc on the northern force. The cruisers Quincy and Vincennes
One of the unfortunate outcomes of the battle of Cape Esperance was that in the con-
sank within an hour, while Astoria lingered on until noon.
fusion, and due to indiscipline within the American forces, there was a lot of damage
After defeating the northern force, Mikawa chose to leave the area by the northern incurred by friendly fire. Both the Fahrenholt and Duncan were damaged this way,
channel rather than change course for the transport anchorage. He needed time to Duncan so badly that she eventually had to be abandoned. Her crew was rescued by
regroup his scattered ships, and he feared US carrier air attacks at dawn. He was later the destroyer Gwin, who suffered the least damage that night. Another American casu-
censured for retiring from the battle too soon, but his victory, if not complete, was the alty was Boise who was hit by the cruiser Furutaka. Her damage was mild compared
result of his boldness, Japanese training, and Allied mismanagement (the flag officer to that heaped on the unfortunate Japanese ship, which finally sank after taking
and his ship, RAN Australia, was at Lunga Roads and missed the battle). The USN suf- numerous hits both above and below the waterline.
fered its worst defeat since Pearl Harbor, losing 993 men killed and 645 wounded,
A demoralized Japanese force retreated back up the Slot, with Kinugasa in the lead
while Australia lost 84 killed and 55 wounded. The Japanese suffered 58 killed and 71
followed by Aoba. This was the first time the Japanese had been defeated by the USN
wounded that night, but the USN submarine S-44 torpedoed and sank the cruiser Kako
in a night battle, a result they had not expected. It would be harder in future to ensure
next morning as it was returning from the mission.
the safety of the ships on the Tokyo Express supply runs. This night, however, while
Battle of Cape Esperance, October 11-12, 1942 ships were burning and men were dying, the destroyers of the Tokyo Express had
The Japanese needed to retake Henderson Airfield on Guadalcanal if they were to pre- managed to land their troops and munitions.
vent the Allies from expanding their control over the Solomon Islands and surrounding
Second Battle of Guadalcanal, November 14-15, 1942
seas. To accomplish this, it was essential that the Japanese reinforce their troops
Following the First Battle of Guadalcanal on November 13, 1942, in which a US cruiser
already stationed on the island. Japanese ships made high-speed runs to Guadalcanal
force prevented the Japanese from bombarding Henderson Field, the Americans were
at night to unload supplies and troops and bombard the US Marine positions and air-
alerted to another attempt by Japanese naval forces to reenter the waters around
field. Their habitual incursions became known as the Tokyo Express to their opponents.
Guadalcanal. Planes from Henderson Field first sighted a Japanese squadron heading
109 110
down the Slot at 10.00 on the 14th, which was followed by a troop convoy. American Battle of Tassafaronga, November 30, 1942
bombers sent to attack these ships left only four transports and ten destroyers intact. The build up of Allied troops, ships, and equipment in the Guadalcanal area had put
The Japanese were ordered to regroup and continue on course despite their losses; extreme pressures on the Japanese supply chain to the island. Japanese troops on
Allied planes returned to base after sunset and would pose no further threat until dawn. Guadalcanal were literally on the edge of starvation as even IJN submarines and small
transports found it difficult to carry supplies to them past the Allied air and sea block-
Vice Admiral Nobutake Kondo was ordered to bombard Henderson Field during the ade. A new method of delivering supplies was suggested. Oil drums would be cleaned
night so that the transports could land their troops at Tassafaronga on Guadalcanal. and half-filled with rice. Several drums would be fastened together and 200 or more
Kondos force consisted of the battlecruiser Kirishima, two heavy cruisers, two light loaded onto each destroyers deck. The destroyers would make a high-speed run to
cruisers, and nine destroyers. arrive off Guadalcanal during the night, where the drums would be pushed into the
The American force in the sea and hauled to shore by line.
area, under the command of The first run was scheduled for November 30, 1942. Eight destroyers were involved,
Rear Admiral Willis Lee, had commanded by Rear Admiral Raizo Tanaka. Four of these would drop drums off
two modern battleships and Tassafaronga, and two others would drop theirs off the mouth of the Umasani River.
four destroyers. Willis also had The Americans meanwhile sent Rear Admiral Carleton Wrights Task Force 67 to
the latest radar and was expert patrol the area. Wrights five cruisers and six destroyers arrived off Tassafaronga at
in its use. At 23.00, amid 23.00 on the 30th to implement a surprise attack using radar to spot the enemy.
ground clutter from Savo
Island and Cape Esperance, The US task force approached Tassafaronga from the east in a line of bearing forma-
the Japanese ships were tion to increase sightings. At 23.06 the flagship Minneapoliss radar spotted the
detected on American radar. enemy, and the Americans switched to column formation on a northwest bearing.
Starshells soon lit up the night There was no moon, and clouds made the night very dark.
and torpedoes traced their
The Japanese column, steaming on a southeast course, prepared to drop the supply
paths across the sea. The light
drums and slowed to 12 knots. At 23.16, however, Tanaka instructed his ships to
cruiser Nagara sank the
cease preparation as it became clear enemy ships were approaching. He ordered all
destroyer Preston. A second US destroyer, Walke, was hit by a Long Lance torpedo and
ships to attack.
sank slowly. Benham, a third destroyer, also was hit by a torpedo and forced to retreat.
She sank next afternoon en route to the Allied base at Espiritu Santo, although the fourth The American force began to launch torpedoes at 23.20, followed by shellfire. There
destroyer, Gwin, rescued her surviving crew. followed a series of rapid salvos during which the destroyer Takanami, closest to the
Americans, took most of the punishment. The rest of the Japanese ships continued on
The heavyweight American battleships now joined the fight. Fire from the Washington
course. They blended into the shadows of the coastline, and the Japanese made good
disabled the IJN destroyer Ayanami, which later sank. The South Dakota, however,
use of the darkness to position their ships for optimum use of their Long Lance torpe-
suffered a power failure, which put her guns out of action. Meanwhile, the Japanese
does. Within 10 minutes, six Japanese destroyers launched forty-four torpedoes total.
destroyers, fearing these two powerful ships and unaware of South Dakotas disabil-
The cruiser Minneapolis was struck by two torpedoes and made a virtual cripple. New
ity, sped out of the line of fire. The two light cruisers, Nagara and Sendai, remained
Orleans became a drifting ball of fire as she too was hit. Pensacola was hit after she
on station. As the American battleships cleared Savo Island, they spotted the heavy
passed the damaged ships, and she also erupted in a mass of flames. The last cruiser
cruisers Atago (Kondos flagship) and Takao, with the battlecruiser Kirishima beyond.
to be hit was the Northampton. Flames and smoke reached skyward as oil and fuel
The South Dakota regained power but found herself targeted by the searchlights of the
ignited. Aware of the close proximity of American destroyers, the Japanese abandoned
Japanese cruisers.
Takanami, which finally sank. Of the four severely damaged US ships, only the
Kirishima began firing salvos at a range of five miles, and the IJN cruisers launched Northampton failed to reach harbor. She sank at 03.04.
torpedoes and opened fire. Although the torpedoes missed, many shells struck South
The Battle of Tassafaronga was a bitter pill for the Americans who had expected to
Dakota, setting fires in her superstructure. Lees flagship, Washington, came to the aid
defeat the enemy destroyer force with their more powerful cruiser guns. None of the
of her ally and used radar to find her target. Kirishima was soon hit by nine 16 shells
Japanese supply drums reached Guadalcanal, but the Americans paid a high price in
and approximately forty 5 shells. The battlecruiser was crippled, and Kondos force
men, ships, and morale.
retreated with Kirishima under escort. Lee moved to continue the action with the
Washington alone, but soon gave up and retired because of the threat of torpedoes However, Japanese enthusiasm for Guadalcanal waned due to Japans own high losses
from the Japanese destroyers. Three hours later, Kirishima rolled over and sank. The in the campaign. The Allies gained final control of the island in February 1943 when
troop transports beached themselves near Tassafaronga (their escorting destroyers the remaining Japanese troops were taken off Guadalcanal. The losses to both sides in
ran back up the Slot), where American planes attacked them next morning. the campaign had proved much higher than anyone had anticipated.
111 112
with our two technical advisors, it became clear that what one can do on the parade
ground is much different from what one can do in the face of the enemy. Although
navies did form scouting lines, and were able to move from line of bearing to line
abreast, it was not something they did once in battle. Basically, ships either moved in
a column or they turned simultaneously, thus going into a line of bearing. It was these
two formations that we kept (along with the box convoy formation). It was also almost
unheard of during a battle to create a new division or have ships return to a division
once detached. Basically, as a battle wore on, the formations got smaller, and did not
regroup themselves until hours after the battle had concluded.
In the game, there is a definite advantage to the player with only a few divisions ver-
DESIGNERS NOTES sus a player forced to control many divisions (unless you pause the game against a
computer opponent). The player with many divisions will have a harder time ordering
Our goal with FIGHTING STEEL was to provide players with an opportunity to face the all of the divisions while the clock continues to tick. This was an unintentional but
challenges and make the kinds of decisions made by division commanders during desired outcome, as in real life it is more difficult to control multiple divisions of ships.
WWII surface engagements. Having spent much of our lives spread out on the floor Another factor we wanted to simulate was the difficulty of maneuvering a division of
fighting with miniature warships, we thought it was time to use the computer to pro- multiple ships. Locking a player into a turn once ordered was done because this is how
vide the fun and visual spectacle that we enjoyed playing miniatures. From the navies acted in combat. Sending signals to perform a division turn was time consum-
beginning, we were intrigued with the computers ability to simulate night battles, ing, and if rushed or done at the wrong time could lead to ships falling out of line, or
something that miniatures and naval boardgames have always had difficulty in doing. worse, colliding with friendly ships. We do give players the benefit of the doubt in
Another design goal was to incorporate the confusion between friendly forces that allowing them to begin a turn just as quickly as it can be entered into the computer. It
occurred during night actions. During the development process, a process that took could take up to a minute to start a turn, but we are assuming that some of the leg-
over 18 months, there were many issues to deal with. work is being done in advance of the actual order to turn. In many ways the best
advice we can give players is to make 100% certain that the maneuver you are about
Sim vs. Wargame to execute is the one you want to do, because theres no going back.
While making FIGHTING STEEL, we found ourselves constantly coming back to that we
always intended FS to be a wargame and not a simulation. In fact, the phrase we used Where Are the Planes and Subs?
to best describe FS around the office was that it is a real-time wargame in 3D. During development we were continually asked by reviewers and beta testers why we
What is the difference between a sim and a wargame? As we saw it a sim usually tries had not included subs and planes in FIGHTING STEEL. The simple answer is that we were
to put people in charge of one thing one plane, one tank, one submarine and sims making a game that dealt with surface combat engagements, battles that showcased
usually worry about modeling true physics as much as possible. Since sims deal with the battleships and cruisers in the kinds of battles they were built to fight. Very few
tactical situations (small numbers of planes, tanks, and ships) they can be gamed in surface battles between opposing warships also involved aircraft and/or submarines;
real-time and in 3D. With FS we were also dealing with a tactical situation and battles in fact, only Leyte Gulf in 1944 comes to mind. The biggest impact aircraft had on
that could be gamed in real-time, but we didnt want to get bogged down in the detail those fighting surface battles was the threat that air power could catch and sink any
of any one ship. As a division commander, the player should not be worrying about crippled ships that could not get out of an enemy-controlled area after a surface bat-
actually aiming and firing the guns on his ships. Nor did we want to get saddled with tle. This happened repeatedly at Guadalcanal in 1942 and in a way happened to the
having to rely on physics models to recreate the action. In many ways, it is much more Bismarck in 1941. We made sure that we included this effect in FS by having Air/Sea
difficult to get a physics model to simulate actual results because all it takes is missing Control as a scenario variable.
one of the factors to throw the model off. With FS we use formulas for all of the impor-
Why Only 1939-42?
tant gunnery, damage, and visibility effects. These formulas, although obviously
Most of the surface actions that occurred during WWII took place prior to the end of
simplified, lead to fairly accurate results, and in many cases they are much more accu-
1942. By 1943 the dominance of air power limited the likelihood of large-scale surface
rate than previous games that have tried to sim the situation.
battles. Most ships went through refits to fit additional AA guns onto the ships for pro-
Divisions and How They Maneuver tection. Also, by 1943 radar began to be used to its full capabilities, making it even
When we first started work on FS, we wanted to model the maneuvering capabilities harder for navies deficient in the use of radar, like the IJN, to compete against those
of the different navies in surface battles. We had thoughts of allowing many different with radar. In the end we decided that the amount to be gained by covering the last few
formations, while restricting certain navies from performing various maneuver actions years of WWII would not be worth the additional effort required to deal with the items
during a battle. After studying the problem for several months, along with discussions mentioned above. The time for even surface battles was over by the beginning of 1943.
113 114
Wheres the Land? Also, the Mistaken Maneuver realism option came about from a quick study of Cape
This was a very difficult issue for us. Its hard to deny that land could be a factor in
Esperance. However, even there we have helped the player by making it impossible for
naval battles. This was simply a matter of us deciding that it was better to do nothing
the flagship to make a wrong turn. Sounds like a safe assumption, doesnt it? However,
than to do something poorly. To program land into FS, we would have needed to spend
at Cape Esperance the Flag Admiral issued orders for a column turn. Upon executing
a lot of time working with the artificial intelligence to ensure it didnt run aground or
the order he was surprised to find his flagship, which was in the middle of the column,
spend its time weaving around just to avoid land. After looking at the time it would
executing an immediate simultaneous turn! In this way the flagship threw the entire
take to properly deal with land vs. the fact that land actually very rarely directly
column into confusion and directly led to the sinking of a US destroyer by friendly fire.
affected the actions of ships during a battle, we decided we had better leave land for
Confusion can be a great gaming element, but too much confusion can take the fun out
the next game in the series. If given unlimited time and resources, we would have built
of a game. Only you the players can tell us if we got this right.
land into FS; however, when doing a wargame for what is perceived to be a small niche
market, resources can be hard to come by. In the end, there were just too many other Weather and Visibility
things we felt more important than bringing land into the game. Also in the end, not For FS we decided to keep things simple, and this is why we only have one visibility
having land as a reference point was useful in helping our random battles in Division level that exists in the entire battle area and for the length of the battle (unless you hit
Commander mode be as confused as night naval battles were in real life. sunrise or sunset). We knew that for most people this would be enough, and it would
make things easier to understand and display. In reality visibility is much more com-
Division Commander Mode plicated as rainsqualls can obscure one part of the battle area, and can come and go
Having two game modes, Division
quicker than the ships themselves. Again, given unlimited time and resources, we
Commander and Standard, came from
would have tried to tackle this issue as a Preference item for players, but instead we
our basic understanding that there are
opted to leave it for a future game.
two types of wargamers in the world.
The first wants to control everything, Main Gun and Secondary Gun Targeting
know everything that any of their units We have tried to provide a system for targeting that allows players a lot of flexibility
knows, and doesnt really want to worry but which requires little input to obtain the desired results. We separated targeting for
about having their own units shoot at main guns and secondary guns because they most often had different roles. Main guns
each other. For these players, we pro- were intended to engage targets of a similar class or larger, while secondary guns were
vided the Standard mode that, along almost always used at close range to fire at destroyers that were threatening a torpedo
with the ability to pause the game and attack. Through the proper use of division targeting modes, players can quickly gang
give orders while playing against the computer, gives these players the ability to play up on the closest target or biggest threat, or spread their fire out among enemy ships.
FS as if it was a turn-based boardgame. The second type of wargamer wants the ulti- In small day battles, players have time to use the single ship gunnery orders to split
mate in realism (without actually seeing blood). They want to be surprised by the fire between several targets (two for main guns and two for secondary guns). We felt
enemy and dont mind a little confusion among their own ships in order to obtain this that the capability to defend against up to four ships simultaneously was more than
realism. Using Division Commander mode is the only way to truly capture the confused enough, as generally it is advisable to concentrate your fire.
state of affairs that existed during a night battle. I think the most enjoyable way to play
FS is to play with four players in a Division Commander mode random night battle. A Word of Thanks
You just never know what to expect. We would like to acknowledge the terrific assistance we received from Wayne Hughes
and Tom Halwachs, two professors at the Naval Post-Graduate School in Monterey,
Command Control California. Thanks to a chance purchase of Waynes book FLEET TACTICS (a must read for
Even with Division Commander mode, we couldnt simulate all of the confusion that anyone interested in naval warfare) and the power of the Internet to locate someone,
exists during a naval battle (and didnt really want to). Although we do model the time we were able to link up with Wayne and Tom early in the development process. They
it takes for information to pass from a lookout or a radar operator to the captain of a were kind enough to give us many hours of their time to discuss the issues that most
ship, we still pass the information from the captain to the division commander instan- affected those fighting surface naval battles. For this help we will be eternally grateful.
taneously. In reality, as at the Battle of Cape Esperance, much critical time could be
lost before key information was given to the division commander. At Cape Esperance, See You on the Internet
the Japanese were spotted on radar for over ten minutes before the contact was So now that FIGHTING STEEL is finally complete, we hope to see you somewhere on the
reported to the Flag Admiral. The Admirals decision to station himself on a ship that Internet and look forward to fighting multiplayer battles with many of you. We sin-
had older radar equipment cost him critical information. cerely hope you find the game as much fun as we do.
Joel Billings Roy Gibson
Producer - SSI Owner/Designer/Programmer - Divide By Zero
115 116
Glossary Main Armament: the primary battery of guns on a ship, generally designed for engag-
ing other ships of the same general size.
Aft: toward the back, or in the back part of a ship.
Nautical Mile: a maritime measure of distance equal to 6,080 feet.
AP: armor-piercing ammunition designed to break through armored plates before
exploding (and therefore less effective against unarmored targets). Port: (1) a developed harbor; (2) nautical term for the left-hand side of a ship.
Armor Belt: a series of hardened-steel plates along the side of the ship to protect it Quarter: the after part of a ships side.
from shots striking the side.
Rangefinder: a device, optical or electronic, designed to determine the distance from
Armor Deck: a thick deck of hardened steel to protect the ship from bombs and plung- one ship to another as an aid to gunnery.
ing fire striking from above.
Salvo: a simultaneous discharge of shots from a battery of guns.
Battery: a group of guns of the same size, usually firing together.
Secondary Armament: batteries of guns on a ship of a smaller caliber than the main
Beam: (1) the width of a ship; (2) to the side of the ship. armament, generally designed for engaging smaller craft.
Bearing: the compass direction from one ship to another. Spread: the distance between projectiles, whether shells or torpedoes (the wider the
spread, the greater the likelihood one of the projectiles will hit, but the less chance that
Bow: the front end of a ship. several will hit together).
Bridge: a platform or open compartment above the deck level of a ship from which the Starboard: nautical term for the right-hand side of a ship.
vessel is commanded.
Stern: the back end of a ship.
Broadside: the use of all main guns on a ship, only possible when firing to one side or
the other. Straddle: a salvo whose waterspouts fall on both sides of the target as seen from the
firing ship, indicating that the guns have found the correct range and deflection.
Caliber: (1) the diameter of the bore of a gun measured in inches; (2) the ratio of bar-
rel length to diameter. Trajectory: the arc that a shell follows as it moves through the air.
Class: a set of ships built in quick succession sharing the same basic design. Turret: an armored gunhouse that swivels.
Conning Tower: an armored pilothouse on a surface vessel. Wing Turret: a turret placed to one side of the ships centerline, with a matching wing
turret on the other side to maintain the ships balance.
Course: the direction in which a ship is intended to move.
Director: the station from which a single officer or staff directs the fire of all or a set Bibliography
of the ships guns.
Boyne, Walter J. Clash of Titans: World War II at Sea (1995).
Displacement: the weight of water a ship displaces, used as a measure of the ships
Breyer, Siegfried. Battleships and Battle Cruisers, 1905-1970 (1970).
total size (although the weight can vary according to the amount of equipment and
supplies loaded on the hull). Conways All the Worlds Fighting Ships, 1906-1921 (na).
Draught: the depth of the deepest part of a ship underwater. Conways All the Worlds Fighting Ships, 1922-1946 (na).
Fire Control: a system for controlling the ships gunfire. Cook, Charles. The Battle of Cape Esperance (1968).
Forward: toward the bow, or in the front part of a ship. Costello, John. The Pacific War (1981).
HE: high-explosive ammunition designed to create a maximum blast effect (and there- Edwards, Bernard. Salvo!: Classic Naval Gun Actions (1995).
fore most effective against unarmored targets).
Frank, Richard B. Guadalcanal: The Definitive Account of the Landmark Battle (1990).
Heading: the direction that a ships bow is pointing.
Garzke Jr., William H. & Robert O. Dulin Jr. Battleships: United States Battleships,
Knot: a measure of speed in the water based on nautical miles per hour. 1935-1992 (1976).
Machinery: a ships engines. Gray, Edward. Hitlers Battleships (1992).
117
(1991).
Boardgames
1911 to 1946 (1976).
Whitley, M.J. German Destroyers of World War Two, 2nd edition (1991).
Raven, Alan & Roberts, John. British Cruisers of World War Two (1980).
Stephen, Martin (Eric Grove, ed.). Sea Battles in Close-Up: World War II (1988).
Van der Vat, Dan. The Pacific Campaign: The U.S.-Japanese Naval War, 1941-1945
Raven, Alan & Roberts, John. British Battleships of World War Two: The Development
Morison, Samuel Eliot. The Two-Ocean War: A Short History of the United States Navy
Mallmann Showell, Jak P. The German Navy in World War Two: A Reference Guide to
and Technical History of the Royal Navys Battleships and Battlecruisers from
BB King George V 421 29.00 42076 10 x 14 C45 16 x 5.25 C50 None None 256 15.00 6.00 16.00 1.00 2.00 16.00 3
BB Nelson 413 23.00 41250 9 x 16 C45 12 x 6 C50 6 x 4.7 C40 None 160 14.00 6.00 16.00 1.50 2.00 14.00 2
BB Queen Elizabeth 365 24.00 36450 8 x 15 C42 20 x 4.5 C45 None None 128 13.00 3.50 13.00 1.00 2.00 10.00 1
BB Royal Sovereign 332 21.00 33240 8 x 15 C42 14 x 6 C45 8 x 4 C45 None 64 13.00 3.50 13.00 6.00 2.00 11.00 1
BC Hood 407 29.00 45200 8 x 15 C42 8 x 4 C45 None None 76 12.00 3.00 15.00 1.00 2.00 12.00 1
BC Renown 334 30.25 37150 6 x 15 C42 20 x 4.5 C45 None None 96 9.00 3.00 11.00 1.00 2.00 10.00 1
CL Caledon 50 27.00 5029 5 x 6 C45 None None 8 x 21 MK IX 64 3.00 1.00 1.00 0.00 1.00 6.00 0
CL Carlisle 53 28.00 5250 8 x 4 C45 None None None 64 3.00 1.00 1.00 0.00 1.00 3.00 0
CL D Class 60 27.00 6030 6 x 6 C45 None None 12 x 21 MK IX 64 3.00 1.00 1.00 0.00 1.00 1.00 0
CL Emerald 96 33.00 9562 7 x 6 C45 None None 12 x 21 MK IX 64 3.00 1.00 1.00 0.00 1.00 1.00 0
CA Hawkins 95 29.00 9450 6 x 7.5 C45 None None None 64 3.00 1.00 1.00 0.00 1.00 3.00 0
CA Exeter 110 32.00 11000 6 x 8 C50 4 x 4 C45 None 6 x 21 MK IX 40 4.00 2.00 2.00 1.00 1.00 1.00 0
CA Kent 145 32.00 14500 8 x 8 C50 4 x 4 C45 None 8 x 21 MK IX 48 5.00 4.00 2.00 1.00 1.00 2.50 0
CL Arethusa 74 32.00 7400 6 x 6 C50 4 x 4 C45 None 6 x 21 MK IX 16 2.75 1.00 1.00 0.50 1.00 1.00 0
CL Dido 69 32.00 6850 10 x 5.25 C50 None None 6 x 21 MK IX 32 3.00 1.00 4.50 0.00 0.50 1.00 0
CL Edinburgh 132 32.00 13175 12 x 6 C50 12 x 4 C45 None 6 x 21 MK IX 96 4.50 2.00 4.00 0.50 2.00 2.00 0
CL Fiji 105 31.50 10450 12 x 6 C50 8 x 4 C45 None 6 x 21 MK IX 32 3.50 2.00 2.00 0.50 0.50 4.00 0
CL Leander 97 32.00 9740 8 x 6 C50 4 x 4 C45 None 8 x 21 MK IX 32 4.00 1.50 1.00 0.50 1.00 1.00 0
CL Perth 92 31.00 9150 8 x 6 C50 4 x 4 C45 None 8 x 21 MK IX 32 3.00 1.50 1.00 0.50 1.00 1.00 0
CL Southampton 122 30.00 12190 12 x 6 C50 8 x 4 C45 None 6 x 21 MK IX 64 4.25 2.00 1.00 0.50 1.00 1.00 0
DD AB Class 22 35.00 1815 4 x 4.7 C45 None None 8 x 21 MK IX 8 1.00 0.50 0.50 0.00 0.50 0.50 0
DD CD Class 23 36.00 1942 4 x 4.7 C45 None None 8 x 21 MK IX 24 1.00 0.50 0.50 0.00 0.50 0.50 0
DD EF Class 25 36.00 2049 4 x 4.7 C45 None None 8 x 21 MK IX 1 1.00 0.50 0.50 0.00 0.50 0.50 0
DD GHI Class 23 36.00 1890 4 x 4.7 C45 None None 8 x 21 MK IX 16 1.00 0.50 0.50 0.00 0.50 0.50 0
DD JKN Class 28 36.00 2330 6 x 4.7 C45 None None 10 x 21 MK IX 16 1.00 0.50 0.50 0.00 0.50 0.50 0
DD LM Class 33 36.00 2725 6 x 4.7 C45 None None 8 x 21 MK IX 16 1.00 0.50 0.50 0.00 0.50 0.50 0
DD OP Class 27 37.00 2270 4 x 4 C45 None None 8 x 21 MK IX 16 1.00 0.50 0.50 0.00 0.50 0.50 0
DD QR Class 30 36.00 2480 4 x 4.7 C45 None None 8 x 21 MK IX 16 1.00 0.50 0.50 0.00 0.50 0.50 0
DD Tribal Class 30 36.50 2519 8 x 4.7 C45 None None 4 x 21 MK IX 64 1.00 0.50 0.50 0.00 0.50 0.50 0
TR Fast Transport 100 15.00 15000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
TR Transport 100 8.00 10000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
118
United States Navy
119
BB California 403 21.00 40345 12 x 14 C50 16 x 5 C38 None None 160 14.00 5.00 18.00 6.00 2.00 5.00 1
BB Maryland 336 21.00 33590 8 x 16 C45 8 x 5 C38 None None 160 14.50 5.00 18.00 6.00 2.00 5.00 1
BB Nevada 317 21.00 31706 10 x 14 C45 8 x 5 C51 8 x 5 C25 None 0 13.50 5.00 18.00 13.00 2.00 16.00 1
BB New Mexico 362 22.00 36157 12 x 14 C50 12 x 5 C51 8 x 5 C25 None 0 13.50 5.00 18.00 14.00 2.00 16.00 1
BB North Carolina 444 28.00 44377 9 x 16 C45 20 x 5 C38 None None 44 12.00 5.50 16.00 6.00 2.00 15.00 2
BB Pennsylvania 359 21.00 35929 12 x 14 C45 12 x 5 C51 8 x 5 C25 None 0 13.50 5.00 18.00 13.00 2.00 16.00 1
BB South Dakota 445 27.50 44519 9 x 16 C45 20 x 5 C38 None None 44 14.00 5.75 18.00 6.00 2.00 16.00 2
BB Texas 319 21.00 31924 10 x 14 C45 16 x 5 C51 None None 128 12.00 3.50 14.00 6.00 2.00 12.00 1
CA NewOrleans 112 33.00 12463 9 x 8 C55 8 x 5 C25 None None 8 5.00 2.25 6.00 1.00 1.00 2.00 0
CA Northampton 103 32.50 11420 9 x 8 C55 8 x 5 C25 None None 0 3.75 2.00 2.50 1.50 1.00 1.00 0
CA Pensacola 104 32.50 11512 10 x 8 C55 4 x 5 C25 None None 0 4.00 2.00 2.00 1.00 0.50 1.00 0
CA Portland 115 32.50 12755 9 x 8 C55 8 x 5 C25 None None 8 4.00 2.00 3.00 1.00 1.00 2.00 0
CL Atlanta 83 32.50 8340 16 x 5 C38 None None 8 x 21 MK 15 32 3.75 1.25 1.25 0.00 1.00 1.25 0
CL Brooklyn 110 32.50 12207 15 x 6 C47 8 x 5 C25 None None 0 5.00 2.00 5.00 0.50 2.00 5.00 0
CL Omaha 95 34.00 9508 10 x 6 C53 None None 6 x 21 MK 15 8 3.00 1.50 0.50 0.00 0.50 1.00 0
DD Bagley 27 38.50 2245 4 x 5 C38 None None 16 x 21 MK 15 16 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Benham 27 38.50 2250 4 x 5 C38 None None 16 x 21 MK 15 4 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Benson 29 36.00 2395 5 x 5 C38 None None 10 x 21 MK 15 6 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Farragut 25 36.50 2064 5 x 5 C38 None None 8 x 21 MK 15 4 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Fletcher 35 38.00 2924 5 x 5 C38 None None 10 x 21 MK 15 18 0.75 0.50 0.50 0.00 0.00 0.00 0
DD Mahan 25 36.50 2103 5 x 5 C38 None None 12 x 21 MK 15 4 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Porter 31 37.00 2597 8 x 5 C38 None None 8 x 21 MK 15 4 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Sims 28 35.00 2313 4 x 5 C38 None None 8 x 21 MK 15 18 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Somers 33 37.00 2767 8 x 5 C38 None None 12 x 21 MK 15 4 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Flush Deck DD 13 35.00 1107 4 x 4 C50 None None 12 x 21 MK 15 4 0.50 0.50 0.50 0.00 0.50 0.50 0
DD APD 13 35.00 1107 1 x 3 C50 None None 12 x 21 MK 15 4 0.50 0.50 0.50 0.00 0.50 0.50 0
TR Fast Transport 100 15.00 15000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
TR Transport 100 8.00 10000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
BB Fuso 347 23.00 38536 12 x 14 C45 14 x 6 C50 8 x 5 C40 None 32 12.00 4.00 12.00 6.00 2.00 13.75 1
BB Ise 356 23.00 39535 12 x 14 C45 16 x 5.5 C50 8 x 5 C40 None 40 12.00 5.00 12.00 6.00 2.00 12.00 1
BB Nagato 385 25.00 42753 8 x 16 C45 18 x 5.5 C50 8 x 5 C40 None 40 11.80 3.50 14.00 6.00 2.00 14.00 1
BB Yamato 700 27.00 69990 9 x 18.1 C45 12 x6.1 C60 12 x 5 C40 None 52 16.00 9.00 25.00 6.00 10.00 20.00 3
BC Kongo 324 30.00 36000 8 x 14 C45 14 x 6 C50 8 x 5 C40 None 24 8.00 4.50 9.00 6.00 2.00 10.00 1
CA Aoba 133 33.00 10651 6 x 8 C50 4 x 4.7 C45 None 8 x 24 LL 20 3.00 1.50 1.00 0.50 1.00 1.00 0
CA Furutaka 118 33.00 9433 6 x 8 C50 4 x 4.7 C45 None 8 x 24 LL 20 3.00 1.50 1.00 0.50 0.50 1.00 0
CA Mogami 171 35.00 13668 10 x 8 C50 8 x 5 C40 None 12 x 24 LL 20 4.00 2.50 1.00 0.50 0.50 1.00 0
CA Nachi 164 34.00 13120 10 x 8 C50 8 x 5 C40 None 16 x 24 LL 6 4.00 1.50 3.00 0.50 0.50 1.00 0
CA Takao 183 34.00 14604 10 x 8 C50 8 x 5 C40 None 16 x 24 LL 20 4.00 1.50 1.00 0.50 0.50 1.00 0
CA Tone 190 35.00 15200 8 x 8 C50 8 x 5 C40 None 12 x 24 LL 24 4.00 2.50 1.00 0.50 0.50 1.00 0
CL Nagara 66 36.00 5902 7 x 5.5 C50 2 x 3 C40 None 8 x 24 LL 12 2.50 1.25 0.50 0.50 0.50 0.50 0
CL Sendai 80 35.00 7100 7 x 5.5 C50 2 x 3 C40 None 8 x 24 LL 14 2.50 1.00 0.50 0.50 0.50 0.50 0
CL Tenryu 39 33.00 4350 4 x 5.5 C50 2 x 3 C40 None 6 x 21 6th Year 14 2.00 1.00 0.50 0.50 1.00 1.00 0
CL Yubari 50 35.50 4400 6 x 5.5 C50 None None 4 x 24 LL 18 2.00 1.00 1.00 0.00 0.50 1.00 0
DD Akatsuki 29 38.00 1950 6 x 5 C50 None None 9 x 24 LL 2 0.50 0.50 1.00 0.00 0.50 0.50 0
DD Akitsuki 56 33.00 3700 8 x 3.9 C65 None None 4 x 24 LL 8 0.50 0.50 1.00 0.00 0.50 0.50 0
DD Asashio 35 35.00 2330 6 x 5 C50 None None 8 x 24 LL 8 0.50 0.50 1.00 0.00 0.50 0.50 0
DD Fubuki 36 34.00 2389 6 x 5 C50 None None 9 x 24 LL 2 0.50 0.50 1.00 0.00 0.50 0.50 0
DD Hatsuharu 27 36.00 1802 5 x 5 C50 None None 6 x 24 LL 2 0.50 0.50 1.00 0.00 0.50 0.50 0
DD Kagero 37 35.00 2450 6 x 5 C50 None None 8 x 24 LL 8 0.50 0.50 1.00 0.00 0.50 0.50 0
DD Kamikaze 21 34.00 1720 4 x 4.7 C45 None None 6 x 21 6th Year 2 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Minekaze 20 35.00 1650 4 x 4.7 C45 None None 6 x 21 6th Year 2 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Mutsuki 22 37.00 1445 4 x 4.7 C45 None None 6 x 24 LL 2 0.50 0.50 0.50 0.00 0.50 0.50 0
DD Shiratsuyu 29 34.00 1950 5 x 5 C50 None None 8 x 24 LL 2 0.50 0.50 1.00 0.00 0.50 0.50 0
DD Yugumo 37 35.00 2480 6 x 5 C50 None None 8 x 24 LL 8 0.50 0.50 1.00 0.00 0.50 0.50 0
TR Fast Transport 100 15.00 15000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
TR Transport 100 8.00 10000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
120
Kriegsmarine
121
BB Bismarck 509 29.00 50900 8 x 15 C47 12 x 5.9 C52 16 x 4.1 C65 None 88 12.50 4.50 14.25 4.00 2.00 14.00 3
BC Scharnhorst 350 32.00 38900 9 x 11 C28 12 x 5.9 C52 14 x 4.1 C65 None 80 13.75 4.00 14.00 5.50 2.00 14.00 2
CA Deutschland 160 28.00 16000 6 x 11 C28 8 x 5.9 C52 6 x 4.1 C65 8 x 21 G7A T1 44 4.00 1.50 5.50 0.50 1.00 6.00 0
CA Hipper I 182 32.50 18200 8 x 8 C60 12 x 4.1 C65 None 12 x 21 G7A T1 64 4.00 1.25 6.25 0.50 1.00 6.00 0
CL KClass 81 32.00 8130 9 x 5.9 C52 None None 12 x 21 G7A T1 80 2.75 1.50 1.25 0.00 1.00 4.00 0
CL Leipzig 83 32.00 8250 9 x 5.9 C52 None None 12 x 21 G7A T1 80 2.75 1.50 1.25 0.00 1.00 4.00 0
CL Nurnberg 90 32.00 8971 9 x 5.9 C52 None None 12 x 21 G7A T1 80 2.75 1.50 1.25 0.00 1.00 4.00 0
DD 1934A Type 38 38.20 3165 5 x 5 C45 None None 8 x 21 G7A T1 24 1.00 1.00 1.00 0.00 1.00 1.00 0
DD 1936 Mob Type 43 38.50 3597 5 x 5.9 C46 None None 8 x 21 G7A T1 28 1.00 1.00 1.00 0.00 1.00 1.00 0
DD 1936 Type 41 40.00 3415 5 x 5 C45 None None 8 x 21 G7A T1 30 1.00 1.00 1.00 0.00 1.00 1.00 0
DD 1936A Type 43 38.50 3605 4 x 5.9 C46 None None 8 x 21 G7A T1 26 1.00 1.00 1.00 0.00 1.00 1.00 0
TR Fast Transport 100 15.00 15000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
TR Transport 100 8.00 10000 None None None None 0 0.00 0.00 0.00 0.00 0.00 0.00 0
Sep-39 Average Fresh Good Average Fresh Average Average Fresh Poor Average Fresh Average
Oct-39 Average Fresh Good Average Fresh Average Average Fresh Poor Average Fresh Average
Nov-39 Average Fresh Good Average Fresh Average Average Fresh Poor Average Fresh Average
Dec-39 Average Fresh Good Average Fresh Average Average Fresh Poor Average Fresh Average
Jan-40 Average Normal Good Average Fresh Average Average Fresh Poor Average Fresh Good
Feb-40 Average Normal Good Average Fresh Average Average Fresh Poor Average Fresh Good
Mar-40 Average Normal Good Average Normal Average Average Fresh Poor Average Fresh Good
Apr-40 Average Normal Average Average Normal Average Average Fresh Poor Average Fresh Good
May-40 Average Normal Average Average Normal Average Average Fresh Poor Average Fresh Good
Jun-40 Average Tired Average Average Normal Average Average Fresh Poor Average Fresh Good
Jul-40 Average Tired Average Average Normal Average Average Fresh Poor Average Fresh Good
Aug-40 Average Tired Average Average Normal Average Average Fresh Poor Average Fresh Good
Sep-40 Average Tired Average Average Normal Average Average Fresh Poor Average Fresh Good
Oct-40 Average Tired Average Average Normal Average Average Fresh Poor Average Fresh Good
Nov-40 Average Tired Average Average Normal Average Average Fresh Poor Average Fresh Good
Dec-40 Average Tired Average Average Normal Average Average Fresh Poor Average Fresh Good
an-41 Average Normal Average Average Normal Average Average Fresh Poor Average Fresh Expert
Feb-41 Average Normal Average Average Normal Average Average Fresh Poor Average Fresh Expert
Mar-41 Average Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Apr-41 Average Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
May-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Jun-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Jul-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Aug-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Sep-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Oct-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Nov-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Dec-41 Veteran Normal Good Average Normal Average Average Fresh Poor Average Fresh Expert
Jan-42 Veteran Tired Good Average Normal Average Average Normal Poor Average Fresh Expert
Feb-42 Veteran Tired Good Average Normal Average Average Normal Poor Veteran Normal Expert
Mar-42 Veteran Tired Good Average Normal Average Average Normal Poor Veteran Normal Expert
Apr-42 Veteran Tired Good Average Normal Average Average Normal Poor Veteran Normal Expert
May-42 Veteran Tired Good Average Normal Average Average Normal Poor Veteran Normal Expert
Jun-42 Veteran Tired Good Average Normal Average Average Normal Poor Veteran Normal Expert
Jul-42 Veteran Tired Good Average Normal Average Average Normal Poor Veteran Normal Expert
Aug-42 Veteran Tired Good Average Normal Average Average Normal Poor Veteran Normal Expert
Sep-42 Veteran Tired Good Average Normal Average Average Normal Average Veteran Normal Expert
Oct-42 Veteran Tired Good Average Normal Average Average Normal Average Veteran Tired Expert
Nov-42 Veteran Tired Good Average Normal Average Veteran Normal Average Veteran Tired Expert
Dec-42 Veteran Tired Good Average Normal Average Veteran Normal Average Veteran Tired Expert
*Value shown is base level value for each navy. Each ships level is determined separately using the base level as the average or most likely level.
122
123
RELOAD TIME
FIGHTING STEEL CREDITS
2.5
SECONDS
4
6
3
31
28
35
20
12
15
12
10
8
6
4
Joel Billings . . . . . . . . . . . . . . .Producer
3281
2185
3403
5832
2185
6
4
3
34
32
28
11
8
8
6
6
6
5
4
3
*Torpedoes have multiple speed settings with the faster the speed the shorter the range.
Technical Advisors: Captain Wayne P. Hughes, Jr., USN (Ret.); Commander Thomas E.
Halwachs, USN (Ret.)
21900/35000/43700
Historical Research: Fionn Kelly , Historical Editor, The Wargamer; Grant Michaud; Michael
6000/10000/15000
7650/10900/16400
6560/8750/15300
DAMAGE FACTOR
RANGE IN YARDS
11000/15000
Emmerich; Mike Hawkins; Richard Wagenet
HIT POINTS
54
33
13
3219
2249
1485
278
123
100
84
51
51
45
29
13
Multimedia: Mario Alves - Multimedia; Maurice Jackson - Multimedia and Sound Editing;
Steve Lam - Sound Engineering
United States Navy, cont.
Art: Dave Jensen - Screen Art; Jacques Hennequet - Art Direction; Mike Filippoff - Additional Art
44/40/30
45/33/27
45/35/22
36/32/26
14500
15920
14590
45960
42000
38770
32150
29960
22970
21600
20100
16075
17500
21300
11800
41/35
24 Long Lance
Kriegsmarine
Royal Navy Finch, Brian Fitz, Jon Johns, Charles Kammerer, Kurt Maffei, Eric David Ribner - Testers
21 6th year
21 G7A T1
21 Mk 15
21 MK IX
18.1 C45
6.1 C60
5.5 C50
4.7 C45
3.9 C65
16 C45
14 C45
GUN TYPE
5 C25
4 C50
3 C50
8 C50
6 C50
5 C50
5 C40
3 C40
Voice Talent: David Yen; Rich Fielder; Jan Lindner; Ryan Parkinson; Charles Kammerer
NAME
Scenario cinematic sequences by Keyframe Digital Production Inc.: Darren Cranford; Clint
Green; Janek Czechowicz; Kay Darby; Richard Dudley; Brad Ryan
Graphic Design and Layout: LOUIS SAEKOW DESIGN Dave Boudreau and Leedara Zola
RELOAD TIME
SECONDS
26
20
12
8
8
8
5
30
45
50
18
8
8
7
3
29
23
11
8
8
6
4
29
28
28
11
8
8
6
6
Game Design and Development: Roy B. Gibson - Executive Designer; Julia Mepham - Producer
DAMAGE FACTOR
HIT POINTS
Programming: Tim Ardoin; Roy Gibson; Brendan McGinnis McGuire; Jan Parthemore;
2048
1938
1590
256
200
100
100
80
50
50
55
35
1764
662
269
100
88
62
33
2700
1500
1500
260
105
130
50
55
Jim Synoski
Cinematic Voice: Bill Gallagher - Voice Actor; Dave Pace - Sound Engineer, The 12th Planet
United States Navy
39780
33550
38560
30650
21110
25800
20620
24070
16970
16160
20750
19850
38800
39890
36680
25150
25700
19030
19360
36900
36300
34300
31860
26700
26000
15850
18200
Gun Data Table
recording studio
Kriegsmarine
Game Manual: Ben Knight; with Roy Gibson and Julia Mepham
Royal Navy
Special Thanks
5.25 C50
7.5 C45
4.7 C45
4.7 C40
4.5 C45
5.9 C52
5.9 C46
4.1 C65
16 C45
15 C42
14 C45
15 C47
11 C28
16 C45
14 C50
14 C45
GUN TYPE
Dan Cermak, Jan Lindner, Brigham Hausman, Karen K.C. Conroe, Tena Lawry, Steven
8 C50
6 C50
6 C45
4 C45
8 C60
5 C45
8 C55
6 C53
6 C47
5 C51
5 C38
Petersen, Sarah Taylor, Andrea Akmenkalns, Dave Feldman, Ray Scully, Sam Clifford
129
QUESTIONS OR PROBLEMS?
If you encounter disk or system related problems you can reach us through several methods:
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Technical Support, Calling our automated services at: (800) 409-1497. Filling out our online
support form at: http://www.learningco.com (or the games web page, which is listed in the man-
ual), Email: [email protected] (please list the games name as the messages subject),
You can also write to us at: The Learning Company, ATTN: Technical Support 1700 Progress
Drive, PO Box 100, Hiawatha IA 52233-0100 (include a self-addressed, stamped envelope for
reply).
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