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 * SURFACE SKIMMING 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