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MISSLE RESOLUTION
-----------------
1.PRIOR TO ATTACKING A SHIP, THE ANTI SHIP MISSLES MAY BE ENGAGED BY
CAP, SAM'S, LIGHT GUNS, TARGET DEFENSE. SAM'S WILL NOT BE FIRED
AGAINST SURFACE SKIMMING MISSLES. SAM'S MAY NOT FIRE IF EARLY WARNING
WAS UNSUCCESSFUL AND TARFE TF IS IN PASSIVE EW-MODE. THERE IS A
CHANCE THAT A SHIPS WILL SWITCH TO ACTIVE EW-MODE DURING A MISSLE
ATTACK
2. MISSLES THAT SURVIVE AAM AND SAM ATTACKS WILL BREAK INTO GROUPS OF
1-7 MISSLES. EACH GROUP WILL SELECT A TARGET
3. MISSLES THAT SURVIVE DEFENSES MAY BE JAMMED. JAMMING POSSIBILITY
IS AFFECTED BY THE TARGETS EW RATING AND THE MISSLE RATING
4. IF A MISSILE SURVIVES THE ABOVE MENACES, IT MAY MISS OR HIT THE
TARGET
ACCURACY RATINGS:
HARPOON 9* SS-N-7 7* SS-N-12 6
TOMAHWK 9* SS-N-2C 5 SS-N-19 7
EXOCET 9* SS-N-3 4 AS-6 5*
WALLEYE 7 SS-N-22 7 AS-7 7
5. THE PROBABILITY OF AND ANTI-SUB MISSLES HITTING THE SUB DEPENDS UPON
THE SUB'S SPEED, THE SUB'S EW RATING AND MISSLE ACCURACY.
ACCURACY RATINGS:
ASROC: 4 FRAS-1: 4 SUBROC: 4
SS-N-16: 4 IKARA: 3 SS-N-14: 3
SURFACE COMBAT
--------------
SURFACE COMBAT MAY OCCUR BETWEE TWO TF'S OCCUPYING THE SAME SPACE WITH
ENDURANCES OF 9 OR MORE
1. RESOLUTION
A. EACH SOVIET SHIP IN TF PERFORMING A "C" MISSION WILL FIRE AT ONE
OF THE NATO SHIPS
B. EACH NATO SHIP WILL FIRE AT A SOVIET SHIP
C. EACH NATO SHIP IN A "C" MISSION WILL FIRE
D. EACH SOVIET SHIP WILL FIRE AT NATO TF
2. WHEN ATTACKING, EACH SHIP WILL FIRE TORPEDOES MAIN GUNS LIGHT GUNS
ONLY SOVIET SHIPS WITH 533mm TORPEDOES CAN FIRE TORPEDOES IN SURFACE
COMBAT
SUBMARINE COMBAT
----------------
1. SUBMARINES PATROL AN AREA TWO SPACES AWAY FROM THE TF LOCATION
2. EACH SUB IN A TF WILL HAVE A CHANCE OF ENGAGING A SUB WITHIN INS
PATROL AREA. THIS CHANCE IS DEPENDENT ON SPEED, SONAR, AND EW MODE.
SUBS THAT HAVE BEEN DETECTED HAVE THEIR OWN DETECTION CHANCES REDUCED
BY 2/3. THE CHANCE OF ENGAGING AN ENEMY SUB IS 1/4 THAT OF ENGAGING
AN ENEMY SUB
3. THE CHANCE OF ENGAGING/TORPEDOING WILL BE REDUCED BY THE NUMBER OF
ENEMY ASW SHIPS IN THE ENEMY TF
4. IN AN ATTACK, A SUB WILL FIRE 2 TORPEDOES. AFTER EACH ATTACK,
THERE IS A 10% CHANCE OF A SUB RUNNING OUT OF TORPEDOES IN WHICH IT
WIL HAVE TO RETURN TO PORT FOR A RESTOCK.
5. AFTER A SUB ATTACKS A TF, THE ASW SHIPS IN THE TF WILL ATTEMPT TO
FIRE BACK.
6. RANGE/ACCURACY OF ASW/AST WEAPONS:
ASROC 20/4 MK 48 50/5
SUBROC 55/4 TIGERFISH 40/4
IKARA 20/3 533mm 20/3
FRAS-1 50/3 400mm 7/4
SS-N-14 50/3 MK46 10/4
SS-N-16 75/4
AIRCRAFT RETURNING TO BASE
--------------------------
1. AFTER COMPLETION OF MISSION, AIRCRAFT WILL ATTEMPT TO RETURN TO
BASE FROM WHICH THEY CAME
2. IF LAUNCHED FROM A CARRIER WHICH RECEIVED 26% OR GREATER DAMAGE,
THE AIRCRAFT WILL TRY TO MAKE AN EMERGENCY LANDING ON ANOTHER BASE
3. EMERGENCY LANDINGS WILL OCCUR AUTOMATICALLY IF THERE IS A FRIENDLY
BASE OR CARRIER WITHIN 3 SPACES
INVINCIBLE, ARK ROYAL: HARRIERS ONLY KIEV, MINSK: FORGERS ONLY
4. IF AN EMERGENCY LANDING IS REQUIRED AND THERE ARE NO AVAILABLE
BASES, THE AIRCRAFT WILL DITCH IN THE OCEAN
5. AIRCRAFT WHICH ENGAGE IN CAP, STRIKE, OR TRANSFER MISSIONS WILL
SUFFER 1% LOSES. TROOPS AND SUPPLIES BEING TRANSPORTED WILL ALSO
SUFFER 1% DAMAGE
LAND COMBAT
-----------
LAND COMBAT WILL OCCUR WHEN THERE ARE BOTH NATO AND SOVIET TROOPS ON
ICELAND OR FAROES
1. ORDER OF LAND COMBAT=> DEFENDER FIRES AND THEN SURVIVING ATTACKERS
FIRE
2. THE GREATER THE ATTACK LEVEL, THE GREATER THE CASULTIES ON BOTH
SIDES. ATTACKS MADE WITHOUT ADEQUATE SUPPLIES WILL SUFFER DOUBLE
CASULTIES. DEFENSIVE FIRE WITHOUT REQUIRED SUPPLIES WILL BE ONLY HALF
AS EFFECTIVE
3. IF TOTAL COMBAT STRENGTH OF ATTACKER (TCS) IS GREATER THAN THAT OF
THE DEFENDER, THE AIRFIELD IS TAKEN.
ATTACKING TCS=(INFANTRY COMPANIES+ GROUND ATTACK POINTS)*RANDOM NUMBER
DEFENDING TCS=INFANTRY COMPANIES+ GROUND SUPPORT
4. AND AIRFIELD UNDER HEAVY FIRE WILL NOT BE ABLE TO CONDUCT
OPERATIONS IN THE FOLLOWING TURN
GROUND SUPPORT AND BOMBARDMENT
------------------------------
LAND COMBAT MAY BE INFLUENCED BY BOMBERS AND BOMBARDING SHIPS
1. BOMBERS FLYING GROUND SUPPORT OVER FAROES OR ICELAND WILL ADD TO
LAND COMBAT STRENGTH. TF'S WITH "B" MISSION WILL ALSO HELP IF THEY
OCCUPY THE FAROES OR ICELAND SQUARE
2. BATTLESHIP MAIN GUNS ARE WORTH 3 POINTS EACH. LIGHT GUNS ARE
WORTH 1/2 POINT EACH. CRUISER MAIN GUNS ARE WORTH 1 POINT EACH
3. GROUND SUPPORT POINTS HAVE THE FOLLOWING EFFECT:
A. EACH POINT WILL SUPPRESS ONE INFANTRY COMPANY (USUALLY)
B. EACH POINT WILL ADD 1/2 POINT OF FRIENDLY FIRE (USUALLY)
4. AIRCRAFT'S GROUND SUPPORT RATING IS DETERMINED BY-> ACCURACY OF
BOMBS, AND RADAR RATINGS (P.M. TURNS ONLY). DURING A BOMB, EACH " <*>
" MEANS 2 GROUND SUPPORT POINTS HAVE BEEN SCORED.
REPAIR AND REFIT OF SHIPS
-------------------------
1. DAMAGED SHIPS WHICH DOCKED ARE PLACED IN THE REPAIR AND REFIT
PIPELINES. UNDAMAGED SHIPS WILL BE PLACED IN THE REFIT PIPELINE. A
TF WHICH DOCKS WITH AN ENDURANCE GREATER THAN 50 WILL NOT BE REQUIRED
TO REFIT. REFIT TIME IS 3 DAYS
2. REPAIR TIMES IS EQUAL TO: 9 X DAMAGE POINTS SUFFERED. DAMAGE
POINTS SUFFERED IS: DEFENSE FACTOR OR SHIP X DAMAGE PERCENTAGE.
REPAIR TIME MAY BE DOUBLED FOR SOME SHIPS WITH SMALLER SHIPS HAVING A
GRETER CHANCE OF LENGHTNED REPAIR TIME
REINFORCEMENT ARRIVAL
---------------------
SHIPS WILL ARRIVE AS SCHEDULED IN PIPELINE. INFANTRY, SUPPLY, AND
AIRCRAFT WILL BE REINFORCED AS FOLLOWS:
S T T A
I S Y M U U U N
N U 3 2 2 2 1 1
F P 6 3 4 2 6 2
--------------------------------------
(1) 25 30 3 18B 18B 3B 3B 15
(2) 0 30 0 6H 0 6H 6H 0
(B=BERGEN H=HAMBURG)
(1->MURMANSK 2-> RIGA)
C
I S A F F F A 1
N U D 1 1 1 A A V 4
F P V 6 5 4 7 6 8 1
---------------------------------------
3. 30 50 0 6 3 3 3 1 3 6
4. 5 5 3 0 0 0 0 0 3 0
3. AMERICA
4. SCAPA FLOW
1. EACH TURN (DURING CAMPAIGN GAMES ONLY) THERE IS A 1/16 CHANCE OF
THESE REINFORCEMENTS ARRIVING
2. THE SOVIETS WILL BE MORE LIKELY TO RECEIVE #1 DURING FIRST WEEKS
IN OCTOBER THAN LAST WEEK IN SEPTEMBER.
3. THE SOVIETS WILL AUTOMATICALLY RECEIVE #1 FOLLOWING ANY TURN IN
WHICH FENCERS+FLOGGER<100. WHEN THIS HAPPENS, NATO IS AWARDED 50
VICTORY POINTS
4. NATO WILL AUTOMATICALLY RECEIVE #3 FOLLOWING ANY TURN IN WHICH
TORNADOS+EAGLES+FALCONS<50. WHEN THIS HAPPENS, THE SOVIET WILL BE
AWARDED 25 VICTORY POINTS.
GENERAL OPERATIONS
==================
SHIP DAMAGE
-----------
SHIPS RECEIVE DAMAGE POINTS WHEN THEY ARE HIT BY BOMBS, TORPEDOES,
MISSLES, OR GUNFIRE. WHEN DAMAGE POINTS ARE GREATER THAN DEFENSIVE
FACTOR, THE SHIP WILL SINK. WHEN DAMAGE POINTS ARE GREATER THAN 50%
OF THE DEFENSIVE FACTOR, THE SHIP IS CRIPPLED.
1. DAMAGE POINTS CAUSED BY WEAPON:
LIGHT (AA) GUN: 0.5
CL MAIN GUN: 1.0
BB MAIN GUN: 7.0
TORPEDO: 8.0
BOMB: 8.0
SAM: 2.0
HARPOON: 4.0
TOMAHAWK: 7.0
EXOCET: 7.0
WALLEYE: 12.0
SS-N-2C: 5.0
SS-N-3: 12.0
SS-N-7: 9.0
SS-N-12: 9.0
SS-N-19: 8.0
AS-6: 15.0
AS-7: 7.0
SS-N-22: 6.0
2. ASW/TORPEDO HITS WILL ALWAYS SINK A SUBMARINE
3. TORPEDO HITS WILL ALWAYS REDUCE A SHIP'S SPEED BY AT LEAST 5 KNOTS
4. SHIP THAT IS HIT MAY SUFFER ADDITIONAL DAMAGE, HENCE THE MESSAGE,
"EXPLOSION ON BOARD." (THIS INDICATES A CRITICAL HIT)
5. CRIPPLED SHIPS MAY ACCRUE ADDITION DAMAGE WHILE RETURNING TO
PORT. IT IS POSSIBLE FOR A CRIPPLED SHIP TO ATTEPT REPAIRS WHILE AT
SEA. IT WILL ATTEMPT TO REPAIR ITSELF UNTIL NO LONGER IN CRITICAL
CONDITION.
6. CARRIERS WITH 26% OR GREATER DAMAGE MAY NOT LAUNCH/RECEIVE
AIRCRAFT
7. U.S.N. CARRIERS WITH DAMAGE BETWEEN 26% AND 35% WILL ATTEMPT
REPAIRS UNTIL BELOW 26%
TF MISSIONS
-----------
BELOW IS A LIST OF MISSIONS AND ENDURANCE
MISSION ENDURANCE (TURNS)
--------------------------------------
C-COMBAT 60
B-BOMBARDMENT 60
T-TRANSPORT 60
E-EVACUATION 60
U-SUBMARINE 90
R-RETURN N/A
(1 DAY = 2 TURNS)
1. CARRIERS MAY ONLY PERFORM "C"
2. AP,AK,AO,AE,AKR, AND AFS MAY ONLY PERFORM "T"
3. LST,LHA,LPH AND LPD MAY ONLY PERFORM "T" OR "E"
4. SS,SSN, OR SSNG MAY ONLY PERFORM "U"
5. ONLY "E" MAY INITIATE COMBAT
6. SURFACE COMBAT MAY CAUSE A "B" TO ABORT ITS MISSION
(CAUSING IT TO BECOME AN "R")
7. AND "E" HAN DOCKS AT FRIENDLY BASE WILL AUTOMATICALLY LOAD
INFANTRY INTO ITS LST, LPH, LHA, AND LPD TYPE SHIPS. THESE LOADED
SHIPS WILL BE CHANGED TO "T"
TF ENDURANCE
------------
1. EACH TURN AT SEA REDUCES ENDURANCE BY 1
2. A BOMBARDMENT TF WILL HAVE ITS ENDURANCE REDUCED BY 10% FOR EACH
TURN WHICH IT BOMBARDS
3. SURFACE COMBAT HAS THIS EFFECT: ATTACKING TF ENDURANCE IS REDUCED
TO 7 (IF GREATER THAN 8), IF THE DEFENDING TF'S COMBINED DEFNESIVE
FACTORS MULTIPLIED BY RANDOM NUMBER FROM 0-1 IS GREATER THAN 25. THE
DEFENSIVE ENDURANCE IS REDUCED TO 8 IF THE ABOVE IS TRUE FOR THE
OPPOSITE ROLES.
4. IF A TF'S ENDURANCE REACHES 0 AND IT FAILS TO DOCK THAT TURN, ALL
NON-NUCLEAR SHIPS' SPEED WILL BE REDUCED TO 5
5. SUBMARINES WITH 0 ENDURANCE MAY NOT FIRE TORPEDOES
SUPPLIES
--------
SUPPLIES ARE USED FOR INFANTRY DAILY LIVING, COMBAT, FORMING TF'S, AND
AIR MISSIONS
1. BASES MUST SPEND DAILY SUPPLIES TO MAINTAIN THEIR TROOPS. THE
DAILY REQUIRED AMOUNT IS THE NUMBER OF INFANTRY COMPANIES/100 ROUNDED
UP
2. SUPPLIES ARE CONSUMED IN LAND COMBAT ATTACKER: 1 SUPPLY PER LEVEL
DEFENDER: ONE SUPPLY UNIT
3. THE MAJOR PORTS, AMERICAM RIGA, AND MURMANSK USE SUPPLIES TO FORM
TF'S. EACH SHIPS REQUIRES 1/5 OF ITS DF
4. A TF RETURNING TO A BASE WITH AND ENDURANCE GREATER THAN 30 WILL
RETURN ITS UNUSED FUEL TO THE PORT
5. AITBASES USE ONR UNIT/STRIKE LAUNCHED. CAP/SEARCH/TRANSFER DO NOT
REQUIRE SUPPLIES
SCORING
-------
1. PLAYES GET VICTORY POINTS (VP) BY SINKING ENEM SHIPS. THE VP'S
EQUAL TO DF+CARGO/AIRCRAFT CAPACITY
2. NATO PLAYER RECEIVES 1 POINT 10 VP'S FOR EACH MORALE POINT
REMAINING. (CAMOAIGN SCENARIOS ONLY)
3. EITHER PLAYED MAY SCORE 500 VP'S FOR POSSESSIONS OF ICELAND OR
FAROES AT END OF GAME.
4. SOVIET PLAYER RECEIVES 1000 VP'S IF NATO MORALE IS 0
5. VICTORY TABLE:
SUBTRACT SOVIET FROM NATO POINTS:
SCORE RESULT
---------------------------------------
1000+ NATO DECISIVE
500-999 NATO SUBSTANTIVE
100-499 NATO MARGINAL
(-99)-99 DRAW
FOR SOVIET WIN, JUST CHECK IF IT IS NEGATIVE AND CONSULT ABOVE TABLE
WEATHER
-------
CLEAR, LIGHT OVERCAST, HEAVY OVERCAST, AND STORM
1. THERE IS A RANDOM CHANCE EACH TURN THAT THE WEATHER WILL CHANGE.
THE WEATHER ONLY CHANGES IN STEPS OF 1. THERE ALSO IS A RANDOM CHANCE
A HEAVY OVERCAST WILL BECOME A STORM. STORMS ARE RARE IN SEPT-OCT AND
MORE FREQUENT IN NOV-DEC.
2. WEATHER INFLUENCES THA ABILITY TO SPOT TF'S AT A RANGE OF GREATER
THAN 1.5. THE CHANCE OF SPOTTING A TF AT GREATER THAN 1.5 WILL BE
REDUCED BY 1/3 DURING LIGHT OVERCAST AND 2/3 DURING HEAVY OVERCAST.
STORMS WILL PREVENT ALL AIR AND MISSLE OPERATIONS
3. DURING STORMS, ALL TF'S WILL HAVE THEIR SPEED REDUCED TO 5 KNOTS
4. THE LIGHT BLUE AREA A TOP OF SCREEN IS ICEBERG ZONE. SURFACE TF'S
WILL HAVE TO MAKE ONE STOP WHILE ENTERING AND ICEBERG, BUT SUBMARINES
ARE UNAFFECTED. THE ZONE PROGRESSES SOUTHWARD AS THE GAME FOES ON
AIRBASE CAPACITY
----------------
TABLE OF MAXIMUM AIRCRAFT
ICELAND: 80 HAMBURG: 600 RIGA: 900 FAROES: 60
SCAPA FL: 900 USA: 900 BERGEN: 500 MURMANSK: 900
NATO MORALE
-----------
NATO MORALE WILL BE REDUCED BY LONG PERIODS OF INADEQUATE SUPPLY
1. LEVEL STARTS AT 100 FOR CAMPAIGN ONE OR 40 FOR CAMPAIGN TWO
2. NATO MORALE WIL BE REDUCED BY ONE FOR EACH TURN SUPPLY'S AT SCAPE
FLOW ARE LESS THAN 10 OR TROOP LEVEL IS LESS THAN 20000
3. MORALE POINTS MAY NEVER BE REGAINED.
REPLACING CARGO SHIPS
---------------------
1. DURING THE CAMPAIGN SCENARIOS, ANY AMPHIBIOUS OR CARGO SHIP SINK
WILL BE REPLACED BY A CARGO SHIP WHICH WILL BE NUMBERED AND HAVE A
CARGO CAPACITY OF 4 AND SPEED OF 20
2. SUNK CARGO/AMPHIBIOUS SHIPS WILL NOT BE LISTED IN THE SUNK SHIP
OPTION, BUT WILL COUNT FOR POINTS
AIRFIELD REPAIR
---------------
REPAIR TAKES 1-3 DAYS AFTER CAPTURE UNTIL OPERATIONAL STATUS
NATO CARRIER EARLY ARRIVAL
--------------------------
IF BETWEEN OCT. 1 AND NOV. 10, THE NATO PLAYER IS REDUCED TO LESS THAN
2 AMERICAN CARRIERS AT SEA OR IN PIPELINE FOR 5 DAYS, THE PIPELINE
TIME OF CV-KITTY HAWK FILL BE REDUCED TO 5 DAYS, GIVING THE SOVIET
PLAYER 50 VP'S.
GAME DURATION
=============
CAMPAIGN GAMES
--------------
CAMPAIGN ONE: 252 TURNS
CAMPAIGN TWO: 122 TURNS
MINI-GAME DURATION
------------------
QR.44: 12 TURNS
ICELAND: 20 TURNS
SOLITAIRE PLAY
==============
WHEN PLAYING SOLITAIRE, THE COMPUTER WILL COMMAND THE SOVIET FORCES
1. THERE ARE FOUR LEVELS OF DIFFICULTY. AT LEVEL 3, THE SOVIETS WILL
PERFORM NORMALLY. AS THE LEVEL IS DECREASED, THE SOCIET ARRURACY WILL
INCREASE. (BACKWARDS!) THIS LEVEL CAN ALSO BE USED IN A TWO-PLAYER
GAME
2. ONE CAN START A SOLITAIRE GAME, SAVE IT, AND RESTART AS TWO-PLAYER
3. ONE MAY CHANGE A TWO-PLAYER TO SOLITAIRE IF ALL SOVIET SHIPS ARE
IN-PORT
COMMENTS
========
THESE ARE COMMENTS FROM DIRTY HARRY, NOT FROM THE SSI DOCUMENTATION.
NORTH ATLANTIC '86 IS A VERY COMPLICATED GAME, EVEN MORE SO THAN
GERMANY 1985, ON WHICH I HAVE ALSO WRITTEN DOCS. ONE MUST BECOME
FAMALIAR WITH THE DOCUMENTATION TO THIS GAME BEFORE GIVING ANY THOUGH
TO PLAYING. THE GAME WILL START SLOWLY, BUT SPEED UP AS THE PLAYERS
UNDERSTAND WHAT THEY ARE DOING. NOTE WELL, THAT YOU WILL BE CLOBBERED
AT FIRST, BUT DON'T WORRY. NATO: ABANDONING FAROES AND EVEN ICELAND
IS NOT ALWAYS BAD
D*I*R*T*Y H*A*R*R*Y
MAY 17, 1984