Carrier Strike - Manual - PC
Carrier Strike - Manual - PC
Carrier Strike - Manual - PC
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http://www.replacementd
000 000
TABLE OF CONTENTS
INTRODUCTION ......................................................................................................................1
Your Game Box Should Contain ..........................................................................................1
STARTUP ................................................................................................................................1
Backup Disks .......................................................................................................................1
README File........................................................................................................................1
Installing the Game..............................................................................................................1
Soundcard Setup .................................................................................................................1
Documentation Check..........................................................................................................1
GAME CONCEPTS ..................................................................................................................1
Game Scale..........................................................................................................................1
Terrain and Units .................................................................................................................1
Combat Forces.....................................................................................................................2
Ship Abbreviations...............................................................................................................2
Game Abbreviations.............................................................................................................2
Game Terminology ..............................................................................................................2
Aircraft Terminology • Ship Terminology Weapon Terminology
Tutorial ................................................................................................................................3
Summary of Game Menus ...................................................................................................3
TALKING TO THE COMPUTER ..............................................................................................3
Using the Keyboard .............................................................................................................3
Hotkeys
Using the Mouse..................................................................................................................3
SETTING UP THE GAME ........................................................................................................4
Randomized Battles .............................................................................................................6
British Reinforcements
The Campaign Game............................................................................................................7
Battle Plan ...........................................................................................................................8
Options Menu ......................................................................................................................8
TURN SEQUENCE ...................................................................................................................9
START OF TURN PHASE .......................................................................................................9
Wind Direction.....................................................................................................................9
Cloud Cover .........................................................................................................................9
Radar Reports .....................................................................................................................9
Continues...
000 000
• Task Forces may never enter a land hex. • Armor is the ship’s defensive rating
against enemy bombs, shells, and torpedoes.
• Task Forces may never move through a
land hex side.
3 4
• Capacity is the amount of either aircraft TALKING TO THE SETTING UP THE GAME SCENARIO selection allows you to load a
or cargo that a ship can carry. saved game or start one of the scenarios:
COMPUTER When you start a game, the Setup Menu allows
WEAPON TERMINOLOGY you to load saved games or set up new ones. Saved Game loads a previously saved
USING THE KEYBOARD game. When you select this option, you will
• Warhead is the amount of damage and You can return to this menu while playing by
penetration the weapon can inflict. Note for IBM users: Make sure your [Num selecting ESC on the General Orders Menu be asked to choose from a list of five different
Lock] and [Caps Lock] are off before playing. and SETUP on the Options Menu. saved games (a-e). From the keyboard type
• Flak is the flak effectiveness rating against in one of the letters (a-e) or with a mouse,
Use the following keys to move the cursor
enemy aircraft. Setup Menu place the pointer over one of the boxes (a-e)
around the map in large increments:
• Range is the weapon’s surface combat SCENARIO PLAYER BALANCE
and click the left mouse button. It would be
I helpful to you to keep a list of your saved
range for ship-to-ship fire. J K SAVED GAME JAPANESE MAX HELP
games while you play or look at the game
M COMPUTER JAPANESE
• Accuracy is the weapon’s rating to deter- directory before playing the game. Note:
mine hits on the enemy. Use the following keys on the numeric key- CORAL SEA ALLIED HELP When you load a saved game, remember to
COMPUTER JAPANESE
pad to move the cursor: reset the Player and Balance options.
TUTORIAL MIDWAY BOTH HUMAN EVEN
In order to give you an idea of how to play 7 8 9 Coral Sea (7-9 May 1942)
EASTERN BOTH HELP ALLIED
CARRIER STRIKE, a tutorial has been included in 4 6 SOLOMONS COMPUTER The Japanese attempt to capture Port
the manual (see Page 48). 1 2 3 Moresby by sea. The carriers Shokaku,
SANTA CRUZ MAX HELP
ALLIED
Zuikaku, and Shoho were used to cover inad-
SUMMARY OF GAME MENUS Note: Using the “2” or “8” keys will move
equate surface and amphibious forces. The
the cursor generally either south or north, TOROKINA
A few of the important game menus that are Allies countered with carriers Lexington and
respectively, due to the hex grid.
included in the main body of the manual MARIANAS Yorktown in history’s first carrier vs. carrier
have been duplicated and grouped together HOTKEYS ACCEPT SETUP battle.
for you at the end of the manual. These are Other options can be accessed with hotkey Japanese Objectives:
especially useful when playing with the commands. These commands are listed on Using the mouse, place the mouse pointer Unload transports at Port Moresby, bombard
keyboard. the back of this rule book and can be displayed over the box you wish to select and click the Port Moresby, and destroy Allied fleet.
during the game by pressing the “?” key. left mouse button. After making your selec-
tions, place the mouse pointer over the Allied Objectives:
USING THE MOUSE ACCEPT SETUP box and click the left mouse Protect Port Moresby and destroy Japanese
Use the mouse to move the pointer over the button. Using keyboard, you can use the “4” fleet.
menu items and buttons. To move around the and “6” keys (or the left and right arrow keys)
map, click the pointer at the edges of the map. to move from SCENARIO to PLAYER to BAL-
To select hexes or units, click the pointer over ANCE. Use the “8” and “2” keys (or the up
the desired hex. Use the left mouse button to and down arrow keys) to alter your selection.
activate the Unit Menu over a particular unit Press <Enter> to accept your selections.
(Task Force, Air Strike, or Airfield). If you click
the right mouse button, you will be given infor-
mation about friendly units in the hex. To escape
out of most menus, click the right mouse button.
All keyboard commands also work if you are
using a mouse.
5 6
Midway (4-6 June 1942) Santa Cruz (25-26 October 1942) Marianas (19-20 June 1944) HELP gives the player being helped the
The Midway operation was the Combined Admiral “Bull” Halsey took command of The carrier battles of 1942 had decimated the following advantages:
Fleet’s first attempt to lure the Americans into South Pacific Forces in mid-October. To ranks of Japanese Navy pilots. From December • Reinforcements arrive sooner.
a “decisive battle.” The Japanese plan squan- prove his aggressive spirit he planned an 1942 to May 1944 they commissioned four • Ships have improved damage control.
dered their numerical advantage by spread- immediate carrier strike against the Japanese new carriers (Taiho, Ryuho, Chitose, and
• Opponent’s submarines are less effective.
ing their ships all over the Northern and Fleet patrolling north of Guadalcanal. Chiyoda) and trained hundreds of “new”
• Easier for air strikes to locate targets.
Western Pacific. The carrier strike force with American carriers Enterprise and Hornet pilots. When the Americans invaded Saipan
carriers Akagi, Kaga, Hiryu, and Soryu was engaged the Japanese carriers Shokaku, in June 1944 the Japanese were as ready as • More accurate search reports.
sent ahead of the fleet to neutralize the air- Zuikaku, Junyo, and Zuiho in Japan’s last they could possibly be, yet the Americans • Increased flak disruption.
field on Midway. Thanks to their codebreak- chance for a “decisive” carrier battle. were far more prepared than their Japanese • For Japanese the Allied flak disruption
ers the Americans knew they were coming. counterparts. Fourteen USN carriers had been is reduced.
Japanese Objectives:
American carriers Yorktown, Enterprise, and added since the battle of Santa Cruz. The
Bomb Henderson Field and destroy Allied fleet. MAX HELP gives the player being helped
Hornet surprised the Japanese near Midway American pilots had received much on-the-
the same advantages listed above at the
on June 4th. Allied Objectives: job training during carrier raids on Kwajalien,
HELP level, but the effect is doubled.
Protect Henderson Field and destroy Eniwetok, Rabaul, and Truk. The two fleets
Japanese Objectives:
Japanese fleet. collided west of Guam on 19 June 1944. ACCEPT SETUP allows you to exit the
Unload transports at Midway, bombard
With 9 Japanese and 15 American carriers it Setup Menu with the options highlighted in
Midway, and destroy Allied fleet. Torokina (1-3 November 1943) (Hypothetical)
was by far the largest carrier battle in history. yellow.
Allied Objectives: When U.S. Marines hit the beach at Torokina,
it was the first step in Operation Cartwheel, Japanese Objectives: RANDOMIZED BATTLES
Protect Midway and destroy Japanese fleet.
the plan to encircle and beseige Rabaul. The Destroy Allied fleet.
You may select one of the above listed sce-
Eastern Solomons (24-25 August 1942) Japanese were determined to crush the Allied Objectives: narios and then “randomize” it. The orders of
This was the Combined Fleet’s first general Marines before an airfield could be cleared in Unload transports at Saipan, bombard battle, objectives, and starting locations of
fleet action to support amphibious landings the dense Bougainville jungle. After a year of Tinian, destroy Japanese fleet. the forces will be altered to create a combat
on Guadalcanal. Carriers Shokaku, Zuikaku, refitting and training new pilots, the carriers situation where the enemy forces and inten-
and Ryujo, along with a powerful surface Shokaku, Zuikaku, Junyo, and Zuiho were PLAYER CONTROL selections choose
tions are unknown. Randomized battles are
force of 3 battleships, 12 heavy cruisers, 3 called on to halt the Allied advance. whether sides are human or computer con-
recommended for those who wish to recreate
light cruisers, and 25 destroyers were American carriers Saratoga, Essex, Bunker trolled. These options may be changed dur-
a realistic “fog of war.”
deployed to cover a pitifully weak amphibi- Hill, Princeton, and Independence gave the ing play by selecting the CHANGE
ous force with just 1,500 SNLF troops (the Allies a clear numerical and qualitative PLAYER/BALANCE option. With these The computer’s selection for ships for ran-
U.S. 1st marine Division had over 10,000 advantage over their foes. options you may play through games com- dom battles may be those that actually partic-
combatants on the island). The Americans manding the side with the most interesting ipated in the historical scenario or those that
Japanese Objectives: strategic situation, or replay saved games to were available at that time and could have
had the carriers Saratoga and Enterprise in
Destroy Allied fleet. see if you could do better than your opponent participated. Listed below are the carriers
the immediate area and the carrier Wasp
refueling 250 miles farther south. Allied Objectives: in an identical situation. available for each scenario:
Unload transports at Torokina, bomb Rabaul, BALANCE selections allow you to play with Coral Sea (May 1942)
Japanese Objectives:
and destroy Japanese fleet. both sides on equal footing or to favor one
Unload transports at Tassafaronga, bomb JAPANESE: Akagi, Kaga, Hiryu, Soryu,
Henderson Field, and destroy Allied fleet. side over the other. Shokaku, Zuikaku, Junyo, Zuiho, Shoho, Ryujo
Allied Objectives: EVEN means the game will operate with nor- ALLIED: Lexington, Yorktown, Enterprise,
Protect Henderson Field and destroy mal rules for both sides. Hornet
Japanese fleet.
7 8
Midway (June 1942) THE CAMPAIGN GAME BATTLE PLAN SETUP returns you to the Setup Menu
JAPANESE: Akagi, Kaga, Hiryu, Soryu, In a Campaign Game you may fight a series After you exit the Randomized Battle Menu, described on page 4.
Junyo, Zuiho, Ryujo, Hosho† of battles, one per month, to cover the South you should see the Top Secret Battle Plan ACCEPT puts your choice into action.
ALLIED: Yorktown, Enterprise, Hornet Pacific campaign of May 1942 to June 1944. screen. Click the right button (press the
† The starting point for a Campaign Game may space bar). Next is displayed the date and Sound/Delay Menu
Hosho appears only in historical Midway scenario.
be the same as for any of the first five scenar- your mission orders for the battle. Click the
SOUND DELAY
Eastern Solomons (August 1942) ios listed above. To start a campaign, select a right button (press the space bar) to con-
scenario to reflect the desired starting point. tinue. ON NONE
JAPANESE: Shokaku, Zuikaku, Junyo, Zuiho,
Ryujo You have the option of randomizing the first OFF LOW
battle of the campaign or fighting the actual OPTIONS MENU MEDIUM
ALLIED: Saratoga, Enterprise, Hornet, Wasp HIGH
historical battle.
Japanese/Allied Player
Santa Cruz (October 1942) ACCEPT
After completing a battle, all sunk ships are ORDERS
JAPANESE: Shokaku, Zuikaku, Junyo, Hiyo, deleted from the available list, damaged END TURN Using the mouse, place the mouse pointer
Zuiho ships will become unavailable for the period SAVE over the box you wish to select and click the
ALLIED: Enterprise, Hornet of their repairs, reinforcements will be added
SETUP left mouse button. After making your selec-
to the available list, and a new random battle
Torokina (November 1943) ACCEPT tions, place the mouse pointer over the
will be generated for the next month. Note
JAPANESE: Shokaku, Zuikaku, Junyo, Hiyo, that due to heavy damage and losses of a ACCEPT box and click the left mouse button.
Zuiho, Chitose, Chiyoda, Ryuho ORDERS takes you to the Orders Phase Using keyboard, you can use the “4” and “6”
player’s fleet, it is possible that one or more
where you issue all orders regarding Task keys (or the left and right arrow keys) to
ALLIED: Saratoga, Enterprise, Essex, months may be skipped in a campaign before
Force movement and Flight Operations. You move from SOUND to DELAY. Use the “8”
Yorktown*, Lexington*, Bunker Hill, the fleet is ready to engage in another battle.
may also examine friendly airfields, sighted and “2” keys (or the up and down arrow keys)
Independence, Princeton, Belleau Wood, Pilot experience may go down when addi-
enemy TFs, and evaluate the overall strategic to alter your selection. Press <Enter> to
Cowpens, Victorious tional pilots replace pilot losses.
situation. accept your selections.
Marianas (June 1944) During June 1942, battles will be fought on the
END TURN will end the Orders Phase of SOUND ON/OFF allows you to turn the
Midway map. During June 1944, battles will be
JAPANESE: Taiho, Shokaku, Zuikaku, Junyo, each player’s turn and start the Execution sounds of battle on or off. Turning the sound
fought on the Marianas map. All other battles
Hiyo, Zuiho, Chitose, Chiyoda, Ryuho. Phase. During the Execution Phase the com- off will help speed up game play.
will be fought using the South Pacific map.
puter will move TFs, search aircraft, and strike
ALLIED: Saratoga, Enterprise, Lexington*, DELAY NONE/LOW/MEDIUM/HIGH
The Campaign Game covers two years of aircraft in the directions determined by the
Yorktown*, Hornet*, Wasp*, Bunker Hill, determines how long each message will be
combat in the South Pacific area of opera- players. All combat for each 20 minute turn
Essex, Independence, Princeton, Belleau displayed on the screen. Play with this to find
tions. During this time many new bases will will be displayed and resolved at this time.
Wood, Cowpens, Cabot, Monterey, San the level that works for you.
be constructed and old ones abandoned.
Jacinto, Langley, Bataan SAVE allows you to store the current game
Most of the battles will involve one or both of ACCEPT sets your selections and exits the
* These carriers were sunk in 1942; Essex Class to disk. You will be asked to choose one of
carriers were renamed in their honor. the players attempting to bombard or unload menu.
five letters (a-e) to save your game under.
transports at one of these base locations.
With the keyboard press (a-e) or with a mouse You can also change the sound/delay levels
BRITISH REINFORCEMENTS Victories on either side will affect the
place the pointer over one of the boxes (a-e) during the Orders Phase by selecting UTIL
During 1943 and 1944 there is a chance that progress of base construction which will
and click the left mouse button. It might be then DELAY using the mouse or by pressing
British carriers may be deployed in the South never be faster than it was historically (see
helpful to you at this time to keep track of the F10 key. You can change the levels dur-
Pacific. As a general rule the British carriers “Campaign Progress” on Page 48).
your saved games. ing the Execution Phase by pressing [Space].
will be deployed to fill the gaps created by
heavy American carrier losses.
9 10
GENERAL RULES A carrier TF that performs Flight Operations CAP, and air strikes may be launched before WIND DIRECTION
during the turn may not alter its direction for daylight (0600 hours) but they will not The wind direction is shown on the TF direc-
TASK FORCE MOVEMENT
the remainder of the turn. search or engage in combat until the 0600 tion compass as a shaded blue area. This is
TFs will automatically move at maximum turn. Fighters and bombers that remain in the
A TF will lose one movement point for each the direction the wind is blowing from. The
speed in the direction they are pointed. A air at 1900 will lose 20% of their aircraft
enemy aircraft that attacks it. TF’s movement direction must be aligned
TF’s speed is always equal to the speed of every hour (on the hour). These are aircraft with the wind direction if carriers in the TF are
the slowest ship in the TF or 30 whichever is A TF that has a “->” symbol next to its mis- that become lost and are forced to ditch. An to perform Flight Operations (launch or land
lower. Each turn a TF will gain Movement sion on the display has enough movement exception to this rule is that CAP aircraft will aircraft). If the TF’s direction is not aligned
Points equal to its TF Speed. When a TF has points to move one hex during the Execution not lose 20% of their number on the 1900 with the wind and Flight Operations are
accumulated 50 or more Movement Points, it Phase. A TF that has an “*” next to its mis- turn. Airborne CAP will take 20% losses on attempted, then the TF will automatically turn
then spends 50 points and advances one hex sion on the display is under computer con- the 2000, 2100, 2200, and 2300 turns. See into the wind. When this occurs the TF’s
in the direction it is heading. A TF may have trol. These TFs have either completed their “Aircraft Ditching” on page 34. accumulated movement points will be set to
6 possible directions: mission, have crippled ships, or have zero. Whenever a TF performs Flight
030-NE received a General Withdrawal Order from the Night Surface Combat
Operations, the TF will be unable to change
Supreme Commander. The TFs will usually Surface combat consists of one or more
090-E its direction for the remainder of the turn even
proceed towards their home base. rounds in which each ship has a chance to
150-SE if the TF was aligned with the wind direction
fire. When surface combat begins, a starting
before Flight Operations were attempted.
210-SW NIGHT TURNS range will be determined. During daylight
270-W Night TF Movement turns the starting range will be equal to 20 + FUEL CONSUMPTION
Starting with the 2000 turn the game will Random (15). During night turns the starting Ships will consume their fuel at a rate that
330-NW
continue to have 20 minute turns, however range will be 5 + Random (15). After each varies with their TF’s speed:
You may alter a TFs direction by 60 degrees you will not be able to change any orders round of combat, the range will be adjusted
by pressing: until the next hour unless you hit the space and another round will be fought if the TFs TF SPEED FUEL USE
bar during the turn. Starting at 0400, you will are still in range. During daylight the maxi- 27+ 1 every 4 hours
< -60
be able to continue changing orders every 20 mum range is 35 (thousand yards). During 18-26 1 every 6 hours
> +60 the night the maximum range is 20.
minutes. 9-17 1 every 12 hours
To change TF direction using the mouse, move 0-8 none
Night Aircraft Movement Night Submarine Contact
the pointer over the desired portion of the If a ship runs out of fuel, the TF speed will be
Night lasts from 1900 to 0540. During night TFs will be harder to locate by submarines
direction compass (located on the lower right reduced to 5 knots.
turns Flight Operations will be restricted. during the night turns.
side of the screen) and click the left button.
Only float-planes and patrol aircraft may fly Night Aircraft Repairs
A TF will lose 33% of its accumulated move- during the night without suffering operational Damaged aircraft may be repaired during the
ment points for each 60 degree course change losses. During night turns, search planes will 2200, 2220, 2240, 2300, 2320, and 2340
it makes. not sight enemy TFs, bombers will not locate game turns. Each air group may repair 1 air-
or attack enemy units, and fighters will not craft per turn; a maximum of 6 aircraft may
engage in air-to-air combat. Search planes, be repaired during the night.
13 14
ORDERS While in TF Mode, you will see displayed ZOOM (F1) allows you switch the map scale TEXT WINDOW ICONS
At the start of your orders phase, the map will pictures of carriers on the right side of the giving you either a tactical or strategic view In the text window below the buttons, the fol-
be displayed. Just below the map are 13 message area only if the TF is an Air Combat of the map. lowing icons may be displayed:
mouse function “buttons.” These functions TF. Clicking the left mouse button (or press-
UTIL (no keyboard equivalent) allows you to ICON DESCRIPTION KEYBOARD
may be performed by moving the pointer ing the A, B, C, D keys) over the carrier pic-
access the Utility Menu.
over the desired button and clicking the left ture will access the Flight Operations Carrier Pictures Flight Ops Display A,B,C,D
mouse button. Listed below is a brief Display. PREV (no keyboard equivalent) moves the Compass Set TF Direction <, >
description of the mouse function buttons cursor to the previous unit accessed. CAP Examine TF CAP F3
If you are in CAP Mode, you will see a dis-
and their keyboard equivalents: Depending upon what mode you are in (TF, Strike Examine Strike E
play on the right side of the message area
CAP, or Strike), the cursor will move to the
GENERAL ORDERS MENU with F3-CAP with six aircraft symbols below
last TF, last CAP Air Group, or Strike Air Carrier Pictures is displayed while you are
it. If you place the mouse pointer over the
BUTTON DESCRIPTION KEYBOARD Group accessed. in TF Mode and the map cursor is over an Air
box and click the left mouse button (or press
Combat TF. There are a maximum of four
MODE Set Display Mode none the F3 key), a display will come up showing NEXT (N) moves the cursor to the next unit.
carriers per Task Force. Each carrier will have
(TF, CAP, STRIKE Units) the planes which are on CAP over your TF. Depending upon what mode you are in (TF,
➙ a separate picture displayed on the right side
➙ CAP, or Strike), the cursor will move to the
➙
Move Large Increments J,K,I,M If you are in Strike Mode, the display will of the text window. The carriers will also have
➙
(J,K,I,M Keys) allows you to move the six direction headings (NE, E, SE, SW, W,
button.
➙
the cursor on the map either 10 hexes to the SNOOP option. NW). The TF’s heading (the direction it is
MODE button (no keyboard equivalent) left/right or 8 hexes up/down to move quickly moving) is shown by a white line on the
ESC (Q or ESC Key) allows you to go to the
allows you to cycle through three different around the map. compass. The wind direction is shown by the
Options Menu.
unit modes: Task Force Mode, CAP Mode, dark blue shading in one of the six quad-
CNTR (F2) allows you to center the map on
and Strike Mode. The current mode you are rants. You can change a TF’s heading by
the present cursor location.
in is displayed on the left side of the mes- moving the mouse pointer over the desired
sage text area below the map. quadrant and clicking the left mouse button
(or press the <, > keys).
15 16
The CAP picture is displayed if you are in A window will be displayed showing the fol- to bring up a display showing the details of UTILITY MENU OPTIONS
CAP Mode. You will see a display on the lowing information about the TF: the air group as listed below: The Utility Menu may be displayed on the
right side of the message area with F3-CAP screen by placing the mouse pointer over the
• TF # • Aircraft group’s designation, type, nationality
with six aircraft symbols below it. If you UTIL button and clicking the left mouse but-
• TF’s mission • What carrier the group is attached to
place the mouse cursor over the box and ton. The Utility Menu is described below
click the left button (or press the F3 key), a • Destination • Aircraft type
along with the keyboard commands:
display will come up showing the planes • Home Base • Experience rating
which are on CAP over your TF. • List of all ships in the TF with each ship’s • Number of aircraft operational and damaged Utility Menu
id (A-Z), ship type, ship name, ship’s maxi- • Aircraft’s dogfight, cannon, load,
The Strike picture is displayed if you are in BUTTON DESCRIPTION KEYBOARD
mum speed, ship’s current damage level, endurance, and durability
Strike Mode. The display will have STRIKE ship’s fire level, and the ship’s current fuel SUNK List Types of F8
with six aircraft symbols below it. Place the You may scuttle any ship that has greater Ship Sunk
level.
mouse cursor over the picture and click the than 50% flotation damage. To scuttle a ship
SCORE Display Current F9
right mouse button to see the planes on You can access further information about the in the current TF, press the “G” key or click Score
strike missions. ship upon pressing the id letter for the ship the right mouse button to list the ships in the
(A-Z) or by placing the mouse pointer over TF. Select the ship you wish to scuttle. A VIEW-TF Show Friendly TF F5
MAP ICONS the letter and clicking the left mouse button. “(S)cuttle Ship” message will appear at the VIEW-AF Show Airfield F6
The following icons may be displayed on the This screen displays the following informa- bottom of the ship display. Press the “S” key
BATTLE Review Battle Plan F7
map: tion about the ship: or place the mouse pointer over the (S) on PLAN
ICON DESCRIPTION KEYBOARD • Ship type and name the display and click the left mouse button. A
“Scuttle Ship Y/N” question will be dis- AUTO Computer Alt/M
Ship (TF)* Examine TF G • What TF the ship is attached to MOVE Controls TF
played. You must press the “Y” key to con-
Strike* Examine Strike E • The number and types of weapons EARLY Ends Current Battle Alt/E
firm your desire to sink the ship. Scuttling a
• Ship class ship will give the enemy points for the ship END
* Click the right mouse button to perform this
function. • Amount of ammunition and torpedoes being sunk. However, some advantages to DECLINE Refuse Current Setup Alt/D
remaining scuttling heavily damaged ships are that the
The Ship (TF) icon is represented on the • Ship’s durability, armor, speed, capacity DELAY Set Sound/Delay Levels F10
TF will move faster, a small TF that was
map by a small picture of a ship. Move the • Fire level detached to escort the ship will not be a sit- SEARCH Set Search Lines ALT/W
map cursor to the location of the TF and click • Number of aircraft ting duck as it travels to its home base, and ON/OFF ON/OFF
the right mouse button or press the “G” key. • Flight deck damage for carriers you could merge the remaining ships of a EXIT Exit Game - Alt/Q
• List of air groups (A-D) on the carrier detached TF into an existing TF without any Return to DOS
loss in speed due to a heavily damaged ship. ESC Exit the Utility Menu None
If the ship is a carrier, you may press the air
group letter A-D or place the mouse pointer The Strike icon is represented on the map
over the letter and click the left mouse button by a small aircraft picture. Move the map
cursor to the location of the Strike icon and
click the right mouse button or press the E
key. A window will be displayed showing the
aircraft assigned to strike missions. Clicking
the left mouse button will allow you access to
the Unit Menu.
17 18
SUNK (F8 key) lists the number of ships EARLY END (ALT/E) allows you to end the UNIT MENU OPTIONS RECALL STRIKE (ALT/K) allows you to
from both sides that have been sunk. current battle only if there are no air strikes in The Unit Menu can be accessed by moving order a strike to return to its home base
the air and one of the players is withdrawing. the map cursor over a unit icon or airfield before completing its mission. To recall a
SCORE (F9 key) displays the Japanese and
and clicking the left mouse button. When strike, place the map cursor over the strike
Allied total points, which is the sum of the DECLINE (ALT/D) allows you to decline the
using the keyboard you can use the options you wish to recall. Next press ALT/K or click
accumulated mission and damage points. current month’s battle. You must select this
listed below at any time as long as the map the left mouse button and select RECALL
Below the total score for each side is dis- option before 0500 on the first day of the bat-
cursor is over a friendly TF. The Unit Menu is STRIKE from the Unit Menu. The recalled
played the carrier icon pictures. For every tle. You will be asked a question if you wish
described below along with the keyboard strike will move the same as an unassigned
carrier that has been sunk, there will be a to Decline Battle. Press the “Y” if you wish to
commands: strike. It will move toward its home TF but
burning carrier icon displayed. In the text decline the battle. If not press the “N” key to
will not automatically jettison its ordnance. A
window the date and time will be displayed continue playing the current battle. Using the Unit Menu recalled strike may be reassigned a new
along with the amount of mission and dam- mouse, place the pointer over either the YES
BUTTON DESCRIPTION KEYBOARD target before it lands. Recalling a strike will
age points that have been accumulated over or NO buttons and click the left mouse button.
force the strike’s home TF to break radio
the campaign. Click the right mouse button RECALL Order Strike to Alt/K
DELAY (F10 key) allows you to change the silence, giving the enemy a chance to detect
or press a key to exit the display. STRIKE Return to Base/CV
sound on/off and the delay levels. the home TF.
VIEW-TF (F5 key) shows a bird’s-eye view STRIKE AF Select Airfield Target Alt/F
SEARCH ON/OFF (ALT/W) allows you to STRIKE AF (ALT/F) allows you to select an
graphic display of the various ships in the STRIKE TF Select TF Target Alt/S
toggle between having the search lines being airfield target to attack with the aircraft in
friendly TF. Click the right mouse button or
displayed during the Execution Phase. LIST TF CAP List CAP groups F3 your current strike. First place the map cur-
press a key to exit the display.
Note: If you are playing a two player game, sor over the strike you wish to assign the
LR-CAP Order CAP Group to L
VIEW-AF (F6 key) shows a bird’s-eye view the search lines will always be set to off. Cover a Different TF airfield target to. Next press ALT/F or click
of an airfield. the left mouse button and select STRIKE AF
EXIT (ALT/Q) allows you to exit the game DISP TF Display Search Aircraft S from the Unit Menu. A Target Display will
BATTLE PLAN (F7 key) allows you to and return to DOS. SEARCH from TF
then be shown to allow you to choose which
review the battle plan for the current month to
ESC (None) allows you to exit from the SET TF Set the Priority Search H target you wish to attack. The display lists the
see what your orders are. SEARCH Direction for TF
Utility Menu. target letter (A, B, C, D, etc.), the target name,
AUTO MOVE (ALT/M) allows you to switch LIST TF List Search Missions F4 and the range in miles to the target. The
between automatic movement on/off. When SEARCH current target is displayed next. Using the
the automatic movement is on (engaged), the keyboard, press the letter of the target you
REFUEL TF Refuel TF Alt/R
computer will control the movement of all your wish to attack. Press ESC or space bar to exit
TFs. When automatic movement is off, you MERGE TF Merge TF ALT/A the menu. Using the mouse, place the mouse
have control over the movement of your TFs. DETACH TF Detach TF ALT/Z pointer over the letter of the target name
you wish to attack and press the left mouse
DISP AF Display Search Aircraft T
SEARCH from Airfield button. Press the right mouse button to exit
the menu.
LIST AF List Air Search Y
SEARCH from Airfield
LIST AF List CAP from Airfield O
CAP
EXAMINE AF Display Air Groups F
from Airfield
ESC Exit the menu None
19 20
STRIKE TF (ALT/S) allows you to select an LR-CAP (L key) allows to you to fly Long- SET TF SEARCH (H key) allows you to set REFUEL TF (ALT/R) allows you to refuel the
enemy TF to attack with the aircraft in your Range CAP over other TFs. You may reas- the Search Priority Direction (PSD) for your ships in the TF. A TF may be refueled from a
current strike. First place the map cursor over sign “normal” CAP groups (those covering search aircraft. You can set the direction that land base that has more than 250 fuel points
the strike you wish to assign the TF target to. your own carrier TFs or airfields) to fly Long- search aircraft will fly from the current TF by or from another TF that has a replenish mis-
Next press ALT/S or click the left mouse but- Range CAP over other TFs. Move the map pressing “H” to enter the Set Search routine. sion or from other (larger) ships in the same
ton and select STRIKE TF from the Unit cursor to the TF you wish to protect. Press With a mouse, this can be done by moving TF. First place the map cursor over the TF
Menu. A Target Display will then be shown to the “L” key or click the left mouse button and the mouse pointer over the current TF, click- you wish to refuel. Next type Alt/R or with the
allow you to choose which of the spotted TF then select LR-CAP from the Unit Menu. Next ing the left mouse button, and then selecting mouse click the left mouse button and then
you wish to attack. The display lists the target move the map cursor over a carrier TF or an SET TF SEARCH on the Unit Menu. To alter select REFUEL-TF on the Unit Menu. The
letter (A, B, C, D, etc.), the TF#, the bearing airfield (which has CAP flying over it) and the PSD, press the “<” or “>” keys or click on computer will automatically select the best
to the target, the range in miles to the target, press F3 (or click the left mouse button) to the <, <<, or >, >> buttons. With the mouse, fuel source in the current TF’s hex and
the number of ships in the TF, the number of get the TF-CAP Display. Select the group you the PSD may also be set by placing the attempt to transfer fuel to any ship with less
CVs (carriers), and the number of transports. wish to fly Long-Range CAP by either press- mouse pointer on the map in the area you than 20 fuel points. No ship can gain more
The current target is displayed next. Using ing the letter (A, B, C, D, etc.) adjacent to the wish to search and then clicking the left than 5 fuel points per turn and no ship will
the keyboard, press the letter of the TF you CAP air group you wish to fly LR-CAP, or mouse button. If you are playing the Japanese ever be increased above 20 fuel points. When
wish to attack. Press ESC or space bar to exit place the mouse pointer over the letter (A, B, player and have a TF containing BB, CA, CL, refueling from ships in the same TF only,
the menu. Using the mouse, place the mouse C, D, etc.) and click the left mouse button. A or CS type ships, you may launch float ships with more than 30 fuel may transfer
pointer over the letter of the TF you wish to delay period equal to the range between the planes from those ships to perform search fuel to other ships. When a TF performs fuel-
attack and press the left mouse button. Press two TFs divided by 2 must elapse before the missions. While in Set Search, float planes ing operations its accumulated movement
the right mouse button to exit the menu. Long-Range CAP arrives on station. The CAP may be launched by pressing the “F” key or points will be set to zero. If the destroyers in
will abandon their station and return to the placing the mouse pointer over the LNCH a TF are running low on fuel, they may auto-
LIST TF CAP (F3 key) allows you to display
carriers when the time in air is greater than button and clicking the left mouse button. matically attempt to take fuel from larger
the CAP flying over your TF. First place the
the aircraft’s endurance minus range/2. This will cause one float plane per eligible ships (with more than 30 fuel) in the same TF.
map cursor over the TF. Next press F3 or click
Note: Aircraft on CAP missions can only be ship to be launched. A single ship can never
the left mouse button and select LIST TF CAP MERGE TF (ALT/A) allows you to merge
assigned to Long-Range CAP if the range to launch more than one float plane per turn.
from the Unit Menu. A list of all your planes ships only from Surface Combat TFs into the
the target is less than or equal to the aircraft’s
on CAP will then be shown. The display lists LIST TF SEARCH (F4 key) allows you to current TF. First place the map cursor over
endurance/2.
the CAP air group letter (A, B, C, D, etc.), the view all of the air groups on search missions the TF you wish to add ships to. Next press
group designation, the type of aircraft, the DISP TF SEARCH (S key) allows you to from the current TF. First place the map cur- ALT/A or with the mouse click the left mouse
number of undamaged aircraft on CAP, the display the search patterns for your aircraft sor over the TF. Next press the F4 key or button and then select MERGE TF on the Unit
number of damaged aircraft on CAP, and the flying search missions. First place the map click the left mouse button and select LIST Menu. Starting with the lowest numbered
time in air. Press the space bar, ESC, or click cursor over your TF. Next press the “S” key TF SEARCH from the Unit Menu. A list of all Surface Combat TF in the same hex with the
the right mouse button to exit the menu. If or click the left mouse button and select your planes on search missions will be current TF, the computer will automatically
you wish to land some of the air groups and DISP TF SEARCH from the Unit Menu. If shown. The display lists the air group letter transfer ships to the current TF (largest ships
you are using the keyboard, press the letter your TF has search aircraft out, you will see (A, B, C, D, etc.), the group designation, the first) until the current TF has 22 ships or
of the CAP air group you wish to land. Press white lines displayed on the map coming type of aircraft, the number of undamaged there are no more ships in the Surface
ESC or space bar to exit the menu. Using the from the TF and going out on the plane’s aircraft on search, the number of damaged Combat TFs.
mouse, place the mouse pointer over the let- search vector. A white circle will be drawn aircraft on search, and the time in air. Press
ter of the CAP air group you wish to land and showing the current location of each plane. the space bar, ESC, or click the right mouse
press the left mouse button. Press the right Red lines will appear on the map when the button to exit the menu.
mouse button to exit the menu. search planes are returning to their carrier.
21 22
DETACH TF (ALT/Z) allows you to detach a type of aircraft, the number of undamaged HOTKEYS • Fueled (FU); must be raised to the deck
Surface Combat TF from the current TF. First aircraft on search, the number of damaged The following is a list of “Hotkey” functions before launching or defueled for safe storage
place the map cursor over the TF you wish to aircraft on search, and the time in air. Press which do not have a mouse equivalent com- in the hangar.
detach ships from. Next press ALT/Z or with the space bar, ESC, or click the right mouse mand: • Ready on Deck (RD); ready for launch, may
the mouse click the left mouse button and button to exit the menu.
HOTKEY DESCRIPTION
be lowered to clear flight deck. Must be low-
then select DETACH TF on the Unit Menu.
LIST AF CAP (O key) allows you to display ered then defueled for safe storage in the
The current TF must have at least 6 destroy- N Next TF, switch to TF mode
the CAP flying over your airfield. First place hangar.
ers to be eligible to detach a force. The newly
the map cursor over the airfield. Next press V Next Strike, switch to Strike mode
created Surface Combat TF will take the first • Assigned; performing a CAP, Search, or
the “O” key or click the left mouse button and Z Next Airfield
two battleships, the first two cruisers, and Strike Mission.
select LIST AF CAP from the Unit Menu. A
about half of the destroyers from the current X Next Enemy TF-Snoop
list of all your planes on CAP will then be • Waiting to Land; circling carrier waiting for
TF. The current TF will always retain at least
shown. The display lists the CAP air group ? Help Key flight deck to be cleared or repaired.
four destroyers for a screen. Ships with
letter (A, B, C, D, etc.), the group designa-
greater than 24% flotation damage will not FLIGHT OPERATIONS ACCESSING THE FLIGHT OPERATIONS DISPLAY
tion, the type of aircraft, the number of
be detached. To perform Flight Operations for a carrier
undamaged aircraft on CAP, the number of Each aircraft carrier or land base is allowed
DISP AF SEARCH (T key) allows you to dis- damaged aircraft on CAP, and the time in air. to perform a certain number of Flight make sure you are in TF Mode if you are
play the search patterns for your aircraft flying Press the space bar, ESC, or click the right Operations (FOs) per turn. For a fleet aircraft playing with a mouse. Place the map cursor
search missions from airfields. First place the mouse button to exit the menu. carrier (CV) the FO limit is 36, for a light air- over an Air Combat TF which contains a car-
map cursor over your airfield. Next press the craft carrier (CVL) the FO limit is 18, and for rier or carriers. You will see the carrier pic-
EXAMINE AF (F key) allows you to look at ture(s) displayed on the right side of the text
“T” key or click the left mouse button and a land base the FO limit is equal to its airfield
all the air groups that are at the airfield. First window. Next press the letter (A,B,C,D) to
select DISP AF SEARCH from the Unit Menu. capacity. The FO limit regulates the number
place the cursor over the airfield. Next press select the desired carrier. With a mouse, put
If your airfield has search aircraft out, you will of aircraft that may be launched or landed in
the “F” key or click the left mouse button and the mouse pointer over the picture of the
see white lines displayed on the map coming a single turn. An aircraft carrier may never
select EXAMINE AF on the Unit Menu. An desired carrier and click the left mouse but-
from the airfield and going out on the plane’s launch and land aircraft in the same turn.
airfield display will appear showing the ton. The Flight Operations Display will now
search vector. A white circle will be drawn Each aircraft carrier in the game will contain
amount of fuel points on the airfield along be shown for the carrier selected.
showing the current location of each plane. 2 to 4 air groups; 1 Fighter Group, 0-2 Dive
with the airfield capacity and damage level. A
Red lines will appear on the map when the Bomber Groups, and 1 Torpedo Bomber
list of all your air groups will be displayed FLIGHT OPERATIONS DISPLAY
search planes are returning to the airfield. Group.
showing the air group letter (A, B, C,.D, etc.), The Flight Operations Display will be shown
LIST AF SEARCH (Y key) allows you to the air group designation, the type of aircraft AIRCRAFT READINESS STATES with the assigned air groups listed on the left
view all of the air groups on search missions in the air group, the number of planes dam- A Carrier Air Group (CAG) may have aircraft side of the screen. Aircraft icons for each air
from the current airfield. First place the map aged (DA), the number in the hangar (HG), in varying states of readiness as shown below: group will be differently colored. Select the
cursor over the airfield. Next press the Y key the number fueled (FU), and the number letter (A,B,C,D) or place the mouse pointer
or click the left mouse button and select LIST ready (RD). To the right of the number ready • Damaged; must remain in the hangar until over the icon of the air group and click the
AF SEARCH from the Unit Menu. A list of all is the armament that the planes are carrying: repaired. left mouse button to perform Flight
your planes on search missions will then be TP (Torpedo), AP (Armor Piercing 1000 lb), • Unready on Deck (UD); must be lowered to Operations. The current air group will have
shown. The display lists the air group letter ap (Armor Piercing 500 lb or 250 kg), HE hangar, fueled, and raised back to deck all of its planes colored white and the air
(A, B, C, D, etc.), the group designation, the (High Explosive). before launching. group icon will also be white.
ESC allows you to escape from the Unit Menu. • In the Hangar (HG); must be fueled and Flight operations with the selected group
raised back to the deck before launching. may be performed at this time by clicking the
23 24
flight op buttons or pressing the keys DESCRIPTION OF THE FLIGHT OPERATIONS There are limitations on the number and type Target/Set Direction Display
described below. Press the “?” key to display DISPLAY of Flight Operations that may be performed in Above the four Air Group boxes can be dis-
the keystrokes that correspond to each flight Carrier Name Display a single turn. Fleet carriers (CVs) have a FO played either TGT-TF and TGT-AF when
op button. The table below is a summary of The screen display which follows shows the limit of 36. Light carriers (CVLs) have an FO launching Strike missions or SET-DIR when
the mouse button boxes along with the corre- Flight Operations Display for the CV (Carrier) limit of 18. Flight operation limits are launching Search missions. After launching
sponding keyboard commands. Enterprise. The carrier’s name is displayed in described below: the desired number of planes from the flight
the upper left corner of the display. deck, you must select the desired box to
FLIGHT OPERATIONS DISPLAY MENU • A carrier may not launch and land planes
either select a target to attack or a direction to
Mission Display in the same turn.
BUTTON KEY DESCRIPTION search. When these boxes are displayed,
To the right of carrier’s name is the Mission • The number of aircraft launched plus pressing the “?” key will display the keyboard
—>> W lower max number of
Display box where the air group’s missions Elevator Operations may never exceed the FO commands for these boxes as well. If you are
unready aircraft to hangar.
are shown. There are three types of missions: limit. on a Strike mission, place the mouse pointer
➙ ➙
E fuel 1 aircraft. CAP, Search, and Strike. Clicking on the MIS over the TGT-TF or TGT-AF box and click the
• The number of aircraft On Deck may never
➙
R fuel max number of aircraft. box or pressing the “H” key will cycle you left mouse button. Using the keyboard, press
through the three missions. Below the exceed the FO limit.
➙
➙
T defuel max number of aircraft. “S” or “F”. You will next be asked to select
ORD Y changes type of ordnance
Mission is displayed the flight number. • The number of aircraft Landed may never your target. If you are on a Search mission,
if there are no aircraft in Below that is the aircraft’s name followed by exceed the FO limit. place the pointer over the SET-DIR box and
Ready-On-Deck status. two sets of numbers. The first number is the click the left mouse button. Using the key-
amount of planes being launched off the car- • Unready aircraft (UD) may not be lowered
MIS H sets group mission if 1 or more
and fueled in the same turn. board press “S”.
aircraft in Ready-On-Deck status. rier deck by the currently accessed Air
Group. The second number is the total num- • Aircraft in the hangar (HG) may not be Flight Deck Display
<— U raises 1 fueled aircraft to deck.
ber of planes being sent on that mission from fueled and raised to the flight deck in the The middle of the screen shows the carrier
<<— I raises max number of fueled flight deck. In order to launch planes, they
all the carrier’s Air Groups. same turn.
aircraft to deck.
must be on the flight deck. There are two but-
—>> O lowers max number of ready Flight/Fuel/Elevator Clocks Display • The number of aircraft Fueled plus the tons on the top of the flight deck. These are
aircraft. To the right of the Mission Display box are number Defueled may not exceed the FO the Launch buttons. The button with one up
—> P lowers 1 ready aircraft from deck. the four clocks which show the level remain- limit. arrow (“[“ key) allows one plane at a time to
ing to perform Flight Operations (Fl. Op),
be launched. The button on the right with two
➙
[ launches 1 ready aircraft (will • Aircraft may not change ordnance and be
Fueling Operations (Fu. Op), Elevator Up
perform assigned mission). raised to the flight deck on the same turn. up arrows (“]” key) allows the maximum
Operations (Ev. Op), and Elevator Down
number of planes from the currently
➙
➙
] launches max number of ready Operations (El. Dn). As planes are moved
aircraft. Air Group Display accessed Air Group (planes are colored
around the carrier’s flight deck and hangar The left side of the Flight Operations Display
SET DIR S set priority search direction white) to be launched.
these clocks will show less operations contains four Air Group boxes (A, B, C, D)
(PSD) if Search mission
remaining (the amount in white). which show the air group’s designation, air- Mission and Flight Deck/Hangar
selected.
An elevator up operation occurs whenever an craft name, a description and picture of the Buttons
TGT-TF S select TF target if Strike To the right of the flight deck are seven but-
mission selected. aircraft is raised to the deck. An elevator ordnance being currently carried, and a small
down operation occurs whenever an aircraft colored picture of a plane. The plane’s colors tons. The top button labeled MIS allows you
TGT-AF F select Airfield target if Strike to cycle through the three possible air mis-
mission selected. is lowered from the deck. Elevator Operations can be gray, blue, dark green, or light green.
is equal to either “elev up” or “elev down”, The air group which is being accessed will sions: CAP, Strike, and Search. Press the “H”
ESC* ESC end flight ops for this carrier.
whichever is greater. The Elevator have its planes and text colored white.
* Can also exit by clicking the right mouse Operations’ number is frequently used in cal-
button. culating carriers’ flight operation limits.
25 26
key or place the mouse pointer over the box Hangar and Ordnance Display
and click the left mouse button to cycle On the far right side of the Flight Operations
through the missions which are displayed in Display is the Hangar Deck. This is where
the Mission Display box. The next button planes are stored, fueled, and armed. At the
down will move the maximum number of top of the Hangar Deck is a button box
planes from the hangar to the flight deck. labeled ORD. Pressing the “Y” key or placing
Press the “I” key or place the mouse pointer the mouse pointer over the box and clicking
over the <<— box and click the left mouse the left mouse button will cycle through the
button. The next button down will move one various weapons the Air Group can carry. To
plane at a time from the hangar to the flight the right of the ORD box is a picture of the
deck. Press the “U” key or place the mouse weapon available to select. If the box is blank
pointer over the <— box and click the left and you select this option, the Air Group will
mouse button. The next button will move one disarm, removing any weapons currently
readied plane from the flight deck to the being carried. The Hangar Deck is separated
hangar. Press the “P” key or place the mouse into two parts. The lower section contains
pointer over the —> box and click the left unfueled aircraft. The upper Hangar Deck has
mouse button. The next button will move the fueled aircraft which should be armed if they The above Flight Operations Display screen SEARCH OPERATIONS
maximum number of readied planes from the are going on a Strike or an armed Search was taken from the Midway scenario and is
SEARCH VECTORS
flight deck to the hangar. Press the “O” key mission. Near the middle of the Hangar Deck from the carrier Enterprise, whose name is
shown in the upper left corner. There are four Successful search operations are critical to
or place the mouse pointer over the —>> are three buttons which allow you to move
Air Groups on the Enterprise: Fighter 6 F4F victory in CARRIER STRIKE. Most of your intelli-
box and click the left mouse button. The next aircraft on the Hangar Deck. The leftmost
Wildcat, Scout 6 SBD Dauntless, Bomber 6 gence on enemy TFs will be provided by
button will move the maximum number of button with two down arrows allows you to
SBD Dauntless, and Torpedo 6 TBD search aircraft. Search aircraft will be launched
unreadied planes from the flight deck to the defuel the maximum number of aircraft and
Devastator. The last Air Group is currently from land bases, carrier TFs, or Japanese
hangar. Press the “W” key or place the will move the aircraft to the lower Hangar
being accessed with its text and planes in TFs equipped with float planes. Each search
mouse pointer over the —>> box and click Deck. Press the “T” key or place the mouse
white. The Torpedo 6 Air Group contains aircraft will fly along its assigned search vec-
the left mouse button. The last box is the pointer over the box and click the left mouse
TBD Devastators which are armed with MK- tor out to its maximum range and return
ESC box which allows you to escape from button. The middle button with two up arrows
13 Torpedoes. The Air Group is attempting to along a slightly different vector (+/- 9 degrees).
the Flight Operations Display. Press the ESC allows you to fuel the maximum number of
fly a Strike mission against a spotted Thus each search aircraft covers a 10 degree
key or place the mouse pointer over the box aircraft and will move the aircraft to the upper
Japanese TF. On the Mission Display at the arc and 36 aircraft launched simultaneously
and click the left mouse button. Note: You Hangar Deck. Press the “R” key or place the
top of the screen is displayed its Strike mis- from a TF could cover the entire 360 degrees
can always escape by clicking the right mouse pointer over the box and click the left
sion, its flight number 11:50, 3 TBD surrounding the TF.
mouse button at any time. mouse button. The rightmost box with one
up arrow will fuel one aircraft and move it to Devastators have so far been added to the
the upper Hangar Deck. Press the “E” key or strike with a total of 9 planes (6 were Fighters
place the mouse pointer in the box and click which were launched earlier in the turn) on
the left mouse button. the strike. Launching the 9 planes has
caused the Flight Operations clock to move
to the 3 o’clock position.
27 28
enemy TF. If you wish to search the area LAUNCHING FLOAT PLANES
north of TF51, place the pointer on one of the If the Japanese player has a TF containing
four direction buttons and click the left mouse BB, CA, CL, or CS type ships, then he may
button or use the “<” or “>” keys to move the launch float planes from those ships to per-
yellow Priority Search Direction (PSD) vector form search missions. While in Set Search
until it comes to angle 337. Note: With a Mode, float planes may be launched by
mouse you can also place the mouse pointer pressing “F” or clicking the LNCH button.
on the map to the north of TF51 and click the This will cause one float plane per eligible
left mouse button to set the direction. Press ship in the TF to be launched. Note: A TF
ESC, click the right mouse button, or place can only perform one float plane search mis-
the pointer over the ESC button box and click sion per turn. In CARRIER STRIKE, the Allied
the left mouse button to set the direction. If player does not have any float plane capabil-
the TF had float planes, pressing the “F” key ity. Historically the Allied ships that had float
or placing the pointer over the LNCH button planes did not, for the most part, use them in
would launch all eligible float planes from searching for enemy TF.
every ship in the TF.
After aircraft have been assigned their search SETTING SEARCH DIRECTION ARMED SEARCH PLANES
vectors they will appear on the TF’s search You can set the direction that search aircraft
Assignment of Search Vector Fighter and Bomber aircraft may be assigned
display the following turn. The search display At the end of a turn in which search planes
will fly from the current TF by pressing “H” to to fly search missions. To fly search, the
will show which vectors are being searched have been launched, the computer will auto-
enter the Set Search routine. With a mouse group must be assigned a Search Mission
and where each aircraft is located along its matically assign those planes a search vector
this can be done by moving the pointer over before the aircraft are launched (see “Flight
search path. White lines will be used to des- as close as possible to the last PSD set for
the current TF and clicking the left button and Operations”). Searching bombers may only be
ignate outbound aircraft and red lines will the TF. Note that each TF has only one PSD
then selecting SET TF SEARCH on the Unit armed with 250 kg, 500 lb, or HE bombs. If
designate returning aircraft. for all the carriers in the TF; therefore if you
Menu. You may enter the Set Search routine an armed search bomber locates an enemy TF,
wish to launch planes on different PSDs, you
Each turn an unarmed search aircraft will fly from the carrier Flight Operations display by it may get a chance to attack an enemy ship.
must wait until the next turn to select another
51 miles (three hexes) along its search vec- selecting a search mission for an air group
PSD for the TF. The computer uses the fol- SPOTTING ENEMY/DUMMY TFS
tor. An armed search aircraft or an unarmed and then selecting Set Search. To alter the
lowing rules in assigning search vectors: If a search aircraft enters or moves adjacent
TBD will fly 34 miles (2 hexes) along its PSD, press the “<” or “>” keys or click on the
<, <<, or >, >> buttons. With the mouse the • No more than 1 aircraft per turn will be to a clear weather hex containing an enemy
search vector.
PSD may also be set by clicking the left assigned to a single search vector. TF, there is a 67% chance the TF will be
Fighter, Fighter-bomber, Dive Bomber, and mouse button over the area on the map you sighted. If the TF occupies an overcast hex,
Torpedo Bomber type aircraft will fly a maxi- • No more than 2 aircraft can ever share the there is a 33% chance the search plane will
wish to search.
mum of 10 turns on the outward leg of a same search vector. sight it. If a TF is sighted, a TF icon will be
search mission. Float planes will fly out to Above is the Set Search Direction Display. placed on the map. Enemy Task Forces in
• An aircraft will not be assigned to a search
the maximum of their endurance. The map shows Midway with an American restricted waters or coastal hexes have an
vector if another aircraft was assigned that
flag at the lower bottom of the screen. To the easier chance of being spotted. If an enemy
vector on the previous turn.
NW of Midway is a spotted Japanese TF. The TF is in the same hex as a friendly TF, then
Allied TF51 has already sent out search during daylight hours it will be automatically
planes a few turns before (shown by the spotted; during night there is a random
white search vector lines) and spotted the chance of being spotted.
29 30
When you receive sighting reports during the search plane evades an enemy CAP group CAP EFFECTIVENESS CAP AND DECK DAMAGE
Search Phase you get a visual bird’s-eye there is a 20% chance that a “search plane CAP is at its peak effectiveness when it When an aircraft carrier has its flight deck
view of an enemy TF. The view may include evades enemy CAP” message will be dis- engages less than 3 enemy air groups per damaged, CAP fighters based on that carrier
only a fraction of the TF’s total of ships. played. turn. CAP will start to lose effectiveness will be eventually forced to land. The Time in
Sometimes the report will show a carrier in a when forced to engage numerous enemy air Air flag will increment 1 for each turn the
non-carrier TF. Some views will show no BREAKING RADIO SILENCE
groups in the same turn. Large fighter CAP is on station and 1 for each 90 enemy
ships at all which means the pilot was too far There is a random chance that TFs may be escorts protecting enemy bombers will be strike bombers engaged or 1 for every 30
away to identify any ships in the TF. Some of located when they “break radio silence” to particularly effective at lowering CAP effec- enemy escort fighters engaged. The fighters
the sighted TFs will be dummy TFs which recall strikes or Long-Range CAP. In addition tiveness. The Time in Air flag will be incre- will attempt to land when their Time in Air
will be mirror images of real enemy TFs carrier TFs may be located when they launch mented to reflect CAP exhaustion. Normal flag equals or exceeds the fighter’s
located elsewhere on the map. Dummy TFs strikes and pilot radio chatter betrays their CAP operating from an undamaged carrier Endurance. The Time in Air flag will reset to
are used to simulate the confusion when position. The more planes in the strike, the will have its Time in Air flag reset to zero at zero if the carrier’s flight deck is repaired.
search planes miscalculated or garbled the greater the chance it will reveal its home TFs the end of the next Orders Phase.
location in their sighting reports. After position. LANDING CAP
repeated sightings, the dummy TFs will be SENDING LONG-RANGE CAP Normal CAP may be ordered to land if its
removed from the screen.
COMBAT AIR PATROL You may reassign “normal” CAP groups home carrier has not performed any launches
LAUNCHING CAP MISSIONS (those covering your own carrier TFs) to fly during the turn. To land CAP press F3 to list
During your orders phase the Snoop option
All aircraft may fly Combat Air Patrol (CAP) Long-Range CAP over other TFs. Move the the CAP over the current TF (with the mouse
may be used to view the last sighting report
missions to protect a TF or airfield from map cursor to the TF you wish to protect and click the left button over the current TF and
for each detected enemy TF. Move the cursor
enemy bombers. In order to launch CAP you press “L”. When using a mouse, place the select LIST CAP from the Unit Menu). Select
over the TF icon and press the “P” key or
should first move the map cursor over a car- mouse pointer over the TF, click the left but- the CAP group you wish to land. The Carrier
with the mouse select SNOOP by clicking the
rier TF. Next press the letter (A, B, C, D) or ton, and then select LR-CAP from the Unit Landing Display will be shown on the screen.
left mouse button.
place the mouse pointer over the carrier pic- Menu. Next move the cursor/pointer to a car- Click the arrow buttons or press Q or E to
SEARCH PLANE COMBAT ture you want and click the left mouse button. rier TF and press “F3” (or click the left but- land some or all of the aircraft in the group.
When a search plane sights a TF that is cov- You are now in the Flight Operations Display. ton) to get the TF-CAP Display. Select the You may exit the menu by pressing the ESC
ered by enemy CAP fighters, there is a Make sure you click on the fighter icon group group you wish to fly Long-Range CAP. A key or the right mouse button.
chance it will be shot down. The search pilot and that it turns white in color. Move your delay period equal to the range between the
two TFs divided by 2 must elapse before the LANDING L-R CAP
experience and aircraft dogfight capability are fighters from the hangar deck to the flight
deck. Select the MIS button or press the “H” LR-CAP arrives on station. The CAP will Long-Range CAP may be ordered to land
compared to the quantity and quality of
key. Stop when the mission display box abandon their station and return to the carri- after it has arrived over its objective TF. To
enemy CAP to determine the search plane’s
shows: “mission:CAP”. Use the launch but- ers when Time in Air is greater than land Long-Range CAP press F3 to list the
chance of survival. If the search plane is
tons on the carrier deck or the “[“ or “]” keys Endurance minus Range/2. Note: Aircraft on CAP over the current (objective) TF (with the
armed and it survives enemy CAP, it may get
to launch your CAP. A fighter group must be CAP missions can only be assigned to Long- mouse click the left button over the current
a chance to attack an enemy ship. Once again
assigned a CAP mission before the fighters Range CAP if the range to the target is less TF and select LIST CAP from the Unit Menu).
the search pilot experience is compared to
are launched. CAP aircraft may remain on than or equal to the aircraft’s endurance/2. Select the CAP group you wish to land. You
the quality and quantity of enemy CAP to
station for an entire day (in reality a fraction may exit the menu by pressing ESC or the
determine its chance of conducting an attack.
of them would be landing, refueling, and right mouse button. The CAP group will dis-
If a search plane is destroyed by CAP there is launching each turn but this has been appear from the CAP list and return to its
a 10% chance that a “search plane destroyed abstracted for playability). The Time in Air for home base/carrier like an air strike that has
by CAP” message will be displayed. If a a normal CAP group will remain at zero dur-
ing daylight hours.
31 32
completed its mission. The returning CAP SELECTING AIR STRIKE TARGETS selections by clicking the ORD button or STRIKE MOVEMENT
group may be viewed using the strike display Targets may be assigned to the current strike pressing the “Y” key. Continue clicking the At the end of each turn, most normally
functions. Recalling a Long-Range CAP mis- from the Map Display by typing Alt/S to tar- button or pressing “Y” until the desired ord- loaded strikes will move toward their targets
sion will force the home TF to break radio get a TF or Alt/F to target an airfield or click- nance is displayed in the Air Group box. A at a speed of two hexes per turn or 102
silence. When a Long-Range CAP group is ing the mouse over the current strike and group’s ordnance may not be changed when miles/six hexes every hour/3 turns (2-2-2).
ordered to land, there is a chance its home selecting TGT-TF or TGT-AF from the Unit it has aircraft in Ready-On-Deck status. Strikes containing “heavily loaded” aircraft
TF will be detected. This detection will not Menu (the current strike is the one displayed When the weapon picture box shows no pic- will move only 1 hex every third turn and two
occur if the LR-CAP returns to its carrier due in the window below the map). ture, selecting this will remove any weapons hexes on the other turns or 85 miles/5 hexes
to normal fuel restrictions. on the aircraft. Listed below are the types of every hour/3 turns (2-2-1). Strikes contain-
To assign a target from Map Mode, make sure ordnance allowed for each type of aircraft: ing “normally loaded” or “empty” TBD
AIR STRIKES the correct strike is displayed in the window
Devastators may never fly faster than the 85
below the map; this is the current strike. Japanese:
LAUNCHING AIR STRIKES mph or (2-2-1) rate. Strikes containing
Press Alt/S to assign a TF target or Alt/F to AIRCRAFT TYPE AVAILABLE ORDNANCE
Air strikes may be formed to attack enemy “heavily loaded” TBDs will only move 68
assign an airfield target. With a mouse, move
ships or airfields. Air strikes are formed by Fighter Bomber 250 kg Bomb, HE Bomb miles/4 hexes every hour/3 turns (2-1-1).
the arrow to the strike’s location and click the
launching bombers and fighter escorts while button and select STRIKE-TF or STRIKE-AF Note: The speeds described above are much
Dive Bomber 250 kg Bomb, HE Bomb
in the Flight Operations Display. Targets are from the menu. Select the desired target from slower than the actual cruising speed of the
assigned to the “current” strike by clicking Torpedo Bomber 250 kg Bomb, HE Bomb,
the list of eligible targets on the Select Target Type 91 Torpedo* aircraft. The times required to “form up” and
the TGT-TF or TGT-AF buttons on the Flight Display. “maneuver into attack position” have been
Operations Display and then selecting from Medium Bomber 250 kg Bomb, HE Bomb, factored in to produce an average strike
the list of eligible targets. STRIKES WITH UNASSIGNED TARGETS Type 91 Torpedo*
speed.
Before launching aircraft, you should verify An air strike is not required to have a target Allied:
assigned on the turn it is launched. An unas- LOCATING THE TARGET
that the group has the proper mission
assigned. When a group has aircraft in signed strike will continue to orbit its parent AIRCRAFT TYPE AVAILABLE ORDNANCE When an anti-ship strike enters a hex con-
Ready-On-Deck status, you may assign it a carriers until a target is assigned. An unas- Fighter Bomber 500 lb Bomb, HE Bomb taining the target TF, the strike must attempt
new mission by clicking the MIS button or signed strike may be launched on one turn to locate the target before it can attack. If the
Dive Bomber 500 lb Bomb, HE Bomb,
pressing “H”. When the correct mission and reinforced with additional aircraft on the target hex is overcast (there is a white cloud
1000 lb Bomb*
(CAP, Search, or Strike) appears at the top of next turn. After a strike exceeds 150 aircraft, symbol in the hex), then there is a 67%
it may no longer be reinforced with additional Torpedo Bomber 500 lb Bomb, HE Bomb, chance that the target will be “obscured by
the Flight Operations Display, you are then
strike groups. When a strike has been Mk.13 Torpedo*# clouds”. If the target is not obscured then the
ready to launch aircraft.
assigned a target, it will start to move towards Medium Bomber 500 lb Bomb, HE Bomb, strike will successfully locate its target if:
You may place numerous air groups from the target during the next Execution Phase. Mk.13 Torpedo*#
different carriers in the same TF into a com- Random (25+Strike Aircraft) > Random (100-
Aircraft that have been unassigned for two Heavy Bomber 500 lb Bomb, HE Bomb,
bined strike if you choose the same target. In Ships x 2)
turns will attempt to land after the second 1000 lb Bomb*
the Mission Display box on the Flight turn if their home carrier is eligible to land
Operations Display, you will see the type of aircraft. * Aircraft are considered to be “Heavily Loaded”
aircraft and the number being launched cur- when carrying 1000 lb Bombs or Torpedoes; oth-
ARMING THE STRIKE erwise they are considered to have a “Normal
rently, followed by a colon and a second Load”.
number which is the total number of aircraft The ordnance to be carried by strike aircraft
# British aircraft used the Mk.XII Torpedo
in the strike. must be determined before the armed and
fueled aircraft are raised to the deck. You
may cycle through the possible ordnance
33 34
ATTACKING ALTERNATE TARGETS combined into one force. At this point one or AIRCRAFT DITCHING AIRFIELDS
While moving, a strike may locate TFs other more of these combined forces will split off Whenever an air group’s Time in Air exceeds
than their assigned target. Under certain cir- to attack the enemy TF. The strike may split if the aircraft’s Endurance, its aircraft will start Airfields are located on bases shown on the
cumstances the strike will attack a TF that is the encountered enemy TF meets any of the to ditch in the following manner: map with either American or Japanese flags
different than its assigned target. A strike will following requirements: displaying which player controls the base.
Time in Air = Endurance + 1 1/5 of the aircraft ditch The airfield’s aircraft missions are automati-
attack a different TF if: • Contains 1 or more carriers
Time in Air = Endurance + 2 2/5 of the aircraft ditch cally controlled by the computer with a few
• the assigned target turns out to be a • Random (20) < CAP protecting TF exceptions explained below:
dummy. The strike will retarget the nearest • Random (100) < number ships Time in Air = Endurance + 3 3/5 of the aircraft ditch
• The computer controls launching CAP,
sighted TF (which may be another dummy).
In determining which of the combined forces Time in Air = Endurance + 4 4/5 of the aircraft ditch Search, and Strike missions. However, once
• the strike flies over and locates a TF that will split off, the strike will attempt to retain launched, you may change the Strike mis-
Time in Air > Endurance + 4 remaining aircraft ditch
meets the requirements for an alternate tar- 36 aircraft for each carrier in the currently sion’s target by entering Strike Mode (if
get. A TF is determined to be a good alternate targeted TF and detach 36 aircraft for each Whenever non-recon aircraft remain flying using a mouse ) and placing the map cursor
target if the number of aircraft in the strike is carrier in the encountered enemy TF. If there after dark (1900 hours) some of the aircraft over the strike. Next press Alt/S or click the
less than the number of ships in the enemy are no carriers in the encountered TF, then at will become lost and be forced to ditch. Air left mouse button to bring up the Unit Menu
TF multiplied by the strike’s Time-in-Air. least one and sometimes two combined groups that remain flying after dark will lose and select STRIKE TF or STRIKE AF. Then
forces will be detached. 1/5 of their number on every third turn (once you may select another target on the Select
If the TF has no carriers in it then there is a
per hour on the hour). Target Display.
67% chance that the strike will ignore it, A strike that contains more than one type of
regardless of the above calculations. RECALLING A STRIKE • You may recall an airfield strike by enter-
bomber may lose its cohesion and one or
ing Strike Mode (if using a mouse) and plac-
more of its bomber elements may be sepa- A strike may be ordered to return to its home
ATTACKING AIRFIELDS ing the map cursor over the strike. Press
rated from the strike. This will only happen if base before completing its mission. To recall
An anti-airfield strike will always locate its Alt/K or press the left mouse button to get the
the strike contains TBDs, tac-bombers, or the “current strike,” press Alt/K or click the
target unless it is obscured by clouds in Unit Menu and then select RECALL STRIKE.
heavy bombers and some different type of left mouse button over the current strike and
which case there is a 67% chance that the • You may assign airfield aircraft on CAP
bomber. When the above conditions exist, select RECALL STRIKE from the Unit Menu.
target will be obscured. missions to Long-Range CAP missions.
there will be a 10% chance each turn that a The “recalled strike” will move the same as
TBD, tac-bomber, or heavy bomber element an unassigned strike. A recalled strike will Place the map cursor over the hex (TF or AF)
AIR GROUP SPLITTING OFF FROM STRIKE
will separate from the rest of a strike (and move toward its home TF but will not auto- you wish to place L-R CAP over. Press “L” or
Whenever an aircraft’s Time in Air exceeds click the left mouse button to enter the Unit
55% of its Endurance, those aircraft will form a new strike with the same target). matically jettison its ordnance. A recalled
strike may be reassigned a new target before Menu. Select L-R CAP. Next move the map
automatically jettison their ordnance, split off RETURN TO BASE/CARRIER cursor over the airfield and press the “A” key
from the strike, and return to their parent car- it lands. Recalling a strike will force the
When a strike has successfully attacked its strike’s home TF to break radio silence. or the left mouse button to list the CAP over
rier or airfield. the airfield. Select the Air Groups you wish to
target, then all of its air groups will return to When a strike is recalled, there is a chance
Air strikes may be forced to split up when their home base/carriers together. When a the home TF will be detected. provide L-R CAP.
they encounter enemy TFs other than the one returning strike enters the hex with its home When you place the cursor over an airfield
they are assigned to attack. If forced to split, base/carriers, it will continue to circle until you may access four different displays. Using
all of the air groups from same carrier will be all its aircraft have either landed or ditched. a mouse you must click the left mouse button
and bring up the Unit Menu first or if using
35 36
the keyboard you may press one of the keys LANDING AIRCRAFT This cycle will continue as long as both Before an aircraft can be diverted there must
as shown below: Elevator Operations and Landed are less than be a friendly airfield or a friendly carrier
After you have completed your orders and the FO limit (the Clear Deck Procedure does within range. There are no restrictions on
• DISP AF SEARCH (T key) allows you to
ended your turn, the computer may perform not add Landed to Elevator Operations when landing at a friendly airfield. If landing on a
see the search patterns of the aircraft on
Automatic Landing Operations (ALOs). ALOs calculating the limit). When Elevator friendly carrier, the carrier must operate the
Search missions.
will occur if there are returning aircraft wait- Operations are used up, aircraft may still land same type of aircraft as those that are divert-
• LIST AF SEARCH (Y key) allows you to ing to land and the carrier did not perform up to the On Deck limit. ing. The diverted aircraft will be reassigned
view the data on each of the Air Groups flying any launches during the turn and aircraft On to one of the existing air groups at its new
Search missions. The data displayed shows Deck is less than the FO limit. When aircraft When Damaged Aircraft land, it costs 2
location. The aircraft may not divert if the
the Air Group designation, name, number of land they will be immediately lowered to the Landed operations.
plane types do not match up with those exist-
undamaged planes flying, number of dam- hangar unless all Elevator Operations have EMERGENCY LANDINGS ing on the friendly carrier.
aged planes flying, and the Time-in-Air. been used up. There are two different ALO
• LIST AF CAP (O key) allows you to view If a carrier is sunk or damaged, then aircraft When an aircraft carrier is sunk, all of its air
procedures the computer may use for landing
the data on each of the Air Groups flying CAP assigned to that carrier may be forced to groups may be reassigned to nearby friendly
aircraft:
missions. The data displayed shows the Air make an “emergency landing” on another airfields. If this happens the groups will have
Group designation, name, number of undam- • Limited Deck Space Procedure is used if carrier or airfield. Aircraft may divert if its no aircraft at the time they are reassigned.
aged planes flying, number of damaged there are aircraft on deck at the start of the home carrier has: These groups may receive aircraft that were
planes flying, and the Time-in-Air. ALO phase. in the air when their carrier was sunk.
• been sunk
• A Clear Deck Procedure is used if the deck Whenever the planes arrive at the airfield,
• EXAMINE AF on the Unit Menu. A list of • flight deck damage of 2 or more
is clear at the start of the ALO phase. they will be added to their assigned group.
all your air groups will be displayed showing • flotation damage of 67 or more
the air group letter (A, B, C, D, etc.), the air SPECIAL EMERGENCY LANDINGS
LIMITED DECK SPACE PROCEDURE • a fire level of 10 or more
group designation, the type of aircraft in the
Aircraft returning from Search or Long-Range
air group, the number of planes damaged (DA), A carrier will land a group of aircraft not to If any of the above requirements have been
CAP missions may be diverted to a different
the number of unready aircraft in the hangar exceed the On Deck limit; the Landed and On met, the aircraft may be diverted to another
carrier if their home carrier is not eligible to
(HG), the number fueled but not on runway Deck numbers will be incremented. If carrier or airfield if:
land aircraft on that turn due to a full deck of
(FU), and the number of readied planes on the Elevator Operations remain, then those air-
craft (just landed) will be immediately low- • the aircraft is returning from a Strike mis- planes, the carrier has already launched planes,
runway (RD). To the right of the number of
ered, On Deck will be decremented, and sion and its remaining endurance is less than or the flight deck is damaged. Aircraft that
planes ready will be the armament that the
Elevator Operations will be incremented. This the fire level of the home carrier would otherwise be forced to ditch may make
planes are carrying: TP (Torpedo), AP (Armor
emergency landings on other carriers or air-
Piercing 1000 lb), ap (Armor Piercing 500 lb cycle will continue as long as Elevator • the aircraft is returning from a Strike mis-
or 250 kg), HE (High Explosive). It takes one fields within 35 miles of their home carrier.
Operations plus Landed is less than the FO sion and its remaining endurance is less than
turn to move aircraft from the hangar to be limit. If Elevator Operations have been used the flight deck damage of the home carrier LANDING COMBAT AIR PATROL (CAP)
fueled and another turn to be put on the runway. up, aircraft may still be landed up to the On
• the aircraft is returning from a Search mis- Aircraft flying CAP missions will not nor-
When the map cursor is over an airfield, the Deck limit.
sion and has zero remaining endurance mally be required to land during daylight
name of the city or island will be displayed hours. You must order your CAP aircraft to
along with AF:xx where xx refers to the air-
CLEAR DECK PROCEDURE: • the aircraft is returning from a Long-Range
land before you can reassign them to other
craft launch capacity of the airfield for a turn. A carrier will land a group of aircraft; the CAP mission and has zero remaining
missions. To land CAP move the map cursor
For example, Midway has a capacity of 50 Landed and On Deck numbers will be incre- endurance
to the TF where the CAP is flying. Press F3
which means in any one 20 minute turn, the mented. If Elevator Operations remain, then
those aircraft (just landed) will be immedi- • the aircraft is flying a normal CAP mission or with the mouse, place the mouse pointer
airfield can launch up to 50 planes. and its time-in-air is greater than 9 turns. over the TF and click the left mouse button
ately lowered, On Deck will be decremented,
There is a hotkey command “Z” which allows
and Elevator Operations will be incremented.
you to view the aircraft on the next airfield.
37 38
and select LIST CAP from the Unit Menu. CAP VS. ESCORT COMBAT DISRUPTION is not destroyed or damaged by the flak, then the cannon and durability ratings are com-
The CAP display will be shown listing all When a CAP fighter group pairs off to fight a disruption check is made for that bomber. pared to determine if the plane is damaged or
CAP groups over the TF. Select the letter of an escort fighter group, the smaller of the two The bomber group gains 2% (6% if the destroyed.
the group you wish to land. groups will receive 90% (maximum) disrup- bomber is carrying a torpedo) disruption if:
tion while the larger group receives disrup-
AIR-TO-SEA COMBAT
The CAP group display will be shown on the Random (Flak) > Random (Pilot Experience x
tion relative to the size of the smaller group. During air to sea combat each bomber group
left of the screen with the carrier deck display Bombers in Group)
in the strike will be subjected to flak attack
in the center of the screen. You may move Example: 12 Escort Zeros engage 20 If the bomber group gains disruption, a flak and then the surviving bombers will select a
one aircraft from the CAP display to the car- Wildcats on CAP. The Zero group receives explosion will appear on the screen. target and attack with bombs or torpedoes.
rier display by clicking the —> button or 90% disruption. The Wildcat group receives
pressing “Q”. You may move all of the air- 60% (12/20) disruption. AIR-TO-AIR COMBAT FLAK COMBAT
craft from the CAP display to the carrier dis- When an air strike locates its target, it must Task Force Flak Strength is calculated by
If a fighter group has received disruption in
play by clicking the —>> button or pressing engage enemy CAP fighters in air-to-air adding the flak ratings of each effective gun
prior combat, its ability to disrupt enemy
“E”. A carrier may not land aircraft in excess combat before attacking the TF/airfield. After in the target TF. The effective flak strength of
fighter groups will be reduced accordingly.
of or in violation of the flight operation limits. the strike has attacked the target, there is a a ship is equal to the Number of Guns x Flak
Example: 12 Escort Zeros with 0 disruption Rating x (100-Ship Damage Level)/100. Flak
1% chance that the CAP will again engage
engage 20 Wildcats with 70% disruption.
COMBAT The Zero group receives only 50% disruption
the strike. Each CAP fighter group will attack is halved between 1700 and 0700 hours. The
each strike air group in the following order: amount of flak from airfield AA guns is
AIR GROUP DISRUPTION since the “effective” number of Wildcats is reduced 10% per airfield damage level up to
CAP and strike air groups become disrupted only 6 (20 reduced by 70%). The Wildcat’s • Fighters • Torpedo Bombers a maximum of 90%. Flak strength of ships is
when engaging in air-to-air combat or when disruption would be increased to the maxi- • Fighter-Bombers • Tac-Bombers modified according to the nationality of the
attacked by enemy flak. Disruption is a per- mum of 90%. • Dive Bombers • Heavy Bombers ship and the date of the scenario:
centage of “lost effectiveness.” Disruption CAP VS. BOMBER COMBAT DISRUPTION Fighter-bombers that are carrying bombs NATIONALITY/DATE FLAK MULTIPLIER
will never exceed 90%. Disruption is gained CAP fighter groups receive 1% disruption for may jettison them if engaged in air-to-air
differently for the following types of combat: Japanese Ship x 0.75
each enemy bomber they attack. Bomber combat. If fighter-bombers receive 33% or
British Ship x 1.0
CAP COORDINATION LOSS DISRUPTION groups receive 1% disruption for each enemy more disruption, then they will jettison their
USN Ship (Jul-Dec 42) x 1.10
fighter that attacks them. The number of CAP bombs and perform as escort fighters for the
When more than one CAP group is engaging USN Ship (1943-1944) x 1.25
that attacks the bombers is adjusted for CAP remainder of the air-to-air combat.
an air strike, the first group will suffer no
disruption before the bomber disruption is Flak Combat is resolved for each bomber in
penalty. The second group will gain disrup- When CAP fighters engage escort fighters,
added. CAP groups receive 2% disruption the strike. The bomber is hit if Random
tion points equal to the number of fighters in they will pair off and engage the enemy on a
for each non-torpedo bomber destroyed and (6000) < Random (Flak Strength). If the air-
the first group. The third group will gain dis- one to one basis with any excess CAP/Escorts
5% disruption for each torpedo carrying air- craft is carrying a torpedo, a hit occurs if
ruption equal to the number of fighters in the remaining unengaged (and undisrupted) for
craft destroyed. Random (4500) < Random (Flak Strength). If
first two groups, etc. A CAP group will suffer that combat. If there is more than one CAP
coordination loss disruption before it Note: Historically, torpedo carrying bombers group over the target, then an escort fighter the aircraft is a heavy bomber, a hit occurs
engages in air-to-air combat. During 1944 attacked from very low altitude and attacking group must engage each of them (one group when Random (25000) < Random (Flak
Allied CAP groups will not suffer any coordi- them placed CAP fighters in a poor tactical at a time). Strength). For each bomber hit by flak, a roll
nation loss penalties. The Allies had devel- position. is made to determine if the bomber is dam-
In determining which aircraft are hit in air-to- aged or destroyed. The bomber is only dam-
oped an outstanding system of fighter direc-
FLAK COMBAT DISRUPTION air combat, the dogfight ratings and pilot aged if Random (100) < Random (Aircraft
tion by this time in the war.
The target’s total flak strength will attack each experience are compared. If a hit is determined,
bomber in the group separately. If the bomber
39 40
Durability); otherwise the bomber is AIRCRAFT ACCURACY RATINGS 1 point for each bomb carrying aircraft that tion has occurred if Random (Warhead) >
destroyed. If the bomber is not hit by flak, it Aircraft Accuracy Ratings must be considered preceded it in the strike resolution. A maxi- Random (Armor). If the attacking weapon is a
may still be disrupted (see “Flak Combat in the bomb/torpedo hit determination proce- mum of 10 disruption points will be removed torpedo, then Armor is randomized for the
Disruption” on page 38). dure. The higher the Accuracy Rating, the in this manner. purpose of determining penetration. The
more accurate the plane type is in delivering effects of penetration are covered in the
SHIP TARGET SELECTION HITTING THE TARGET Primary Damage section. The Warhead and
its weapons. The Accuracy Rating for each
Ship target selection occurs after flak combat type of aircraft are listed below: In order to hit the target, the attacking Armor ratings are listed in the Charts &
is concluded. The surviving bombers in the bomber must pass 3 different accuracy Tables on page 77. The Warhead ratings for
group break up into sub-groups of four with AIRCRAFT TYPE ACCURACY RATINGS checks as listed below: aircraft weapons are shown below:
each sub-group selecting and attacking a fighter* -
fighter-bomber 5
• Random (Pilot Experience) > Random WEAPON TYPE WARHEAD RATING
single ship target. If the number of bombers
(Ship Evasion Rating) Mk-13 Torpedo 60
in the group is not divisible by four, the last dive bomber 9
sub-group will have 1, 2, or 3 bombers. If a torpedo bomber 8 • Random (100) > Random (Air Group Mk.XII Torpedo 39
carrier TF is being attacked and a non-carrier tac-bomber 7 Disruption) Type 91 Torpedo 45
target is selected, then the sub-group will heavy bomber 1 1000 lb Bomb 47
• Random (Adjusted Accuracy Rating*) > 500 lb Bomb 24
consist of only one bomber. In the target patrol bomber 8
Random (1000)
selection procedure each ship type is assigned 250 kg Bomb 25
a Selection Value (SV) as listed below: * Fighters cannot carry bombs or torpedoes. If the bomber fails any of the three tests, the HE Bomb 10
bomb/torpedo will fail to hit its target.
SHIP TYPE SELECTION VALUE WEAPON ACCURACY RATING
PRIMARY DAMAGE
CV,CVL 150 Adjusted Accuracy Ratings are calculated by * Adjusted Accuracy Ratings are calculated by
multiplying the Aircraft Accuracy Rating above Whenever a ship is hit by any type of
BB,BC 15 multiplying the Aircraft Accuracy Rating
times the Weapon Accuracy Rating of its bomb or weapon, it will gain 1 flotation damage point
CA,CL,CLAA,CS 5 above times the Weapon Accuracy Rating of torpedo. before any other factors are checked. Carriers
DD,DE,APD 1 its bomb or torpedo. The higher the rating,
will receive 1 point of flight deck damage if
the more accurate the weapon is. The
AP,AO 4
Weapon Accuracy Rating is shown below: DAMAGE Random (100) < Warhead.
The chance of any ship being selected as a If the warhead penetrates the armor, the ship
target is equal to the SV of the ship divided WEAPON TYPE ACCURACY RATING SHIP DAMAGE
will receive the following additional flotation
by the total SV of the target TF. Mk-13 Torpedo 22 All ships in the game may suffer flotation damage: Random (Warhead) x Random (40) /
Mk.XII Torpedo 34 damage and fires. Aircraft carriers may suffer Durability
SHIP EVASION RATINGS Type 91 Torpedo 42 flight deck damage. Ships receive primary
Ship Evasion Ratings are calculated by multi- 1000 lb Bomb 60 damage whenever they are hit by a torpedo, There is a 5% chance that any penetration
plying the speed of the target ship (reduced 500 lb Bomb 60 bomb, or gun shell. Ships may receive sec- will be a “critical” hit. Critical hits will cause
by damage) times the Ship Evasion Modifier 250 kg Bomb 60 ondary damage from fires or explosions the above flotation damage to be doubled
for that type of ship. Ship Evasion Modifiers resulting from fires. Ships may repair their and an additional Random (20) fire points to
are listed below: COMBINED ARMS EFFECT damage and put out fires during the course be added.
SHIP TYPE EVASION MODIFIER Bomb carrying air groups will have their dis- of the game. If the flotation damage for one hit exceeds
ruption reduced by 1 point for each torpedo 33, then the damage for that hit will be
CV,CVL,BB,BC,CS x3 ARMOR PENETRATION
carrying aircraft that preceded it and attacked reduced to 33 and an additional Random (10)
CA,CL,CLAA x5 Shells, bombs, and torpedoes can cause
in the strike resolution. Torpedo carrying air fire points will be added.
DD,DE,APD x6 much greater damage if they successfully
groups will have their disruption reduced by
AP,AO x1 penetrate a ship’s armor. An armor penetra-
41 42
A ship’s flotation damage level will never them will be damaged. For each aircraft Ships with fires burning will receive at least 1 detached TF into an existing TF without any
exceed 99. A damage level of 99 means the destroyed or damaged in this manner, 1 fire flotation damage point each Repair Phase. If loss in speed due to a heavily damaged ship.
ship is sinking. point will be added and there is a 33% Random (100) < Fire, the ship will receive an
chance that 1 point of flight deck damage will additional flotation damage point. AIRFIELD DAMAGE
STARTING FIRES be added. Airfields may be damaged by either naval or
Fires may be started whenever a ship If a carrier has fires burning, then the ship
• If an air group is hit and the group has air bombardment. Damage for each type of
receives a hit. When a hit occurs, three fire will suffer an additional point of flight deck
empty aircraft in the hangar, then 1/20 of attack is described below.
checks will be made before armor penetration damage if:
those aircraft will be destroyed and 1/20 will DAMAGE FROM NAVAL BOMBARDMENT
is determined: Random (100) < Flotation Damage.
be damaged. No fires or flight deck damage
During the Naval Bombardment Phase, any
• If Random (150) < Warhead then add 1 fire. will be added when empty aircraft are CRIPPLED SHIPS Bombardment TF which is in its destination
• If Random (300) < Warhead then add 2 fires. destroyed. If the group is hit and there are
Ships with greater than 66% flotation dam- hex, will automatically bombard the enemy
unready aircraft on deck (aircraft that have
• If Random (450) < Warhead then add 3 fires. age are considered as “crippled”. Crippled airfield. During naval bombardment the four
just landed), then 1/20 of those aircraft will
ships will be automatically detached from largest ships in the bombarding TF will fire
The effects of these three checks are cumula- be destroyed and 1/20 will be damaged. No
their TF and move towards their home base. each of their primary guns four times. Each
tive; thus it is possible to add 6 fire points to fires or flight deck damage will be added
Crippled ships must continue towards their four shot salvo will land randomly in the tar-
a ship without penetrating its armor. when unready aircraft are destroyed.
base even if their damage is repaired below get area. If the shot lands on some “critical”
Additional fires may start if the armor is pen- Air Combat Mission Change the crippled level. One or two destroyers will point of the airfield, then airfield or aircraft
etrated or if the ship is a carrier with readied If an Air Combat TF’s carriers are all sunk, usually be detached to escort the crippled damage points will be added. The number of
aircraft aboard. Existing fires may spread and then the TF’s Air Combat mission will be ship. Crippled aircraft carriers may not per- damage points added will vary with the size
cause additional damage or explosions dur- changed to a Surface Combat mission. form Flight Operations. of the gun being fired. After the bombard-
ing the Repair Phase. ment is completed, the level of airfield dam-
SECONDARY DAMAGE Scuttling Crippled Ships age and the number of aircraft destroyed will
SPECIAL CARRIER DAMAGE Ships with fires raging on board may receive You may scuttle any ship that has greater be calculated. Ships firing during a naval
When an aircraft carrier is hit, the air groups secondary damage during the Repair Phase than 50% flotation damage. To scuttle a ship bombardment will spend 2 ammunition
aboard the carrier may suffer casualties. For of each turn. Ships with fires must first check in the current TF, press the “G” key or click points.
each air group aboard the carrier there is a to see if an Explosion has resulted. An the right mouse button to list the ships in the
33% chance of being hit. If a group is hit, Explosion will occur: TF. Select the ship you wish to scuttle. A DAMAGE FROM AIR BOMBARDMENT
then the ready, fueled, empty, and unready “(S)cuttle Ship” message will appear at the For airfield bombing attacks, the number of
• if Random (100) < Fire during May and bottom of the ship display. Press the “S” key
aircraft in that group may be affected as bombers that successfully release their
June 1942 or place the mouse pointer over the (S) on
shown below: bombs in the target area is equal to:
• if Random (175) < Fire during July the display and click the left mouse button. A
• If an air group is hit and the group has Total Bombers x (100-Disruption)/100 x
through December 1942 “Scuttle Ship Y/N” question will be dis-
ready aircraft on deck, then 1/3 of those air- Bomber Experience/100
• if Random (250) < Fire during 1943 and 1944 played. You must press the “Y” key to con-
craft will be destroyed and 1/6 of the aircraft
firm your desire to sink the ship. Scuttling a If the bomber is carrying HE Bombs, 500 lb
will be damaged. For each aircraft destroyed • if Random (100) < Fire during 1944 for ship will give the enemy points for the ship Bombs, or 250 kg Bombs, then the number
or damaged in this manner, 1 fire point will Japanese Ships only being sunk. However, some advantages to of bombs released is equal to the bomber’s
be added and there is a 33% chance that 1
When an explosion occurs the ship will suf- scuttling heavily damaged ships are that the load rating divided by 5. If the bomber is car-
point of flight deck damage will be added.
fer damage similar to a 1000 lb bomb hit but TF will move faster, a small TF that was rying 1000 lb bombs, then the number
• If an air group is hit and the group has with an additional 5 + Random (15) fires detached to escort the ship will not be a sit- released is equal to the bomber’s load rating
fueled aircraft in the hangar, then 1/3 of being added. ting duck as it travels to its home base, and divided by 10. The bombs will land randomly
those aircraft will be destroyed and 1/6 of you could merge the remaining ships of a
43 44
in the target area. If the bomb lands on some Between rounds the new range is determined After one or more rounds of combat, the initi- the transport it may take up to three days to
“critical” point of the airfield, then airfield or by comparing the convergence speed of the ating TF may be forced to try to disengage. unload all the cargo. Mission points for
aircraft damage points will be added. The initiating TF with the withdrawal speed of the When this happens both of the TF will unloading transports are still awarded to the
number of damage points added will vary defending TF. If the convergence speed is diverge at the maximum rate. The following player as long as the transports are unload-
with the size and type of the bomb. HE greater than the withdrawal speed, then the factors will cause the initiating TF to disen- ing at the end of the battle.
bombs will cause twice as much damage to new range will be less than the previous gage:
aircraft and buildings and half as much dam- range. If the withdrawal speed is greater than SUBMARINE COMBAT
• Any ship in the TF has less than 6 ammu-
age to runways compared to 500 lb or 250 kg the convergence speed, then the new range Submarine attacks may happen at the end of
nition points after firing.
AP bombs. After the bombing is completed, will be greater. If both TFs in a surface com- each Execution Phase. Submarines for both
the level of airfield damage and the number bat were eligible to initiate the combat, then • The range falls below 5 for a night battle or sides are controlled by the computer.
of aircraft destroyed will be calculated. both TFs will try to converge. The maximum 10 for a daylight battle. Submarines will never be displayed on the
range change between rounds is 10. map. When a submarine contacts a TF, it will
SURFACE COMBAT • One or more ships in the initiating TF is
select a target and fire a spread of torpedoes.
Example: A Surface Combat TF with a sunk.
Surface combat may occur when Surface The submarine may then be attacked by
speed of 25 engages a Transport TF with a
Combat or Bombardment TFs occupy the NAVAL BOMBARDMENT destroyers in the TF.
speed of 18 at a range of 22 for round 1. The
same hex as an enemy TF. For surface com-
range for round 2 would be 15 (22-25+18). During the Naval Bombardment Phase, any The following factors will reduce the threat of
bat to occur a Surface Combat or Bombard-
Bombardment TF which is in its mission enemy submarines:
ment TF must be eligible to initiate the com- During each round of combat the ships will destination hex will automatically bombard
bat. Surface combat may not be initiated by a pair off and fire at their opponent’s ships on a • fast TFs will be harder to contact
the enemy airfield. During naval bombard-
TF if any of the following is true: one for one basis. Any extra ships in the ment the four largest ships in the bombard- • fast ships will be harder to hit
• The TF is retiring due to mission comple- larger TF will select the best (usually the ing TF will fire each of their primary guns
tion, crippled ships, or a General Withdrawal biggest) ship in the smaller TF. Ships will • more search planes will make a TF harder
four times. Each four shot salvo will land
ordered by the Supreme Commander. fire only those weapons that are in range of to contact (nearby submarines must dive to
randomly in the target area. If the shot lands
the enemy TF. Ships will spend 1 ammunition avoid detection)
• One or more of the ships in the TF has less on some “critical” point of the airfield, then
point each time their main guns are fired. airfield or aircraft damage points will be • moving in open sea hexes will make the TF
than 6 ammunition points remaining.
Ships with torpedoes remaining will fire and added. The number of damage points added harder to contact
• The TF was disrupted by an air strike on expend one torpedo salvo each round. A tor- will vary with the size of the gun being fired.
the previous turn. pedo salvo will consist of all, one half, or one • more destroyers will make the target
After the bombardment is completed, the
forth of the total torpedoes a ship starts the harder to hit and increase the chance of dam-
SURFACE COMBAT RESOLUTION level of airfield damage and the number of
scenario with. Listed below are the types of aging or destroying the submarine
Surface combat consists of one or more aircraft destroyed will be calculated. Ships
ships and numbers of salvoes they may fire: • night turns will make a TF harder to contact
rounds in which each ship has a chance to firing during a naval bombardment will
fire. When surface combat begins, a starting JAPANESE SHIPS # SALVOES ALLIED SHIPS # SALVOES spend 2 ammunition points.
Following each submarine attack the destroy-
range will be determined. During daylight CA 4 CL 2 ers in the TF will counterattack. Points will be
CL 2 CLAA 2
UNLOADING TRANSPORTS
turns the starting range will be equal to 20 + scored for each submarine damaged or
DD 2 DD 1 During the Unloading Transports Phase, any
Random (15). During night turns the starting destroyed.
DE 2 transport which is in its mission destination
range will be 5+Random (15). After each
hex will automatically unload one point of
round of combat, the range will be adjusted
Note: Most Japanese cruisers and destroy- cargo per turn. A TF which is unloading has
and another round will be fought if the TFs
ers carried extra torpedoes and had the abil- its movement points set to zero, which means
are still in range. During daylight the maxi-
ity to reload during a battle. the transport will not leave the hex until it has
mum range is 35 (thousand yards). During
unloaded all of its cargo. Depending upon
the night the maximum range is 20.
45 46
GENERAL WITHDRAWAL END OF BATTLE Use the up arrow, down arrow, “2”, or “8”
keys to move around the menu. Press the
• Allied Damage Points for the battle and the
campaign
You are assigned the critical role of com- A battle will end if any of the following condi- <ENTER> key to select the highlighted
manding your nation’s naval forces. If you tions are met: Press a key or click the mouse button to con-
choice. Using the mouse place the pointer in
suffer heavy carrier losses or your missions tinue to the main menu above.
• it is between 0200 and 0400 on the 4th day. one of the boxes and click the left mouse
are completed or aborted, your navy’s button. Next place the pointer in the ACCEPT END CAMPAIGN allows you to end the
Supreme Commander may order a General • it is between 0200 and 0400 when either button box and click the left mouse button. game. The following information will be dis-
Withdrawal. When a General Withdrawal has player is withdrawing. played:
been ordered, you can no longer control the NEW BATTLE allows you to begin a new
• it is after 2200 when both players are with- battle for the next month. • Japanese Total Points (Mission plus
movement of your TFs though you may still
drawing. Damage)
control their Flight Operations. When a SAVE allows you to save your game at this
General Withdrawal has been ordered, all of • When a player selects EARLY END and point. Press the letter (a-e) or place the • Japanese screen display showing both
your TFs will automatically retire towards there are no strikes in the air and one of the mouse pointer over one of the button boxes normal carriers and burning carriers (for
their home port. players is withdrawing. labeled (a-e) and click the left mouse button those that were sunk)
The following factors may cause a player’s • When a player selects DECLINE before in order to save the game. You will return to
• Allied Total Points (Mission plus Damage)
forces to automatically withdraw from the 0500 on the first day of a battle. the above menu.
• Allied screen display showing both normal
battle area: The End of Battle screens will be displayed SHOW LOSSES allows you to see the
carriers and burning carriers (for those that
• The player successfully completes a trans- showing the following information: losses for the battle as described below:
were sunk)
port mission. This is accomplished by • Japanese aircraft destroyed for each air-
• Date and Time • Date and Time
unloading 75% of his transport points. craft type for the current battle and the cam-
• Japanese Mission Points for the battle and paign • Japanese Mission Points for the battle and
• The player scores 100 mission points for
the campaign the campaign
bombing/bombarding enemy bases. This will • Allied aircraft destroyed for each aircraft
only result in a withdrawal if the player was • Japanese Damage Points for the battle and type for the current battle and the campaign • Japanese Damage Points for the battle and
not attempting a transport mission during the the campaign the campaign
Press a key or click the mouse button to con-
battle. • Allied Mission Points for the battle and the tinue to the next menu which gives you the • Allied Mission Points for the battle and the
• The player has fewer than 75 operational campaign following information: campaign
aircraft on his carriers after 2200 hours. • Allied Damage Points for the battle and the • Japanese ships sunk and damaged • Allied Damage Points for the battle and the
• The player has no operational fleet carriers campaign campaign
• Allied ships sunk and damaged
and less than 3 light carriers remaining. Press a key or click the mouse button to con- Pressing a key or mouse button will return
tinue to the next menu which gives you the • Date and Time
• More than one half of the player’s carrier you to DOS.
strength has been critically damaged. A car- options listed next in the Home Port Phase. • Japanese Mission Points for the battle and
ACCEPT allows you to carry out the choice
rier is considered to be critically damaged if the campaign
Flotation Damage + Flight Deck Damage x 10 HOME PORT PHASE you have highlighted above. Press the
NEW BATTLE • Japanese Damage Points for the battle and <Enter> key or place the mouse pointer in the
is greater than 50.
the campaign ACCEPT box and click the left mouse button.
SAVE
SHOW LOSSES • Allied Mission Points for the battle and the
END CAMPAIGN campaign
ACCEPT
47 48
The Options Menu is now displayed. Place various boxes. Place the pointer over the mouse button. You will see the Unit Menu You should be in the Enterprise’s Flight
the pointer over ORDERS and click the left middle box with 2 up arrows labeled “R” and displayed. Place the pointer over DISP AF Operations Display. Press the “?” key to tog-
button (press the up arrow or “8” key three click the left button (press “R” key). Nineteen and click the left button (press “F” key). gle the keyboard commands. Place the
times). Place the pointer over ACCEPT and planes of the Scout 6 Air Group just moved pointer in the box labeled <<— with the “I”
You will now see the airfield display of its Air
click the left button (press <Enter> key). to the top hangar area. The planes have just command. Click the left button (press the “I”
Groups listed from A-J. Place the pointer
been fueled. Note that the Fuel Operations key). Note that the Flight Operations and the
The map is displayed with the cursor on top over the “H” next to Patrol Sqn 23 and click
clock is over half used. Place the pointer in Elevator Up clocks are in about the 2 o’clock
of a double ship icon. The text window the left button (press “H” key). You will now
the ORD box and click the left button (press position. Place the pointer in the box with 2
shows that you are in TF MODE with the cur- see the details of Patrol Sqn 23. Press the
“Y” key). To the right of the ORD box is the up arrows with the “R” command and click
sor at location 50, 25. The cursor is currently right button twice (press ESC or space bar
weapons box which now shows a picture of a the left button (press “R” key). Place the
over TF51 which is an Air Combat TF com- twice) to exit the last two window displays.
500 lb bomb. Note that the Scout 6 Air Group pointer in the “B” Scout 6 Air Group box and
prised of two aircraft carriers. At the far right
box also displays the 500 lb bomb. Click the Place the pointer over the ESC box on the click the left button (press “B” key). Place the
is a compass showing you that your TF is
left button again (press “Y” key). HE bombs map display and click the left button (press pointer in the box labeled <<— with the “I”
heading west. Since you have a double ship
now appear in both areas. You have now “Q” key). The Options Menu should now be command. Click the left button (press the “I”
icon you know there is at least another TF in
armed your nineteen planes with HE displayed. Place the pointer in the END key). Place the pointer over the ESC box and
the hex. Place the pointer over STAK and
weapons. Place the pointer back over the “A” TURN box and click the left button (press the press the left button (press ESC key).
click the left button (press the space bar).
Fighter 6 Air Group box and click the left but- down arrow or “2” key). Place the pointer
TF52 which also is an Air Combat TF comes Place the pointer over the ESC box on the
ton (press “A” key). Place the pointer over over the ACCEPT box and click the left but-
up. Click the left button again (press space map display and click the left button (press
the rightmost box on the hangar deck marked ton (press <Enter> key) in order to end your
bar) to return you to TF51. “Q” key). The Options Menu should now be
with one up arrow with “E” in the box. Click turn. You will see various messages appear
displayed. Place the pointer in the END
Place the pointer over the carrier picture the left button (press “E” key). One white on the screen until your next turn.
TURN box and click the left button (press the
labeled “A” and click the left button (press fighter plane was just fueled and moved to
Place the pointer in the ORDERS box in the down arrow or “2” key). Place the pointer
“A” key). The Flight Operations Display for the top hangar area. Click the left button six
Options Menu and press the left button if over the ACCEPT box and click the left but-
the carrier Enterprise is displayed. At the left more times (press “E” six more times) to
ORDERS is not already highlighted in yellow. ton (press <Enter> key) to end your 0440
are four Air Groups labeled as shown below: bring an additional six fighters up to the top
Place the pointer over the ACCEPT box and turn.
hangar area. Place the pointer over the ESC
A Fighter 6 F4F Wildcat press the left button (press the <Enter> key).
box and press the left button (press ESC key). The Options Menu should now be displayed.
B Scout 6 SBD Dauntless It is now the 0440 turn.
Place the pointer in the END TURN box and
You are now back to the map. Place the
C Bomber 6 SBD Dauntless TF51 should be shown on the map with the click the left button (press the down arrow or
pointer over the ZOOM box and click the left
D Torpedo 6 TBD Devastator cursor over it. Place the pointer in the SW “2” key). Place the pointer over the ACCEPT
button (press the F1 key). You will now see
quadrant on the compass, which is located to box and click the left button (press <Enter>
Currently the “A” Fighter 6 planes and Air the map scale change so you can see much
the far right side of the text window. Click the key) to end your turn without going through
Group box are in white showing you these more of the map. Place the pointer over the
left button (press the “<” key). The white the 0500 Orders Phase.
are the planes that you can now access. American flag near the bottom of the screen
pointer which shows which direction the TF
Place the pointer over the “B” Scout 6 box and click the left button (use the down arrow Place the pointer in the ORDERS box in the
is moving in should now be in the SW quad-
and click the left button (press “B” key). The or “2” key to move the cursor). The text win- Options Menu and press the left button if
rant. Place the pointer over the carrier picture
“B” Scout 6 box now turns white and a differ- dow should show the cursor at LOC: 50 35 ORDERS is not already highlighted in yellow.
labeled “A” and click the left button (press
ent group of planes turns white. Press the “?” over the island of Midway. In the text window Place the pointer over the ACCEPT box and
“A” key).
key to see the keyboard commands for the is also displayed AF:50 which means that press the left button (press the <Enter> key).
Midway can launch up to 50 planes in any
one turn from the airfield. Press the left
51 52
It is now the 0520 turn. Place the pointer three times) to move the yellow pointer into a compass and click the left button (press the In the Execution Phase Japanese carrier air-
over the carrier picture labeled “A” and click SW direction. With a mouse an easier “<” key). The white pointer should now be in craft attacked Midway. Search planes from
the left button (press “A” key). You should be method of setting the search direction vector the SW quadrant. Place the pointer over TF51 Midway and TF51 supposedly located two
in the Enterprise’s Flight Operations Display. is to place the pointer on the map in the on the map and click the left button. The Unit enemy TFs.
Press the “?” key to toggle the keyboard direction you wish and click the left button. Menu should come up. Place the pointer
Place the pointer in the ORDERS box in the
commands. Place the pointer in the box The yellow vector will move to the new loca- over DISP TF SEARCH and click the left but-
Options Menu and press the left button if
labeled MIS with the “H” command. Click the tion. Note: A Japanese player having float ton (press “S” key). You will now see 8 white
ORDERS is not already highlighted in yellow.
left button (press the “H” key). You should planes can launch them at this time by plac- search vectors which show the path each of
Place the pointer over the ACCEPT box and
see the Mission Display box appear with ing the pointer over LNCH and clicking the the 8 SBD Dauntless planes are taking. Press
press the left button (press the <Enter> key).
mission: CAP, Flight 6, F4F Wildcat x 0. left button (press “F” key). Place the pointer the right button (press any key) to exit the
Place the pointer in the box with 2 up arrows over the ESC box and press the left button display. It is now the 0620 turn. Note: Due to the
with the “]” command and click the left but- (press ESC key). You should now be back to game’s randomization your game may be
Using the mouse place the pointer in the
ton (press “]” key). You should get a mes- the Flight Operations Display. Place the slightly different. If you have not sighted a
MODE box and click the left button. The text
sage about TF turning into the wind (unless pointer over the ESC box and press the left Japanese TF by now, end the turn and keep
window should say MODE: CAP and a F3-
the random wind direction is in the SW button (press ESC key). doing so until you sight one. An Allied Strike
CAP with 6 planes box should appear in the
quadrant). Seven of the F4F Wildcats have icon is a few hexes from Midway. Using a
Place the pointer over the ESC box on the right side of the text window. Place the
just been launched on CAP. Place the pointer mouse place the pointer over the MODE box
map display and click the left button (press pointer in the F3-CAP box and click the left
in the “B” Scout 6 Air Group box and click and click the left button twice to put you in
“Q” key). The Options Menu should now be button. If you are using the keyboard just
the left button (press “B” key). Place the MODE: STRIKE. Place the pointer over the
displayed. Place the pointer in the END press F3. You should see TF51’s CAP on the
pointer in the box labeled MIS with the “H” Strike icon and click the left button. Now
TURN box and click the left button (press the screen which contains 7 F4F Wildcats from
command. Click the left button (press the “H” click the right button (press “E” key) to dis-
down arrow or “2” key). Place the pointer over Fighter 6. To land the CAP place the pointer
key). The Mission Display box should now play the planes in the strike. Click the right
the ACCEPT box and click the left button over the “A” next to Fighter 6 and click the
show mission: Search, flight: 7, SBD button (press ESC or space bar) to exit the
(press <Enter> key) to end your 0520 turn. left button (press “A” key). The Flight
Dauntless x 0. Press the “?” key again. You display. You will now see a view of the
Operations Menu now appears. Press the “?”
should also see a SET-DIR box with “S” in The Options Menu should now be displayed. planes in the strike. Click the right button
key. To land all the CAP place the pointer
the box on the left side of the screen. Place Place the pointer in the END TURN box and (press ESC or space bar) to exit.
over the box labeled —>> with a “E” in the
the pointer over the one arrow box with “[“ in click the left button (press the down arrow or
box and click the left button (press “E”). Your Place the pointer in the MODE box and click
the box and click the left button 8 times “2” key). Place the pointer over the ACCEPT
planes should now be on the flight deck. until MODE: TF appears. Place the pointer or
(press “[“ key 8 times) to launch 8 SBD box and click the left button (press <Enter>
Press the right button (press ESC or space move the cursor to TF51. Click the left
Dauntless planes. Now place the pointer over key) to end your turn without going through
bar) to exit the display. mouse button. In the Flight Operations
the SET-DIR box and click the left button the 0540 Orders Phase.
Display place the pointer in the “B” Scout 6
(press the “S” key). Place the pointer over the ESC box on the
Place the pointer in the ORDERS box in the Air Group box and click the left button (press
map display and click the left button (press
The Set Search Direction Display will now Options Menu and press the left button if “B” key). Press the “?” key. Place the pointer
“Q” key). The Options Menu should now be
come up showing the map with TF51 having ORDERS is not already highlighted in yellow. in the box labeled MIS with the “H” com-
displayed. Place the pointer in the END TURN
a yellow search vector (angle) pointing to the Place the pointer over the ACCEPT box and mand. Click the left button twice (press the
box and click the left button (press the down
NW. Place the pointer in the << box and click press the left button (press the <Enter> key).
arrow or “2” key). Place the pointer over the
the button three times (press the “<” key
It is now the 0600 turn. TF51 should be ACCEPT box and click the left button (press
shown on the map with the cursor over it. <Enter> key) to end your 0600 turn.
Place the pointer in the SW quadrant on the
53 54
“H” key twice). The Mission Display box the start of a battle about the enemy’s loca- report. Second, there is a chance that the STRATEGY AND TACTICS
should now show mission: Strike, flight tion, strength, or intentions. The scenarios search pilot will see a carrier in a non-carrier
14:51, SBD Dauntless x 0: 0. Place the are not totally random. The battles are fought Task Force. Third, the pilot will report a STRATEGY NOTES FOR THE
pointer over the two up arrow box with “]” in with ships and planes that are available at the dummy Task Force that is the mirror image CAMPAIGN GAME
the box and click the left button (press “]” time period of the battle. of a real Task Force in a different location.
ALLIED PLAYER STRATEGY
key) to launch 11 SBD Dauntless planes. Dummy TFs will be removed after two or
Next press the “?” key. Place the pointer in THE CAMPAIGN three passes by search planes. As the Allied player you start in May 1942
the TGT-TF box and click the left button Except for Marianas, all of the scenarios with two major disadvantages. You are out-
(press “S” key). The Target Display comes included in the game may be used as starting AIR STRIKES numbered in carriers and both your pilots
up. Place the pointer over “A” the first target points for a Campaign Game. The campaign “The best laid plans often run astray” or and planes are not as good as the Japanese.
in the list and click the left button (press “A” allows you to fight up to one battle a month “Murphy’s law rules supreme.” The system Your main advantages lay in the fact that
key). Press the right button (ESC or space until the June 1944 ending. Ships sunk or for resolving air strikes against enemy ships your carriers one for one match up well with
bar) to exit. Again you may press the right damaged in battle will be unavailable later in contains so much luck that almost anything the Japanese, you have radar before they do,
button (ESC or space bar) to exit the Flight the campaign. You cannot afford to use your can happen. Your intentions are most fre- and your defensive posture may allow you to
Operations Display to the map display. ships like there’s no tomorrow. quently foiled when your strikes encounter use land-based planes (especially at
the wrong enemy TF. Large strikes of 60 or Midway) to offset your numerical disadvan-
In this tutorial you have only accessed a SEARCH OPERATIONS tage. Although Midway will always be a max-
more aircraft may split up, with some groups
small fraction of the numerous available The program simplifies the task of assigning imum effort by both sides, you must hope
attacking the wrong TF while the rest con-
commands. The major game functions search missions. You select which planes that the early battles are small ones (such as
tinue towards the desired target. Strikes of
revolve around sending out searches, putting will be launched on search missions and the historical Coral Sea battle) where your
100 or more aircraft may split up several
up CAP for defense, and sending out strikes then set a search direction. The computer larger carriers should have the advantage.
times while flying towards their target.
as covered in the tutorial. To get into the “staff officer” then assigns each plane to a Also your radar advantage in May, June, and
Smaller strikes will not split up but the whole
game quickly review the various menus specific search vector. July may allow you to score a big victory as
strike may attack the wrong target.
available and if need be the explanations was done historically at Midway. However,
concerning their use. Historically search planes were quite efficient GENERAL WITHDRAWAL do not be afraid to decline a battle if your
at locating enemy Task Forces during clear early carrier losses force you into a battle
The General Withdrawal rule was placed into
weather. There were frequent failures, how-
DESIGNER’S NOTES ever, in reporting the type, strength, and
the game to help further simulate the actual where you expect to be outnumbered in fleet
conditions that existed during wartime. Most carriers by 2-1. Always keep in mind that
CARRIER STRIKE was designed to provide an location of enemy forces to the carrier force
players usually play over aggressively in your reinforcements and ever increasing
infinite number of “random” carrier battles commander. Many search reports were trans-
wargame simulations which tends to lead to technological superiority will eventually give
that can be linked together as a two year mitted but not received by the carrier com-
excessive casualties and produce ahistorical you advantages that the Japanese cannot
“historical” campaign. The random factor is manders. Other reports were garbled in ways
results. Eliminating the entire enemy carrier match. Do not forget about your overall mis-
crucial in creating an authentic fog of war. that created confusion over the location or
force would lead to a fast and rather boring sion as you play since victory points include
You can only fight the battle of Midway so type of ships sighted. Search pilots fre-
Campaign Game with some months being mission points as well. Try to concentrate on
many times before all of the mystery is elimi- quently miscalculated their location when fly-
skipped due to the lack of enemy carriers. one enemy TF at a time. Large or continuous
nated. In CARRIER STRIKE you are never sure at ing over open sea. strikes weaken enemy CAP and increase the
CARRIER STRIKE attempts to simulate search percentage of friendly survivors in each strike.
report confusion in three ways. First there is Usually priority will be given to destroying
a 33% chance that you will not receive a enemy Air Combat TFs, however, in certain
situations Transport and Bombardment TFs
become very important for scoring purposes.
55 56
JAPANESE PLAYER STRATEGY TACTICAL NOTES it is essential that you spot the Allied carriers OPTIMUM ENGAGEMENT RANGES
As the Japanese player you must make the groups before they spot you. As the Allied Early in the war the Japanese enjoy a range
SEARCHING FOR ENEMY TF
most of your early numerical and qualitative player you face a more difficult time in that advantage which sometimes can be used to
Finding the enemy is the first step in any car- you will be forced to allocate carrier planes
advantage. During 1942 you will only face great effect. Japanese planes can easily strike
rier engagement and a full search effort for search. If you do not have a good land-
six Allied carriers. Your goal must be their targets up to 200 miles away while having a
should be well underway by 0600 each day. based search capability (i.e. Midway or
early destruction, for if you are successful, chance of engaging enemy forces up to 250
As the Japanese player you have a distinct Henderson Field) you may be forced to use
you stand a good chance of sweeping the miles away (even further if the enemy is mov-
advantage in this area due to the ability to as many as 15-20 carrier planes to set up
Allied navy from the South Pacific for several ing towards you since a Task Force can move
use float planes, thus saving carrier bombers your 135-180 degree search arc. Take advan-
months, or forcing the Allied player to fight almost 100 miles in the time in which it takes
for combat while the Allied player is forced to tage of radar contacts of enemy strikes as
several battles at an extreme disadvantage. If a strike to form up, move 250 miles, and
send carrier planes (SBD’s in 1942) to find they may tell you in which direction to search
this happens you will be able to delay the locate its target). Allied planes in 1942 can
the enemy. Two Japanese Task Forces each (of course by that time it may be too late!) It
Allied base construction program and possi- strike targets up to 175-200 miles away with
with 8-12 float planes is more than sufficient is better to use a few extra planes on search
bly reduce the impact of Allied land based air 1000 pound bombs (use 500 pound bombs
to set up a good search pattern. Players in order to find the enemy than to skimp on
power. You should always concentrate on only when at extreme range) but TBD’s will
should work towards setting up a search pat- search planes and find yourself receiving an
sinking Allied carriers. If you have sunk need luck to hit anything greater than 125
tern that covers a 135 to 180 degree arc away unanswered first strike. Due to inaccurate
enough of the Allied carriers, you may be miles away. Thus the Japanese player is usu-
from friendly carriers. In two turns two search reports, both sides must be ready to
able to keep your numerical advantage into ally best advised to strike at targets 200-225
Japanese Task Forces can usually launch 16- follow up their first search planes with addi-
mid 1943. By this time improved Allied miles away and then turn away from the
18 planes in such a way to cover this area. tional planes as needed to verify the initial
planes and flak along with the arrival of sev- enemy and attempt to outrun any counterat-
When playing on the South Pacific map dur- information received. It is probably best not
eral new Allied carriers will no doubt shift the tack. The Allied player must attempt to close
ing randomly generated battles, it is a good to arm your search planes as it is not very
initiative to the Allies. By 1944 all you can the range and engage at distances of 100-
bet that the Allied player is going to be either likely the plane will do any damage; this will
usually hope to do is show up and with luck 150 miles. If the range to the enemy TF is
south, southeast, or east of your position at allow you to cover more territory faster and
sink an Allied carrier. This is the point at close, the Allied player should use 1000 lb
the beginning of the battle (when fighting in give you a greater range to search.
which you must be willing to decline battles bombs to inflict maximum damage. As the
early to mid 1942 they may be to the south-
in which the possible loss of carriers will war progresses both sides will receive new
west). Thus a 180 degree arc should be more HIDING FROM THE ENEMY
outweigh any possible reward. The key to planes with slightly longer ranges, but the
than sufficient (beware of surprises at If at all possible try to keep your TFs out of
Japanese success is in scoring points in Japanese range advantage will remain with
Midway). Be sure to keep enough float coastal and restricted hexes which gives the
1942 by defeating those first 6 Allied carriers. 50 miles added to the ranges given above.
planes in reserve so that you can dispatch enemy an increased chance to spot your
Only if this is accomplished can you hope to
follow up patrols to check out any reported force. Use cloud cover whenever possible to AIRCRAFT MANAGEMENT
build a sufficient lead in victory points to
spotting. Be sure to check up on your search avoid detection, especially if you are spotted A carrier commander’s goals are simple and
survive the impending Allied onslaught. Do
planes, for if search planes begin to disap- already. If detected and you know the loca- yet often in conflict with each other. You
not forget about the overall mission you are
pear you can bet that they have flown over tion of the enemy TF, check the range. If you must be able to launch large airstrikes at
assigned since total victory points includes
enemy carriers and have been shot down by are at a disadvantage, moving away from the enemy carriers as soon as they are spotted,
mission points. Another strategy you may
CAP. If this happens immediately send sev- enemy TF may put you out of range. Try not while minimizing the possibility of being
use if you have scored well in 1942 is to go
eral new search patrols to the area. If you are to recall strikes as your location could be caught with fueled and armed airplanes on
after the Allied transports and keep your CVs
unlucky enough to not have more than one given away. your carriers. Each morning after launching
floating. Gaining the mission points and
Task Force capable of launching float planes 1/3 to 2/3 of your fighters on CAP and any
keeping your damage points down may give
you should consider using 5-10 dive- bombers on search missions, your next deci-
you enough points for a victory.
bombers from a carrier to augment your sions involve determining if you will keep
search. Remember that before you have radar
ESPIRITU SANTO
57 58
NOENI
TASSAFARONGA
armed planes on deck, and if so, which planes enemy CAP and causing maximum damage
61
51
40
43
1
and with what ordnance. Prior to obtaining with minimum losses. Later in the war the
SHORTLAND
radar, the Japanese player must be very care- Japanese player’s only hope of getting past
49
39
28
22
64
ful not to keep armed and fueled planes on Allied CAP and flak is by forming strikes with
his carriers for more than a few turns. If you over 100 planes.
haven’t sighted the enemy by 0700 to 0800
LAE
100
34
13
21
58
you should put your planes in the hanger and USE OF NON-CARRIER TASK FORCES
TABLE
RANGE TABLE
await further developments. If you have radar Bombardment and surface combat Task
BUKA IS.
HENDERSON FIELD
51
41
30
28
70
you can afford to risk keeping 36 planes (18 Forces can be used to engage enemy carrier
TULAGI
RANGE
for CVL’s) on deck and ready for launching forces, especially crippled carriers that have
RABAUL
(in this case your biggest risk is being hit by broken off from the main force, and transport
44
34
23
37
79
a submarine launched torpedo and watching forces. Operating between your carriers and
TASSAFARONGA
the subsequent fires blow up your ship). enemy carriers they can be used as an early
TRUK
MUNDA
73
52
55
55
97
Keep in mind that on any one turn a fleet car- warning radar screen. To the Japanese player
rier can launch 36 planes from the flight their float planes can be critical in finding
HENDERSON FIELD
deck, or move 18 planes from the fueling and identifying enemy forces without using
ESPIRITU SANTO
PORT MORESBY
area to the flight deck and then launch those carrier planes. Be sure to protect your trans-
BUKA IS.
TOWNSVILLE
MILNE BAY
BUIN
18 planes. This means that you can launch ports as they are the most vulnerable to both
GREEN IS.
SHORTLAND
up to 54 planes in two turns. Unless you air attacks and surface combat. Transports
have TBD’s you should try to keep a combi- should only move into enemy territory once
TOROKINA
nation of torpedo and dive bombers on deck enemy naval forces have been engaged and
along with an escort of 8-12 fighters. The neutralized. Bombardment Task Forces
RABAUL
shorter range of the TBD’s often requires you should stay 250-300 miles away from enemy
TRUK
to launch them as part of your second strike land bases until dark in order to avoid enemy
after you have been able to close the range land-based airstrikes. Once night has arrived
between carrier forces. If you have time it is move towards your target at full speed, bom-
KAVIENG
KIRIWINA
EMIRAU IS.
often best to have your first planes hover bard, and then withdraw before daylight
MILNE BAY
over your Task Force (do not give them a tar- breaks and you find yourself being attacked
get) until you are able to reinforce them with from the air. For most of the war the
TOWNSVILLE
DOBODURA
additional planes on the following turn. If Japanese player has an advantage in capital
possible try to form large strikes containing ships. The Allied player should therefore try
MANUS IS.
CHARTER TOWERS
planes from different carriers as they will to avoid surface combat against a Japanese
LAE
PORT MORESBY
stand a better chance of overwhelming Surface Combat TF if possible.
TOROKINA
Note: Numbers in the
EASTERN
MIDWAY
59
WAKE IS.
MARIANAS
Note: Numbers in the IWO JIMA RANGE TABLE
RANGE TABLE
Range Table refer to the PALAU YAP ULITHI TINIAN ROTA GUAM
range (in hexes) between
the two bases. ENIWETOK 100 87 77 63 62 63
SAIPAN 64 51 41 1 5 9
TINIAN
60
SAIPAN
GUAM
ROTA
ENIWETOK
ULITHI
YAP
PALAU
61 62
that could compete with land, and were not designed to compete with perfectly flat. The first U.S. carrier, above the deck. The plane landing
planned to use attack aircraft to sink land-based aircraft. The British the Langley, was converted from a col- would snag these wires with a comb-
ships, especially opposing aircraft car- thought that aircraft might attack bat- lier into a true flat-top. The Japanese like device between the plane’s
riers. Both navies developed torpedo tleships, but that their attacks would built their first large carriers with wheels. This arrangement often
bombing, originated by the British in at best slow down enemy ships so that three decks and no superstructure. worked too well, since the landing
World War I, and dive bombing, friendly battleships could finish them Multi-deck carriers worked fine in the planes had a tendency to nose over
invented by the United States Navy off. Aircraft carriers and battleships twenties and early thirties, as long as into the deck, and therefore, one out
and Marine Corps in the twenties, but were both supposed to protect them- the planes flown from them were of every four landings resulted in dam-
the Japanese emphasized the former selves from enemy aircraft with armor lightweight, agile biplanes such as the age to the plane. In the early thirties,
tactic while the Americans empha- and anti-aircraft guns. In the late British Fairey Flycatcher. But when the United States Navy operated its
sized the latter. In spite of their com- 1930’s, as the British faced the aircraft got larger, most of the multi- large carriers without any arrestor gear.
mitment to the use of carriers, neither prospect of a war against a mighty deck carriers were given a new single By the end of the thirties, a modern
the United States nor the Japanese German airforce, they designed and deck longer than their previous top kind of arrestor gear, with several
Navies thought that carriers could built the four carriers of the Illustrious decks. transverse wires designed to catch a
replace battleships as the backbone of class, with very heavy armor and AA The flat-topped carrier had two hook set in the tail of the landing air-
the fleet. protection, but very few planes. problems. It proved impossible to deal craft, was in use. By that time, too,
Meanwhile, the British Navy pre- When the European war began in with smoke, especially in large, fast carrier men had worked out a way of
pared for a different kind of carrier 1939, the major naval powers had, ships, without a funnel. It also proved helping a landing pilot find his way
warfare. Just before World War I between them, seventeen fleet carri- difficult to handle a large carrier with- down, by putting a specially trained
ended, the Royal Air Force had been ers. The United States had five with a out a bridge that was higher than the landing officer on deck, armed with
formed out of army and navy air arms. combined total displacement of flight deck. The Japanese went to a brilliantly colored paddles for signal-
The R.A.F. was dominated by a faith 120,100 tons and an aircraft capacity great deal of trouble to design funnels ing to the pilot.
in strategic bombing to the exclusion of over 400; Great Britain had seven that could be placed on the side of the When the war began, the latest
of other kinds of aerial activity. with a combined total displacement of ship and pointed down and out. They development in British carriers was
Although the navy regained some 138,000 tons, but an aircraft capacity placed the bridge on a small island on the crash barrier. This was a safety
control of naval aircraft as early as of only around 200; Japan had five the port or starboard edge of the flight aide to speed carrier operations.
1923, and the Fleet Air Arm (carrier- (not counting the Hoso) with a total deck. The British and Americans Previously, a newly landed plane tax-
based aircraft) was returned com- displacement of 118,500 tons and an chose to use a large island, always on ied to the forward elevator, where it
pletely to naval control in 1937, the aircraft capacity of 300. the starboard edge, that could accom- had to be lowered to the hangar deck.
unified airforce prevented naval avia- Meanwhile, all three navies were modate the funnels (in an upright Then the elevator had to return to
tors from achieving influential posi- learning, at about the same speed, position) and the bridge. position before it was quite safe to
tions in the navy. As a result, aircraft how to design aircraft carriers and how The men developing carrier proce- land the next plane. Otherwise a
carriers in the Royal Navy were to fly aircraft from them. After the dures between the wars arrived at a badly-landed plane might careen into
looked on strictly as auxiliary to bat- British experience with the separated number of successful ideas for making parked airplanes and cause fires and
tleships. British carriers carried fewer decks of the Furious, some designers carrier landings safer. Various kinds of explosions. The crash barrier was a
aircraft than American and Japanese thought that a carrier ought to be arrestor gear were tried. One kind, strong cable net which was raised
carriers, and British carrier aircraft built with a flight deck unbroken by used by the British and Americans for
any superstructure. So, the Furious was years, consisted of a set of longitudinal
rebuilt with two decks, the top one wires set on little bridges a few inches
65 66
about midway across the deck while craft and supported the amphibious day that Formidable was bombed off The Battle of the Atlantic against
an airplane was landing, then lowered counter-attack in northern Norway. Crete, the modern German battleship, the German submarines led to the
to the deck to allow the airplane to But as soon as the Luftwaffe arrived in Bismarck, was caught like the Italian invention of the escort carrier, slower
taxi to the forward part of the deck strength, the carriers, along with the ships. After sinking the Hood and tak- and carrying fewer aircraft than a fleet
where it could be parked safely while rest of the British fleet, had to retire, ing some damage from the Prince of carrier - also cheaper, faster to build,
other airplanes landed on. The barrier because British carrier aircraft were Wales, the German ship was heading and more expendable. The escort car-
could be rather hard on the airplane inferior in numbers and quality to for the safety of land-based air cover riers were largely responsible for mak-
and the pilot that hit it, but it was German land-based aircraft. when it was attacked by fifteen ing the mid-Atlantic safe for convoys.
usually to be preferred to the alterna- The German invasion of Crete a Swordfish with torpedoes. They got They also cooperated with fleet carri-
tive. Its use was somewhat controver- year later was similar to the German two hits, one of which damaged the ers in giving air support to a series of
sial. In 1940, the conservative captain invasion of Norway. Again, a British rudder and propellers, stopping the amphibious assaults in the
of the Ark Royal did not use his, while fleet, greatly superior to any enemy German ship and allowing British bat- Mediterranean - North Africa, Sicily,
the more aggressive captain of the new fleet in the area, was unable to pre- tleships and cruisers to catch up and Salerno and Southern France, all of
Illustrious did, because he thought that vent the invasions and was even destroy it the next day. which were beyond the range of land-
speed of operations might be of great unable to protect itself very well Probably the most important suc- based fighters.
importance some day. against German land-based aircraft. cess of British carriers in the war was The war in the Pacific is the only
When the war began in Europe, The one British aircraft carrier in an activity that had not been fore- war in which carriers fought over
the British Admiralty set about trying involved, the heavily armored seen before the war – the support of other carriers. It demonstrated more
to find something useful for its carriers Formidable, was seriously damaged by Malta. Malta was a constant burden to clearly than the war in the Atlantic
to do against an enemy that did not German dive bombers. In Norway and Axis strategy in the Mediterranean. and Mediterranean that the battleship
have a major battle fleet. At first, car- Crete, the British carriers were thrown When the Germans were able to sta- had become a vessel of limited useful-
riers were sent out on anti-submarine into a task they were not designed for. tion a large number of aircraft in the ness and that the aircraft carrier was
patrols, but one carrier was soon sunk They were more successful when they Mediterranean, they were able to neu- the true capital ship of the mid-
and the others were quickly with- were pitted against enemy ships tralize it, but when the aircraft were Twentieth Century.
drawn. Then, the Ark Royal, with unsupported by an effective airforce. needed elsewhere, Malta revived and It is hard to realize now how tacti-
many other ships, was given the task In November, 1940, a carefully Malta-based bombers, submarines, and cally brilliant and strategically shock-
of finding the German pocket battle- planned nighttime raid by carrier- even surface ships wrecked Axis supply ing the Japanese attack on Pearl
ship, Graf Spee, but, although the Ark based Swordfish torpedo bombers sank lines. Malta did not fall during periods Harbor was when it occurred it 1941.
Royal sailed all over the Indian and three of the six Italian battleships in of Axis ascendency because it was Before it happened, few people imag-
South Atlantic Oceans, the German the harbor of Taranto (two were constantly resupplied by convoys, ined that carrier aircraft, much less
ship was found, fought, trapped, and repaired later). In the Battle of Cape escorted often by aircraft carriers, and Japanese carrier aircraft, were capable
scuttled without her effective partici- Matapan, in March, 1941, an Italian furnished with land-based fighters that of delivering such a blow at such a dis-
pation. When the Germans invaded fleet was being chased by a stronger, were ferried part way to Malta on car- tance. The attack was carried out by
Norway, British carriers were sent with but slower British fleet. Carrier aircraft riers and then flown off. The British the largest carrier fleet that had yet
the fleet to the defense of that nation. damaged an Italian battleship, which lost two carriers in this work, but operated, or would operate again until
Their aircraft sank a few German then got away and slowed down a Malta held and thereby helped save late 1943. The Japanese used six fast
ships, shot down some German air- heavy cruiser enough that it and two Egypt. carriers carrying 418 aircraft. They
others were sunk by British battle- attacked with 353 aircraft, of which
ships. Two months later, on the same 154 were assigned to attack ships and
67 68
199 to attack American aircraft. In May, 1942, a Japanese attempt Japanese arrived. The Japanese again damage under control when it was
Although the attack was very success- to extend their perimeter by landing approached in several groups of ships, attacked and sunk by a Japanese sub-
ful, it was not decisive, because it did at Port Moresby in Southern New the foremost of which consisted of marine.
not catch any of the three American Guinea led to the Battle of the Coral four fleet carriers and light screen. The last half of 1942 was taken up
Pacific Fleet carriers in harbor. The Sea. The Japanese operated in several The Americans had three large, fast with a number of naval battles around
eight old battleships that were put out groups, of which one contained a carriers and 115 assorted aircraft on Guadalcanal, which led to two carrier
of action or sunk would have been small carrier and another two large Midway itself. Not expecting any vs. carrier engagements: the Battles of
powerless to stop the Japanese offen- fleet carriers. The Americans, who resistance, the Japanese advanced the Eastern Solomons and of the
sive anyway. knew the general direction of the carelessly. The battle was character- Santa Cruz Islands. In the first of
In the next six months, the Japanese advance but not their spe- ized by a large number of chance these, the carriers were handled very
Japanese spread out over the Pacific. cific plans, countered with two large events. The Japanese bombed warily by both sides, made cautious by
Their attacks were covered at all points carriers. In a confused battle, during Midway. The Americans discovered memories of Midway. By the time the
by naval aircraft, generally land-based which, among other things, Japanese them and launched a massive attack, second battle occurred, the Japanese
rather than carrier-based. Two of the aircraft almost landed on an American which turned into a long series of lit- had been encouraged by the sinking of
fast carriers supported the second carrier, the Japanese sank one of the tle attacks by land-based planes and one American carrier and the damag-
attack on Wake after the first had American carriers while losing only carrier torpedo bombers. Just as the ing of another (both by Japanese sub-
failed. Then the whole force struck at their own small carrier. Nevertheless, Japanese were ready to launch a sec- marines), and the Americans had
the East Indies in support of amphibi- the battle can be counted as an ond Midway attack, they discovered been invigorated by a change of lead-
ous operations there, then at Darwin, American victory, because the the American carriers. So, in between ership. So the carriers launched
Australia, where they carried out an Japanese were forced to give up their dodging torpedoes, they rearmed their attacks at one another with the result
attack almost as surprising as that at invasion attempt. Furthermore, one of planes with torpedoes and armor- that the American Hornet was sunk
Pearl Harbor. Finally, five of the six the two large Japanese carriers was piercing bombs. The Japanese carriers and the Enterprise put out of action,
carriers descended on the British fleet severely damaged, and the other had were about to launch the first of their while the Japanese only had two of
in the Indian Ocean, where their air- lost so many planes and pilots as to be rearmed aircraft, while some were still their four carriers put out of action.
craft sank a number of ships, including temporarily useless. Thus, both were refueling and the ordnance that had Tactically, the Battle of the Santa
the small Hermes, the first carrier to absent from the next battle. been removed was still on deck. Just as Cruz Islands lacked the confusion that
be sunk by carrier aircraft. The Battle of Midway likewise all the defending fighters were down characterized its predecessors. Each
Meanwhile, the American aircraft arose from a Japanese attempt to at sea level, two separate groups of fleet expected to meet the other, and
carriers had commenced operations. extend their perimeter. Their immedi- American dive bombers, one of which spotted the other at about the same
Powerless to interfere with the main ate goal was the strategic island of was short on fuel and had nearly given time. They then launched their
Japanese operations, the Americans Midway. Their hope was to tempt the up looking for the Japanese fleet, attacking aircraft, which sighted each
carried out one- or two-carrier raids on main American fleet into an engage- appeared out of nowhere and other on the way. Both fleets were
the fringes of the Japanese Empire. ment in which it could be destroyed attacked. In a few minutes, three ready for attack, and the Americans
Then, in April, medium bombers took by carrier aircraft and battleship guns. Japanese carriers had been turned into had their combat air patrols up at sev-
off from a carrier deck to make a surprise Again, the Americans knew much of floating infernos which had to be eral levels. The major chance factor
attack on Tokyo. These raids did little the Japanese plan, and so, instead of abandoned. Then, in an exchange of was the weather which covered some
material damage to the enemy, but being drawn into Midway only in attacks later, the last Japanese carrier of the carriers, and left others out in
gave Americans valuable experience. response to the Japanese attack, they was sunk while its aircraft damaged the open.
were already waiting there when the the Yorktown. The American carrier
was being towed to harbor with its
69 70
At this point, there was a pause in their tasks. Japanese carrier pilots were of the lessons of the first part of the for cooperation between fighters on
the carrier war in the Pacific. In one greatly superior to any of the pilots war in mind. The Japanese also built combat air patrol and the radar-
way, 1942 had been a bad year for fleet they met in the first months of the new carriers, in addition to converting informed ships they were protecting.
carriers – twelve of them had been war, because pre-war Japanese training other kinds of ships to carriers, but Airborne as well as shipborne radar
sunk around the world: two British standards were much more rigorous they built slower and in fewer numbers. was essential to the operation of night
(one in the Mediterranean and one in that those of the Americans. But, The only up-to-date Japanese carrier fighting units, desirable at first because
the Indian Ocean) four American, although the Japanese grew to depend that actually participated in a battle the Japanese had had some success
and six Japanese. In another way, it on this qualitative superiority, they was the Taiho. On both sides, the car- with land-based night attacks on
was a good year, because all but two of took no steps to preserve it. The train- riers that had survived 1942 were mod- American ships. Beginning with
these carriers had been sunk mainly by ing program for new pilots was unable ified mainly by the addition of many unsuccessful experiments in 1943, the
carrier aircraft, and it had been to supply replacements for losses, and more and better anti-aircraft guns. Americans proceeded to establish
demonstrated in the course of the year therefore, the quality of Japanese The Americans continued to profit small night fighter units on each car-
that aircraft would dominate any bat- pilots steadily declined. At the same from an increasingly more important rier in late 1943. The advantages of
tle in which they were used in large time, the Japanese did not start to advantage – radar. American ships specialization and the desire to expand
numbers. develop new kinds of aircraft until had been equipped with ship- and night operations to night searches and
During the first six months of the their planes had actually been bet- plane-spotting radar from the begin- night attacks led to the assignment of
Pacific war, the Japanese had accom- tered by the new Allied planes. By the ning of the war, but it did not always one and then two carriers as exclu-
plished almost everything they had end of 1942, “Zeros” were meeting work well. At the Battle of Coral Sea, sively night carriers.
attempted, and usually in less time dangerous land-based American fight- the incoming enemy planes were spot- Radar could spot planes, but could
than they had planned, and with ers, the F4U “Corsair” and the P-38 ted at seventy miles, but at Midway at not identify them, so an adaption of
many fewer losses than they had “Lightning.” By the middle of 1943, only forty miles. Low-flying planes radar, a device called IFF – Identifica-
feared. Their successes were due the carrier-borne F6F “Hellcat” had (that is, torpedo planes), frequently tion Friend or Foe – was used. A trans-
mostly to their command of the air, demonstrated its all around superiority could not be spotted at all because the mitter on board a friendly plane
achieved with carrier- and land-based to the “Zero.” Another new carrier radar was blind from the horizon up to broadcast a coded reply when it was
naval aircraft. Not only were they plane the TBF “Avenger,” designed as 10 degrees above it. In 1943, new challenged by a transmitter on a ship.
superior in aircraft numbers wherever a torpedo bomber, but useful for many radar corrected this defect. Also in But pilots sometimes forgot to switch
they attacked, but also in quality, both other tasks, began to replace the anti- 1943, the Americans tried for the first on their IFF’s and if there were many
of aircraft and of pilots. The “Zero” quated “Devastator” in 1942. time to extend the effective range of groups of planes on the screen, there
carrier fighter was more maneuverable American carrier aviators did not like their radar by stationing radar- was no telling where a signal was com-
than the American F4F carrier fighter, their new dive-bomber, the SB2C equipped destroyers as pickets. In ing from. In complicated situations,
and much better than all of the land- “Helldiver,” but it could carry a 1600 1945, when the fast carriers steamed electronic information always had to
based fighters it encountered. The or 2000 pound bomb and deliver it for four months in the same general be supplemented by visual sighting. It
Japanese dive bombers and torpedo with accuracy to gut an enemy ship. area off Okinawa, this tactic was used was still possible for the Japanese
bombers, with their spat-covered fixed The new American aircraft were systematically. By that time, too, planes to surprise an American carrier
landing gear, looked antique and carried by more and more aircraft car- Americans had increased the value of in March, 1945, when the Franklin
funny to Americans, but, in 1941 and riers. The new Essex class fast carriers their radar by working out techniques was almost sunk by two bombs
1942 they were excellent craft for and Independence class light carriers dropped by a plane that came appar-
began to arrive in the Pacific in mid- ently from nowhere. This kind of
1943. These had been built with many
71 72
event was rare, however, since enemy the places through which reinforce- first one was spotted by radar at a very out of action after the carrier aircraft
planes that penetrated the fighter ments could be staged. Then the fast comfortable 150 miles. The ensuing attacks, continued to advance. It had
screens were usually shot down by carriers joined forces with escort carri- battle was a massacre – the poorly found an escort carrier force and was
anti-aircraft guns. The 5” dual-purpose ers accompanying the invasion fleet to trained Japanese were slaughtered by mauling it although with great diffi-
guns on the carriers used another support the landing and to give ground more numerous and better-equipped culty, when the Japanese commander
application of radar – the VT (vari- support, as necessary, throughout the American veterans – called appropri- decided to retreat. Meanwhile, aircraft
able time) or proximity fuse, which battle. During the battle and after, the ately “The Great Marianas Turkey from American fleet carriers sank the
exploded shells when they came close carriers sailed back to hit the staging Shoot.” The Japanese lost 346 planes now worthless Japanese fleet carriers.
to the target and thereby added bases again. to the Americans’ 30. Damage to ships The last fleet engagement of the
immeasurably to the effectiveness of During every part of the first cam- was minor. The Japanese would have war, if it can be called that, occurred
the guns. paigns, the fleet of fast carriers, sup- undoubtedly lost more planes if some when the superbattleship, Yamato,
The main Japanese answer to these ported by a number of fast battleships of them had not gotten lost and been came out without air cover to protest
varied American superiorities was the as anti-aircraft ships, had to be pre- unable to find the American fleet. the landings on Okinawa. It carried
Kamikaze suicide attack. This drastic pared to turn from its immediate task Meanwhile, American submarines had only enough fuel for a one-way jour-
measure hurt the carriers, but could to fight the main Japanese fleet if it sunk two enemy carriers, and the car- ney, but did not even get that far.
not come close to stopping their came out to oppose the landing. The rier planes sank a third in pursuit. Overwhelming numbers of carrier
operations. Japanese fleet did sortie to defend the The Battle off Leyte Gulf, in planes sank the huge ship in a little
In late 1943, the Americans, oper- Marianas and then Leyte and thereby defense of the Philippines, came so over an hour.
ating an increasingly powerful fast car- brought on the last two big naval soon after the Marianas, that the In the Okinawa campaign, the
rier fleet, began island hopping across battles of war. Japanese had no chance to prepare American carriers were joined by a
the central Pacific. In rapid succession, When the Americans struck at the another large group of carrier pilots, British fast carrier force. The British
Americans landed in the Gilberts, in Marianas, the Japanese had been con- even poor ones. Their aircraft carriers had the same electronic advantages as
the Marshalls, in the Marianas, on serving their naval airpower for six operated with few planes, and were the Americans, and their heavily
Leyte in the Philippines, on Iwo Jima, months in an effort to make up for supposed to launch their planes, get armored ships were able to bounce
and on Okinawa. All of these opera- earlier losses. They had built up an discovered and draw the American Kamakazes off without interrupting
tions followed the same basic pattern. impressive number of carrier planes in fast carriers away from the landing flight operations. By 1945, they had
These landings were all conducted out the fleet and of land based planes in area so that Japanese surface forces overcome their previous carrier weak-
of the effective range of Allied land- the Marianas and other bases. Their could attack the transports. As the nesses. They now operated more
based fighters, and they were all pilots, however, were still inadequately battle started, land-based planes sunk planes on their carriers by parking the
opposed by large numbers of Japanese trained when the Americans struck. the light carrier Princeton, the only excess on the decks. They had solved
land-based planes, operating from the The Japanese had planned a coordi- American fleet carrier to be sunk in their aircraft problem in three ways.
target islands and constantly rein- nated attack by land- and carrier- the last three years of the war. Then, They developed new planes, like the
forced from nearby island groups. The based planes on the American fleet, American carrier planes attacked the “Barracuda” torpedo-dive bomber.
American fast carrier fleet began each but their land-based planes had been approaching Japanese surface forces They adapted the successful land
campaign with a series of devastating mostly destroyed by the time their car- and sank several ships, including the fighter, the “Spitfire” into the carrier
raids against the air forces and bases of riers got into position to launch. The Japanese superbattleship, Musahi. The fighter, the “Seafire.” But the
the target island group and of each of Japanese aircraft took off from a posi- American carriers were lured out of “Barracuda” was slow and awkward,
tion out of American aircraft range. the way, while the main Japanese bat-
Their raids were strung out and the tleship force, mistakenly considered
73 74
while the “Seafire” was too delicate for the destruction of the Japanese carrier
carrier operations, so the main solu- fleet at Midway, and her planes cov-
tion was to use planes obtained on ered the invasion of Guadalcanal. She
Lend-Lease from the Americans; the was at the battles of Eastern Solomons
“Avenger” and the “Corsair.” and Santa Cruz, and was damaged
After the fall of Okinawa, the both times. Afterwards, she joined
American and British carriers began Task Force 58, “The Fast Carriers,”
to cruise off Japan, sending their and was eventually specially fitted for
planes to hit everything they could night operations. Her planes attacked
find in preparation for the invasion of shore targets in the Gilberts,
Japan. They met little air opposition, Kwajelein, the Marianas, Truk, Palu,
as the Japanese saved their little the Philippines, Iwo Jima, Okinawa,
remaining strength for the invasion and Japan, while Japanese ships were
itself. Fortunately for both sides, the hit at the Battles of the Philippine Sea Elements of the Aircraft Carrier
Japanese decided to surrender before it and Leyte Gulf. Two kamikazes in late
came to that. 1945 put an end to the Enterprise’s with armored decks simply wiped was full of gasoline pipes and other
wartime career. She was not used splattered kamikazes off the decks. inflammable substances. Thus, a hit
THE ELEMENTS OF THE again until scrapped in 1958. Ringing the decks were the ship’s reaching the hangar deck of an Amer-
AIRCRAFT CARRIER The Enterprise’s career is an exam- guns. Although the Enterprise’s air ican flatop could often prove fatal or
ple of the many duties fleet carriers group was her main defense, for at least put the ship out of action.
A fleet carrier is a complex organ- close-in work, she could use her 5”/38 British carriers were made more fire-
ism. It has more people than many performed. Her nerve center was the
island (A). On it was the bridge (B) caliber guns (E), also effective against proof by reducing the supply of gasoline
towns, and more destructive power unarmored ships. Some older carriers on board and keeping it in protected
than any other sort of warship. To from which the ship was commanded.
The radar (C) gave warning of had large guns which could only be “magazines.” The Japanese used the
achieve this power, many different ele- used against enemy ships. These proved American system, as they did with
ments had to be included. The carrier approaching planes 100 to 150 miles
away. Deep inside the island is the worthless. The 40mm and 20mm (F) their usual use of wooden decks. The
depicted is U.S.S. Enterprise. The light anti-aircraft guns were for any- sides of the hangar deck are open,
“Big E,” as she is known, saw more Combat Information Center (CIC),
which kept the captain and admiral one who broke through the fighters which makes for less weight, but does
fighting than any other American and heavy gun fire. Below the main not add protection. Aircraft could the-
flatop. She was off Pearl Harbor on on the bridge aware of the overall tac-
tical situation. The ship’s smokestack deck was the hangar deck (G). oretically be catapulted out the after
the morning of 7 December, 1941. Airplanes got to and from the hangar opening, but this was never done in
One of her Dauntless dive bombers is also on the island which, as in all
Anglo-American carriers, is on the deck by the three elevators (H). These combat. Catapults were not installed
was the first American plane to be were, however, very vulnerable to in the forward part of the flight deck
shot down during the war. The “Big E” right. The ship’s deck (D) was, like all
American wartime carriers, of wood. damage, as a hit on one would not until late in the war, and even then
began hitting back soon enough, raid- only break the elevator (leaving a they were seldom used. The hangar
ing Kwajelein and screening the This saved weight and increased air-
craft capacity, but made the ships large hole in the flight deck and stop- could hold all of the Enterprise’s 78 to
Doolittle raid on Japan. She joined in ping most air operations), but could 100 aircraft. During air operations, the
terribly vulnerable to bomb and
kamikaze hits. Smaller British carriers communicate itself down to the hangar hangar deck was also full of bombs and
deck, which, in American carriers, other munitions, brought up from
75 76
magazines below. Secondary explo- SINKING CARRIERS A similar fate met the Lexington. Then, American destroyers tried to
sions from such bombs helped to sink Before the war, it had been estimated sink the blazing hulk with gunfire and
Before the war, a major question
the Japanese carriers at Midway. that the Lexington or its sister-ship, torpedoes without success. Finally, the
was whether aircraft could sink a
Below the hangar deck, the Saratoga, built on battlecruiser hulls, Japanese came up and sank the ship
manned, fighting battleship. By the
Enterprise was much like any other could absorb as many as twelve torpe- with four more torpedo hits.
end of the war, there was no doubt
warship. Amidships, her four engine does. At Coral Sea, however, The USS Franklin did recover after
that they could. But during the war,
rooms (under the waterline) (J) deliv- Lexington received two torpedo hits sustaining damage that might have
carrier aircraft were more often
ered 120,000 horsepower, driving the and two bomb hits, which caused it to brought about its abandonment, if it
engaged in trying to sink enemy carri-
ship at 34 knots. A hit there could list and started fires. Everything had been in contested waters. By
ers, a task that also engaged land-
leave the ship without power and seemed to be under control when a 1945, however, there were no con-
based aircraft and submarines. The
cause serious flooding, although spark set off gas vapor that had leaked. tested waters left in the Pacific. The
question then became, “How much
American ships had better internal This caused fires, and the ship had to Franklin sustained only two bomb
does it take to sink a carrier?” It is
subdivision than their British counter- be abandoned. In the same battle, the hits, but the fires reached parked air-
impossible to give a single answer.
parts. The engines, and the magazines small Japanese carrier, Shoho, was a craft, some of which were armed with
Battle damage never simply sank a
for the bombs, torpedoes, and 5” guns victim of overkill when it was hit by the new Tiny Tim rockets which car-
carrier. Hull damage which resulted in
were protected by the armored belt thirteen bombs and seven torpedoes. ried 150 lbs. of TNT. Perfect aircover,
flooding was countered by compart-
of 4” to 2 1/ 2” from the side. From In the great dive-bombing attack at which prevented the Japanese from
mentization and counter-flooding. Fire
above, they were protected by a 3” Midway, the three Japanese carriers launching follow-up attacks, gave the
was the worst enemy. Fire could drive
armored deck. were set on fire by two, three, and four Franklin fire-fighters enough time to
the crew from a part of a ship. Fire set
Further aft were the screws and bomb hits respectively. The fires save their ship.
off secondary explosions of ordnance
rudders (K). This is always a vulnera- proved to be uncontrollable, a fact It is difficult to make any general-
or fuel. Explosions not only caused
ble part of a ship, but the carriers attributed to the presence of rearming izations from these examples or the
hull damage but also ruptured water
found the fire threat outweighed the and refueling planes on the carriers’ other stories of sunk and damaged car-
lines, gas lines and fuel storage tanks.
dangers of being hit there. To defend decks. Later, however, the remaining riers. Bomb and torpedo hits had var-
Generally, ships did not sink until
against torpedo hits, the Enterprise carrier, the Hiryu, was hit by four ied results. It was generally admitted
sometime after a fire had forced the
had a double bottom, but filling much bombs which started similarly uncon- that torpedoes were more damaging to
crew off. Frequently, a carrier had to
of the cavity between the two bottoms trollable fires without the presence of a ship, but bombs actually hurt more
be sunk by torpedoes fired at it after it
with aviation gas made this a prime readying planes. carriers. This was because it was easier
had been abandoned. The number
fire hazard. This again shows how U.S. The hardest-dying ship of the war to avoid a torpedo by turning the ship.
and kind of hits that were necessary to
Navy carriers were “offensively” may have been the carrier Hornet. It Bombs delivered by high level
cause fatal damage was extremely vari-
oriented, while Royal Navy carriers was hit in the first rush by four bombs, bombers could also be avoided, but
able. The Japanese Taiho was hit by a
were “defensively” oriented. two torpedoes, and two suicide planes, ships could not move fast enough to
single submarine torpedo (larger than
Despite these drawbacks, the one which carried two bombs which avoid very many bombs from low-level
an airborne torpedo) which did minor
Enterprise was generally an excellent exploded. Remarkably, the damage and dive bombers.
structural damage. But it ruptured a
design. (The mass-produced Essex from all this seemed to be under con-
fuel line which allowed gasoline vapor
class was based on Her.) This was one trol, when another attack brought
to spread throughout the ship,
of the reasons why she was amongst another bomb hit and another torpedo
through a mistakenly opened ventila-
the two survivors of America’s eight hit, which increased the damage
tion system. Then a spark blew the
pre-war fast carriers. enough that the ship was abandoned.
ship up.
77 78
ALLIED AIRCRAFT
ALLIED FIGHTER ALLIED FIGHTER ALLIED FIGHTER ALLIED FIGHTER
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
81 82
ALLIED FIGHTER ALLIED FIGHTER BOMBER ALLIED FIGHTER BOMBER ALLIED FIGHTER BOMBER
ALLIED FIGHTER BOMBER ALLIED FIGHTER BOMBER ALLIED DIVE BOMBER ALLIED DIVE BOMBER
ALLIED FIGHTER BOMBER ALLIED FIGHTER BOMBER ALLIED DIVE BOMBER ALLIED TORPEDO BOMBER
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
83 84
ALLIED TORPEDO BOMBER ALLIED TORPEDO BOMBER ALLIED TACTICAL BOMBER ALLIED TACTICAL BOMBER
ALLIED TORPEDO BOMBER ALLIED TORPEDO BOMBER ALLIED TACTICAL BOMBER ALLIED TACTICAL BOMBER
ALLIED TORPEDO BOMBER ALLIED TORPEDO BOMBER ALLIED TACTICAL BOMBER ALLIED TACTICAL BOMBER
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
85 86
ALLIED TACTICAL BOMBER ALLIED TACTICAL BOMBER ALLIED LEVEL BOMBER ALLIED PATROL
B-29
BEAUFORT BLENHEIM SUPERFORTRESS HUDSON
DOG: 7 DOG: 7 DOG: 1 DOG: 10
CAN: 3 CAN: 1 CAN: 16 CAN: 2
LOAD: 20 LOAD: 10 LOAD: 150 LOAD: 7
RNG: 20 RNG: 20 RNG: 50 RNG: 25
DURAB: 26 DURAB: 34 DURAB: 75 DURAB: 32
ALLIED TACTICAL BOMBER ALLIED TACTICAL BOMBER ALLIED PATROL ALLIED PATROL
ALLIED LEVEL BOMBER ALLIED LEVEL BOMBER ALLIED TRANSPORT ALLIED TRANSPORT
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
87 88
JAPANESE AIRCRAFT
JAPANESE FIGHTER JAPANESE FIGHTER JAPANESE FIGHTER JAPANESE FIGHTER
JAPANESE FIGHTER JAPANESE FIGHTER JAPANESE FIGHTER BOMBER JAPANESE FIGHTER BOMBER
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
89 90
JAPANESE FIGHTER BOMBER JAPANESE FIGHTER BOMBER JAPANESE TORPEDO BOMBER JAPANESE TORPEDO BOMBER
JAPANESE FIGHTER BOMBER JAPANESE DIVE BOMBER JAPANESE TACTICAL BOMBER JAPANESE TACTICAL BOMBER
JAPANESE DIVE BOMBER JAPANESE TORPEDO BOMBER JAPANESE TACTICAL BOMBER JAPANESE TACTICAL BOMBER
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
91 92
JAPANESE TACTICAL BOMBER JAPANESE TACTICAL BOMBER JAPANESE FLOAT PLANE JAPANESE FLOAT PLANE
JAPANESE TACTICAL BOMBER JAPANESE TACTICAL BOMBER JAPANESE PATROL JAPANESE PATROL
Note: Some of the planes listed do not appear in the game; these are listed for comparison purposes only.
93 94
Mk-14 torpedo 64 0 9 10
Type 95.m1 torpedo 89 0 13 23
Type 95.m2 torpedo 121 0 8 22 ALLIED FLEET CARRIER: ILLUSTRIOUS CLASS
Mk-13 Torpedo air-torp 60 0 6 22 TYPE: CV
Mk.XII Torpedo air-torp 39 0 2 34 SPEED: 30
Type 91 Torpedo air-torp 45 0 2 42 DURAB: 77
1000 lb Bomb bomb 47 0 0 60 ARMOR: 26
CAP: 55
500 lb Bomb bomb 24 0 0 60 NUMBER & WEAPON NAME: 16 4.5/45, 48 40mm
250 kg Bomb bomb 25 0 0 60
HE Bombs bomb 10 0 0 75
95 96
ALLIED LIGHT CARRIER: UNICORN CLASS ALLIED BATTLESHIP: NORTH CAROLINA CLASS
TYPE: CVL TYPE: BB
SPEED: 25 SPEED: 28
DURAB: 43 DURAB: 116
ARMOR: 10 ARMOR: 123
CAP: 37 CAP: 0
NUMBER & WEAPON NAME: 24 40mm NUMBER & WEAPON NAME: 9 16/45, 20 5/38, 16 40mm
ALLIED LIGHT CARRIER: HERMES CLASS ALLIED BATTLESHIP: SOUTH DAKOTA CLASS
TYPE: CVL TYPE: BB
SPEED: 25 SPEED: 28
DURAB: 36 DURAB: 116
ARMOR: 26 ARMOR: 136
CAP: 12 CAP: 0
NUMBER & WEAPON NAME: 6 5.5/50, 3 4/50, 18 MG NUMBER & WEAPON NAME: 9 16/45, 16 5/38, 12 40mm
ALLIED HEAVY CRUISER: BALTIMORE CLASS ALLIED HEAVY CRUISER: KENT CLASS
TYPE: CA TYPE: CA
SPEED: 33 SPEED: 31
DURAB: 44 DURAB: 35
ARMOR: 53 ARMOR: 23
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 12 5/38, 48 40mm NUMBER & WEAPON NAME: 8 8/50, 8 4/45, 8 40mm
ALLIED HEAVY CRUISER: INDIANAPOLIS CLASS ALLIED HEAVY CRUISER: LONDON CLASS
TYPE: CA TYPE: CA
SPEED: 32 SPEED: 31
DURAB: 32 DURAB: 32 (Historical reference not available)
ARMOR: 23 ARMOR: 23
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 8 5/25, 8 MG NUMBER & WEAPON NAME: 8 8/50, 8 4/45, 16 40mm, 8 Mk-VII
ALLIED HEAVY CRUISER: NEW ORLEANS CLASS ALLIED HEAVY CRUISER: NORFOLK CLASS
TYPE: CA TYPE: CA
SPEED: 32 SPEED: 32
DURAB: 33 DURAB: 33 (Historical reference not available)
ARMOR: 46 ARMOR: 23
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 8 5/25, 8 MG NUMBER & WEAPON NAME: 8 8/50, 8 4/45, 16 40mm, 8 Mk-VII
ALLIED HEAVY CRUISER: NORTHAMPTON CLASS ALLIED LIGHT CRUISER: BROOKLYN CLASS
TYPE: CA TYPE: CL
SPEED: 32 SPEED: 33
DURAB: 30 DURAB: 33
ARMOR: 23 ARMOR: 43
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 9 8/55, 8 5/25, 8 MG NUMBER & WEAPON NAME: 15 6/47, 8 5/25, 8 MG
ALLIED HEAVY CRUISER: PENSACOLA CLASS ALLIED LIGHT CRUISER: CLEVELAND CLASS
TYPE: CA TYPE: CL
SPEED: 32 SPEED: 33
DURAB: 30 DURAB: 33
ARMOR: 23 ARMOR: 43
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 10 8/55, 8 5/25, 8 MG NUMBER & WEAPON NAME: 12 6/47, 12 5/38, 28 40mm
99 100
ALLIED LIGHT CRUISER: OMAHA CLASS ALLIED LIGHT CRUISER: LEANDER CLASS
TYPE: CL TYPE: CL
SPEED: 33 SPEED: 33
DURAB: 23 DURAB: 24
ARMOR: 33 ARMOR: 20
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 10 6/53, 8 3/60, 8 MG, 6 Mk-15 NUMBER & WEAPON NAME: 8 6/50, 4 4/45, 8 40mm, 8 Mk-VII
ALLIED LIGHT CRUISER: DANAE CLASS ALLIED LIGHT CRUISER: SOUTHAMPTON CLASS
TYPE: CL TYPE: CL
SPEED: 27 SPEED: 32
DURAB: 16 DURAB: 30 (Historical reference not available)
ARMOR: 16 ARMOR: 26
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 6 6/50, 3 4/45, 12 MG, 12 Mk-IX NUMBER & WEAPON NAME: 12 6/50, 8 4/45, 8 40mm, 6 Mk-IX
ALLIED LIGHT CRUISER: ENTERPRISE CLASS ALLIED LIGHT CRUISER: PERTH CLASS
TYPE: CL TYPE: CL
SPEED: 33 SPEED: 32
DURAB: 25 DURAB: 23 (Historical reference not available)
ARMOR: 16 ARMOR: 20
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 7 6/50, 5 4/45, 9 MG, 16 Mk-IX NUMBER & WEAPON NAME: 8 6/50, 4 4/45, 8 MG, 8 Mk-VII
ALLIED LIGHT CRUISER: CALEDON CLASS ALLIED LIGHT CRUISER: ADELAIDE CLASS
TYPE: CL TYPE: CL
SPEED: 29 SPEED: 24
DURAB: 13 DURAB: 17 (Historical reference not available)
ARMOR: 16 ARMOR: 16
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 5 6/50, 6 3/60, 11 MG, 8 Mk-IX NUMBER & WEAPON NAME: 8 6/50, 3 4/45, 12 MG
ALLIED LIGHT CRUISER: CAPETOWN CLASS ALLIED LIGHT AA CRUISER: ATLANTA CLASS
TYPE: CL TYPE: CLAA
SPEED: 29 SPEED: 33
DURAB: 14 DURAB: 20
ARMOR: 16 ARMOR: 23
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 8 4/45, 8 40mm, 24 20mm NUMBER & WEAPON NAME: 16 5/38, 24 40mm, 8 20mm, 8 Mk-15
ALLIED LIGHT CRUISER: FIJI CLASS ALLIED LIGHT CRUISER: OAKLAND CLASS
TYPE: CL TYPE: CLAA
SPEED: 32 SPEED: 33
DURAB: 27 DURAB: 20
ARMOR: 26 ARMOR: 23
CAP: 0 CAP: 0
NUMBER & WEAPON NAME: 12 6/50, 8 4/45, 8 40mm, 6 Mk-IX NUMBER & WEAPON NAME: 12 5/38, 32 40mm, 8 20mm, 8 Mk-15
101 102
JAPANESE SHIPS
ALLIED DESTROYER: GREYHOUND CLASS JAPANESE FLEET CARRIER: AKAGI CLASS
TYPE: DD TYPE: CV
SPEED: 36 SPEED: 31
DURAB: 4 (Historical reference not available) DURAB: 120
ARMOR: 3 ARMOR: 33
CAP: 0 CAP: 72
NUMBER & WEAPON NAME: 4 4.7/45, 8 MG, 8 Mk-IX NUMBER & WEAPON NAME: 12 4.7/45, 28 MG
JAPANESE FLEET CARRIER: SHINANO CLASS JAPANESE LIGHT CARRIER: CHIYODA CLASS
TYPE: CV TYPE: CVL
SPEED: 27 SPEED: 29
DURAB: 216 DURAB: 37
ARMOR: 66 ARMOR: 10
CAP: 47 CAP: 30
NUMBER & WEAPON NAME: 16 5/40, 145 25mm, 12 4.7 AA R NUMBER & WEAPON NAME: 8 5/40, 30 25mm
JAPANESE LIGHT CARRIER: ZUIHO CLASS JAPANESE HEAVY CRUISER: AOBA CLASS
TYPE: CVL TYPE: CA
SPEED: 28 SPEED: 33
DURAB: 37 DURAB: 31
ARMOR: 10 ARMOR: 26
CAP: 30 CAP: 2
NUMBER & WEAPON NAME: 8 5/40, 8 25mm NUMBER & WEAPON NAME: 6 8/50, 4 4.7/45, 8 25mm, 8 Type 93
107 108
JAPANESE HEAVY CRUISER: MOGAMI CLASS JAPANESE LIGHT CRUISER: KUMA CLASS
TYPE: CA TYPE: CL
SPEED: 34 SPEED: 33
DURAB: 41 DURAB: 19
ARMOR: 26 ARMOR: 10
CAP: 3 CAP: 1
NUMBER & WEAPON NAME: 10 8/50, 8 5/40, 8 25mm, 12 Type 93 NUMBER & WEAPON NAME: 7 5.5/50, 2 3/60, 8 Type 93
JAPANESE HEAVY CRUISER: MYOKO CLASS JAPANESE LIGHT CRUISER: NAGARA CLASS
TYPE: CA TYPE: CL
SPEED: 33 SPEED: 36
DURAB: 44 DURAB: 17
ARMOR: 43 ARMOR: 10
CAP: 2 CAP: 1
NUMBER & WEAPON NAME: 10 8/50, 8 5/40, 8 25mm, 16 Type 93 NUMBER & WEAPON NAME: 7 5.5/50, 2 3/60, 2 MG, 8 Type 93
JAPANESE HEAVY CRUISER: TAKAO CLASS JAPANESE LIGHT CRUISER: OYODO CLASS
TYPE: CA TYPE: CL
SPEED: 34 SPEED: 36
DURAB: 43 DURAB: 27
ARMOR: 43 ARMOR: 10
CAP: 3 CAP: 2
NUMBER & WEAPON NAME: 10 8/50, 8 5/40, 8 25mm, 16 Type 93 NUMBER & WEAPON NAME: 6 6/60, 8 3.9/60, 12 25mm
JAPANESE HEAVY CRUISER: TONE CLASS JAPANESE LIGHT CRUISER: SENDAI CLASS
TYPE: CA TYPE: CL
SPEED: 35 SPEED: 35
DURAB: 37 DURAB: 18
ARMOR: 26 ARMOR: 10
CAP: 5 CAP: 1
NUMBER & WEAPON NAME: 8 8/50, 8 5/40, 12 25mm, 12 Type 93 NUMBER & WEAPON NAME: 7 5.5/50, 2 3/60, 2 MG, 8 Type 93
JAPANESE LIGHT CRUISER: AGANO CLASS JAPANESE LIGHT CRUISER: TENRYU CLASS
TYPE: CL TYPE: CL
SPEED: 35 SPEED: 33
DURAB: 22 DURAB: 10
ARMOR: 6 ARMOR: 10
CAP: 2 CAP: 0
NUMBER & WEAPON NAME: 6 6/60, 4 3/60, 32 25mm, 8 Type 93 NUMBER & WEAPON NAME: 4 5.5/50, 1 3/60, 2 MG, 6 Type 6
JAPANESE LIGHT CRUISER: KATORI CLASS JAPANESE LIGHT CRUISER: YUBARI CLASS
TYPE: CL TYPE: CL
SPEED: 18 SPEED: 35
DURAB: 19 DURAB: 9
ARMOR: 10 ARMOR: 10
CAP: 1 CAP: 0
NUMBER & WEAPON NAME: 4 5.5/50, 2 5/50, 4 25mm, 4 Type 6 NUMBER & WEAPON NAME: 6 5.5/50, 1 3/60, 2 MG, 4 Type 93
109 110
GENERIC SHIPS
JAPANESE DESTROYER ESCORT: MATSU CLASS OILER: FLEET OILER CLASS
TYPE: DE TYPE: AO
SPEED: 27 SPEED: 15
DURAB: 4 DURAB: 50 (Historical reference not available)
ARMOR: 0 ARMOR: 0
CAP: 0 CAP: 200
NUMBER & WEAPON NAME: 3 5/50, 24 25mm, 4 Type 93 NUMBER & WEAPON NAME: 0
SHIP AVAILABILITY NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL
NAME TYPE CLASS NAT AVAIL Decoy DD Electra BR Mar-42 Kirishima BB Kongo JN Jan-42 Kinu CL Nagara JN Jan-42
Australia CA Kent AUS Feb-42 Fortune DD Electra BR Mar-42 Kongo BB Kongo JN Jan-42 Kiso CL Kuma JN Jan-42
Canberra CA Kent AUS Feb-42 Griffin DD Greyhound BR Mar-42 Mutsu BB Nagato JN Jan-42 Kuma CL Kuma JN Jan-42
Adelaide CL Adelaide AUS Jan-42 Napier DD Napier BR Mar-42 Nagato BB Nagato JN Jan-42 Nagara CL Nagara JN Jan-42
Hobart CL Perth AUS Jan-42 Nizam DD Napier BR Mar-42 Yamashiro BB Fuso JN Jan-42 Naka CL Sendai JN Jan-42
Cornwall CA Kent BR Jan-42 Panther DD Paladin BR Mar-42 Yamato BB Yamato JN Mar-42 Natori CL Nagara JN Jan-42
Devonshire CA London BR Jan-42 Hotspur DD Greyhound BR Apr-42 Musashi BB Yamato JN Sep-42 Okinoshima CL Katori JN Jan-42
Exeter CA Exeter BR Jan-42 Akebono Maru AO Fleet Oiler JN Jan-42 Aoba CA Aoba JN Jan-42 Sendai CL Sendai JN Jan-42
Dorsetshire CA Norfolk BR Feb-42 Kyokuto Maru AO Fleet Oiler JN Jan-42 Ashigara CA Myoko JN Jan-42 Tama CL Kuma JN Jan-42
Caledon CL Caledon BR Jan-42 Nippon Maru AO Fleet Oiler JN Jan-42 Atago CA Takao JN Jan-42 Tatsuta CL Tenryu JN Jan-42
Capetown CL Capetown BR Jan-42 Shinkoku Maru AO Fleet Oiler JN Jan-42 Chikuma CA Tone JN Jan-42 Tenryu CL Tenryu JN Jan-42
Ceres CL Capetown BR Jan-42 Toho Maru AO Fleet Oiler JN Jan-42 Chokai CA Takao JN Jan-42 Tsugaru CL Katori JN Jan-42
Danae CL Danae BR Jan-42 Arizona Maru AP Large JN Jan-42 Furutaka CA Aoba JN Jan-42 Yubari CL Yubari JN Jan-42
Dragon CL Danae BR Jan-42 Azumasan Maru AP Small JN Jan-42 Haguro CA Myoko JN Jan-42 Yura CL Nagara JN Jan-42
Durban CL Danae BR Jan-42 Brazil Maru AP Large JN Jan-42 Kako CA Aoba JN Jan-42 Agano CL Agano JN Jan-43
Emerald CL Enterprise BR Jan-42 Hokuriku Maru AP Medium JN Jan-42 Kinugasa CA Aoba JN Jan-42 Kitikami CL Kitikami JN Jan-43
Enterprise CL Enterprise BR Jan-42 Kano Maru AP Small JN Jan-42 Kumano CA Mogami JN Jan-42 Oi CL Kitikami JN Feb-43
Mauritius CL Fiji BR Jan-42 Kiyozumi Maru AP Medium JN Jan-42 Maya CA Takao JN Jan-42 Oyodo CL Oyodo JN May-43
Dauntless CL Danae BR Apr-42 Meiyo Maru AP Small JN Jan-42 Mikuma CA Mogami JN Jan-42 Noshiro CL Agano JN Sep-43
Birmingham CL Southampton BR May-42 Nankai Maru AP Medium JN Jan-42 Mogami CA Mogami JN Jan-42 Yahagi CL Agano JN Feb-44
Caradoc CL Caledon BR May-42 Toa Maru AP Medium JN Jan-42 Myoko CA Myoko JN Jan-42 Sakawa CL Agano JN Feb-45
Victorious CV Illustrious BR Apr-43 1 APD Minekaze JN Jan-42 Nachi CA Myoko JN Jan-42 Kamikawa CS Kamikawa JN Jan-42
Illustrious CV Illustrious BR Sep-43 2 APD Minekaze JN Jan-42 Suzuya CA Mogami JN Jan-42 Kimikawa CS Kamikawa JN Jan-42
Indomitable CV Indomitable BR Sep-43 34 APD Minekaze JN Jan-42 Takao CA Takao JN Jan-42 Mizuho CS Nisshin JN Jan-42
Unicorn CVL Colossus BR Jul-43 35 APD Minekaze JN Jan-42 Tone CA Tone JN Jan-42 Nisshin CS Nisshin JN Jan-42
Foxhound DD Electra BR Jan-42 Fuso BB Fuso JN Jan-42 Abukuma CL Nagara JN Jan-42 Akagi CV Akagi JN Jan-42
Norman DD Napier BR Jan-42 Haruna BB Kongo JN Jan-42 Isuzu CL Nagara JN Jan-42 Hiryu CV Hiryu JN Jan-42
Nestor DD Napier BR Feb-42 Hiei BB Kongo JN Jan-42 Jintsu CL Sendai JN Jan-42 Kaga CV Kaga JN Jan-42
Pakenham DD Paladin BR Feb-42 Hyuga BB Fuso JN Jan-42 Kashima CL Katori JN Jan-42 Shokaku CV Shokaku JN Jan-42
Paladin DD Paladin BR Feb-42 Ise BB Fuso JN Jan-42 Katori CL Katori JN Jan-42 Soryu CV Soryu JN Jan-42
115 116
NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL
Zuikaku CV Shokaku JN Jan-42 Fumizuki DD Mutsuki JN Jan-42 Murasame DD Shiratsuyu JN Jan-42 Yamagumo DD Asashio JN Jan-42
Junyo CV Junyo JN May-42 Hagikaze DD Kagero JN Jan-42 Mutsuki DD Mutsuki JN Jan-42 Yamakaze DD Shiratsuyu JN Jan-42
Hiyo CV Junyo JN Oct-42 Hamakaze DD Kagero JN Jan-42 Nagatsuki DD Mutsuki JN Jan-42 Yayoi DD Mutsuki JN Jan-42
Taiho CV Taiho JN Jun-44 Harukaze DD Kamikaze JN Jan-42 Natsugumo DD Asashio JN Jan-42 Yudachi DD Shiratsuyu JN Jan-42
Unryu CV Unryu JN Nov-44 Harusame DD Shiratsuyu JN Jan-42 Natsushio DD Kagero JN Jan-42 Yugiri DD Fubuki JN Jan-42
Amagi CV Unryu JN Dec-44 Hatakaze DD Kamikaze JN Jan-42 Nenohi DD Hatsuharu JN Jan-42 Yugumo DD Yugumo JN Jan-42
Katsuragi CV Unryu JN Jan-45 Hatsuharu DD Hatsuharu JN Jan-42 Nowaki DD Kagero JN Jan-42 Yugure DD Hatsuharu JN Jan-42
Shinano CV Shinano JN Jan-45 Hatsukaze DD Kagero JN Jan-42 Oboro DD Fubuki JN Jan-42 Yukikaze DD Kagero JN Jan-42
Ryujo CVL Ryujo JN Jan-42 Hatsushimo DD Hatsuharu JN Jan-42 Oite DD Kamikaze JN Jan-42 Yunagi DD Kamikaze JN Jan-42
Zuiho CVL Zuiho JN Jan-42 Hatsuyuki DD Fubuki JN Jan-42 Oshio DD Asashio JN Jan-42 Yuzuki DD Mutsuki JN Jan-42
Shoho CVL Zuiho JN Mar-42 Hayashio DD Kagero JN Jan-42 Oyashio DD Kagero JN Jan-42 Kazekumo DD Yugumo JN Feb-42
Ryuho CVL Ryuho JN Jan-43 Hibiki DD Akatsuki JN Jan-42 Samidare DD Shiratsuyu JN Jan-42 Makikumo DD Yugumo JN Feb-42
Chiyoda CVL Chiyoda JN Dec-43 Ikazuchi DD Akatsuki JN Jan-42 Satsuki DD Mutsuki JN Jan-42 Makinami DD Yugumo JN Mar-42
Chitose CVL Chiyoda JN Feb-44 Inazuma DD Akatsuki JN Jan-42 Sazanami DD Fubuki JN Jan-42 Takanami DD Yugumo JN Jun-42
Akatsuki DD Akatsuki JN Jan-42 Isokaze DD Kagero JN Jan-42 Shigure DD Shiratsuyu JN Jan-42 Akitsuki DD Akitsuki JN Sep-42
Akebono DD Fubuki JN Jan-42 Isonami DD Fubuki JN Jan-42 Shikinami DD Fubuki JN Jan-42 Hayanami DD Yugumo JN Nov-42
Akigumo DD Yugumo JN Jan-42 Kagero DD Kagero JN Jan-42 Shirakumo DD Fubuki JN Jan-42 Kiyonami DD Yugumo JN Nov-42
Amagiri DD Fubuki JN Jan-42 Kamikaze DD Kamikaze JN Jan-42 Shiranui DD Kagero JN Jan-42 Onami DD Yugumo JN Nov-42
Amatsukaze DD Kagero JN Jan-42 Kawakaze DD Shiratsuyu JN Jan-42 Shiratsuyu DD Shiratsuyu JN Jan-42 Teruzuki DD Akitsuki JN Jan-43
Arare DD Asashio JN Jan-42 Kikuzuki DD Mutsuki JN Jan-42 Shirayuki DD Fubuki JN Jan-42 Shimakaze DD Shimakaze JN Feb-43
Arashi DD Kagero JN Jan-42 Kisumi DD Asashio JN Jan-42 Suzukaze DD Shiratsuyu JN Jan-42 Wakazuki DD Akitsuki JN Feb-43
Arashio DD Asashio JN Jan-42 Kuroshio DD Kagero JN Jan-42 Tanikaze DD Kagero JN Jan-42 Suzanami DD Yugumo JN May-43
Ariake DD Hatsuharu JN Jan-42 Maikaze DD Kagero JN Jan-42 Tokitsukaze DD Kagero JN Jan-42 Suzuzuki DD Akitsuki JN May-43
Asagiri DD Fubuki JN Jan-42 Matsukaze DD Kamikaze JN Jan-42 Umikaze DD Shiratsuyu JN Jan-42 Hatsuzuki DD Akitsuki JN Jun-43
Asagumo DD Asashio JN Jan-42 Michishio DD Asashio JN Jan-42 Urakaze DD Kagero JN Jan-42 Shimozuki DD Akitsuki JN Jun-43
Asakaze DD Kamikaze JN Jan-42 Mikazuki DD Mutsuki JN Jan-42 Uranami DD Fubuki JN Jan-42 Fujinami DD Yugumo JN Jul-43
Asanagi DD Kamikaze JN Jan-42 Minazuki DD Mutsuki JN Jan-42 Ushio DD Fubuki JN Jan-42 Hamanami DD Yugumo JN Jul-43
Asashio DD Asashio JN Jan-42 Minegumo DD Asashio JN Jan-42 Usugumo DD Fubuki JN Jan-42 Niizuki DD Akitsuki JN Jul-43
Ayanami DD Fubuki JN Jan-42 Mochizuki DD Mutsuki JN Jan-42 Uzuki DD Mutsuki JN Jan-42 Asashimo DD Yugumo JN Nov-43
Fubuki DD Fubuki JN Jan-42 Murakumo DD Fubuki JN Jan-42 Wakaba DD Hatsuharu JN Jan-42 Okinami DD Yugumo JN Nov-43
117 118
NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL
Hayashimo DD Yugumo JN Feb-44 Zeilin AP Large USN Jan-42 Northampton CA Northampton USN Jan-42 Juneau CLAA Atlanta USN Aug-42
Akishimo DD Yugumo JN Mar-44 N.Carolina BB Nrth Carolina USN Aug-42 Pensacola CA Pensacola USN Jan-42 San Diego CLAA Atlanta USN Aug-42
Fuyuzuki DD Akitsuki JN Mar-44 Colorado BB Colorado USN Oct-42 Portland CA Indianapolis USN Jan-42 San Juan CLAA Atlanta USN Aug-42
Kiyoshimo DD Yugumo JN Jun-44 Maryland BB Colorado USN Oct-42 Quincy CA New Orleans USN Jan-42 Oakland CLAA Oakland USN Feb-43
Haruzuki DD Akitsuki JN Nov-44 Tennessee BB Tennessee USN Oct-42 Salt Lake Cty CA Pensacola USN Jan-42 Reno CLAA Oakland USN Mar-43
Hanazuki DD Akitsuki JN Dec-44 Washington BB Nrth Carolina USN Oct-42 San Francisco CA New Orleans USN Jan-42 Flint CLAA Oakland USN Nov-44
Matsu DE Matsu JN Jul-44 South Dakota BB South Dakota USN Nov-42 Vincennes CA New Orleans USN Jan-42 Enterprise CV Yorktown USN Jan-42
Momo DE Matsu JN Aug-44 Indiana BB South Dakota USN Jan-43 Baltimore CA Baltimore USN Jul-43 Lexington CV Lexington USN Jan-42
Take DE Matsu JN Sep-44 New Mexico BB Tennessee USN Feb-43 Boston CA Baltimore USN Sep-43 Yorktown CV Yorktown USN Feb-42
Ume DE Matsu JN Oct-44 Massachusetts BB South Dakota USN Apr-43 Pittsburgh CA Baltimore USN Jan-45 Hornet CV Yorktown USN Apr-42
Kuwa DE Matsu JN Nov-44 Pennsylvania BB Pennsylvania USN Jul-43 St.Paul CA Baltimore USN Mar-45 Saratoga CV Lexington USN Aug-42
Maki DE Matsu JN Dec-44 Nevada BB Nevada USN Sep-43 Boise CL Brooklyn USN Jan-42 Wasp CV Wasp USN Aug-42
Kiri DE Matsu JN Jan-45 West Virgina BB Colorado USN Sep-43 Detroit CL Omaha USN Jan-42 Essex CV Essex USN Mar-43
Yamafuku Maru AP Small JN. Jan-42 Alabama BB Alabama USN Oct-43 Helena CL Brooklyn USN Jan-42 Bunker Hill CV Essex USN Sep-43
Achilles CL Leander NZ Feb-42 Iowa BB Iowa USN Jan-44 Marblehead CL Omaha USN Jan-42 Intrepid CV Essex USN Oct-43
Leander CL Leander NZ Feb-42 New Jersey BB Iowa USN Jan-44 Raleigh CL Omaha USN Jan-42 Franklin CV Essex USN Apr-44
Cimarron AO Fleet Oiler USN Jan-42 California BB Tennessee USN Feb-44 Richmond CL Omaha USN Jan-42 Hancock CV Essex USN May-44
Guadalupe AO Fleet Oiler USN Jan-42 Idaho BB Tennessee USN Jul-44 Honolulu CL Brooklyn USN Dec-42 Bennington CV Essex USN Jun-44
Neosho AO Fleet Oiler USN Jan-42 Mississippi BB Tennessee USN Jul-44 Cleveland CL Cleveland USN Jan-43 Shangri-La CV Essex USN Dec-44
Platte AO Fleet Oiler USN Jan-42 Wisconsin BB Iowa USN Sep-44 St.Louis CL Brooklyn USN Jan-43 Randolph CV Essex USN Jan-45
Sabine AO Fleet Oiler USN Jan-42 Missouri BB Iowa USN Oct-44 Columbia CL Cleveland USN Feb-43 Bon Hom Rich CV Essex USN Feb-45
Amer. Legion AP Large USN Jan-42 Alaska BC Alaska USN Jan-45 Montpelier CL Cleveland USN Mar-43 Independence CVL Independence USN Apr-43
Barnett AP Medium USN Jan-42 Guam BC Alaska USN Mar-45 Santa Fe CL Cleveland USN May-43 Princeton CVL Independence USN May-43
Fuller AP Medium USN Jan-42 Astoria CA New Orleans USN Jan-42 Birmingham CL Cleveland USN Jun-43 Belleau Wood CVL Independence USN Jun-43
G.F.Elliot AP Medium USN Jan-42 Chester CA Northampton USN Jan-42 Mobile CL Cleveland USN Jul-43 Cowpens CVL Independence USN Jul-43
Heywood AP Medium USN Jan-42 Chicago CA Northampton USN Jan-42 Nashville CL Brooklyn USN Jul-43 Monterey CVL Independence USN Aug-43
Hunter Ligget AP Large USN Jan-42 Indianapolis CA Indianapolis USN Jan-42 Phoenix CL Brooklyn USN Jul-43 Cabot CVL Independence USN Sep-43
Neville AP Medium USN Jan-42 Louisville CA Northampton USN Jan-42 Biloxi CL Cleveland USN Dec-43 Langley CVL Independence USN Oct-43
Pres. Hayes AP Large USN Jan-42 Minneapolis CA New Orleans USN Jan-42 Miami CL Cleveland USN Mar-44 Bataan CVL Independence USN Jan-44
Pres. Jackson AP Large USN Jan-42 New Orleans CA New Orleans USN Jan-42 Atlanta CLAA Atlanta USN Jul-42 San Jacinto CVL Independence USN Feb-44
119 120
NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL NAME TYPE CLASS NAT AVAIL
Andrson DD Sims USN Jan-42 Maury DD Gridley USN Jan-42 Aaron Ward DD Benson USN Nov-42 DeHaven DD Fletcher USN Mar-43
Aylwin DD Farragut USN Jan-42 McCall DD Gridley USN Jan-42 Barton DD Benson USN Nov-42 Dyson DD Fletcher USN Mar-43
Bagley DD Bagley USN Jan-42 Monaghan DD Farragut USN Jan-42 Buchanan DD Benson USN Nov-42 Pringle DD Fletcher USN Mar-43
Balch DD Porter USN Jan-42 Morris DD Sims USN Jan-42 Laffey DD Benson USN Nov-42 Cony DD Fletcher USN Apr-43
Benham DD Bagley USN Jan-42 Mugford DD Bagley USN Jan-42 Lardner DD Benson USN Nov-42 Stanly DD Fletcher USN Apr-43
Blue DD Bagley USN Jan-42 Mustin DD Sims USN Jan-42 O’Bannon DD Fletcher USN Nov-42 Stevens DD Fletcher USN Apr-43
Case DD Mahan USN Jan-42 O’Brien DD Sims USN Jan-42 Chevalier DD Fletcher USN Jan-43 Converse DD Fletcher USN May-43
Cassin DD Mahan USN Jan-42 Patterson DD Bagley USN Jan-42 Grayson DD Gleaves USN Jan-43 Foote DD Fletcher USN May-43
Conyngham DD Mahan USN Jan-42 Perkins DD Mahan USN Jan-42 Jenkins DD Fletcher USN Jan-43 Spence DD Fletcher USN May-43
Craven DD Gridley USN Jan-42 Phelps DD Porter USN Jan-42 LaVallette DD Fletcher USN Jan-43 Anthony DD Fletcher USN Jun-43
Cummings DD Mahan USN Jan-42 Porter DD Porter USN Jan-42 Nicholas DD Fletcher USN Jan-43 Thatcher DD Fletcher USN Jun-43
Cushing DD Mahan USN Jan-42 Preston DD Mahan USN Jan-42 Radford DD Fletcher USN Jan-43 Wadsworth DD Fletcher USN Jun-43
Dale DD Farragut USN Jan-42 Ralph Talbot DD Bagley USN Jan-42 Aulick DD Fletcher USN Feb-43 Colahan DD Fletcher USN Jul-43
Dewey DD Farragut USN Jan-42 Russell DD Sims USN Jan-42 Claxton DD Fletcher USN Feb-43 Daly DD Fletcher USN Jul-43
Drayton DD Mahan USN Jan-42 Selfridge DD Porter USN Jan-42 Nicholson DD Gleaves USN Feb-43 Luce DD Fletcher USN Jul-43
Dunlap DD Mahan USN Jan-42 Shaw DD Mahan USN Jan-42 Saufley DD Fletcher USN Feb-43 Sigourney DD Fletcher USN Aug-43
Ellet DD Bagley USN Jan-42 Sims DD Sims USN Jan-42 Strong DD Fletcher USN Feb-43 Chauncey DD Fletcher USN Sep-43
Fanning DD Mahan USN Jan-42 Smith DD Mahan USN Jan-42 Taylor DD Fletcher USN Feb-43 Denver CL Cleveland USN. Apr-43
Farragut DD Farragut USN Jan-42 Stack DD Bagley USN Jan-42 Waller DD Fletcher USN Feb-43
FLIGHT OPERATIONS DISPLAY MENU UNIT MENU UTILITY MENU COMMAND SUMMARY
BUTTON KEY DESCRIPTION BUTTON DESCRIPTION KEYBOARD BUTTON DESCRIPTION KEYBOARD ESC Map Mode
—>> W lower max number of RECALL Order Strike to Alt/K SUNK List Types of F8
Q Quit Orders
unready aircraft to hangar. STRIKE Return to Base/CV Ship Sunk F1 Strat/Tac Map
F2 Center Map
➙ ➙
E fuel 1 aircraft. STRIKE AF Select Airfield Target Alt/F SCORE Display Current F9
F3 List TF CAP
Score
➙
R fuel max number of aircraft. STRIKE TF Select TF Target Alt/S F4 List TF Search
VIEW-TF Show Friendly TF F5 F5 View TF
➙
➙
] launches max number of ready ESC Exit the Utility Menu None
aircraft.
LIST AF List Air Search Y N Next TF
SEARCH from Airfield P Snoop Enemy TF
SET DIR S set priority search direction GENERAL ORDERS MENU
LIST AF List CAP from Airfield O L L-R CAP
(PSD) if Search mission
CAP BUTTON DESCRIPTION KEYBOARD X Next Enemy TF
selected.
MODE Set Display Mode none V Next Strike
EXAMINE AF Display Air Groups F
TGT-TF S select TF target if Strike (TF, CAP, STRIKE Units) E Examine Strike
from Airfield ➙
mission selected.
➙ Move Large Increments
➙
J,K,I,M Spc Next TF in Stack
ESC Exit the menu None
➙
TGT-AF F select Airfield target if Strike CNTR Center Cursor F2 ALT/F Strike AF
mission selected. ZOOM Change Map Scale F1 ALT/S Strike TF
UTIL Utility Menu none ALT/R Refuel TF
ESC* ESC end flight ops for this carrier. PREV Previous Unit* none
ALT/D Decline Battle
* Can also exit by clicking the right mouse NEXT Next Unit* N
STAK Next Unit in Hex* Space Bar ALT/M Auto Move
button.
SNOOP View Enemy TF P ALT/E Early Scenario End
ESC Quit, Return to Last Menu Q,Esc ALT/K Recall Strike
ALT/A Merge TFs
* the type of Unit is set with the Display MODE ALT/W Search Lines On/Off
button. ALT/Z Detach TF
ALT/Q Exit to DOS
CREDITS
Game Design and Programming
Gary Grigsby
Game Development
Joel Billings, David Landrey, and James Young
Rules
Gary Grigsby and David Landrey
Historical Research
Michael Musser and Allyn Nevitt
Playtesters
Robert Arnold, Roger Batchelder, Robert Brugger,
Pat Charlton, John Fluker, Bob Hare, Thomas Hazelwood, Richard Hooks,
Bob Janzekovich, Mike Laird, Jeff Lackey, Rob Land, Steve Magestro,
Ed Morris, Ed Morrison, Ken Morrow, Paul Murray, Michael Musser,
Les Odgers, Paul Puglielli, John Schuler, Michael Silen, Bill Sullivan,
EA GAME
Al Marenco, Larry Webber, Mike Gilmartin
Rule Book Copyediting AD FOR KOR
André Vrignaud GOES HERE
Art, Graphic Design, and Desktop Publishing
Louis Saekow Design:
David Boudreau and Kathryn J. Lee
Printing
American Lithographers, Inc.
QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our Technical Support
Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, holidays excluded. NO GAME PLAYING
HINTS WILL BE GIVEN THROUGH THIS NUMBER. If you need hints, call our Hint Line at 1-900-737-HINT. Recorded hints are
available 24 hours a day, 7 days a week. If you don’t hear the information you need, please write to us at Hints, Strategic
Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a stamped self-addressed envelope for reply).
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE
PROGRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR
QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE
PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND PERFOR-
MANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF
SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW
THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CON-
SEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this Rule Book are copyrighted. All rights are reserved. This Rule
Book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium
or machine readable form, in whole or in part, without prior written consent from SSI. The program
accompanying this Rule Book may be copied, by the original purchaser only, as necessary for use on the
computer for which it was purchased.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our
Customer Support Department, along with a note describing the problem you have encountered. A
replacement disk will be provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any “save game” disks to
our Customer Support Department. Please enclose a description of what was taking place in the game
when the error occurred. Upon correction of the program error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephone number with any correspon-
dence. We will do our best to see that any problems are corrected as soon as possible.