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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      ---


   AAM'S FOR INTERCEPTINON RANGE


AIRCRAFT TRANSFER
-----------------

AIRCRAFT TRANSFERS MAY BE PERFORMED BETWEEN CARRIERS/BASES WITH:

1) ONLY 4 TRANSFERS PER TURN
2) TRANSPORT CRAFT (CUB,STARLIFTER) MAY BE INCLUDED IN THE FIRST 2
   MISSIONS IN A.M. TURNS ONLY
3) RANGE IS TRIPLED

(WHEN USING THE TRASPORT CRAFT, YOU MAY CHOOSE TO SEND TROOPS OR
SUPPLIES ALONG WITH THEM)


AIRBORNE ASSAULT
----------------

AN AIRBORNE ASSAULT WILL OCCUR WHEN TRANSPORT AIRCRAFT ARE ENGAGED IN
A MISSION TO EBEMY CONTROLLED ICELAND OR FAROES

1) ONLY 1 ASSAULT/TURN
2) EACH PLANE WILL ATTEMPT TO DROP 1 COMPANY OF INFANTRY. IF THE PLANE
   IS DESTROYED, SO ARE IS THE COMPANY
3) THE DROPPED INFANTRY WILL AUTOMATICALLY ENGAGE IN A LEVEL 5
   ATTACK UPON THEIR DROP

LAUNCHING SSM/ASW
-----------------

1) TF'S MAY USE SSM/ASW TO ATTACK SUBS OR SURFACE SHIPS SIGHTED DURING
THE SEARCH PHASE.  TF'S IN HARBOR CAN NOT FIRE/BE HIT BY SSM/ASW

2)  IF  YOU  SELECT A SHIP TO FIRE, THE COMPUTER WILL LET YOU DO SO IF
YOU ARE IN RANGE.  RANGE OF SSM IN SQUARES=RANHE OF KM/100

3) IF THE ATTACKING TF IS IN EW MODE, EACH SHIP  IN  THAT  TF  WITHOUT
SSM, WIL FIRE A SAM INSTEAD

4) IF A SUB TF IS CHOSEN, THERE IS A 50% CHANCE OF A FIRING

5) WHEN A SUB IS IN A SSM/ASW ATTACK, EACH SUB WILL HAVE 33% CHANCE OF
FIRING 6)TO IDENTIFY TARGETS, HIT "S" WHEN ASKED FOR TARGET

COMBAT RESOLUTION
=================

1) AIR STRIKE
2) MISSLE (SSM,ASM,ASW)
3) SURFACE AND SUB COMBAT
4) RETURN AIRCRAFT TO BASES
5) LAND COMBAT
6) REPAIR AND REFIT SHIPS
7) REINFORCEMENTS

AIR STRIKE
----------

1) AIR EARLY-WARNING
2) LONG RANGE AAM COMBAT
3) DIGFIGHT
4) SHIPS FIRE LONG RANGE SAM'S
5) BOMBERS LAUNCH ASM'S
6) FLAK
7) BOMBERS DROP BOMBS

1) EARLY WARNING AIRCRAFT DETECT STRIKES 8 SPACES AWAY.
2) LONG RANGE AAM COMBAT MAY OCCUR IF THE CAP IS EQUIPPED WITH:
   PHOENIX, AMRAAM, OR APEX MISSLES

      PHOENIX: 3
      AMRAAM:  2
      APEX:    1

AAM'S FIRED BY STRIKING AIRCRAFT MAY FIND TARGETS WHEREVER THEY ARE.
THE SUCCESS OF EACH AAM FIRED IS REDUCED BY THE EW OF THE CARRIER/BASE
ATTACKED AND THE TARGET AIRCRAFT
FIGHTER AIRCRAFT MUST BE ABLE TO LOCK ON TO TARGETS TO FIRE AT THEM.
THECHANCES OF A LOCK ON IS DETERMINED BY THE RADAR STRENGTH.
THE CHANCE OF HITTING AN ENEMY PLANE WITH A MISSLE
IS AFFECTED BY THE ECM RATING OF THE TARGET:

TORNADO: 3    INTRUDER: 4  BACKFIRE:  3
FALCON:  1    HARRIER:  1  BADGER:    1
TOMCAT:  3    FORGER:   0  CUB:       0
EAGLE:   3    FLOGGER:  1  STARLIFT:  0
CORSAIR: 1    FENCER:   1

HIGHER ECM RATING -> LOWER CHANCE OF BEING HIT

3.   DOGFIGHT: INDIVIDUAL CAP FIGHTERS WILL CHOOSE A TARGET AND ATTACK
IT. IF THE ATTACK FAILS, THE OTHER PLANE MAY ATTACK.  THE RATINGS  FOR
DOGFIGHT ABILITY: 

TORNADO: 4   INTRUDER: 1   BACKFIRE: 1
FALCON:  5   HARRIER:  3   BADGER:   1
TOMCAT:  4   FORGER:   2   CUB:      1
EAGLE:   5   FLOGGER:  4   STARLIFT: 1
CORSAIR: 2   FENCER:   2

HIGHER RATING -> CHANCE OF BEING ENGAGED

AAM= SIDEWINDER: +2 POINTS
AAM= APHID: +1 POINT


4)  SHIPS  IN TARGET TF'S MAY FIRE SAM'S IF THERE IS NO STANDOFF RANGE
OR THE MISSLE RANGE IS GREATER THAN THE  STANDOFF  RANGE.   NUMBER  OF
SAM'S FIRED IS DEPENDENT UPON TYPE OF SAM: 

STANDARD: 4  SA-N-1: 1  SA-N-6: 3
SEADART:  2  SA-N-3: 2  SA-N-7: 4
SEASLUG:  1

AEGIS  CRUISERS,  TICONDEROGA, AND TORKTOWN MAY FIRE 8 STANDARD SAM'S,
THERE IS A 50% CHANCE OF A SHIP NOT FIRING AND SAM'S DURING A STRIKE


5) BOMBERS THAT SURVIVE MAY SHOOT ASM'S

6) IF STANDOFF RANGE IS 0, THE  BOMBERS  WILL  BE  ATTACKED  BY  FLAK.
SURVIVORS WILL BE PERMITTED TO ATTACK. 

7)  THE CHANCE OF A BOMBER BEING SHOT DOWN BY FLAK = TF FLAK STRENGTH+
TARGETS MISSLE DEFENSE STRENGTH, DIVIDED BY 500.  THE TF FLAK STRENGTH
IS COMBINED AA RATING OF ALL SHIPS IN THE TF.  IF THERE ARE MORE  THAN
12 SHIPS IN A TF, THE RATING IS THE AVERAGE OF THE SHIPS. 

8.  CHANCE OF BOMB HITTING TARGET IS AFFECTED BY: 

A. BOMBER ACCURACY
B. MAXIMUM SPEED OF TARGET
C. FLAK INTENSITY
D. RANGE OF STRIKE
E. SIZE OF TARGE
F. RADAR ON BOMBER (NIGHT ONLY)

TABLE OF BOMBER ACCURACY/RADAR:

TORNADO 14/9  CORSAIR  7/5  FLOGGER 1/4
FALCON   6/4  INTRUDE 10/8  FENCER  9/7
TOMCAT  10/8  HARRIER  6/2  BACKFIRE5/5
EAGLE   10/6  FORGER   3/1  BADGER  3/3