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####################################### # 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 <RETURN> IS REQUIRED WHEN ANSWERING A YES/NO QUESTION, ONLY Y OR N IS REQUIRED PRESSINT <CTRL-C) CAUSES THE PROGRAM TO HALT MAP --- THE MAP IS A 40 X 40 SQUARE GRID REPRESENTING THE NORTH ATLANTIC AREA. EACH SQUARE IS 100KM IS DEPTH. GREEN: LAND BLUE: OCEAN WHITE: BASE RED: SOVIET TF BLACK: NATO TF DISTANCES ARE ALWAYS ROUNDED UP! EXAMPLE: X X 5 ACROSS, 1 DOWN: DISTANCE IS 6 (REALLY, IT IS 5.099) START ----- BOOT UP THE DISK WITH AN APPLE ///, USE EMULATION MODE PASSWORDS --------- EACH PLAYER MAY HAVE A SECRET PASSWORD SO SECRET INFORMATION WILL ONLY BE GIVEN TO HIM. CHOOSE SHORT EASILY REMEMBERED PASSWORDS ABBREVIATIONS ------------- CVN NUCLEAR AIRCRAFT CARRIER CV AIRCRAFT CARRIER BB BATTLESHIP CGN NUCLEAR GUIDED MISSLE CRUISER CG GUIDED MISSLE CRUISER CL LIGHT CRUISER DDG GUIDED MISSLE DESTROYER DD DESTROYER FFG GUIDED MISSLE FRIGATE FF FRIGATE SSNG NUCLEAR GUIDEDE MISSLE SUBMARINE SSN NUCLEAR SUBMARINE SS SUBMARINE LST LANDING SHIP TANK LHA HELICOPTER ASSAULT W/LOADING DOCK LPH HELICOPTER ASSAULT SHIP LPD LANDING SHIP WITH LOADING DOCK AP TRANSPORT AK CARGO SHIP AO OILER AE AMMUNITION SHIP AKR VEHICLE CARGO SHIP AFS COMBAT STORES SHIP TF TASK FORCE CAP COMBAT AIR PATROL SSM SURFACE TO AIR MISSLE ASM AIR TO SURFACE MISSLE ASW ANTI SUBMARINE WEAPON SAM SURFACE TO AIR MISSLE AST ANTI SUBMARINE TORPEDO AAM AIR TO AIR MISSLE SEQUENCE OF PLAY ---------------- NATO FORCES: HUMAN SOVIET: HUMAN OR COMPUTER IN GAME: 1) NATO TF ADJUSTMENT 2) MATO MOVEMENT 3) SOVIET TF ADJUSTMENT 4) SOVIET MOVEMENT 5) SOVIET AIR OPERATIONS 6) NATO AIR OPERATIONS 7) COMBAT RESULTS 8) SAVE GAME TASK FORCE ADJUSTMENT ===================== FORMING TF ---------- 1) ENTER PORT CODE 2) ENTER MISSION CODE 3) THE COMPUTER WILL LIST ELIGIBLE SHIPS 4) CHOOSE THIS SHIPS YOU WANT COMBINING TF ------------ 2 TF'S IN THE SAME GRID MAY BE COMBINED FOLLOWING THIS PROCEDURE: 1) ENTER NUMBER OF GAINING TF AND MERGING TF 2) ALL SHIPS IN MERGING TF WILL BE ADDED TO GAINING TF, AND THE MERGING WILL BE DELETED 3) THE GAINING TF HAS THE LOWER OF THE 2 ENDURANCES 4) SUBMARINES TF'S MAY NOT COMBINE WITH NON SUB TF'S 5) AIRCRAFT CARRIERS MAY NOT MERGE WITH NON COMBAT PATROL 6) TRANSPORTS MAY NOT COMBINE WITH NON TRANSPORT TF'S DIVIDING TASK FORCE ------------------- 1) ENTER NUMBER OF TF TO DIVIDE 2) THE SOVIET PLAYER IS ALLOWED: 9. THE NATO PLAYER IS ALLOWED: 11 3) ENTER THE NUMBER OF THE SHIPS THAT YOU WISH TO TRANSFER. THE NEW TF WILL HAVE SAME MISSION AND ENDURANCE AS OLD ONE 4) IF YOU HAVE FEWER THAN THE MAXIMUM TF'S, DIVIDE TF MAY BE USED TO SCUTTLE SHIPS. JUST REPLY WITH "S" AFTER THE SHIP NUMBER LOADING TRANSPORTS ------------------ TROOPS AND SUPPLIES MAY BE LOADED ON A TRANSPORT IF THE SHIPS ARE IN A FRIENDLY PORT 1) USING THE LOAD TRANSPORT COMMAND, ENTER THE PORT CODE. THE COMPUTER WILL LIST ALL ELIGIBLE SHIPS 2) ENTER THE SHIP NUMBER AND THEN WHAT SHOULD BE LOADED. (100 MEN->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 (<RETURN> FOR ALL SHIPS) 3) ENTER MAXIMUM DELAY TIME ( <RETURN> 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 <RETURN> 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 ---