MANUAL FOR BATTLESHIP BISMARCK EXERCISE RHINE May 1941 General Quarters Software (First Edition - August, 1987) =============================== Historial Note The battleship bismarck was the pride of the new German Navy. The Bismarck, which was launched on 14 February 1939, had a full load displacement of over 50,000 tons and was nearly 830 feet long. Her main battery consisted of eight 38cm guns mounted in four turrets. Each of these guns could fire a shell weighing over 1800 pounds nearly 20 miles. The Bismarck's power plant generated 150,000 horsepower which provided a top speed of 30 knots. Her vitals were protected with up to 14 inches of specially processed steel. Her first and only captain was Ernst Lindermann. The Bismarck's primary role was one of a commercial raider. She was designed for long endurance cruises in the Atlantic. The Bismarck had her first and only chance in late May, 1941. Under overall command of Fleet Admiral Gunther Lutjens, she set sail for the North Atlantic with the newly commissioned heavy cruiser Prinz Eugen. The British were well aware of Lutjens' plans through the interception of coded messages. Initially, they sent bombers to destroy her off the Norwegian coast. However, due to inclement weather she escaped into the North Atlantic. The Bismarck was rediscovered by two British heavy cruisers which led to the classic confrontation between the HMS Hood and HMS Prince of Wales and the German task force. After destroying the Hood and chasing away the Prince of Wales, the Bismarck steered a course for France in order to repair her damage. Ultimately, she was intercepted and sunk by British forces under command of Admiral Sir John Tovey on May 27, 1941. More information on this famous naval battle can be found in 'Battle Bismarck' by Baron von Mullenheim-Rechberg and 'Pursult: The Chase and Sinking of the Bismarck' by Ludwig Kennedy, The Viking Press, New York. TABLE OF CONTENTS 1. INTRODUCTION 2. GENERAL INSTRUCTIONS 3. OPERATIOHNAL COMMANDS 4. WEATHER 5. SHIP MOVEMENT 6. LAND BASED AIR OPERATIONS 7. AIRCRAFT CARRIER OPERATIONS 8. SHIP SEARCH 9. SHADOWING 10. SUBMARINE OPERATIONS 11. CONVOY OPERATIONS 12. INTELLIGENCE 13. SHIIP RESUPPLY & REPAIR 14. SHIP COMBAT 15. SHIP CHARACTERIZATION 16. VICTORY CONDITIONS 17. GAME STRATEGY 18. COMPUTER GRAPHICS 1.0 INTRODUCTION 1.1 Overview 1.2 Minimum Equipment Configuration 1.3 Program Loading Instructions 1.4 Password 1.5 Game Description 1.6 Playing Time 1.7 Computer Interface 2.0 GENERAL INSTRUCTIONS (Strategic) 2.1 Time Period 2.2 Search Board 2.3 Forces 2.4 Ship Identification 2.5 Order of Battle 2.6 Starting Positions 3.0 OPERATIONAL COMMANDS (Strategic) 3.1 Patrol/Port (P) 3.2 Change Course & Speed (C) 3.3 Data Report (D) 3.4 Scuttle (K) 3.5 Air Search (S) 3.6 Air Attack (A) 3.7 Submarine Movement (M) 3.8 None (N) 3.9 Quit Game (Q) 3.10 Save Game (X) 4.0 WEATHER 4.1 Weather Zones 4.2 Weather States 5.0 SHIP MOVEMENT 5.1 Movement 5.2 Ship Speed 5.3 Illegal Movement 5.4 Course Diagram 5.5 Termination 6.0 LAND BASED AIR OPERATIONS 6.1 Search 6.2 Attack 6.3 Limitations 7.0 AIRCRAFT CARRIER OPERATIONS 7.1 Offense 7.2 Defense 8.0 SHIP SEARCH 9.0 SHADOWING 9.1 Procedure 9.2 Detection 10.0 SUBMARINE OPERATIONS 10.1 Forces 10.2 Combat 11.0 CONVOY OPERATIONS 11.1 Course & Command 11.2 Interception 12.0 INTELLIGENCE 12.1 German 12.2 British 13.0 SHIP RESUPPLY & REPAIR 13.1 Fuel Availability 13.2 Repairs 14.0 SHIP COMBAT 14.1 No Change (N) 14.2 Change Course & Speed (C) 14.3 Target Guns (T) 14.4 Fire Guns (F) 14.5 Launch Torpedoes (L) 14.6 Display Course & Speed (R) 14.7 Damage Control Report (D) 14.8 Disengage (S) 14.9 Scuttle (K) 14.10 Smoke 14.11 Termination 15.0 SHIP CHARACTERIZATION 15.1 Gunnery 15.2 Ship Subdivision 15.3 Damage Control 16.0 VICTORY CONDITIONS 16.1 Strategic Simulation 16.2 Tactical Simulation 17.0 GAME STRATEGY 17.1 Strategic Simulation 17.2 Tactical Simulation 18.0 COMPUTER GRAPHICS 18.1 Strategic Simulation 18.2 Tactical Simulation INTRODUCTION 1.1 Overview This battle manual describes the basic rules and operational command for BATTLESHIP BISMARCK. This game simulates the breakout and pursuit of the German Battleship Bismarck that occurred during the early stages of World War II. The computer performs most of the tedious calculations and exhibits the results on the screen. Play balance and variability are assured through the random placement of forces. The use of the computer permits truly "blind" play. The game provides for both solitaire and two player action. In the Apple ][ solitaire version, you are the admiral in command of the German forces and the computer moves the British forces. In the IBM solitaire version, you must indicate which side you wish to control. The German player always moves first. 1.2 MINIMUM EQUIPMENT CONFIGURATION Apple Version: The game runs on the Apple ][ series with a minimum of 48k memory and one 5 1/4" floppy disk drive. A color monitor and a parallel printer (port 1) are optional. DOS 3.3 is required for formatting saved game diskettes. IBM Version: The game runs on the IBM PC series and true compatibles with a minimum of 128k free memory and one 5 1/4" floppy disk drive. PC-DOS (or MS-DOS) monochrome graphics card which is compatible with standard IBM CGA is also required. A printer is optional. 1.3 PROGRAM LOADING INSTRUCTIONS Apple Version: The game program is located on an auto-boot diskette: - Place the game diskette into the #1 drive - Turn on the power to the computer. IBM Version: Your operating system must be running before the program disk will run. The game diskette has been formatted so that you can transfer a copy of your DOS to the diskette and use it as an auto-boot diskette. To prepare diskette (1st use only): 1) Insert your PC-DOS 2.1 (or greater) diskette into drive A. Turn on the power to the computer. If you have a second floppy disk drive, put the game disk in drive B. 2) Type: SYS B:, press , and follow any system prompts. 3) If you have a single floppy disk drive, put the DOS disk back in drive A. Type: COPY COMMAND.COM B: PRESS , and follow any system prompts. To start game: 1) Put game diskette in drive A. 2a) If system is running: Type ACTION and press 2b) If system is off, turn power on. If you are planning to use a nonparallel printer, output normally intended for LPT1 must be redirected to your device before you start the game. Check your printer manual and the DOS manual (see MODE, variation *3) for details. 1.4 PASSWORD The computer will request a password before the game is completely loaded. The password may be any one of the five passwords (identified by Greek characters) listed on the inside of the rear cover of this battle manual. When requesting a password, the computer will supply the code (e.g., alpha) for the password. You msut respond by typing the characters shown next to the code on the password page. The characters must be entered exactly as shown (i.e. uppercase letters) on the password page. 1.5 GAME DESCRIPTION The tactical option simulates a ship to ship surface engagement involving 2-12 warships, and using 1 to 80 turns. You may select the participants in the battle. The default configuration is the K.M. Bismarck and Prinz Eugen against the HMS Wood and HMS Prince of Wales. The Strategic option simulates a five to 15 day operation of the K.M. Bismarck and Prinz Eugen into the North Atlantic for the purpose of disrupting Allied commerce. 1.6 PLAYING TIME Tactical combat can be completed in less than 20 minutes. The strategic battle requires about two hours. Both versions contain commands which permit an early exit. 1.7 COMPUTER INTERFACE The computer starts each turn by requesting operations orders from the German player, then the British player. Responses to computer inquires are input via the keyboard. Responses that do not correspond to a valid command will be disregarded, and the request will be repeated. Most of the interaction with the game consists of single character commands (e.g., press the C key to change course and/or speed). Usually you DO NOT have to press the ENTER (or RETURN) key to complete your command: the computer responds as soon as it detects entry of a valid character. Generally, the computer will let you know when you need to press ENTER or (RETURN) to complete an entry. This occurs only when your command could be more than one character long (e.g. entry of the number of degrees for a new course). IBM users may enter all responses in either UPPERCASE or lowercase (except the password). GENERAL INSTRUCTIONS (Strategic Game) 2.1 TIME PERIOD The simulation takes place over a five to 15 day period. Each turn constitutes four hours. There are six turns per day (i.e., 0400, 0800, 1200, 1600, 2000, and 2400). Darkness occurs during the 0400 and 2400 time periods. The maximum number of turns for a five day simulation is 30. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 1 |#|#|#|#|#|#|#|#|#|#|#|#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_| 2 |#|#|#|#|#|#|#|#|#|#|#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_| 3 |#|#|#|#|#|#|#|#|#|_|_|_|_|_|*|*|*|*|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_| 4 |#|#|#|#|#|_|_|_|_|_|_|_|_|*|*|*|*|*|*|_|_|_|_|_|_|_|_|_|_|_|_|_|_| 5 |#|#|#|#|_|_|_|_|_|_|_|_|_|R|*|*|*|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*| 6 |#|#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*| 7 |#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*| 8 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|G|*|*| 9 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|S|_|_|_|_|_|*|*|*| 10 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|_|_|_|_|_|_|_|_|_| 11 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*|_|_|_|_|_|_|_|#| 12 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|_|_|_|_|_|_|_|#| 13 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|_|_|*|*|_|_|_|_|_|_|_| 14 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|_|_|L|*|*|*|_|_|_|_|#|W| 15 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*|_|_|*|*|*|*|*|_|_|#|#|#| 16 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*|*|_|_|#|#|#|#| 17 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|#|#|#|#|#| 18 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|#|#|#|#|#|#|#|#| 19 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|B|#|#|#|#|#|#|#|#|#|#| 1 3 5 7 9 1 1 1 1 1 2 2 2 2 2 3 3 1 3 5 7 9 1 3 5 7 9 1 3 (* and # are Land and the Letters are the Ports) 2.2 SEARCH BOARD The search board consists of a map of the North Atlantic. A two dimensional coordintate system (i.e., X,Y) is used for locating ships on the search board. The search board is divided into sea squares. A sea square is approximately 70 miles in length. Each sea zone can be identified from the coordinate system and can accommodate an unlimited number of warships. The map also contains the following ports or anchorages: German Location British Location Brest (B) 23,19 Liverpool (L) 24,14 Wilhelmshaven (W) 33,14 Scapa Flow (S) 25,9 Bergen (G) 31,8 Reykjavik (R) 14,5 Each port area also contains an airbase. German warships are not premitted in British ports or Reykjavik, and British warships are not permitted in German ports. German warships may not enter Brest from the northeast (sea square 24,18). 2.3 FORCES The following table identifies the warhips available: SHIP TYPE GUNS TARGET & MAP ID German 1. Bismarck BB 8x15" B 2. Prinz Eugen CA 8x8" P British 3. Sheffield CL 12x6" F 4. Manchester CL 12x6" T 5. Brimingham CL 12x6" I 6. Edinburgh CL 12x6" G 7. Suffolk CA 8x8" U 8. Norfolk CA 8x8" N 9. Dorsetshire CA 8x8" O 10. Victorious CV 16x4" V 11. Ark Royal CV 16x4" A 12. Hood BC 8x15" H 13. Renown BC 6x15" R 14. Repulse BC 6x15" E 15. Rodney BB 9x16" D 16. King George V BB 10x14" K 17. Prince Wales BB 10x14" L BB - Battleship CA - Heavy Cruiser BC - Battlecruiser CL - Light Cruiser CV - Aircraft Carrier The forces also include land based reconnaissance and attack aircraft, and submarines. German forces include four submarines. British forces include two intelligence from three trawlers stationed between Norway and Iceland. MAXIMUM SHELL(*) RATE OF FIRE (**) SPEED RANGE MAXIMUM POINTS (***) 9 1 30 25,000 200 2 2 32 18,000 60 1 2 32 18,000 40 1 2 32 18,000 40 1 2 32 18,000 40 1 2 32 18,000 40 2 2 32 18,000 40 2 2 32 18,000 40 2 2 32 18,000 40 1 1 30 14,000 150 1 1 30 14,000 150 9 1 32 25,000 90 9 1 29 25,000 75 9 1 29 25,000 75 10 1 21 25,000 100 8 1 29 25,000 110 8 1 29 25,000 110 * Effective damage per hit. (The damage rate for secondary guns (on BCs, BBs) is one). ** Per turn. *** For sinking ship. German forces also include two tankers which are stationed in the NE and SW areas of the map. The German commander may refuel from a tanker (1500 tons per ship per turn) by using the "R" command when the weather is calm and a warship is located in the same sea square as a tanker. 2.4 SHIP IDENTIFICATION Ships are represented by their target & map id symbol on the various play screens. Most references to ships are also by map id. A list of symbols will be visible whenever you are taking an action that requires selection of a ship. 2.5 ORDER OF BATTLE The following lists the order of battle for the strategic game: 1. German Air Search. 2. German Air Attacks (if any). 3. German Submarine Search. 4. German Sea Search. 5. Sea Combat (if any). 6. German Warship Movement. 7. British Air Search. 8. British Air Attacks (if any). 9. British Submarine Search. 10. British Sea Search. 11. Sea Combat (if any). 12. British Warship Movement. 13. British Sea Search. 14. Sea Combat (if any). 15. Convoy Movement. 2.6 STARTING POSITIONS Each player has the option of either assigning their forces to specific sea squares or allowing the computer to determine the initial starting positions. In the later case, the German warships are located at Wilhelmshaven and the British forces are strategically placed throughout the map board. Initially, the Sheffield, Renown and Ark Royal are located at Gibraltar. This task force will arrive at the bottom of the strategic board approximately 2 days after the simulation begins. OPERATIONAL COMMANDS (Strategic Game) The following summarizes the operational commands for the strategic game: OPTION Ship Level: P Patorl/Port C Course & Speed D Data Report K Scuttle Command Level: S Air Search A Air Attack M Sub Movement N None Q Quit Game X Save Game 3.1 PATROL/PORT (P) Warship remains in its current sea zone. Patrol mode improves chance of discovering enemy ships. 3.2 CHANGE COURSE & SPEED (C) Player enters desired change in course and speed. Various ship speeds are possible depending on weather and ship damage. A change in course is given in degrees. 3.3 DATA REPORT (D) Displays warship location and damage status. 3.4 SCUTTLE (K) A warship may be scuttled to prevent sinking by enemy forces. In these cases, the maximum point level is reduced by ten percent. 3.5 AIR SEARCH (S) Either player can conduct air search operations during daylight hours (except during fog). 3.6 AIR ATTACK (A) Either side can conduct air attacks during daylight hours (except during fog). 3.7 SUBMARINE MOVEMEN (M) Submarine(s) can be moved by indicating course in degrees. Submarines can move one sea square per turn. Submarines automatically search their current sea square. 3.8 NONE (N) No command level action is requested. 3.9 QUIT GAME (Q) Either player can quit the current game. The results to that point are then reported. 3.10 SAVE GAME (X) Either player can save the current game for later play. Games should be stored on a separate, pre-formatted data diskette. WEATHER 4.1 WEATHER ZONES The vagaries of weather have been included in the game. The search board is divided into four weather zones. Weather conditions can change every other turn. 4.2 WEATHER STATES The following table summarizes the various weather states and their impact: WEATHER STATE CONDITION PROBABILITY OF OCCURRENCE IMPACT 1 Calm Seas 40% None 2 Rough Seas 40% Reduced Speed Reduced Visibility 3. Fog 20% No sea search No air operations Max speed 15 knots No shadowing SHIP MOVEMENT 5.1 MOVEMENT Each warship can move once per turn. 5.2 SHIP SPEED The most economical cruising speed is 15 knots. A speed of 15 knots moves a warship approximately one sea square per turn. Speeds above or below 15 knots yield proportional results. High speed movement consumes fuel at a rate of approximately four times the cruising speed. The maximum speed for a warship is a function of the weather and midship damage. The maximum speed for a warship is 15 knots when leaving port or during periods of fog. 5.3 ILLEGAL MOVEMENT A warship may not move if it is out of fuel. German warships may not move into an British port and British warships may not move into a German port. Movement off the board or on to land is not possible. The ship involved in an illegal move is returned to its previous location, and the ship loss its turn. Attempting to move off the board or on to land also results in the following message: * ILLEGAL MOVE *. 5.4 COURSE DIAGRAM The following presents the course diagram used in moving: 0 or 360 (N) 315 45 (NW) | (NE) | | 270 ----- + ----- 90 (W) | (E) | 225 | 135 (SW) (SE) 180 (S) In addition to remaining in its current sea square a warship may be moved into or through one of the eight adjacent sea squares. For example, to move into the sea square above your current position simply enter 0 or 360. 5.5 TERMINATION The simulation is automatically terminated if the Bismarck reaches Brest or is sunk. LAND BASED AIR OPERATIONS 6.1 SEARCH Air search can be carried out from German and British air bases during daylight hours (except during fog). All sea squares in the immediate vicinity of England, France and Norway are automatically searched. Both sides can also search two additional sea squares per turn per base. The maximum range is seven squares from the base. Allied air search also occurs in the western edge of the strategic board. The chance of locating an enemy warship is a function of the weather and time of day. 6.2 ATTACK Initially, both the German and British (except Reykjavik) air bases contain 40 operational attack aircraft. Attack aircraft have a maximum range of five sea squares. Air attacks may be launched each daylight turn. To launch an air strike, each player indicates the sea square and the number of planes involved in the attack. Attacking aircraft can be shot down by either naval gunfire or fighter aircraft. 6.3 LIMITATIONS Air Seach or attacks are not possible during darkness or fog. AIRCRAFT CARRIER OPERATIONS 7.1 OFFENSE The British side has two aircraft carriers. Each has the capability of searching a two square radius around itself. Each carrier operates 24 torpedo and 12 fighter aircraft. The maximum number of torpedo aircraft that can be launched from a single carrier is 16 per turn. The maximum attack range for carrier aircraft is two sea squares from the carrier. The probability of locating the enemy is a function of the weather. Air search or attacks are not possible during darkness or during fog. The probability of obatining a torpedo hit is a function of the number of attacking aircarft and the enemy warship's speed. 7.2 DEFENSE Air defense dramatically improves the chances of destroying incoming enemy aircraft. Each carrier can provide defense for itself as well as other British warships within the same sea square of the carrier. German warships have the opportunity to directly shoot down incoming aircraft. Anti-aircraft fire is controlled from the keyboard. SHIP SEARCH Each warship can search its current sea zone during daylight hours (except during fog). The HMS Suffolk is equipped with long range radar which permits sea search during darkness and fog. In general, the probability of detecting and enemy warship is a function of the weather and time of day. SHADOWING 9.1 PROCEDURE After locating German warship(s), the British player has the option of either engaing or shadowing until additional forces arrive. In order to shadow, the British warship's current maximum speed must be greater than or equal to that of the German warship. 9.2 DETECTION The probability of a successful shadow is a function of weather, time of day and the number of warships located in the same sea zone. A successful shadow results in locating the German warship(s) after its next move. In the solitaire version, an inferior British force will shadow a German warship(s) until the arrival of additional forces. SUBMARINE OPERATIONS 10.1 FORCES The German side has four operational submarines and the British side has two. Submarines can search their current sea square for warships and convoys during each daylight turn (except during fog). Submarines may also search for convoys at night. 10.2 COMBAT Submarines can attack warships and convoys. The probability of obtaining a torpedo hit is a function of weather and the enemy warship's speed. British warships and convoys are accompanied by destroyers which can sink any attacking German submarines. CONVOY OPERATIONS 11.1 COURSE & COMMAND Convoys sail from Liverpool (24,14) towards the bottom of the strategic board. Convoys move at a speed of 10 knots. A new convoy departs Liverpool approximately every 3 days. Each convoy ranges in size from 20 to 40 ships. 11.2 INTERCEPTION German warships automatically attack any British convoys discovered. If the convoy is escorted, the Germans must engage the escort before firing at merchantships. Approximately 50 percent of the merchantships will be sunk if the convoy was unescorted; 30 percent if an escort was defeated, 10 percent if an escort was driven off. The remaining merchantships will scatter and return to England. Convoys may also be attacked by German aircraft and submarines. INTELLIGENCE 12.1 GERMAN German Intelligence operatives in England have an approximately 50 percent chance of discovering the sailing of a convoy. German wireless intelligence will report the approximate location of a British warship every few days. 12.2 BRITISH British intelligence operatives in Norway have an approximately 75 percent chance of discovering the existence of German warships at Bergen. British wireless intelligence will report the sortile of a German warship from Bergen approximately 60 percent of the time. Trawlers (located between Norway and Iceland) report on the sighting of enemy warships. SHIP RESUPPLY and REPAIR 13.1 FUEL AVAILABILITY When in port, warships are automatically by the beginning of the following turn. 13.2 REPAIRS Warships undergo repari while in port at a rate of once damage unit per section per turn. Warships undergo repair at sea at a rate of one midship damage unit per turn. SHIP COMBAT (Stragtegic & Tactical) The standard tactical game pits the K.M. Bismarck and Prinz Eugen against the HMS Hood and HMS Prince of Wales. Both sides have the option of selecting other warships for tactical engagement. Warship selection can be made during the initialization phase of the game. Ship combat can occur whenever German warships are located in the same sea zone with British warship(s); except during darkness. During ship combat each side can select from a number of tactical options as outlined below: TACTICAL COMMAND SUMMARY INPUT DESCRIPTION N No Change C Change Course and Speed T Target Guns F Fire Guns L Launch Torpedoes R Display Course & Speed for Selected Ship D Damage Control Report S Disengage K Scuttle Ship 14.1 NO CHANGE (N) Maintains warship's current heading and speed. 14.2 CHANGE COURSE & SPEED (C) The computer will display the maximum speed possible for the ship. Player then indicates course heading in degrees (0-360) and speed in knots (0-max). Invalid input (e.g., -1) aborts the command and returns control to the tactical command menu. If bridge has been "knocked out" then steering is transferred to aft control, and no change in course or speed is possible during this period. 14.3 TARGET GUNS (T) Player selects target for main and secondary guns from among available warships. The Maximum range for targeting is 25,000 yards. An input of 0 aborts the command and returns control to the tactical command menu. 14.4 FIRE GUNS (F) Guns are fired at the selected target. Guns will not fire if they are not targeted, are out of action, or if the target is out of range. The Maximum range for battleships and battlecruisers is 25,000 yards. The maximum range for the cruisers is 18,000 yards. The maximum effective range for secondary guns is 6,000 yards. 14.5 LAUNCH TORPEDOES (L) Player selects target from among available warships. The maximum range is 5,000 yards. Torpedoes can be launched every 10 turns. Only cruisers carry torpedoes. Launching torpedoes does not use a turn. 14.6 DISPLAY COURSE & SPEED (R) Displays selected ship's course, bearing, speed, and range from the selected warship to a maximum of 25,000 yards. This command does not use a turn. 14.7 DAMAGE CONTROL REPORT (D) Displays warship's damage status for each station and compares with the maximum limits. This command does not use a turn. 14.8 DISENGAGE (S) Either side may disengage if the range between the closest enemy warships is greater than 25,000 yards. 14.9 SCUTTLE (K) A warship may be scuttled to prevent sinking by enemy forces. Enemy is awarded 90% of maximum possible points. 14.10 SMOKE Either side may make smoke during the course of combat. Making smoke reduces the effectiveness of gunnery on both sides (approximately 10 percent for the ship making smoke and up to approximately 30 percent for enemy warhips). When a ship makes smoke, it's symbol disappears from the tactical sea square board. 14.11 TERMINATION Tactical ship combat is terminated if all German warships are sunk, or if all British warships are sunk, or if either side has withdrawn, or if the time limite has been exceeded (tactical option). SHIP CHARACTERIZATION 15.1 GUNNERY The probability of obtaining a hit is a function of enemy speed, enemey range, number of guns firing, wind direction, and status of fire control. Warships that are windward of their opponent have an advantage. As damage to a warship's fire control increase, the probability of obtaining a hit decreases. Warships carry sufficient munitions to engage in an unlimited number of tactical battles. The probability of obtaining a torpedo hit is a function of the enemy warship's speed and range. Torpedo hits are assigned to the midship section at a rate of between 12 and 25 damage points. 15.2 SHIP SUBDIVISION Each warship is divided into 10 damage stations. Each station is assigned a maximum damage level. Damage received above the maximum level is assigned to the midship section. A warship is sunk when the maximum level has been reached. The basic stations for all warships consist of forward, fire control, bridge, midships and aft. Ship speed is affected by damage to the forward, midship or aft sections. Secondary guns are only available on battleships and battlecruisers. 15.3 DAMAGE CONTROL Limited repairs to a warship's fire control and bridge sections are \ automactically made. Repair occurs at a rate of one damage unit per every three turns. VICTORY CONDITIONS 16.1 STRATEGIC SIMULATION A point system based on the following criteria is used in determining the winner of a strategic simulation: GERMAN SIDE - Sinking enemy cruisers 40 points per ship - Sinking enemy battlecruisers 75 to 90 points per ship - Sinking enemy battleships 100 to 110 points per ship - Sinking enemy carriers 150 points per ship - Damaging enemy warships 1 point per midship hit - Sinking merchantships 5 points per ship - Avoiding sinking of Bismarck 25 points - Bismarck reaching Brest 100 points BRITISH SIDE - Sinking Bismarck 200 points - Sinking Prinz Eugen 60 points - Damaging enemy warships 1 point per midship hit - Successful passage to Southern end of map 3 point per merchantship The maximum point total for a scuttled warhip is reduced by ten percent. 16.2 TACTICAL SIMULATION A point system based on the following criteria is used to determine the winner of tactical simulation. The German side receives 40 points for each enemy cruiser sunk, 75 to 90 points for each battlecruiser sunk, 100 to 110 points for each battleship sunk, 150 points for each carrier sunk, or one point for each midship hi (on unsunk warships). The British side receives 200 points for sinking the Bismarck, 60 points for sinking the Prinz Eugen, or one point for each midship hit (on unsunk warships). GAME STRATEGY 17.1 STRATEGIC SIMULATION The German side must be aggressive to win since the British side accumulates points for successfully sending convoys to the southern edge of the strategic board. Maintaining a "force in being" by the German commander will not prove effective in this simulation. The German player should try to employ both warships together for maximum effectiveness. If an escorted convoy is discovered, the Bismarck can be used to engage any British capital ships while the Prinz Eugen attacks any cruiser screen. The German player should avoid combat with British heavy units if outnumbered. In particular, if the Prinz Eugen is discovered by British battleships, she should attempt to escape with her superior speed. the use of submarines can be decisive. Once a convoy has been discovered, submarines that are nearby should be directed toward the projected convoy route. The Germans should use their air power to neutralize the British carrier forces in the event they come within range. The British commander should place maximum emphasis on guarding the convoys. The British carriers should be used aggressively including the possibility of attacking Bergen. British carriers should be escorted by at least one heavy unit. The British player may also wish to "lay a trap" for the Germans with one of the convoys. In the two-player version, the British player can direct the course of each convoy. After discovering the Bismarck, the British player should direct all available warships to intercept and destroy her. 17.2 TACTICAL SIMULATION The German player should concentrate all available gun fire on the Hood with the hope of causing an Internal explosion. If the Hood is sufficiently damaged then the German Player should shift fire to the Prince of Wales. The German player should, in general, attempt to escape when out numbered. The German player should consider scuttling heavily damaged warships when there is little chance of escape. The British player should aggressively attack the Bismarck with all available warships. Cruisers, when available, should be used to attack the Prinz Eugen, allowing the heavier units to concentrate on the Bismarck. The British cruisers should attack from all sides in order to maximize the opportunity for launching a torpedo attack on either the Bismarck or Prinz Eugen. Heavily damaged British warships should be moved away from the battle. COMPUTER GRAPHICS The simulation provides a number of graphic aids to enhance game realism. Computer sounds are also enacted during phases of the simulation. The following describes the basic graphic boards: 18.1 STRATEGIC A strategic board displays a map of the North Atlantic. Ship location is depicted by the assigned ship symbol (e.g., B for Bismarck). When an enemy warship is located by air search its symbol is placed on the board. The strategic board also displays the time of day, the date, and the number of merchantships sunk by the Germans. 18.2 TACTICAL For the solitaire version, the tactical board displays a silhouette of either the Bismarck or Prinz Eugen, range map, view from binoculars, movement data, wind direction and targeting data. The tactical board is used for both sea combat and air attacks. For the two-player game, the tactical board for sea combat consists of a sea battle area, movement data and targeting data. The IBM Version contain sillhouettes for all ships; which retain damage as sustained throughout the course of battle. For the sea square screen, silhouettes of the opponents appear when a ship fires or launches torpedoes. ------------------------------------------------------------------------------ YOUR PASSWORD IS BATTLESHIP BISMARCK Alpha = SPEED8TOWN Beta = WINDS2PASS Gamma = STAND3CODE Delta = PLANT7BOOK Epsilon = COVER5HEAD ------------------------------------------------------------------------------ Software License The Bismarck game simulation and manual are property of General Quarters Software. You have purchased the right to use these materials, and are only entitled to make copies of the diskette for your own use. Genearl Quarters Software reserves all distribution, licensing, and reproduction rights. Use of this product signifies acceptance of the foregoing. Credits Software copyrighted by Omen P. Hall, Jr. ------------------------------------------------------------------------------ SECRET COMMANDS The IBM versions of GQS naval war games contain secret options which are not listed on the menu or explained in the battle manual. These options require the use of the key (used just like key) in conjunction with a letter key. An * signifies that option is not available in all scenarios. RECONGNIZED BY STRATEGIC COMMAND LEVEL MENU AND BY TACTICAL COMMAND MENU Q quit immediately, do not go through conclusion routine, exit to DOS. C change color of background... cycles through 24 colors, some of which may be identical on some hardware configurations. S toggle sound on/off. Computer beeps immediately after sound toggled on. T * change amount of time messages stay on the screen. Time can be from 0 to 9999, with 0 = minimum delay, 9999 = longest pause. P instruct computer to take over and play the current side. Advisory messages are displayed if both sides are simulated. X instruct computer to switch sides: play current side and turn opposition over to user. Player configuration must be a solo simulation. S stop a simulation... can be pressed any time during a simulated player's turn. If both sides are simulated, there will be a short pause and the configuration will change to a solo simulation. If only one side is simulated, this command must be given IMMEDIATELY after issuing the last command for the team not being simulated. RECONGNIZED BY TACTICAL COMMAND MENU F displays a firing summary for tactical combat. Summary report includes the number of hits and misses for both sides and relative effectiveness. R either restarts tactical combat or, if a strategic game is in progress, returns to strategic level without completing tactical combat. RECONGNIZED BY ANTI-AIRCRAFT ATTACK WARNING MESSAGE (PREPARE TO REPULSE) D * decrease the size of the hit area on the incoming torpedo bombers. I * increase the size of the hit area on the incoming torpedo bombers. ============================================================================== Scenarios may contain additional secret commands. For example: The boot screen requests to continue. If is pressed instead, the bosun's whistle (that follows password acceptance) will be silenced. Feel free to experiment with the keyboard. ============================================================================== ANTI-AIRCARFT GUN FIRE IS CONTROLLED FROM THE KEYBOARD BY POSITIONING THE GUNSITE ON THE TARGET (FIRING IS CONTINUOUS). APPLE Control Keys: 1 up | 3 - left --+-- right - 4 | down 2 IBM Control Keys: (use the arrow key) ^ | up | <-- left --+-- right --> | down | v ============================================================================== More Simulations by General Quarters Software Action in the North Atlantic Action off the River Plate Banzai Battle Stations German Raider Atlantis Midway Prelude to Jutland The Rising Sun War in the Falklands War at Sea The Warship that Changed History ==============================================================================