Computer Bismarck Table Of Contents 1.0 Introduction................................1 2.0 General Description.........................1 3.0 Setting Up The Game.........................2 4.0 Sequence Of Play............................2 5.0 General Commands............................2 6.0 Ship Commands And Capabilities..............3 7.0 Moving A Ship...............................4 8.0 Plane Commands And Capabilities.............4 9.0 Search: How To Find The Enemy...............5 10.0 Shadow......................................6 11.0 Fast Shadow.................................6 12.0 Chance......................................7 13.0 Weather.....................................7 14.0 Reinforcements..............................7 15.0 Solitaire...................................8 16.0 Combat......................................8 17.0 Victory Conditions.........................10 18.0 Designer's Notes...........................11 19.0 Notes On Strategy..........................11 20.0 Historical Notes: The Triumph And..........12 Agony Of The Bismarck 1.0 Introduction 1.1 On Computer Wargames If you have never played a computer wargame before. You are in for a treat. Experienced wargamers will note immediately several advantages of having the game in a computer. Firstly, truly "blind" play is now possible as the computer is ideally suited to act as an impartial referee. Secondly, your opponent cannot "forget" a rule and move illegally. Neither you nor your opponent need know all the rules since the computer will not tolerate violations. You are able to play an enjoyable game because the computer handles all the drudgery while you concentrate on your strategy. Lastly, the computer can simulate the historical circumstances unique to the particular battle without requiring you to remember rules of only minor importance. Players are relieved of the burden of overloaded memories. If you are not an experienced wargamer do not be scared by the length of the rules. The best way to learn how to play Computer Bismarck is to read the rules while sitting in front of the computer. In this way you will be able to test both your knowledge of the rules and the accuracy of the rule book-for only the computer itself knows all of the rules. 1.2 Talking To The Computer After a command is given to the computer. terminate the command by pressing the "return" key (or the "enter key" depending on the computer system being used) . This is indicated in the rules by the symbol "(CR)" which stands for Carriage Return. If you make a mistake while entering a command do not press "(CR)" or the "back arrow". Instead, type in an asterisk (0) and continue on the same line. The error before the asterisk will remain on the screen, but will not be read by the computer. During the course of the game you will encounter an "ILLEGAL ENTRY" response whenever you input an order that is illegal. After the illegal entry has been displayed you may continue the game. 1.3 Description Of Play Computer Bismarck is a simulation of the attempted breakout of the German battleship Bismarck into the North Atlantic in May, 1941 . The game can be played by either two players or by one person playing against the computer. The first player commands the British fleet and naval air forces while the second player (or the computer) commands the German fleet. The players alternate entering movement orders for their ships and aircraft across a mapboard displayed on the computer screen. First the British player enters his orders and then is followed by the German player. Although the players enter their orders at different times, it is important to realize that both players' movement is carried out simultaneously by the computer. After both players have ordered their units, the computer determines whether opposing forces have spotted each other, indicates whether combat is possible, and asks for further instructions from the players. These steps are repeated until the game is completed and a winner is declared. The game ends after thirty complete turns have been played, or sooner if the Bismarck is sunk. 2.0 General Description 2.1 Parts Inventory A. Box B. Rule Book C. 5 1/4 inch Floppy Disc D. Two Mapboard/Turn Record Charts E. Two Ship/Plane Data Cards F. Two System Command Cards G. Set Up instructions Sheet H. Two Grease Pencils 2.2 Definition Of Terms 2.21 Endurance - The number of turns an aircraft unit may remain in the air before it must return to base for refueling. 2.22 Firepower - The number of salvos a ship may fire at an opposing ship during naval combat. 2.23 Fuel - Used to move the ship full speed, fuel is the amount of oil in a ship's oil tanks. 2.24 Midships - The number of hits a ship may sustain in combat before it sinks. 2.25 Search Factor - A Quantitative rating dealing with a unit's ability to spot an enemy unit. The higher the search factor the greater the likelihood of spotting an enemy ship. The search factors employed in each square can be displayed through the use of either the "NS" or PS" commands. (The aficionado will notice that ships with radar have higher search factors at night.) 2.26 Shadow - The act of following an enemy ship. There are two types of shadow: fast shadow and regular shadow. 2.27 Visibility Level - A measure of the severity of the weather. Each row of the map is given a new visibility level each turn. The levels displayed on the mapboard are the projected "end of the turn'" visibility levels. The levels range from: 1 = Sunny to 8 = Stormy. 2.3 Mapboard Codes B = Battleship or Battlecruiser C = Cruiser A = Aircraft Carrier D = Destroyer Flotilla (1-6 Destroyers) S = Sub Group or Wolfpack (1-3 Submarines) O = Oiler M = Convoy (1-24 Merchant Ships) R = Reconnaissance Aircraft Unit L = Level Bomber Aircraft Unit F = Fog + = Port and Airfield X = Airfield Only 2.4 Passwords At the start of a new game each player will be required to enter a two numeral password. It is important that each player keep his password to himself. This will insure that secret information held by the computer is given only to the appropriate player. 2.5 Saving A Game A decision must be made at the beginning of each turn whether or not to "save" a game. Saving a game allows you to restart a game at a later date from the point at which you left off. 2.6 Mapboard Coordinates To read the map coordinates first read the row number and then the column number. Example: Scapa Flow is on row 18 and column 25, and thus it is considered to be at square 1825. 3.0 Setting Up The Game To prepare for play refer to the Set Up Instructions sheet contained in the game box. This will bring you to the point where you can begin the game. If this is your first game it is suggested that you begin a solitaire game while you are reading the rest of the rules. 4.0 Sequence Of Play 4.1 Save The Game Option: At this time the players decide whether to save a game. (Note: After a game has been saved, the players may continue to play.) 4.2 Shadow Phase: During this phase the computer will alert you to enemy ships which have been spotted. At this point they may be shadowed. Players may also be asked to move specified ships. 4.3 Movement Phase 4.31 British Movement Phase: British player enters his password and secretly moves his units on the computer mapboard display. At this time he may also consult with the computer regarding ship status and search capabilities. 4.32 German Movement Phase: German player enters his password and proceeds in the same manner as the British player. In the solitaire game the computer will move the German units. 4.4 Fast Shadow Phase: The computer reports any fast shadow possibilities, resolves them, and reports the results. 4.5 Computer Activity Phase 4.51 Computer Movement Phase: The computer obeys the players' orders and moves all units to their new positions. Fuel and endurance factors are updated. 4.52 Computer Search Phase: The computer records, in its memory, the spotting of ships and planes. 4.5 Combat Phase: If units have been spotted, attack possibilities are determined and displayed in the following order: 1. Aircraft attacks 2. Submarine attacks 3. Destroyer attacks 4. Surface ship combat The players order their units to attack or to withdraw by answering the computer's prompts. The computer then resolves the attacks, records damage, and awards victory points. 4.7 Victory Point Allocation Phase: The computer awards points for crashed planes and convoys safely moved to their destinations. It also determines whether the game has been won at this time. 4.8 Chance Phase: The computer will determine whether a chance spotting of the Bismarck or the Prinz Eugen has occurred. 4.9 Weather Update: The computer calculates new visibility levels for each row of the mapboard. 5.0 General Commands 5.1 After the player has entered his password, the locations of his ships and planes in the North Atlantic are displayed on the computer screen. The computer will ask the player to enter a command. 5.2 Chart "A" Commands 5.21.1 SN = Ships Now. Displays the ship positions at the beginning of the turn. 5.21.2 SP = Ships projected. Displays projected end of the turn ship positions. 5.22.1 PN = Planes Now. Displays the aircraft positions at the beginning of the turn. 5.22.2 PP = Planes projected. Displays aircraft positions as they are projected to be at the end of the turn. 5.23.1 MS = Move Ships. Allows the player to move his ships as described in Section 6.0. 5.23.2 MP = Move planes. Allows the player to move planes as described in Section 8.0. 5.24.1 QN#### = Query Now. Lists the ships and airborne planes that began the turn in square ####. 5.24.2 QP#### = Query Projected. Lists the ships and airborne planes that are projected to end the turn in square ####. 5.25.1 NS = Now Search. Displays search values at the beginning of the turn. 5.25.2 PS = Projected Search. Displays projected end of the turn search values. 5.26 NM = New Map. Displays a new mapboard of the North Atlantic without displaying ship, plane or search value locations. 5.27 STxxx = Status Check. Displays the current status of the ship whose name begins with xxx. In order to execute a status check, enter the first three characters of the ship name, as the computer knows it, including spaces. Example: To status check the Prinz Eugen type STPR(space). It is important to space once after the R. To status check Prince Of Wales type STP(space)O. By comparing the display to the listed ship characteristics on the ship/plane data cards the players may check the unit for damage. The status check will display the current values of the following characteristics of the ship: 1. Fuel 2. Midships 3. Firepower 4. Knots 5. Torpedoes 5.28 DM = Done Moving. This command ends the player's movement phase. 6.0 Ship Commands And Capabilities 6.1 During each movement phase, the player may move any, all, or none of his available ships. The "MS" command is used to get to the "Move Ships" section of the program. When this is done the computer displays one ship at a time and asks for a command from Chart "B". 6.2 Chart "B" Commands 6.21 M = Move Mode. Warships (not convoys) in Move Mode may be moved from one square to another according to the rules of movement and the capabilities of the particular ship. Ships in move mode have search factors that are generally lower than search factors in patrol mode, for the ship is moving from one position to another and not patrolling in the best possible pattern to find enemy ships. 6.22 P = Patrol Mode. Ships in Patrol Mode may not move but they have their search factors increased. It is assumed that the ship is patrolling the square specifically looking for enemy ships. 6.23 L = Launch/Land planes Mode. Only Aircraft Carriers (A) may enter this mode. An aircraft carrier must be in this mode in order to launch and/or land its Swordfish Torpedo Bombers (T). Aircraft carriers in L mode may move one square. 6.24 F = Fast Convoy Mode. British convoys that start the game in this mode must remain in this mode for the duration of the game. Other ships may be placed in, and/or taken out of this mode. These would be warships that the British player wanted to leave with the convoy and not attend to until the convoy was once again ready to move. Ships in this mode may move one square on every other turn. The convoys WS8B and Britannic are fast convoys. 6.2S C = Slow Convoy Mode. Identical to fast convoy mode except that a ship in this mode may move only one square every third turn. The convoys SL1 to SL5 are slow convoys. 6.26 R = Refuel/Rearm Mode. In this mode a ship's fuel factor and torpedo factor are restored to their maximum capacity. For a British ship to enter this mode it must be in a friendly port. For a German ship to enter this mode it must either be in a friendly port or in the same square an Oiler (O) (Exception: See Section 15.3). 6.3 Legal Squares For Ships 6.31 British ships may move into and out of any All-Sea square on the map and into and out of any British port. British ports are Reykjavik (1317), Scapa Flow (1825), Clyde (2125), and plymouth (2425). 6.31.1 The British convoy WS8B may move off the south edge of the map. 6.31.2 The British convoy Britannic may move off the west edge of the map. 6.32 German ships may move into and out of any All-Sea square except those comprising the English Channel and the Irish Sea. German ships may move into and out of any German controlled port on the map. The German controlled ports are Trondheim (1228), Bergen (1528), Brest (2626), and St. Nazaire (2727). 6.32.1 The German player is not allowed to move his ships into the English Channel squares 2027, 2028, 2426, 2526. This blocks German ships from entering the English Channel. 6.32.2 The German player is not allowed to move ships into Irish Sea squares 2024, 2124, 2324. This blocks German ships from entering the Irish Sea. 6.33 Except for ports, no ship may move into or out of a square that is part sea and part land. 6.34 The two British fast convoys are the only units which are allowed to exit from the mapboard. 6.4 The Ship Detail Line is the line of text displayed by the computer when the player is moving his ships. Below is the Ship Detail Line for the British battleship Hood used as an example. (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) B HOOD 1662 1662 1/1 4/3 M M 0 7 2 2 (1) Ship Type (2) Slow Mode Indicator (3) Name (4) Square the ship is in at the beginning of the turn. (5) Square the ship is projected to be in at the end of the turn. (6) Search factor in move mode (day/night). (7) Search factor in patrol mode (day/night). (8) Mode the ship is in at the beginning of the turn. (9) Mode the ship is projected to be in at the end of the turn. (10) Fuel Remaining (11) Maximum number of squares ship may move. (l2) Number of squares ship may move this turn. 6.5 Ship Capabilities. It should be remembered that the computer controls ship capabilities and units that are unable to move-for whatever reasons, e.g., warships not yet active, convoys on non-move turns, planes refueling and rearming, ships and planes on shadow missions-will simply not be displayed for the player's attention. Also units with reduced capabilities will be monitored and regulated by the computer program (Exception: British torpedo planes will often be displayed on turns when they may not move; an attempted move in these cases will result in an illegal entry response from the computer). 6.51 Battleships (B) 6.51.1 Movement Allowance. Battleships whose speed exceeds 21 knots may move two squares on alternate turns. They may always move one square per turn. Battleships whose speed is 2l knots or less (ships in slow mode) may only move one square per turn. (Exception: The Bismarck may move up to four squares on turn l.) 6.51.2 Fuel Usage. If a battleship's speed is greater than 21 knots it uses 1 fuel factor when it moves more than one square. If a battleship's speed is less than 22 knots and it moves one square, it uses 1 fuel factor if it had moved during the previous turn. (As an aid to the player this status is displayed on the Ship Detail Line of battleships under 22 knots as either a "Y" or "N" between the ship type and name. "Y" means that the ship moved last turn, while "N" means that the ship did not move on the last turn.) 6.52 Aircraft Carriers (A) 6.52.1 Movement Allowance. Same as battleships with the addition that if the carrier is in "L" (Launch/Land) mode then it may move only one square. 6.52.2 Fuel Usage. Same as battleships. 6.53 Cruisers (C) 6.53.1 Movement Allowance. A cruiser may move up to 21 knots. If a cruiser's speed is 2l knots or less, than it may move up to one square per turn. (Exception: The Prinz Eugen may move up to four squares on turn 1). 6.53.2 Fuel Usage. A cruiser uses 1 fuel factor every turn it moves more than one square. 6.54 Destroyer Flotillas (D) 6.54.1 Movement Allowance. Same as cruisers. 6.54.2 Fuel Usage. A destroyer flotilla uses 1 fuel factor if it moves one square. It uses 3 fuel factors if it moves two squares. 6.55 Submarines (S) 6.55.1 Movement Allowance: A submarine unit may move up to one square per turn. 6.55.2 Fuel Usage. None. Submarines are assumed to have all the fuel they need. 6.56 Convoys of Merchant Ships (M) 6.56.1 Movement Allowance. 6.56.11 Fast convoys may move up to one square every other turn. 6.56.12 Slow convoys may move up to one square every third turn. 6.56.2 Fuel Usage. None . 6.57 Oilers (O) 6.57.1 Movement Allowance. Oilers may move up to one square per turn. 6.57.2 Fuel Usage. None. 6.6 Ships whose speed is reduced to 0 knots may not move. 6.7 When a ship's remaining fuel reaches 0, the ship is only allowed to move one square every other turn. 6.8 The following units enter the game with their fuel already reduce: Bismarck, Renown, Ark Royal, Dorsetshire, Sheffield, DF 1, DF 3. 7.0 Moving A Ship Once the "MS" command has been given the player will be asked to enter a command from Chart B. In order to move the unit listed on the screen, the player should type an "M","L","F", or "C" (depending on the ship and other circumstances) and then (CR). This will place the ship into a mode in which movement is possible. The computer will respond with: ENTER "X" MOVES- where X is equal to the maximum number of squares that the unit may move (if the unit cannot move during the turn in question the computer will flash past to the next ship). Units may be moved in eight different directions: N = NORTH S = SOUTH E = EAST W = WEST NE = NORTHEAST NW = NORTHWEST SE = SOUTHEAST SW = SOUTHWEST The player should respond to the computer's prompt by typing a direction and then (CR). The computer will record this entry as a movement of one square in the indicated direction, and once again ask the player to (enter X moves. Notice that the number of moves to be entered has been reduced by one, to account for the previously entered move. At this point the player may continue to enter directions one at a time. When the player has moved his unit to the desired location, he should (CR). This will cause the computer to erase the unit from its initial location and reappear in its new projected position. It is only at this point that the computer actually moves the unit on the mapboard. It is important that the players realize that orders may be changed at any time prior to the execution of the "DM" command. The player need only repeat the above steps, changing the orders as he proceeds. Example: To move the Hood from square 1622 to square 1724 first go to the Ship Display Line that contains the Hood. This is done by responding to "ENTER COMMAND FROM CHART A-" by typing "MS" (CR). Next give the command to move the ship by responding to "ENTER COMMAND -CHART B-" by typing "M" (CR). Finally move the ship by responding to "ENTER 2 MOVES-" by typing "E" (CR) and then "SE" (CR). The ship will disappear from square 1622 and then reappear in square 1724. The computer will then go on to the next ship in the British ship table. 8.0 Plane Commands And Capabilities During the British player's movement phase the "MP" command is used to get to the "MOVE PLANES" section of the program. Each turn the British player may move any number of his available planes. The computer displays one plane unit at a time and allows the British player to order each unit individually. 8.2 Chart "C" Commands 8.21 M=Move Mode. ("R" type planes only.) In this mode the plane may be moved up to six squares, but its search factor is reduced. 8.22 P = Patrol Mode. ("R" type planes only.) In this mode the plane may move up to two squares while retaining its maximum search factor. 8.23 R = Reconnaissance Mode. ("L" and "T" type planes only.) In this mode the plane carries extra fuel tanks instead of bombs. Its search factor is at its maximum. planes may not change from reconnaissance mode to attack mode while in the air. 8.24 A = Attack Mode. ("L" and "T" type planes only.) In this mode the plane is armed with either bombs or torpedoes. Planes in attack mode may attack ships. Planes may not change from attack mode to reconnaissance mode while in the air. 8.24.1 Level bombers (L) may attack spotted enemy ships in the square where they end their turn. The attack is subject to the rules of combat (Section l6.3). 8.24.2 Torpedo bombers (T) must begin and end an attack turn on the aircraft carrier's deck. In order to attack with a torpedo bomber the British player must use the following procedure. First, fly the bomber to the square in which you wish to attack. Next, type an "A". Note that the computer does not count this as a square moved. Finally, fly the plane back to the square in which the aircraft carrier will end its turn. Example: Suppose you wish a Torpedo Bomber from the Ark Royal in square 3024 to attack an enemy ship in square 2724. In response to "ENTER MODE FROM CHART C-" the player should type an "A". In response to "ENTER 5 MOVES" the player should type "N" (CR),"N" (CR), "N" (CR), "A" (CR) to order the attack, and "S" (CR), "S" (CR). This causes the plane to fly north three squares, make a torpedo run at the enemy ship, and then fly two squares south to land on the Ark Royal (which had conveniently moved north during the British move. The combat phase and will be subject to the regular rules of combat (Section 16.3). 8.25 Z = Return to Base Mode. ("R" and "L" type planes only) A plane in this mode will fly at maximum speed directly towards its home base. If the plane is within range it will land at the base. 8.26 B = Base Mode. We all make mistakes. This command allows a player to avoid the one turn of refueling if he has flown the plane from its base in error. 8.3 Planes may move into any square on the mapboard. but they may only land at their home bases. Planes may not be transferred from one base to another. 8.4 Torpedo bombers launch from the square in which the aircraft carrier began its turn and land in the square in which the aircraft carrier ends its turn. 8.5 The Plane Detail Line is the line of text displayed by the computer when the player is moving his planes. Below is the Plane Detail Line for the British reconnaissance plane based in Reykjavik: (1) (2) (3) (4) (S) (6) (7) (8) (9) (10) R REYKJAVIK 1317 1317 2/1 6/3 B B S S (1) Plane type. (2) Name of home airfield. (3) Square plane is in at the beginning of the turn. (4) Square plane is projected to be in at the end of the turn. (5) Search factor in Move or Attack Mode (day/night). (6) Search factor in Patrol or Recon Mode (day/night). (7) Mode the plane is in at the beginning of the turn. (8) Mode the plane is projected to be in at the end of the turn. (9) Endurance Now-Number of turns the plane can remain in the air. (10) Endurance projected-Number of turns the plane will be able to remain in the air after the current turn. 8.6 When a plane lands at its home base it must spend one turn refueling before it may move again. The computer will automatically refuel planes by preventing the player from moving the unit on the turn after it has returned to base (Exception: refer to Section 8.26). Planes that do not return to base before their endurance now equals zero are considered to have crashed and are eliminated from play. 8.7 Plane Capabilities 8.71 Reconnaissance Planes (R) 8.71.1 Movement Allowance. In "M" mode the plane may move up to six squares per turn. In "P" mode the plane may move up to two squares per turn. 8.71.2 Endurance. When this type of plane takes off it can spend up to five turns in the air. 8.72 Level Bombers (L) 8.72.1 Movement Allowance. If the plane takes off in "A" mode then it may move up to six squares. If the plane takes off in "R" mode then it may move up to seven squares. 8.72.2 Endurance. Level bombers may stay aloft for two turns. 8.73 Torpedo Bombers (T). 8.73.1 Movement allowance. The plane may move up to five squares per turn. 8.73.2 Endurance. If the plane takes off in "A" mode then it must return to the aircraft carrier on the same turn. If the plane takes off in "R" mode then it may remain in the air for two turns. 8.8 Both "take off" turns and "landing" turns are considered to be "in the air" turns and thus count against plane unit endurance. Example: A level bomber (with an endurance of two turns) that takes off on turn one must return to base on turn two. 8.9 Plane units are moved in a manner similar to that described in Section 7.0. The only mechanical difference between moving planes and moving ships is that planes may move in "M","P","A", and "Z" modes while ships may move in "M", "L", "F", and "C" modes. 9.0 Search: How To Find The Enemy 9.1 During the computer search phase the computer judges whether opposing ships and/or planes have spotted each other. The computer uses search factors and weather conditions to determine if units have contacted enemy units. 9.2 In order to spot an enemy unit a player must have total search factors in the square equal to or greater than the visibility level of the square in question. 9.21 To determine a player's search strength in a square just add together the strengths of each unit in the square. Each unit is assigned a search value by the computer depending on the mode of the unit and whether it is day or night in the square being searched. players may find the search values of each unit on the ship data cards. 9.22 The NS and PS commands are used to have the computer total and display the friendly search factors in each square. A 9 will be displayed whenever search factors in the square total 9 or more. 9.23 Each row of the mapboard is assigned a visibility level. These numbers can be found on the right hand side of the computer screen. All squares in the same row are assumed to have the same visibility level. Example: On the first turn of every game all squares in row 11 are assigned a visibility level of 3, while all squares in row 12 are assigned a visibility level of 4. Thus to spot an enemy ship in square 1116 on turn one, the player must have at least 3 search factors in square 1116 at the end of his movement phase. 9.3 New visibility levels are assigned each turn as per Section 13.2. 9.4 Fog, represented on the mapboard by "F", prevents enemy units from spotting one another (by implication this also means that combat and shadow are not allowed in fog squares). (Exception: Ships that are spotted prior to the creation of new fog may be shadowed. Although the shadow might succeed, if the ship being shadowed moves into a fog square it will be lost during the next computer search phase.) 9.5 Spotting is considered to be mutual. All units in a square are spotted by both players as soon as one player has amassed enough search values in the square to spot the enemy as per Section 9.2 (Exception: Submarines may only be spotted if the conditions of Section 9.2 are met and an enemy plane unit in the air is in the same square as the submarine unit.). 9.6 Players will only be given information about enemy units that are spotted. Thus, the British player will not see the German units displayed on his mapboard until he actually spots a unit. Once an enemy unit is spotted it will appear on the opposing player's mapboard, but it will be displayed in a different manner than friendly ships (see Set Up Instructions sheet). British ships will never be displayed on the German mapboard. Spotted German ships will be displayed black on white on the British mapboard 9.7 Turns 3 and 4, 9 and 10 etc. are night turns with reduced visibility for both players. A player's night adjusted search factors may be found on the night side of the day/night columns on the ship/plane data cards. Note: on turns 3, 9, etc. only the southern board area below line 20 is under night conditions. This accounts for longer summer daylight periods in higher latitudes. 9.8 planes may not conduct attacks at night or in visibility of 7 or 8. 10.0 Shadow 10.1 If an enemy ship has been spotted and the opposing player wishes to maintain contact with it (shadow) the computer will allow him to do so during the shadow phase of each turn. The units involved will be displayed on the screen and the computer will ask the player which unit is to be ordered to perform the shadow. Next, the computer will ask the shadowed player to secretly move the ship being shadowed. The computer will then calculate the results and report "SHADOW SUCCEEDED" or "SHADOW FAILED" (A "SHADOW SUCCEEDED" may be changed to a "SHADOW FAILED" if the shadowed ship moved to a square that the shadower is not allowed to enter, i.e., a German wolfpack cannot follow the WS8B convoy off the map). Units that move or attempt to shadow during this phase, whether successfully or not, may not be moved during the following regular movement phase. 10.2 All German battleships (B), cruisers (C), and oilers (O) are eligible to be shadowed. Convoys are the only British units eligible to be shadowed, and of course these may only be shadowed on turns in which they are allowed to move (refer to Section 6.56). 10.3 Wolfpacks are the only German ships that may conduct a shadow. British battleships (B), cruisers (C), destroyers (D), sub groups (S), and reconnaissance planes (R) may shadow (reconnaissance planes may only shadow if they have at least one more turn left in the air after the current turn). 10.4 Shadow Conditions. If a unit that is eligible to be shadowed is spotted by a unit that is capable of shadow, the computer will list the pertinent information and request further instructions from the players during the shadow phase. In order for a unit to conduct a shadow it must be at least as fast, in knots. as the ship being shadowed (reconnaissance planes are always considered to be fast enough to shadow any ship). 10.5 Only one attempt per turn may be made to shadow each enemy ship. Even if the first attempted shadow fails no other shadows on the enemy ship are allowed in the same shadow phase. 10.6 Each eligible ship or plane unit may attempt only one shadow per turn. 10.7 Shadow Resolution. The probability of a shadow succeeding is determined in the following manner. 1 - Determine the shadow strength of the unit attempting the shadow (this can be found on the ship/plane data card). 2 - Modify this number to account for each of the following factors if they apply: If visibility = 8.................................subtract 2 If visibility = 6 or 7...........................subtract 1 If shadowed ship moves 2 squares this turn.......subtract 1 If visibility = 1 or 2................................add 1 For each other friendly unit in the square that is eligible to shadow....................................add 5 3 - Divide the adjusted shadow strength by 6. Example: The Suffolk attempts to shadow the Bismarck in square 1118 on turn 4. The visibility level is 7 and the the Suffolk is accompanied by the Norfolk and the reconnaissance unit from Reykjavik. During the shadow phase the Bismarck moves to square 1116. The basic search strength of the Suffolk at night is 4. Due to the visibility 1 is subtracted from this number. Due to the Bismarck's two square move an additional 1 is subtracted. Due to the help of the Norfolk and the Reykjavik air unit 1 is added. There is a 50% chance that this attempted shadow will succeed. 10.8 Shadow Results. If the shadow attempt succeeds then the shadowing ship is moved to the same square the shadowed ship moved to. Note that in any case both units have made their move for this turn. If the shadow attempt is successful then the shadowing ship is given a search factor of 8 during the following computer search phase in order to account for the fact that the units are still in visual contact. 10.9 Ships that are successfully shadowed are displayed on the opposing player's mapboard in their "end of the turn" projected positions. Spotted ships that are not shadowed or are shadowed unsuccessfully are displayed on the opposing player's mapboard in their beginning of the turn positions. 11.0 Fast Shadow 11.1 Fast shadow attempts may only be made on turns in which either the Bismarck or Prinz Eugen move two squares. If the first square moved through by either of these ships is a square which includes British units, a fast shadow may be possible. 11.2 In order to attempt a fast shadow, the British must have sufficient search factors in the square to have spotted the enemy ship had it stopped there at the end of its turn (refer to Section 9.2). 11.3 During the fast shadow phase the computer will determine whether a fast shadow is possible. If a fast shadow is called for the computer will list the units involved, the square moved through, and the results of the attempted shadow. 11.4 Only the Bismarck and Prinz Eugen may be fast shadowed. British battleships, cruisers, destroyers, sub groups, and reconnaissance planes may attempt fast shadows (although sub groups are too slow to succeed in an attempted fast shadow). 11.5 Fast Shadow Conditions. Same as for regular shadow (refer to Section 10.4) with the addition that at least one British unit must be in patrol mode. Also, the computer assumes that the British player desires to fast shadow and thus it automatically attempts a fast shadow whenever possible. 11.6 Fast Shadow Resolution. Same as for regular shadow (refer to Section 10.7). 11.7 Fast Shadow Results. If the fast shadow is successful all British units in patrol mode, that are in the "shadow square", are moved to the square in which the German ship ended its move. The British units so moved are given a search factor of eight during the following computer search phase. 11.8 If both the Bismarck and the Prinz Eugen move through the same square and fast shadows result, the fast shadow of the Prinz Eugen will automatically fail if the fast shadow of the Bismarck had succeeded. This is due to the fact that all the British units in patrol mode will have moved out of the square to follow the Bismarck before the fast shadow attempt on the Prinz Eugen is even attempted. 12.0 Chance 12.1 Once each turn the computer randomly determines whether the Bismarck or Prinz Eugen has been spotted by the British general air search or whether they have revealed their approximate positions by breaking radio silence. These possibilities occur during the chance phase. 12.2 If the Bismarck or the Prinz Eugen is north of row 19 or east of column 17 and the visibility in the ship's square is 4 or less, there is a 5% chance that the ship will be spotted by the British general air search. If the computer calculates that a spotting has occurred, the players will be informed of this and the British player will be told of the exact location of the ship in question. 12.3 Each turn there is a 1% chance that the Bismarck will break radio silence and a 1% chance that the Prinz Eugen will break radio silence. If radio silence is broken, the computer will display this information and then give the British the approximate location of the offending ship. This location will be one of the squares adjacent to the offending ship or the ship's actual square (determined at random by the computer) . 12.4 German ships that are spotted during the chance phase will not be displayed on the British player's map. board. Also, the general air search does not have the capability to shadow enemy ships once they are found. 13.0 Weather 13.1 The weather (or visibility) is displayed at the right edge of the mapboard. Visibility ranges from 1 (sunny) to 8 (stormy), and certain areas may have fog. 13.2 During the weather update phase of each turn the computer changes the weather. This change is done in two steps. 1) All visibility levels are moved south one row. 2) Each visibility level is randomly modified (+3 to -3 on rows 11 to 20; +2 to -3 on rows 21 to 30). 13.3 Fog may occur in two different areas. Area 1 is north of Iceland and consists of the squares 1116, 1117, 1118, 1119, 1120, 1216, 1220. Area 2 is around Bergen and consists of the squares 1527, 1528, 1627. 13.31 During the weather update phase the computer determines whether one or both fog areas will contain fog during the next turn. Each fog area is individually checked for the possibility of fog. If fog appears in one square within an area, it will appear in all the squares in the particular area. Fog is only revealed to the players when they ask for their search factors to be displayed (NS or PS), and at this time an F will be displayed in each square containing fog. 13.32 The probability of fog appearing in a turn is dependent on the time of day of the turn. Fog is more likely to occur during the evening and early morning as the following table reveals: Time of Day of Turn Probability of Fog 400 67% 800 50% 1200 33% 1600 16% 2000 33% 2400 50% 14.0 Reinforcements 14.1 The British player may get reinforcements from Scapa Flow, Clyde, and the south edge of the map. Reinforcements are triggered by events that occur during the course of the game. The German player receives no reinforcements. 14.2 Reinforcements from Scapa Flow. 14.21 Units. King George V (B), Victorious (A), Aurora (C), Galatea (C), Hermione (C), Kenya (C), Destroyer Flotilla 2 (D). 14.22 Trigger Event. The above units may be moved on the turn after either of the following events has occurred: 1) The British player has successfully searched Bergen (square 1527) whether or not an enemy ship is found. 2) The Bismarck has been spotted by regular search. 14.3 Reinforcements from Clyde. 14.31 Units. Repulse (B). 14.32 Trigger Event. Same as 14.22. 14.4 Reinforcements from the south edge of the mapboard. 14.41 Units. Reknown (B), Ark Royal (A), Sheffield (C), Destroyer Flotilla 3 (D). 14.42 Trigger Event. The above units may be moved nine turns after the British player has located the Bismarck by regular search. These units arrive as a group on a square between 3020 and 3024 (inclusive). The actual entrance square is determined randomly by the computer. 14.43 Units. Dorsetshire (C). 14.44 Trigger Event. The Dorsetshire arrives on turn 24 on a square between 3020 and 3024 (inclusive). Once again the actual entrance square is determined randomly by the computer. 15.0 Solitaire 15.1 Otto von Computer, your solitaire opponent, is in reality a set of computer subroutines that are part of the program. During solitaire games one of these subroutines is called whenever the German player would have an opportunity to respond in a two player game. Otto does not have access to any information that would not normally be available to the German player. He does follow a strategy, that is he does not move randomly and aimlessly, but with the cool precision of a master wargamer. There are many strategies contained in the computer program, and for each game Otto picks one, but Otto's strategy can change during the course of a game if he feels the situation requires a new approach. We are confident that Otto will provide you with many challenging games. 15.2 Solitaire Units British - Same as regular game. German - Same as regular game except no oilers. 15.3 Rule Changes. Any German ship may go into R mode (Refuel/Rearm) when in the special prearranged refueling squares in the North Atlantic (only the computer knows where these are). 16.0 Combat 16.1 Whenever enemy units are spotted, an opportunity for combat may occur. The computer will display the units involved in each combat situation, ask the players one or more questions, and resolve the battle. The players are relieved of the drudgery of throwing dice and consulting numerous tables. This is all handled by the computer allowing the players to concentrate on their strategy. 16.2 There are four types of combat. 1 - Plane Attack 2 - Submarine Attack 3 - Destroyer Attack 4 - Naval Combat 16.3 Plane Attack. 16.31 Level Bomber Attack. If an L type aircraft unit is in attack mode and in the same square as a spotted German ship, the computer will ask the British player which (if any) German ship he wishes to bomb. The attack is resolved by the computer, any damage is recorded and any Victory Points scored are awarded. 16.31.1 Eligibility. Only British L type planes in attack mode may launch bomb attacks. The German unit attacked must be a spotted surface ship (not a wolfpack). Level bomber attacks are not allowed during night or in a square where the visibility level is 7 or 8. There is a 5% chance during each attack that the pilots become confused and attack the largest British ship in the square. 16.31.2 Combat Resolution. The Gunnery Salvo Table (Section 16.81 ) is consulted twice for each attacking level bomber. The British player is not informed of damage done to the ship attacked unless the ship is sunk. 15.32 Torpedo Bomber Attack. If a T type plane "attacked" a square which contains spotted German surface ships, then the computer will ask the British player which (if any) German ship he wishes to attack. The attack is resolved by the computer, any damage is recorded, and any Victory Points scored are awarded. 16.32.1 Eligibility. Only British T type planes may launch plane torpedo attacks. The plane unit must have attacked the square as per Section 8.24.2. The German unit attacked must be a spotted surface ship (not a wolfpack). Torpedo bomber attacks are not allowed at night or in a square where the visibility is 7 or 8. There is a 5% chance during each attack that the pilots become confused and attack the largest British ship in the square. 16.33 Once a plane unit has attacked. it may not attack again until it has returned to base to refuel/rearm. 16.34 Plane units are never adversely affected by combat. 16.4 Submarine Attack. 16.41 Submarine units (S) may launch torpedo attacks against spotted enemy surface ships that are in the same square. The ships involved are displayed by the computer and the attacking player chooses which ship (if any) he wishes to attack. The computer then resolves the attack, records damage (including submarines sunk). and awards Victory Points scored. 16.41. Eligibility. A submarine attack is possible any time a spotted enemy surface ship (not a submarine unit) and a submarine unit are in the same square. 16.41.2 Combat Resolution. Submarine attacks are resolved in the following manner: 1 - The Submarine Attack Tables (Section 16.84) are consulted to determine if a submarine is sunk and to determine the number of torpedo factors that are actually fired at the target. The Anti-sub strength of each unit in the square (not just the unit attacked) is added to determine the defending player's anti-sub strength for each attack. The anti-sub strength determines the number of torpedo factors fired and the probability of a sub being sunk (refer to section 16.85). 2 - The Torpedo Hit Table is consulted once for each torpedo factor that is fired in order to determine whether the target is hit. 3 - The Torpedo Damage Table is consulted to assess damage to targets that have been hit. Although the attacking player is told whether his torpedoes hit or missed, he is not told of the damage done to the enemy unless the enemy was sunk. The defending player is told whether an attacking submarine was sunk. 16.41.3 Ammunition Expenditure. All submarine units (S) lose one torpedo factor each turn they attack. When a unit's torpedo factor is reduced to zero it may not attack. Submarine units may regain their capacity of four torpedo factors by entering R (refuel/rearm) mode. 16.42 Each sub group and wolfpack unit consists of three submarines. The unit continues to exist until all three submarines are sunk. For these units the midships (MS) remaining is in reality the number of submarines remaining in the unit. Each submarine lost from a sub group or wolfpack causes the search factors of that unit to decrease by one. Submarine losses do not affect the combat abilities of a sub group or wolfpack (unless of course all three submarines in the unit are sunk). 16.5 Destroyer Attack 16.51 British destroyer flotillas (D) may attack spotted German surface ships (not wolfpacks) in the same square. The British player is notified of this possibility and asked to select an enemy ship to attack (if desired). The computer then resolves the combat. 15.51.1 Eligibility. A destroyer attack is possible during the combat phase whenever a spotted German surface ship and a British destroyer flotilla are in the same square. 16.51.2 Combat Resolution. The destroyer attack is resolved in the following manner: 1 - Each destroyer in the destroyer flotilla conducts a torpedo run toward its target. If in the square, both the Bismarck and the Prinz Eugen may fire at the attacking destroyer. During day turns each ship has a 40% chance of sinking the destroyer. During night turns each ship has a 15% chance of sinking the destroyer. Each destroyer in the flotilla is fired upon in the manner just described if the flotilla attacks. 2 - The Torpedo Hit Table is consulted once for each destroyer still afloat after its torpedo run. This will determine whether the destroyers have hit their target. 3 - For each torpedo hit the Torpedo Damage Table is consulted to determine damage to the target ship. 4 - Damage is recorded and Victory Points scored are awarded. The British player is not informed of the extent of the damage to the target ship unless it is sunk, but he is told whether his torpedoes hit or missed the ship. 16.51.3 Ammunition Expenditure. Destroyers carry only enough torpedoes for one attack. Once these torpedoes are expended the flotilla must enter R (refuel/rearm) mode in order to replenish their torpedoes. 16.52 Each destroyer flotilla consists of six destroyers. As with submarine units the midships remaining for each destroyer flotilla reveal the number of destroyers in the flotilla. Individual destroyers lost will not affect the search factors of the destroyer flotilla. The destroyer flotilla continues to exist until all six destroyers in the flotilla are sunk. 16.6 Naval Combat. 16.61 Naval combat occurs when opposing surface ships (submarine units are not considered surface ships) spot each other in the same square. When this happens, all surface ships in the square are involved in the combat. Only battleships (B) and cruisers (C) have the ability to attack other ships during the naval combat phase. Aircraft carriers (A), convoys (M), and oilers (O) may be sunk if there are no friendly ships (B or C) in the square to defend them. Naval combat occurs in a series of rounds in which each ship fires a number of salvos equal to its current firepower (FP) rating. Under certain conditions the Bismarck is allowed to surprise attack British ships (refer to Section 16.68). After the first round of naval combat, ships that have torpedoes may launch them. Combat is concluded only when both players agree to withdraw, one side is able to withdraw all of his ships, or all the ships of one side (in the square) are sunk. 16.62 The sequence of events during the naval combat phase is as follows: 1 - Ships involved in a possible combat are displayed on the screen. 2 - Each player secretly checks the status of his ships involved in the combat. 3 - Before the first combat round the Bismarck may attempt to surprise attack as per Section 16.68. 4 - Combat Check. Players declare whether they wish to fight or withdraw. If both players wish to attack, combat wi1l occur. If both p1ayers wish to withdraw, no combat will occur. If only one player wishes to withdraw then withdrawal may be attempted. 5 - Withdrawal attempts are conducted. 6 - If combat is still possible and at least one combat round has already been fought then ships with torpedoes may launch them. 7 - Naval Combat Round. After determining which ships are being fired upon, each ship fires its FP salvos and launches its torpedoes. The computer calculates damage and awards Victory Points as they are scored. Combat fire is simultaneous (a ship sunk during round #2 will still get to fire its guns during round #2). 8 - If there are any aircraft carriers (A), convoys (M), or oilers (O) in the square and no friendly battleships (B) or cruisers (C) to protect them from enemy battleships or cruisers in the same square they are sunk (or dispersed if convoys) at this time and Victory Points awarded. 16.63 Withdrawal. Only battleships, cruisers. and aircraft carriers may withdraw from naval combat. Withdrawal attempts will automatically succeed if the following conditions are met: 1 - Battleships may withdraw if they are faster (in knots) then any enemy battleship in the square. 2 - Cruisers and aircraft carriers may withdraw if they are faster than all enemy battleships and cruisers in the square. If the above conditions are not met, an attempted withdrawal has a 25% chance of success. 16.64 Torpedo Attack. If torpedoes are launched at a ship then the Torpedo Hit Table is consulted once for each torpedo factor fired. If the target is hit the Torpedo Damage Table will be consulted to determine damage. Actual damage caused by torpedo hits are not revealed to the attacking player. Once torpedo factors are used, they may only be replenished by putting the ship into R (refuel/rearm) mode. 16.65 During combat rounds battleships fire at battleships and cruisers fire at cruisers whenever possible. 16.66 During each combat round each ship fires all of its remaining firepower at one enemy ship. For each firepower factor (salvo) fired the Gunnery Salvo Table is consulted to determine damage to the target ship. Once again the computer calculates damage and only reveals it to the defending player. Each individual firepower salvo may cause either MS or FP damage, but not both. Due to the structure of the computer program, knots (KN) are only lost when MS damage is incurred. 16.67 If a convoy is sunk by surface ships, the ships that sank the convoy may not move on the turn following the sinking of the convoy. 16.68 Surprise attack is a tactic that the Bismarck may use to force enemy ships to fight. Surprise attack may only occur during night turns or in a square with a visibility level of 6, 7 or 8. If these conditions have been met and the Bismarck has been shadowed during the current turn then the German player may automatically surprise attack. If the Bismarck had not been shadowed then there is a 50% chance that surprise attack will occur if the German player so desires. When surprise attack does occur, a normal combat round ensues but with each ship firing only 1/8 of its normal firepower. After the surprise attack round, normal combat rounds begin and withdrawal becomes possible. 16.7 Damage Recording Procedure. The number of MS (midships), FP (firepower), or KN (knots) that are lost in combat are subtracted from their current values. 16.71 When a battleship"s, cruiser's, oiler's, or aircraft carrier's MS equals 0 then the ship is sunk and Victory Points are allocated. 16.72 Each MS factor of a destroyer flotilla, convoy, sub group, or wolfpack represents a single ship. Thus each time a midship factor is lost, one destroyer, merchant ship, or submarine is lost and Victory Points are awarded for the destroyed ship. The unit is eliminated when all ships in the unit are sunk (MS factor reaches 0). 16.73 If the Bismarck or Prinz Eugen disperses a British convoy, the German player is awarded Victory Points equal to only 1/2 of the convoy's remaining Victory Points. Example: The WS8B convoy has lost two of its five ships when the Bismarck arrives and attacks the convoy. The three ships remaining in the convoy are worth a total of 48 Victory Points (3 x l6). The German player is awarded 1/2 of the 48 points, or 24 Victory points. The other half of the convoy is assumed to have dispersed and is no longer under the control of the British player. 16.74 If a surface ship suffers FP losses when its current FP = 0 then each 2 FP losses = 1 MS lost. 16.75 For each MS lost there is a 50% chance that 1 fuel factor will be lost (damaged ships may leak oil). 16.76 If a ship's knots (KN) falls below 22 knots the computer automatically places the ship in "slow mode" by setting the slow mode indicator to N. 16.8 Combat Tables. 16.81 Gunnery Salvo Table -------------------------------- Probability Result 00.1% Ship sunk* 09.0% - l MS 14.0% - 2 FP 01.0% - 10 KN 02.0% - 5 KN 04.0% - 1 KN * If the target is BISMARCK - 1 MS 16.82 Torpedo Hit Table ---------------------------------------------------------- Target's Speed (in knots) 0-10 11-20 21-25 26-30 31+ Probability of a Hit 60% 30% 20% 10% 5% 16.83 Torpedo Damage Table If the target is a battleship there is a 60% chance of losing 1 MS and a 40% chance of losing 2 MS (Exception: If the target is the Bismarck the 2 MS loss is converted to a 0 MS loss). The ship will also lose between 0 and 20 knots (Exception: If the target is the Bismarck knots will only be lost from 50% of the torpedo hits) . If the target is a cruiser there is a 33% chance that the ship will be sunk, a 33% chance that it will lose 2 MS, and a 33% chance that it will lose 1 MS. The ship will also lose between 0 and 30 knots. If the target is an aircraft carrier there is a 15% chance that the ship will be sunk, a 50% chance that it will lose 2 MS, and a 35% chance that it will lose 1 MS. The ship will also lose between 0 and 20 knots. If the target is a convoy, oiler, or destroyer flotilla a torpedo hit results in an automatic loss of 1 MS (one merchant ship, oiler, or destroyer is sunk by each hit). 16.84 Submarine Attack Tables 16.84.1Anti-Sub Strength Table Anti-Sub Strength Unit Type Day Night Convoy 11 3 Aircraft Carrier 5 0 Reconnaissance plane 4 0 Each Destroyer in 2 1 Flotilla 16.85 Sub Losses and Torpedo Factor Determination Table ---------------------------------------- Anti-Sub# of Torpedo Factor Chance of Strength Granted to Attacker Sub Sunk 01 to 7 (average - 4) 05% 1-41 to 5 (average = 3) 12% 5-8l to 3 (average = 2) 20% 9-120 to 2 (average = 1) 25% 13+0 to 1 (average= .5) 30% 17.0 Victory Conditions 17.1 A player wins by accumulating more Victory Points than his opponent by the end of the game. There are two possible ways in which the game may end. 1) The game ends if the Bismarck is sunk and one player has at least 30 more Victory Points than his opponent. 2) The game ends after 30 turns have been completed. 17.2 The computer awards Victory Points as they are scored and determines if the game should end. 17.3 British convoys are given missions to accomplish and receive Victory Points if the missions are successfully completed. The German player is awarded Victory Points for each mission that is not completed. In order to complete the assigned mission, each convoy must move directly toward its destination whenever it may move (Exception: The WS8B is allowed two turns to move around Ireland if the British player wishes before it must move south each turn it may move). 17.4 The British player receives Victory Points for the following events: Victory Points Awarded Event ------------------------------------------------------- 60 Bismarck Sunk 20 Prinz Eugen sunk 4 Each German submarine sunk 4 Each oiler sunk 4 Each ship in convoy WS8B that reaches row 3l during turns 21-25 (inclusive) 4 Britannic reaches column 10 on turn 25 4 SL1 reaches Clyde on turn 25 4 SL2 reaches column 22 by turn 30* 4 SL3 reaches Clyde on turn 19 4 SL4 reaches column 23 by turn 30* 4 SL5 reaches column 21 by turn 30* 8 Bismarck at sea after turn 30 with less than 22 knots* 4 Prinz Eugen at sea after turn 30 with less than 22 knots* 4 Each midship (MS) lost by the Bismarck (if it is not sunk) 2 Each midship (MS) lost by the Prinz Eugen (if it is not sunk) * These Victory points are only awarded after turn 30. 17.5 The German player receives Victory Points for the following events: Victory Points Awarded Events ---------------------------------------------------------- see ship/ Each British battleship, cruiser, or aircraft plane carrier sunk (VP's depends on ship sunk) data card see Sec. Each convoy dispersed by the Bismarck or 16.73 Prinz Eugen 16 Each WS8B ship sunk by torpedoes 8 Britannic sunk by torpedoes 4 Each British submarine sunk 4 Each destroyer sunk 4 Each plane unit that crashes 2 Each slow convoy merchant ship sunk by 2 Each midship (MS) lost by a cruiser (if it is not sunk)* 4 Each midship (MS) lost by a battleship or aircraft carrier (if it is not sunk)* 1 0Each British convoy that fails to accomplish its mission (dispersed convoys are considered to have failed their missions)** * These Victory points are only awarded after turn 30. ** These points are awarded on the turn in which the convoy was to have completed its mission. 10.0 Designer's Notes The first (very simple) version of Computer Bismarck was done on a borrowed computer. Although thrown together hastily, it proved that we could program a real historical wargame for a home computer. Many of the concepts developed for historical simulation games have been freely adapted for our current needs. We have used the computer to automate the boring bookkeeping rules that slow down the play of wargames, but which are essential if the historical situation is to be understood and appreciated. Naval and air movement fell out nicely once we had decided on a map scale that could be displayed on most home computers . Combat was added during several all night sessions. Then we began playtesting of the first (incomplete) computer historical wargame. All our playtesters were encouraging and quite patient as we worked the bugs out of both the program and the game. Finally we invented "Otto" and the solitaire game went into playtesting. Plane activities (T's) on deck really shouldn't be counted for purposes of spotting subs) and solitaire were the most complex game elements to add. Graphics was the most difficult software addition. One element we knew we wanted but couldn't figure out how to do for some time was allowing the players the capability to save the status of a game in progress. As the game got bigger and bigger (once we hoped for a single 16K program) it turned out that one way to save space was to put the initial ship and plane data on a separate file. Once we had to read in a data file it was almost a trivial matter to read in a file that we had allowed the players to save. And the program continued to grow in size. Finally, the first computer historical wargame was finished. The future arrived in January 1980. Developing this program has been one of the most stimulating and satisfying periods of my life. I hope you enjoy playing the game as much as I have enjoyed creating it. My personal thanks go out to everyone who participated in this project. 19.0 Notes On Strategy British Strategy: As the British player your goal is clear, find the Bismarck and the Prinz Eugen before they are able to break out into the Atlantic. You must set up a search line so that you are guaranteed to spot the German ships before they move past your main fleet. Once this line is formed just sit back and wait, adjusting your units as dictated by the changing weather. Be sure that you have adequate firepower within two squares of every part of the search line. This will allow you to concentrate power before the German ships are able to shake off their shadowers. If the Prinz Eugen escapes alone, you will need to detach some cruisers from your search force to escort the convoys, but don't give up your search line completely. Don't forget to move some planes into Bergen as soon as the fog clears so that you are allowed to move your Scapa Flow reinforcements as soon as possible. These forces will allow you to hold your search line when your planes are forced to refuel. While you are holding the search line. move your convoys towards their goals, only changing course if absolutely necessary to avoid wolfpacks. Your planes from Plymouth can be used to search for wolfpacks in the paths of your convoys, especially the WS8B. Keep in mind that losing ships from the WS8B is the quickest way to lose the game. Protect it! German Strategy: Remember one thing, this is a game of strategy, and although the German position may seem hopeless, the German player can win if he is clever. As the German player you have less ships to move, so you have the time to weigh every move carefully. Do not blunder through the British search screen without a plan. Try to deceive the British player into making a mistake. You have only one major ally, the element of surprise, and this must be used to the fullest. Keeping the Prinz Eugen with the Bismarck will help the Bismarck rid itself of shadowing cruisers, but it is often possible to sneak the Prinz Eugen past the British search net, and this should be considered. Whatever your plan, when you are spotted be sure to do the unexpected, for you will not live long if you are being shadowed. For every enemy ship that you spot, there are probably three more close by. A final note-if all else fails hide in the fog. SYSTEM COMMAND CARD A CHART A GENERAL COMMANDS Command Description SN Ships Now. Displays the ship positions at the beginning of the turn. SP Ships projected. Displays projected end of the turn ship positions. PN Planes Now. Displays the aircraft positions at the beginning of the turn. PP Planes projected. Displays aircraft positions as they are projected to be at the end of the turn. MS Move Ships. MP Move planes. QN#### Query Now. Lists the ships and airborne planes that began the turn in square ####. QP#### Query projected. Lists the ships and airborne planes that are projected to end the turn in square ####. NS Now Search. Displays search values at the beginning of the turn. PS Projected Search. Displays projected end of the turn search values. NM New Map. Displays a new map without displaying ship, plane or search value locations. STxxx Status Check. Displays the current status of the ship whose name begins with xxx. DM Done Moving. This command ends the player's movement phase. CHART B. SHIP COMMANDS CHART C. PLANE COMMANDS Command Description Command Description M Move M Move P Patrol P Patrol L Launch/Land Planes A Attack (L & T only) T's only F Fast Convoy when you reach the square where C Slow Convoy you wish to attack-type A. R Refuel/Rearm R Recon (L & T only) X Exit Z Return to base (CR) Go to next ship B Base plane-used only for errors X Exit (CR) Go to next plane SYSTEM COMMAND CARD B SHIP DETAIL LINE (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) B HOOD 1662 l662 1/1 4/3 M M 0 7 2 2 (1) Ship Type (2) Slow Mode Indicator (3) Name (4) Square the ship is in at the beginning of the turn. (5) Square the ship is projected to be in at the end of the turn. (6) Search factor in move mode (day/night). (7) Search factor in patrol mode (day/night). (8) Mode the ship is in at the beginning of the turn. (9) Mode the ship is projected to be in at the end of the turn. (10) Fuel Remaining (11) Maximum number of squares ship may move. (l2) Number of squares ship may move this turn. PLANE DETAIL LINE (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) R REYKJAVIK 1317 1317 2/1 6/3 B B 5 5 (1) Plane type. (2) Name of home airfield. (3) Square plane is in at the beginning of the turn. (4) Square plane is projected to be in at the end of the turn. (5) Search factor in Move or Attack Mode (day/night). (6) Search factor in Patrol or Recon Mode (day/night). (7) Mode the plane is in at the beginning of the turn. (8) Mode the plane is projected to be in at the end of the turn. (9) Endurance Now-Number of turns the plane can remain in the air. (10) Endurance Projected-Number of turns the plane will be able to remain in the air after the current turn. SHIP/PLANE DATA CARD A British Ships Search Strength Shadow Start Mve Mode Ptrl Mode Strength Max Fuel Square Ship Day/Nt Day/Nt Day/Nt Spd Cap. MS FP Kts Trp VP & Mode ---------------------------------------------------------------------------- Hood 1/1 4/3 4/3 2 7 6 22 31 1 28 1622 M K George V 1/1 4/3 4/3 2 8 7 28 29 0 32 1825 X P of Wales 1/1 4/3 4/3 2 8 7 20 29 0 32 1622 M Ramilles 1/1 3/2 3/2 1 6 5 24 19 0 16 2911 C Renown 1/1 4/2 4/2 2 6 5 16 28 0 20 0000 Y Repulse 1/1 4/2 4/2 2 6 5 16 28 1 20 2125 X Rodney 1/1 3/3 3/3 1 6 6 28 21 1 24 2023 F Ark Royal 1/1 1/1 - 2 9 3 0 31 0 48 0000 Y Victorious 1/1 1/1 - 2 8 4 0 32 0 40 1825 X Arethusa 1/1 4/3 5/4 2 8 2 4 32 1 8 1519 M Aurora 1/1 4/3 5/4 2 8 2 4 32 1 8 1825 X Birmingham 1/1 4/2 4/2 2 7 2 8 32 1 8 1521 P Cairo 1/1 4/3 4/3 2 8 1 4 29 0 8 2024 M Dorsetshire 1/1 4/2 4/2 2 8 2 10 32 1 12 0000 U Edinburgh 1/1 4/3 5/4 2 8 2 8 32 1 8 3019 P Galatea 1/1 4/3 5/4 2 8 2 4 32 1 8 1825 X Hermione 1/1 4/3 5/4 2 8 2 8 33 1 8 1825 X Kenya 1/1 4/3 4/2 2 7 2 8 33 1 8 1825 X Manchester 1/1 4/3 4/2 2 7 2 8 32 1 8 1420 P Norfolk 1/1 4/2 4/2 2 8 2 10 32 1 12 1117 P Sheffield 1/1 4/2 4/2 2 7 2 8 32 1 8 0000 Y Suffolk 1/1 4/3 5/4 2 8 2 10 31 1 12 1317 M DF1 D Flot 1/1 1/1 5/4 2 20 6 0 35 6 24 1622 M DF2 D Flot 1/1 1/1 5/4 2 20 6 0 35 6 24 1825 X DF3 D Flot 1/1 1/1 5/4 2 20 6 0 35 6 24 0000 Y WS8B Convoy 1/1 1/1 - 1 - 5 - 12 - 80 2024 F Britannic 1/1 1/1 - 1 - 1 - 12 - 8 2023 F SL1 S-Convoy 1/1 1/1 - 1 - 2 4 - 8 - 48 2016 C SL2 S-Convoy 1/1 1/1 - 1 - 2 4 - 8 - 48 2112 C SL3 S-Convoy 1/1 1/1 - 1 - 2 4 - 8 - 48 2418 C SL4 S-Convoy 1/1 1/1 - 1 - 2 4 - 8 - 48 2413 C SL5 S-Convoy 1/1 1/1 - 1 - 2 4 - 8 - 48 2911 C SG1 Subs 2/1 3/2 4/3 1 - 3 - 12 4 12 1627 P SG2 Subs 2/1 3/2 4/3 1 - 3 - 12 4 12 2525 P SHIP/PLANE DATA CARD B German Ships Search Strength Shadow Start Mve Mode Ptrl Mode Strength Max Fuel Square Ship Day/Nt Day/Nt Day/Nt Spd Cap. MS FP Kts Trp VP & Mode ---------------------------------------------------------------------------- Bismarck 1/1 4/3 - 2(4) 9 10 34 29 0 60 1528 M Prinz Eugen 1/1 4/3 - 2(4) 7 3 10 32 2 20 1528 M Belchen 1/1 1/1 - 1 - 1 - 15 - 4 1511 M Hamburg 1/1 1/1 - 1 - 1 - 15 - 4 2914 M Lotheringen 1/1 1/1 - 1 - 1 - 15 - 4 1611 M WP1 U-boats 3/2 4/4 4/3 1 - 3 - 12 4 12 1812 P WP2 U-boats 3/2 4/4 4/3 1 - 3 - 12 4 12 1913 P WP3 U-boats 3/2 4/4 4/3 1 - 3 - 12 4 12 2719 P WP4 U-boats 3/2 4/4 4/3 1 - 3 - 12 4 12 2822 P British Planes Search Strength Shadow Maximum Speed Endurance Mve Mode Ptrl Mode Strength Mve/Attk Ptrl/Rec Mve/Attk Ptrl/Rec Type Unit Day/Nt Day/Nt Day/Nt Mode Mode Mode Mode --------------------------------------------------------------------------- R Reykjavik 2/1 4/2 4/3 6 2 5 5 R Scapa Flow 1 2/1 4/2 4/3 62 5 5 R Scapa Flow 2 2/1 4/2 4/3 62 5 5 L Scapa Flow 2/1 4/2 - 6 7 2 2 R Plymouth 1 2/1 4/2 4/3 62 5 5 R Plymouth 2 2/1 4/2 4/3 62 5 5 L Plymouth 2/1 4/2 - 6 7 2 2 R Ulster 1 2/1 4/2 4/3 6 2 5 5 R Ulster 2 2/1 4/2 4/3 6 2 5 5 L Ulster 2/1 4/2 - 6 7 2 2 T Victorious 2/1 4/2 - 5 5 1 2 T Ark Royal 1 0/0 4/2 - 5 5 1 2 T Ark Royal 2 0/0 4/2 - 5 5 1 2 T Ark Royal 3 0/0 4/2 - 5 5 1 2 ________________________________ |1 |2 |3 | | May 22 | Day 11-30| Day 11-20| |F 1200 C| 1600 |F 2000 C| | | |Nite 21-30| ________________________________|__________|__________|__________| |4 |5 |6 |7 |8 |9 | | May 23 | Day 11-30| Day 11-30| Day 11-30| Day 11-30| Day 11-20| | 2400 C|F 400 | 800 |F 1200 C| 1600 |F 2000 C| |Nite 11-30| | | | |Nite 21-30| |__________|__________|__________|__________|__________|__________| |10 |11 |12 |13 |14 |15 | | May 24 | Day 11-30| Day 11-30| Day 11-30| Day 11-30| Day 11-20| | 2400 C|F 400 | 800 |F 1200 C| 1600 |F 2000 C| |Nite 11-30| | | | |Nite 21-30| |__________|__________|__________|__________|__________|__________| |16 |17 |18 |19 |20 |21 | | May 25 | Day 11-30| Day 11-30| Day 11-30| Day 11-30| Day 11-20| | 2400 C|F 400 | 800 |F 1200 C| 1600 |F 2000 C| |Nite 11-30| | | | |Nite 21-30| |__________|__________|__________|__________|__________|__________| |22 |23 |24 |25 |26 |27 | | May 26 | Day 11-30| Day 11-30| Day 11-30| Day 11-30| Day 11-20| | 2400 C|F 400 | 800 |F 1200 C| 1600 |F 2000 C| |Nite 11-30| | | | |Nite 21-30| |__________|__________|__________|__________|__________|__________| |28 |29 |30 | | May 27 | Day 11-30| Day 11-30| | 2400 C|F 400 | 800 | |Nite 11-30| | | |__________|__________|__________| LEGEND __________ Turn Number --->|28 | | Day 11-20|<--- Daytime in Rows 11-20 Date ---->| May 27 | (Time below date) Fast Convoy Move Turn (F) --->|F 2400 C|<--- Slow Convoy Move Turn (C) |Nite 11-30|<--- Nighttime in Rows 11-30 |__________|