####################################### # NORTH ATLANTIC '86 # # DOCUMENTATION # ####################################### # # # THIS FILE WRITTEN FOR: # # # # THE OUTPOST # # # # [312]-441-6957 # # # # & # # # # THE SOUTH POLE # # # # [312]-677-7140 # # # ####################################### # # # CREATED BY # # # # D*I*R*T*Y H*A*R*R*Y # # # ####################################### INTRODUCTION ------------ NORTH ATLANTIC 1986 IS A SIMULATION OF COMBAT BETWEEN SOVIET AND NATO AIR, LAND, SURFACE, AND SUBMARINE FORCES FOR CONTROL OF THE NORTH ATLANTIC. YOU AS THE PLAYED MUST ORGANIZE YOUR SHIPS INTO TASK FORCES. TURNS ----- EACH TURN IS 12 HOURS YOU MAY: 1) BUILD AND ADJUST FRIENDLY TASK FORCE 2) MOVE TASK FORCES 3) LAUNCH AIR MISSIONS 4) LAUNCH MISSILE ATTACKS 5) RESOLVE COMBAT (FOR THE PURPOSES OF MY TYPING, THE WORDS "TASK FORCE" WILL HEREBY BE REFERRED TO AS: TF) NOTES ----- WHEN TYPING IN NUMBER INPUTS, HITTING IS REQUIRED WHEN ANSWERING A YES/NO QUESTION, ONLY Y OR N IS REQUIRED PRESSINT COMPANY) 3) IF YOU WISH TO UNLOAD, JUST TYPE "U" WHEN IT ASKS FOR THE NUMBER OF MEN/SUPPLIES TO BE LOADED 4) ONLY SUPPLY UNITS MAY BE LOADED ON A SHIP WITH A PREFIX "A" (AP,AK...) CHECKING PIPELINE ----------------- REINFORCEMENTS AND REPAIRED SHIPS ARE SENT TO FRIENDLY PORTS. TO CHECK THESE SHIPS, CHECK THE "PIPELINE." 1) ENTER PORT CODE 2) ENTER SHIP PREFIX ( FOR ALL SHIPS) 3) ENTER MAXIMUM DELAY TIME ( FOR ALL SHIPS) 4) THE COMPUTER WILL LIST THE SHIPS 5) FOR SHIPS IN REPAIR, REFIT, OR REINFORCEMENT, THE COMPUTER WILL DISPLAY THE TIME WHEN THEY WILL ARRIVE SUNK SHIP DISPLAY ----------------- THE COMPUTER WILL DISPLAY THE SUNK SHIPS AND THE POINTS AWARDED FROM THEIR SINKING. AIR GROUP DISPLAY ----------------- THE COMPUTER WILL LIST THE NUMBER OF EACH TYPE OF AIRCRAFT ASSIGNED TO EACH CARRIER OR BASE THAT IS ACTIVE. LIST ACTIVE TF'S ---------------- 1) THE COMPUTER LISTS THE TF NUMBER, MISSION, AND ENDURANCE FOR EACH TF 2) ENTER THE TF NUMBER TO EXAMINE (OR FOR NONE) MAP DISPLAY ----------- THE COMPUTER WILL DISPLAY THE MAP AND ALL FRIENDLY TF'S. TYPING A TF NUMBER WILL CAUSE THAT TF TO FLASH. BASE DISPLAY ------------ THE COMPUTER WILL SHOW: INFANTRY, SUPPLIES, AIRCRAFT AND UTILITY AIRCRAFT AT EACH BASE. (AND MORALE POINTS FOR THE NATO PLAYED). END GAME -------- ENDS GAME WEAPONS DISPLAY --------------- PROMPTS FOR A SHIPS I.D. NUMBER AND THEN DISPLAYS THE WEAPONS AVAILABLE FOR THAT SHIP. 1: MURMANSK 2: RIGA 16: AMERICA MAIN GUNS: LARGER AND 150 mm. GOOD FOR SHORE BOMBARDMENT LIGHT GUNS: 50-149mm. BOMBARDMENT, SHIP COMBAT, OR AIR DEFENSE MISSLE DEFENSE: RATING OF SHORT RANGE GUNS AND ANTI-MISSLE MISSLES HELICOPTERS: PARTOL/ASW HELICOPTERS CARRIED BY A SHIP AIR-RECON: RECONAISSANCE AIRCRAFT CARRIED BY A CARRIER OR BASE. ONLY SURFACE SEARCH AIR-EW: ELECTRONIC WARFARE CARRIED BY A BASE OR CARRIER, USED TO DESTROY MISSLES. AIR-ASW: ANTO-SUB WEAPONS CARRIED FOR USE BY AIRCRAFT AIR EARLYWARNING: ALLOWS A SHIP/BASE TO SEE AN ATTACK APPROACHING SSM-SYSTEM: SURFACE TO SURFACE MISSLES (DISPLAY: # IN SALVO,TOTAL CARRIED, RANGE IN KM.) ASW SYSTEM: LONG RANGE ANTI-SUB WEAPONS SAM SYSTEM: LONG RANGE SURFACE TO AIR MISSLES AST SYSTEM: ANTI SUBMARINE TORPEDOES (MK.48, TIGERFISH AND 533'S CAN ALSO BE USED AGAINST SHIPS) EW STRENGTH: STRENGTH OF ELECTRONIC WARFARE (FOR SUBS, QUIET RATING) SONAR STRENGTH:RATING FOR SONAR EQUIPMENT TASK FORCE MOVEMENT =================== MOVING OF TF'S EXPENDS MOVEMENT POINTS. THE POINTS ARE DETERMINED BY FLEET SPEED. FLEET SPEED ----------- 30 KNOTS OR THE LOWEST SPEED OF THE SLOWEST SHIP, WHICHEVER IS LOWER MOVEMENT -------- 1. TF RECEIVES 1 MP FOR EACH 2 1/2 KNOTS. (AT LEAST 3 MP'S) 2. 2 MP'S FOR EACH MOVE N,S,E,W 3. 3 MP'S FOR EACH MOVE NW,NE,SW,SE 4. TF WITH FEWER THAN 2 MP'S CAN NOT MOVE, BUT CAN DOCK 5. PRESSING "A" WILL START THE MOVE OVER FOR THAT SHIP ONLY 6. TF'S CAN NOT ENTER LAND ENTERING HARBOR-UNLOADING ------------------------- 1. TF THAT BEGINS MOVE ON FRIENDLY BASE MAY UNLOAD BY DOCKING. IF YOU BEGIN IN HARBOR AND WISHES TO EXIT HARBOR BUT STAY IN SAME SQUARE, HIT "0" 2. EACH SHIP MAY INLOAD 18 COMPANTRIES OR 3 SUPPLIES 3. WHILE IN HARBOR, A TF IS IMMUNE TO SHIPS, SUBS, OR MISSLES 4. WHILE IN HARBOR, A SHIP IS EASIER TO HIT WITH BOMBS. 5. TO UNLOAD TROOP/SUPPLIES AT AND ENEMY BASE, FOLLOW THE ABOVE PROCEDURE BUT THE RATE IS HALVED MOVEMENT SEQUENCE ----------------- 1. MOVE TF'S BY NUMBER. ONCE A TF HAS BEEN MOVED, IT CAN NOT BE REVERSED 2. PRESSING "S" WILL EXAMINE A TF 3. PRESS "M" FOR EW MODE: TF'S IN EW WILL BE AUTOMATICALLY SEEN, BUT WILL FIND TARGETS EASIER LAND ATTACKS ============ WHEN SOVIET AND NATO TROOPS OCCUPY ICELAND OR FAROES, LAND ATTACK WILL TAKE PLACE: 0=NO ATTACK 5=BANZAI! (SUPPLIES CONSUMED WILL EQUAL THE LEVEL OF ATTACK) AIR OPERATIONS ============== 1. CAP 2. OBSERVE SEARCH RESULTS 3. LAUNCH STRIKES 4. TRANSFER AIRCRAFT 5. LAUNCH SSM/ASW ATTACKS CAP (Combat Air Patrol) --- 1. AT START OF AIR OPERATIONS, DETERMINE HOW MANY PLANES WILL FLY CAP MISSIONS 2. FIGHTERS FLY: NORMAL CAP, AND LONG RANGE CAP NORMAL- PROTECT TF OR BASE FROM WHICH IT ORIGINATED LONG RANGE- PROTECT ANY BASE/TF WITHIN ITS RANGE (FOR CAP, RANGE=1/2 STRIKE) 3. THERE ARE 2 WAYS TO INTERCEPT AIR TO AIR MISSLE DIGFIGHT (BOTH WILL OCCUR IF CAP INTERCEPTS AIRCRAFT WITH STANDOFF RANGE AS 0) 4. AVERAGE/MAXIMUM INTERCEPTION RANGES LONG RANGE CAP MIS. MIS. DOG. DOG. +EW +EW --------------------------- TORNADO/ADV 320/440 64/70 145/290 31/62 FALCON/F-16 NM NM 115/230 29/5 8TOMCAT/F-14 450/550 70/75 125/250 30/60 EAGLE/F-15 300/400 63/68 125/250 30/6 0HARRIER/AV8 NM NM 65/130 27/54 FORGER/Y-36 NM NM 55/110 26/5 3FLOGGER/M23 300/400 63/68 125/250 30/60 NORMAL CAP MIS MIS DOG DOG +EW +EW ---------------------------- TORNADO/ADV 110/200 25/50 35/70 25/5 0FALCON/F-16 NM NM 35/70 25/50 TOMCAT/F-14 160/300 27/55 35/70 25/5 0EAGLE/F-15 110/200 25/50 35/70 25/50 HARRIER/AV8 NM NM 35/70 25/5 0FORGER/Y-36 NM NM 35/70 25/50 FLOGGER/M23 110/200 25/50 35/70 25/5 0 +EW: SUCCESSFUL EARLY WARNING NM: AIRCRAFT DOESN'T CARRY LONG-RANGE MISSLES SEARCH MISSIONS --------------- 1. SEARCHES ARE PERFORMED AUTOMATICALLY BY UTILITY AIRCRAFT SURFACE/SUBMARINE SEARCH RANGES: HELICOPTER: 4/3 RECONAISSANCE: 20/0 ASW: 0/6 EARLY WARNING: 8/0 SUBS MAY OBTAIN SONAR CONTACTS ON TF'S NEAR THEM SEARCH DISPLAY -------------- THE COMPUTER WILL DISPLAY ALL RESULTS AFTER IT HAS SEARCHED THE TF'S ID #'S MAY BE USED TO ATTACK THE TF'S BASE NUMBERS: MURMANSK: 1 ICELAND:(S) 6 RIGA: 2 SCAPE FLOW: 17 HAMBURG: 3 FAROES:(N) 18 BERGEN: 4 ICELAND(N): 19 FAROES(S):5 3. IF YOU ENTER A STANDOFF RANGE GREATER THAN 0, EACH BOMBER WILL CARRY AIR-SURFACE MISSLES 4. WHEN STRING GROUND TARGETS, AND IF FIGHTERS ARE INCLUDED, YOU WILL BE ASKED: BASE ATTACK OR GROUND SUPPORT 5. AIRCRAFT INFORMATION AIR WEAPON SYSTEM CRAFT RANGE SYSTEM RANGE ---------------------------------------- TORNADO 1200 AMRAAM 150* FALCON 900 SIDEWIND 10 EAGLE 1000 AMRAAM 150* TOMCAT 1000 PHOENIX 300* CORSAIR 600 WALLEYE 50 INTRUDER 800 HARPOON 110 HARRIER 400 SIDEWIND 10 FORGER 300 APHID 10 FLOGGER 1000 APEX 150* FENCER 1200 A-7 10 BACKFIRE 2500 A-6 300 BADGER 1800 A-6 300 CUB 2500 NONE --- STARLIFTER 2500 NONE --- * 100 ADDED TO RANGE OF LONG RANGE AAM'S FOR INTERCEPTINON RANGE AIRCRAFT TRANSFER ----------------- AIRCRAFT TRANSFERS MAY BE PERFORMED BETWEEN CARRIERS/BASES WITH: 1) ONLY 4 TRANSFERS PER TURN 2) TRANSPORT CRAFT (CUB,STARLIFTER) MAY BE INCLUDED IN THE FIRST 2 MISSIONS IN A.M. TURNS ONLY 3) RANGE IS TRIPLED (WHEN USING THE TRASPORT CRAFT, YOU MAY CHOOSE TO SEND TROOPS OR SUPPLIES ALONG WITH THEM) AIRBORNE ASSAULT ---------------- AN AIRBORNE ASSAULT WILL OCCUR WHEN TRANSPORT AIRCRAFT ARE ENGAGED IN A MISSION TO EBEMY CONTROLLED ICELAND OR FAROES 1) ONLY 1 ASSAULT/TURN 2) EACH PLANE WILL ATTEMPT TO DROP 1 COMPANY OF INFANTRY. IF THE PLANE IS DESTROYED, SO ARE IS THE COMPANY 3) THE DROPPED INFANTRY WILL AUTOMATICALLY ENGAGE IN A LEVEL 5 ATTACK UPON THEIR DROP LAUNCHING SSM/ASW ----------------- 1) TF'S MAY USE SSM/ASW TO ATTACK SUBS OR SURFACE SHIPS SIGHTED DURING THE SEARCH PHASE. TF'S IN HARBOR CAN NOT FIRE/BE HIT BY SSM/ASW 2) IF YOU SELECT A SHIP TO FIRE, THE COMPUTER WILL LET YOU DO SO IF YOU ARE IN RANGE. RANGE OF SSM IN SQUARES=RANHE OF KM/100 3) IF THE ATTACKING TF IS IN EW MODE, EACH SHIP IN THAT TF WITHOUT SSM, WIL FIRE A SAM INSTEAD 4) IF A SUB TF IS CHOSEN, THERE IS A 50% CHANCE OF A FIRING 5) WHEN A SUB IS IN A SSM/ASW ATTACK, EACH SUB WILL HAVE 33% CHANCE OF FIRING 6)TO IDENTIFY TARGETS, HIT "S" WHEN ASKED FOR TARGET COMBAT RESOLUTION ================= 1) AIR STRIKE 2) MISSLE (SSM,ASM,ASW) 3) SURFACE AND SUB COMBAT 4) RETURN AIRCRAFT TO BASES 5) LAND COMBAT 6) REPAIR AND REFIT SHIPS 7) REINFORCEMENTS AIR STRIKE ---------- 1) AIR EARLY-WARNING 2) LONG RANGE AAM COMBAT 3) DIGFIGHT 4) SHIPS FIRE LONG RANGE SAM'S 5) BOMBERS LAUNCH ASM'S 6) FLAK 7) BOMBERS DROP BOMBS 1) EARLY WARNING AIRCRAFT DETECT STRIKES 8 SPACES AWAY. 2) LONG RANGE AAM COMBAT MAY OCCUR IF THE CAP IS EQUIPPED WITH: PHOENIX, AMRAAM, OR APEX MISSLES PHOENIX: 3 AMRAAM: 2 APEX: 1 AAM'S FIRED BY STRIKING AIRCRAFT MAY FIND TARGETS WHEREVER THEY ARE. THE SUCCESS OF EACH AAM FIRED IS REDUCED BY THE EW OF THE CARRIER/BASE ATTACKED AND THE TARGET AIRCRAFT FIGHTER AIRCRAFT MUST BE ABLE TO LOCK ON TO TARGETS TO FIRE AT THEM. THECHANCES OF A LOCK ON IS DETERMINED BY THE RADAR STRENGTH. THE CHANCE OF HITTING AN ENEMY PLANE WITH A MISSLE IS AFFECTED BY THE ECM RATING OF THE TARGET: TORNADO: 3 INTRUDER: 4 BACKFIRE: 3 FALCON: 1 HARRIER: 1 BADGER: 1 TOMCAT: 3 FORGER: 0 CUB: 0 EAGLE: 3 FLOGGER: 1 STARLIFT: 0 CORSAIR: 1 FENCER: 1 HIGHER ECM RATING -> LOWER CHANCE OF BEING HIT 3. DOGFIGHT: INDIVIDUAL CAP FIGHTERS WILL CHOOSE A TARGET AND ATTACK IT. IF THE ATTACK FAILS, THE OTHER PLANE MAY ATTACK. THE RATINGS FOR DOGFIGHT ABILITY: TORNADO: 4 INTRUDER: 1 BACKFIRE: 1 FALCON: 5 HARRIER: 3 BADGER: 1 TOMCAT: 4 FORGER: 2 CUB: 1 EAGLE: 5 FLOGGER: 4 STARLIFT: 1 CORSAIR: 2 FENCER: 2 HIGHER RATING -> CHANCE OF BEING ENGAGED AAM= SIDEWINDER: +2 POINTS AAM= APHID: +1 POINT 4) SHIPS IN TARGET TF'S MAY FIRE SAM'S IF THERE IS NO STANDOFF RANGE OR THE MISSLE RANGE IS GREATER THAN THE STANDOFF RANGE. NUMBER OF SAM'S FIRED IS DEPENDENT UPON TYPE OF SAM: STANDARD: 4 SA-N-1: 1 SA-N-6: 3 SEADART: 2 SA-N-3: 2 SA-N-7: 4 SEASLUG: 1 AEGIS CRUISERS, TICONDEROGA, AND TORKTOWN MAY FIRE 8 STANDARD SAM'S, THERE IS A 50% CHANCE OF A SHIP NOT FIRING AND SAM'S DURING A STRIKE 5) BOMBERS THAT SURVIVE MAY SHOOT ASM'S 6) IF STANDOFF RANGE IS 0, THE BOMBERS WILL BE ATTACKED BY FLAK. SURVIVORS WILL BE PERMITTED TO ATTACK. 7) THE CHANCE OF A BOMBER BEING SHOT DOWN BY FLAK = TF FLAK STRENGTH+ TARGETS MISSLE DEFENSE STRENGTH, DIVIDED BY 500. THE TF FLAK STRENGTH IS COMBINED AA RATING OF ALL SHIPS IN THE TF. IF THERE ARE MORE THAN 12 SHIPS IN A TF, THE RATING IS THE AVERAGE OF THE SHIPS. 8. CHANCE OF BOMB HITTING TARGET IS AFFECTED BY: A. BOMBER ACCURACY B. MAXIMUM SPEED OF TARGET C. FLAK INTENSITY D. RANGE OF STRIKE E. SIZE OF TARGE F. RADAR ON BOMBER (NIGHT ONLY) TABLE OF BOMBER ACCURACY/RADAR: TORNADO 14/9 CORSAIR 7/5 FLOGGER 1/4 FALCON 6/4 INTRUDE 10/8 FENCER 9/7 TOMCAT 10/8 HARRIER 6/2 BACKFIRE5/5 EAGLE 10/6 FORGER 3/1 BADGER 3/3