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        Naval Campaigns User Manual
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1.    Naval Campaigns User Manual    Burning proceeds using the Burning Rate Parameter Data Value until the  status of the ship reaches that determined by the burning damage at which  point the burning terminates     Example 1   Midway  Suppose the CV Akagi at 100  with a Vulnerability  Factor of 1 is hit by a 1000Ib GP bomb resulting in damage of 6   The  probability that burning will be initiated is   Burning Prob 1 5 5 1   and thus the carrier will start burning  Using a Damage Control value of 0 2    20    the burning damage calculations would be    High Burning   0 8   94   1   1 5   112    Low Burning   0 8   94   1   0 5   38    Thus the average burning damage to Akagi is 75   Using a Burning    Parameter Data Value of 6 hours  the Akagi will burn from 94  to 19  over  the next 4 12 hours     Example 2   Midway  Suppose the CV Yorktown at 100  with a Vulnerability  Factor of 0 50 is hit by a 250kg SAP bomb resulting in damage of 6   The  probability that burning will be initiated is   Burning Prob   0 50   5 5   50    and thus there is a 50  chance the carrier will start burning as a result of this  hit  Using a Damage Control value of 0 8   80    the burning damage  calculation would be    High Burning   0 2   94   0 50   1 5   14    Low Burning   0 2   94   0 50   0 5   4 7   Thus the average burning damage to the Yorktown is 9   The Yorktown will  burn from 94  to 85  over the next 30 minutes     Example 3   Midway  Suppose the CV Hiryu at 100  with a Vulnerability  Fa
2.    where 1 72 is the normalized size and 0 64 is the normalized speed of the    Shokaku  Since the resulting hit probability is 15 5   If there are 22 SBD   s  attacking  then this would result in an average of 3 4 hits  Actual 2 hits      Example 6   Eastern Solomons  Suppose a D3A Val with a Dive Bombing  Probability 0 4 of drops a bomb on the CV Enterprise whose size is 25 500   which is maneuvering at 30 knots with AAA firing  The nominal hit probability  iS     Nominal Hit Prob   0 4   1 6   0 71   45   where 1 6 is the normalized size and 0 71 is the normalized speed of the    Enterprise  The resulting hit probability is 25 6   If there are 11 Val s  attacking  then this would result in an average of 2 8 hits  Actual 3 hits      Example 7   Santa Cruz  Suppose an SBD Dauntless with a Dive Bombing  Probability of 0 4 drops a bomb on the CV Shokaku whose size is 29 800   which is maneuvering at 30 knots with AAA firing  The nominal hit probability  iS     Nominal Hit Prob   0 4   1 72   0 71   49     66    Naval Campaigns User Manual    where 1 72 is the normalized size and 0 71 is the normalized speed of the  Shokaku  The resulting hit probability is 27 4   If there are 11 SBD   s  attacking  then this would result in an average of 3 0 hits  Actual 3 hits      Example 8   Coral Sea  Suppose an SBD Dauntless with a Dive Bombing   Probability of 0 25 drops a bomb on the CV Shoho whose size is 14 200  which   is maneuvering at 28 knots with AAA firing  The nominal hit proba
3.   Aircraft carried aboard a  ship can be in the Hangar  or spotted  on a flight deck or a catapult and  ready for take off  Ships can refuel  and rearm aircraft on board the ship   with perhaps limitations described   1 below on when that can happen        The Aircraft Dialog       Aircraft Dialog The Aircraft Dialog is the fundamental way  a Bea of performing operations relative to aircraft  carried aboard a ship  To display the  3 AEM gern fakey ra potes 2 Pat  Aircraft Dialog you can double click on the  3 x A6M2_Zero  Akagi  Itaya    Spotted  gt Patro ship icon on the Main Chart  This also  3 nEMD Jorn taken tite  tone    Works for air bases  Once displayed  you  3x AGM2_Zero  Akagi  aya   Hangar     can make individual or multiple selections of  oo rie prune sae ie the aircraft listed in the dialog  By holding  down the Control  Ctrl  key  you can add or remove individual entries to the  current selection  By holding down the Shift key you can add entire groups of  entries to the current selection  Once you have selected the aircraft you wish  to perform an operation on  you then click the corresponding button in the    dialog        Spotting Aircraft         j Aircraft must be spotted before they  x gotica  Elle     can take off  For an aircraft carrier   an   spotting the aircraft means bringing it    from the Hangar deck to the flight deck      ee For a seaplane carrier  spotting means  Pa aami serg Hiru placing the seaplane on a catapult for    launching  For airbase
4.   group formation  If this ship is subsequently sunk  then you will want to  manually increase the speed of the group back to its maximum speed  You    15    Naval Campaigns User Manual    may also want to Detached heavily damaged ships if they are degrading the  maximum speed of the group     Normally when you use the change speed buttons  the speed of the selected  ship is modified in 1 knot increments or 10 knots for aircraft  If you hold down  the Alt key when issuing the change speed command  then the speed will be  modified in increments of 1 10 of a knot or 1 knot for aircraft  allowing much  finer control over the speed of the ship or aircraft  Also  the Full Stop and Full  Speed buttons and commands can be used to command the ship or a  helicopter to stop  an airplane to fly at minimum speed or for a ship or aircraft  to attain maximum speed     Minimum airplane speeds are   e 50 knots for a small prop airplane   e 60 knots for a small jet airplane   e 100 knots for a large prop airplane   e 120 knots for a large jet airplane     Attaching and Detaching    Normally each ship is part of a group of ships which typically is a  iD  Squadron  Division  or Flotilla  By selecting a ship and pressing the  Detached toolbar button  it is possible to Detach a ship from a group so that it  can be commanded individually  Selecting a Detached ship and pressing the  Detached toolbar button will cause the ship to become part of its original group  again  but you are responsible for 
5.   the ship must be dead in the  water     31    Naval Campaigns User Manual    e After a flight lands or takes off  a certain amount of time must pass  before the next flight can land or take off  The amount of time is  determined by Parameter Data     e A ship must have a status of at least 75  before it can land or take off  aircraft and cannot be Burning at the time     e Anair base must have a status of at least 25  before it can land or take  off aircraft     e The aircraft attempting to land must not exceed the storage capability of  the ship or air base for that type of aircraft     e For aircraft carriers  the number of aircraft on the flight deck must not  exceed 1 2 of the total storage capability of the carrier     Refueling Aircraft    Once aircraft return to a ship or air base  they are automatically eligible for  refueling and no user intervention is required to cause this to happen  When  refueling will begin will depend on how many other aircraft are waiting for fuel   The time it takes to refuel an aircraft depends on Parameter Data and the size  of the aircraft     Large aircraft take 2 times as long to refuel as small aircraft  When the carrier  is turning  the refueling rate is half that of normal     Arming and Rearming Aircraft    Once aircraft return to a ship or air base   they are automatically eligible to become  rearmed  subject to available stores on the  ship or air base  If no user intervention  occurs  then after a time that depends on     1   h
6.  08  Ee EA A E A Lente 1 7  Medium cruiser                 iO BEET ERAST EE TT 1 3  Small cruiser    Oae 0 9  De StrOYEl            cccce cece caer  Oh Seerer eee reer ere rr 0 3  Submarine    O raer atest 0 2    Correlation with Humphrey    In 1992  Richard Humphrey published a study of ordnance required to sink  ships of various tonnage  The results were for a 3 000 ton ship  a 15 000 ton  ship  and a 45 000 ton ship using 1000lb bombs and 21in torpedoes  In this  comparison  a 1000lb bomb is assumed to cause an average of 3600 tons of  damage using an Air vs Ship Fire Parameter value of 8 and each result is  normalized using the normalized size calculation used in the hit probability  calculation above  For example  for the 3 000 ton ship the calculation is     3000 3600    45000 3000   0 5   3 2    1 000 Ib Bomb Ordnance to Sink a Warship    Displacement Humphrey Naval Campaigns  POOO ae Ae e ore 3 2  80    15000 sirseoisiesiet baat neenoettaae  OO lc hie AEE sey 7 2  80    A5 06    nasa i Ls Pc eters rer ener 12 5  81      Note that there would be exact agreement if an Air vs  Ship Fire parameter  value of 10 was used     In the next set of calculations  torpedo damage is calculated using a 21in  torpedo with a warhead of 507lb and a Torpedo Damage Parameter of 5  This  results in an average damage per hit of 6337 tons  The results are normalized  using the cube root size and normalized speed hit probability calculations  above  For example  for the 3 000 ton ship moving
7.  B5N2 Kate with a Low Level Bombing   Probability of 0 08 drops an 800kg HE bomb on the CV Hornet  whose size is   25 500  which is drifting with no control but is firing AAA  The hit probability is   Nominal Hit Prob   0 08   1 6   2 5   32     The resulting hit probability is 24   If there are 6 Kate s attacking  then there  would be an average of 1 4 hits  Actual 1      High Level Bombing Examples    Example 1   Midway  Suppose a B 17 Flying Fortress with a High Level  Bombing Probability of 0 01 drops 12 bombs on the CV Hiryu  whose size is  20 250  maneuvering at 34 knows with AAA firing  The nominal hit probability  for one bomb is     Nominal Hit Prob   0 01   1 42   0 64   0 91     The resulting single bomb hit probability is 0 5   If 72 bombs are dropped by  6 B 17   s  then there would be an average of 0 36 hits  Actual 0 hits      Example 2   Eastern Solomons  Suppose a B 17 Flying Fortress with a High  Level Bombing Probability of 0 016 drops 11 bombs on the Destroyer Mutsuki   whose size is 1 772  which is motionless in the water with no AAA firing  The  hit probability for one bomb is    Hit Prob   0 016   0 42   2 5   1 7     lf there are 4 B 17 each dropping 11 bombs  the average number of hits would  be 0 74  Actual 1 hit      Note on Ship Size Calculation    The flight deck of the Hiryu was 62 568 sq feet    711x88  while the flight deck  of the Kaga was 81 500 sq feet   815x100   The flight deck ratio Kaga Hiryu    1 30 while the normalized size ratio Kaga 
8.  Likewise  if two missiles were fired against the Somellera of size 835 tons  then  1 36 would hit  Actual 2 hits      53    Naval Campaigns User Manual    Example 9  Falklands War  Attack on HMS Sheffield  1982   The HMS Sheffield had a size of 4 820 tons which gives a hit probability of    0 87  If 1 missile was fired against it  there would be an average of 0 87 hits   Actual 1 hit      Example 10  Falklands War  Sinking of the Atlantic Conveyor  1982     The Atlantic Conveyor had a size of 14 950 and thus a hit probability of 0 95  If  2 missiles were fired against it  an average of 1 9 would hit  Actual 2 hits      Example 11  Battle of Sidra  1986     The Libyan Combaitante II patrol boat has a size of 560 tons giving a hit  probability of 0 63  If 6 missiles were fired against them  an average of 3 8  would hit  Actual 3 hits      Example 12  USS Stark Incident  1987     The USS Stark has a size of 4 100 giving a hit probability of 0 85  If 2 missiles  were fired at it  an average of 1 7 would hit  Actual 2 hits      Example 13  Persian Gulf War  The Battle of Bubyian Island  1991     A small combatant with size 200 tons would have a hit probability of 0 51  If 14  missiles were fired against them  an average of 7 1 would hit  Actual 8 hits      Example 14  Post Schulte Study   Israeli Hanit  2006     On July 14  2006  Hezbollah fighters fired two missiles  a C 802 and possibly a  C 701  at the Israeli corvette Hanit  The Hanit has a size of 1 075 giving a hit  probabi
9.  Mission     Mission Dialog  Patrol   Search   strike    Package Name  Mission Name   PatrolMission    Patrol Type  Escort      Patrol Target  Package       Month  December r   Day  23           Notice that the Package Name here is the same as the Package name  assigned to the Strike Mission     35    Naval Campaigns User Manual    When you construct the Package in this way  the Strike aircraft will take off   form up with the Patrol aircraft  and the Package will fly together to the Strike  target     Mission Dialog    Patrol Search   Strike      Package Name   Search Package    Mission Name   Search Mission    Loiter Options    Submarine   Battleship    Minimum Course  deg  o   Destroyer   Carrier    Cruiser   Other    Search Radius  nm    0    Maximum Course  deg    0  Start Date    Year 1944    Month January    Day i       Hour  00       When you construct a Search Mission  you can select which types of enemy  ships the search planes will loiter when they find them  For example  if you  want the search planes to loiter when they find submarines  then check the  Submarine box  If you want them to ignore submarines  but continue until they  possibly find carriers  then check the Carrier box  You can check one or more  of the boxes or leave them all blank  in which case the planes will always flight  out to the limit of their search radius     36    Naval Campaigns User Manual    Submarines    This section covers submarine  operations as well as anti submarine  operations  S
10.  a  ship  they must travel the minimum torpedo range  distance  determined by Parameter Data  before they can  begin homing  Each homing torpedo has an acquisition  range and angle that determines which ships it will home  on  This is shown on the main chart using a green arc   When the torpedo acquires a target  then the arc turns bright green and its size       49    Naval Campaigns User Manual    indicates the maximum range it can home on the current target based on the  size and speed of the target  The acquisition range of the torpedo is modified  for any given potential target based on the Noise Modifier of the target as  previously described     Each homing torpedo is classified as surface ship homing  submerged  submarine homing  or both  When there are ships of the appropriate type in  the torpedoes homing cone  then it will pick the noisiest one to home on  The  noise factor is based on the size of the ship  its soeed  and its range from the  torpedo as follows     Noise Factor   CubeRoot  Size    Speed   Range    The maximum detection range is also modified according to the depth of the  water that the ship is in  see Depth Soundings  according to the calculation     Depth Factor   Water Depth   Max Water Depth    where Max Water Depth has the value 9  For example  a ship in water that  has a Depth Sounding value of 3 would have 1 3 the detection range  compared with the same ship in deep water     lf the torpedo then strikes a target  there is a hit probability va
11.  another 9  of  damage  At the conclusion of the burning  the status of the Yorktown would be  77   Subsequent to this  there is an attack by seven Kate torpedo bombers  resulting in two hits by Type 91 torpedoes  giving a total damage of 52   leaving the Yorktown at a status of 25   Finally  the Yorktown is hit by two  Type 95 torpedoes from the I 168 submarine  causing a total of 16  of torpedo  damage with flooding resulting in the sinking of the Yorktown     In the ratio 2 SAP bombs to 1 HE bomb and with the assumption that burning  occurs  nominal bomb damage to the Yorktown will be an average of about 8   each bomb  Nominal torpedo damage from Type 91 torpedoes will be 26   or  about 3 times as damaging per hit  If the Yorktown is carrying airplanes with  fuel and bombs  its vulnerability to bombing greatly increases because of the  doubled burning damage  At these average damage values  it would take 4  torpedoes or 12 bombs to sink the Yorktown     Summary Example 2   Coral Sea  The CV Lexington is hit by perhaps three  Type 91 torpedoes and four bombs  The average damage with flooding from  the three torpedoes would be 52  and the damage with burning from the four  bombs can be estimated as 22   resulting in a final status value for the  Lexington of 26      Summary Example 3   Santa Cruz  The CV Hornet is hit by two 250kg SAP  bombs and one 242kg HE Bomb dropped by Val dive bombers  Similar to the  calculation for the Yorktown  this would result in a total of 14  da
12.  as  bombs or rockets  Aircraft can be refueled and rearmed on aircraft carriers and  at land airbases        Aircraft have a maximum range that they can fly before needing land so they  can be refueled  When the displayed range blinks  it indicates that the aircraft  has only a 10  reserve range available to make it back to its home carrier or  air base     Aircraft have attributes which determine their capabilities and features  These  include     e Airplane and Helicopters     An aircraft may be classified as being an  airplane  fixed wing  or a helicopter  rotary wing   This determines the  ability of the aircraft to hover and to land off of a defined runway area     e Prop and Jet     Airplanes are further classified as being propeller driven  or jet powered  although this has mainly to do with sound effects in the  game and has no functional difference     e Small and Large     Each aircraft is classified as being small or large   This determines how much space they take up when parked and how  long it takes to fuel and arm them     e Seaplane and Amphibious     An airplane can be classified as being a  seaplane  and thus able to land on the water  or amphibious and being  able to land on both water and land     e Carrier     An airplane capable of landing on an aircraft carrier     e Dive Bomber     An airplane capable of conducting a dive bombing  attack           An aircraft may have guns or cannons that they can use for dogfighting  with other aircraft  They may als
13.  at 30 kts  normalized  relative to a 20 kt ship   the calculation is     3000 6337    45000 3000  0 333    35 25    1 7    84    Naval Campaigns User Manual    21in Torpedo Ordnance to Sink a Warship    Displacement Humphrey Naval Campaigns  SOOO a NO hase ee eee ees 1 7  OOO Orta ta tte ate  Cho ee a eee Ree 4 0  AS QO nre OA gcc cee EEEE EELEE a 7 1    85    Naval Campaigns User Manual    Standard Hull Classifications    Below is a fairly complete list of the standard hull classifications as used in  Naval Campaigns     86    ACM   Auxiliary Minelayer    AD   Destroyer Tender    AE   Ammunition Ship    AG   Misc Auxilliary    AGS   Surveying Ship    AH   Hospital Ship    AK   Cargo Ship    AKL   Light Cargo Ship    AKS   Stores Issue Ship    AM   Minesweeper    AMC   Coastal Minesweeper   AN   Net Layer    AO   Fleet Oiler    AOG   Gasoline Tanker    AP   Transport    AR   Repair Ship    ARC   Cable Repair Ship    AS   Submarine Tender    ASR   Submarine Rescue Ship   AT   Ocean Tug    AV   Seaplane Tender    AVD   Seaplane Tender  DD    AVP   Small Seaplane Tender   AVT   Auxiliary Aircraft Transport   AW   Distilling Ship    B     Old Battleship    BB     Battleship    BC     Battlecruiser   CA      Armored Cruiser     Naval Campaigns User Manual    8     CGC   Coast Guard Cuiter   CL     Light Cruiser    CLAA   Antiaircraft Cruiser   CM   Minelayer    CMC   Coastal Minelayer   CMN   Mine and Net Layer   CV     Aircraft Carrier    CVL   Light Carrier    CVE   Escort Airc
14.  be within half the current  range of Visibility        18    Naval Campaigns User Manual    PC  Ships can also be equipped with radar detection  This is signified by  a radar icon with the  XX  designation  When a ship is equipped  with radar detection  then it can detect enemy ships equipped with radar at a  range equal to 150  of the range of the radar  Thus  ships equipped with  radar detection can spot enemy ships with radar before those ships can spot  them  The enemy ships must not be below the horizon however        some radar is Air Only can only be used to detect aircraft  Other radar is  Surface Only and can only be used to detect ships  Some radar has the  ability to be used when on a submarine at Periscope depth  All of these  attributes are shown in the Database Dialog     When a ship that has radar detection detects a ship  with radar  then a magenta line is drawn in the  direction of the detected ship  Note that this  conveys no range information to the enemy ship  aeons       Certain radar is Range Only and when it detects  an enemy ship or airplane  can only convey the  distance to the enemy ship or airplane but not its  bearing  When this occurs  a magenta circle is  drawn on the charts showing that range        Single Aircraft Detection    As a special case in games such as Midway and Guadalcanal  the early radar  used in this era often did not have the necessary fidelity to reliably detect a  single aircraft  In these games  a single aircraft will only be
15.  bottom of the image as the second  number as in     Number for firing Number for reloads x Torpedo name     Firing direction       3     Naval Campaigns User Manual    The time it takes to reload a torpedo tube is given in the Database Data Dialog   A submarine that is diving or rising cannot fire torpedoes     When reloading  the information shown at the bottom of the screen changes to  display the number of seconds remaining to reload     Number for firing Number for reloads Reload time x Torpedo name     Firing  direction    Submarine Visibility and Detection    A submarine on the surface can only be detected at 1 2 the normal radar range  of another ship     When a submarine is submerged at periscope depth  there are two  modifications to the normal visibility rules     e A submarine at periscope depth can only see half as far as a normal  ship     e A submarine at periscope depth can only be seen if it is within the  Periscope Visibility Parameter Data value     Sonar         Sonar can either be passive  indicated with a blue icon  or active    indicated with a yellow icon   Active sonar uses transmitted sound    pings   and echoes to estimate both direction and distance while passive  sonar simply uses listening to estimate direction     When sonar detects another ship  a green line will  be drawn from the ship with the sonar in the  approximate direction of the detected ship  A dark  green line indicates a detection made using passive  sonar while a bright green line 
16.  detected on radar  if it is within 25  of the nominal range of the radar     19    Naval Campaigns User Manual    Location Markers    Under Fog of War  it is possible to spot an enemy ship or aircraft  momentarily and then lose it  To keep an idea of the general location  where entities have been spotted  you can place a Location Marker at  the current location of the red hot spot by pressing the L hot key  Once  placed  Location Markers are permanent for the rest of the battle  Location  Markers show up on the Jump Map as white squares        Weather Effects    In certain scenarios  there is cloud cover which may be  generated randomly throughout the battle area or in  specified positions determined by the scenario designer   When Ships  Targets  or Aircraft are in the clouds  then  certain effects occur as described below        e Ships and Targets in clouds cannot fire AAA     e Visibility between Ships and Targets and other Ships and Targets or  Aircraft is reduced by 1 3     e Visibility between Aircraft is blocked     e Bombing attacks against Ships or Targets is reduced by the AAA Hit  Modifier Parameter Data Value     Certain effects are specific to Aircraft Carriers   e Aircraft Carriers in clouds cannot take off or land Aircraft     e When Aircraft Carriers are in clouds  it takes twice as long to spot  Aircraft     e Deck Operations are not possible in clouds     Collisions    When one ship strikes another  a collision occurs and the speed of the first  ship drops
17.  in the top area of the Comm Dialog prefaced by the  name of the player sending the message  In Multi Player Network Play  games  you can limit the sending of the message to players of your side  by  selecting the option at the bottom of the Comm Dialog        Encryption key       Cancel      lf you are the first Caller of the opposing side  you will be prompted to specify  an Encryption Key to be used to encrypt the battle file on the Host computer   This encryption will prevent your opponent from trying to access the battle file  in your absence  Be sure to remember your Encryption Key and specify it  exactly the next time you open an existing battle or else a read error will occur   lf you trust your opponent  it is OK to leave the Encryption Key blank        Multi Player    In general  both sides of a Network game can have more than one person  assigned to them  The Host player and the first player to connect playing the  opposing side  will be the Commander for their respective sides  By default   the Commanders control all units for their side  Additional players on each  side can be assigned commands by the Commander  Each player can only    57    Naval Campaigns User Manual    command ships under their control  The Multi Player Dialog is used by the  Commanders to assign commands to their subordinates      Multi Player Dialog    American Players American Assignments         g  Available Organizations       Japanese Players Japanese Assignments      inl Available Organ
18.  launches  there  would be an average of 1 5 hits  Actual 2      Torpedo Resolution    When a torpedo strikes a ship  calculations are performed to determine the  amount of damage caused by the torpedo explosion and the amount of  damage caused by flooding in the ship  For a torpedo with a certain explosive  value  the maximum damage is calculated as     Max Damage   Explosive   Torpedo Damage Parameter    where Explosive is the explosive value of the torpedo and Torpedo Damage   Parameter is the Torpedo Damage Parameter Data Value  The actual damage  is randomly calculated between 0 and this maximum value     A second calculation is performed to determine the amount of flooding the  torpedo causes  Given an amount of Damage to the ship  the flooding damage  is calculated randomly between     Low Flooding   Flooding Damage Parameter   Damage   2  High Flooding   Flooding Damage Parameter   3   Damage   2    where Flooding Damage Parameter is the Damage Flooding Parameter Data  Value  Thus the average flooding damage is this Parameter Data Value times  the amount of original damage     Example 1   Midway  Suppose the CV Yorktown  whose size is 25 500  is hit  by a Japanese Type 91 torpedo  whose explosive value is 452  dropped from a  Kate  Given a Torpedo Damage Parameter Value of 5  the average resulting  damage to the Yorktown is 1130  or about 4 4   The flooding damage is this  value times the Flooding Damage Parameter Value  which if given as 5  results  in an additional 
19.  ship can be designated both Fixed and In  Convoy  When this occurs  initially the ship  is not under player control  but once the  enemy or an enemy shot is spotted  then  that ship is freed from both Fixed and  Convoy restrictions and the player is free to  move and fire using the ship normally        Laying Smoke    Only certain ships are capable of laying a smoke screen  When this is   possible  a smoke icon will appear in the ship picture in the Ship List   Each ship is only capable of laying a certain amount of smoke  This limit is  determined by the Smoke Limit Parameter Data value  To toggle the laying of  a smoke screen  select the ship and then press the Laying Smoke toolbar  button  Pressing the Laying Smoke toolbar button a second time will terminate  the smoke screen  The amount of time that the smoke screen will stay in  effect is determined by the Smoke Time Parameter Data Value  Disabled  ships cannot lay smoke     17    Naval Campaigns User Manual  Visibility and Sighting    In each scenario there is a maximum visibility value which determines the  maximum range that opposing forces can be sighted  Depending on the  scenario  this value may change during the course of the scenario     Based on this maximum visibility value  there are specific sighting rules that  determine whether a specific enemy ship or flight can be seen     e Ships and Targets can spot enemy ships at the maximum visibility value     e Ships and Targets can spot enemy flights at 1 2 the ma
20.  the training for carrier landings  or dive bombing even when the aircraft  they are flying are able to do this    When this happens the alternative  display will show these limitations     US Pasifie Fla        Objectives    Certain scenarios can have Objectives  There are two types of Objectives   Line and Location     Line Objectives are displayed on the Main Chart and the Jump Chart as lines   Blue lines are used for Objectives for the first side and red lines are used for  Objectives for the second side  When a scenario has a Line Objective for a  particular side  then that side is awarded points when ships from that side  cross the Objective line     11    Naval Campaigns User Manual    Location Objectives are displayed on the Main Chart and the Jump Chart as  circles  When a scenario has a Location Objective for a particular side  then  that side is awarded points when ships from that side enter the circle     Objective Points are shown in the Victory Dialog   Targets    Depending on the scenario  there may be one or more Targets defined on   the chart  usually on land  These can represent any number of entities   including air bases as described below  Enemy Targets may be attacked by  ships and aircraft  A Target has a specified size and a protection value which  affects how attacks against it are resolved  A Target may have a AAA value  which is used to defend against air attacks and may have a radar ability which  allows it to spot enemy ships and aircraft beyond v
21.  to zero until the collision is resolved by the second ship moving  clear  If the Collision Factor Parameter Data value is nonzero  then it is used  to determine the damage to the each ship according to the calculation     Collision Damage   Collision Factor   Size Other Ship   Combined Speed    where Size Other Ship is the size of the other ship involved in the collision and  Combined Speed is the sum of the individual speeds of the two ships  The  damage to the ship being struck is also doubled     20    Naval Campaigns User Manual    Firing    There are several means that ships  and aircraft have of firing or  otherwise causing harm to enemy  ships  aircraft  or targets  Each ship  has Primary armament which can  be fired at enemy ships and targets  within its range and visible to the  firing ship  The larger ships may  also have Secondary armament  which is used against Destroyers   Torpedo Boats  and enemy targets  Some ships and aircraft are capable of  firing Torpedoes  which can cause great damage to a ship if they hit it  Some  ships are capable of laying Mines which are motionless in the water  but can  also do great damage to a ship which hits them  Finally  some ships carry  Depth Charges which can be used against submerged submarines  Ships  and aircraft can also carry loads that can be used to bomb or fire at enemy  ships and targets  Aircraft may also carry guns or cannons that can be used to  dogfight with enemy aircraft or possibly strafe enemy ships and targ
22.  value  Based on the  range from the firing ship to the target ship  the effective armor when fired  upon by primary armament is equal to       max range     range    belt   range   average    max range  where    max range is the maximum range of the firing ship and    average    is the    average of the belt and deck armor  When firing with secondary armament   the belt armor value is always used     Examples  Suppose a ship is firing primary armament at maximum range at a  target ship  The effective armor of the target ship is equal to the average of its  belt and deck armor values  If the ship is firing at very close range  then the  effective armor of the target ship is very close to the belt armor value     Finally then the maximum damage to the target ship is calculated as   Max Damage   SVS   firepower   effective armor    where SVS is the Ship vs Ship Fire Parameter Data Value  The damage  value is given in tons  The actual damage is taken randomly between the  maximum damage value and 0     Ship vs Target Resolution    When a ship fires its guns against a Target  the same basic resolution is used  in terms of hit probability and damage resolution     The probability that a given shot will hit the Target is based on the following  calculation   Hit Prob   Basic Hit Prob   Norm Size   Norm Range      2  where   e Basic Hit Prob is the basic hit probability for the side of the firing ship     This value is part of the Parameter Data values and can be found in the  Param
23. 22  of damage  The average total damage to the Yorktown is  then 26 4   Two hits would result in an average damage of 52 8      Example 2   Midway  Suppose then that the Yorktown is hit by a Japanese  Type 95 torpedo  whose explosive value is 893  fired from a submarine  The  average resulting damage to the Yorktown is 2232 or about 8 7   The  average flooding damage would be 43 7   Total average damage would be  52 4      79    Naval Campaigns User Manual    Example 3   Coral Sea  Suppose that the CV Lexington  whose size is  38 746  is hit by a Japanese Type 91 torpedo  Given a Torpedo Damage  Parameter Value of 5  the average resulting damage to the Lexington is 2 9    The flooding damage  using a Flooding Damage Parameter Value of 5  would  be an additional 14 5   Total damage would be 17 4   Three hits would  result in an average of 52 2  damage     Example 4   Eastern Solomons  Suppose that the CVL Ryujo  whose size is  12 732  is hit by a Mark 13 torpedo  whose explosive value is 600  Givena  Torpedo Damage Parameter Value of 5  the average resulting damage to the  Ryujo is 1500  or about 11 8   The flooding damage  using a Flooding  Damage Parameter Value of 5  would be an additional 59   resulting in a total  damage of about 71      Mine Resolution    The resolution of mine strikes is the same as that for torpedo hits using an  explosive value of 1000     Depth Charge Resolution    A depth charge is set to explode after a certain amount of time specified as the  Relo
24. Campaigns User Manual    Firing Resolution    This section describes the internal  calculations that are used to  determine firing  torpedo  mine  and  bomb resolution  With respect to  ships  there is ship to ship firing  ship     49 to  arget firing  and ship to aircraft   wss firing  AAA for example   With     n   2       respect to aircraft  there is bombing                  and firing at a distance on ships  as  well as for en Likewise  Merea is aircraft to aircraft combat  dogfighting    Finally  with respect to Targets  there is firing on ships and aircraft  Each of  these is covered in the following section        B  a      at      i      i vo x m   nr    In the examples given below on aircraft attacks in World War II in the Pacific   there are three primary time periods covered     e Early War     Pearl Harbor  Coral Sea  Midway  e Middle War     Eastern Solomons  Santa Cruz  e Late War     Philippines Sea    Basic Firing Resolution    The resolution of fire from primary and secondary armament follows the same  basic resolution  This resolution consists of two parts  if the shot hits the target  ship and if so  then what the damage to the target ship is     The probability that a given shot will hit the target ship is based on the  following calculation   Hit Prob   Basic Hit Prob   Norm Size   Norm Range      2   Norm Speed  where   e Basic Hit Prob is the basic hit probability for the side of the firing ship     This value is part of the Parameter Data values and c
25. Hiryu   1 45  agreeing within 10  of  each other     69    Naval Campaigns User Manual    Note on Bomb Penetration    The diagram below shows the typical penetration of Japanese HE and SAP  bombs on a carrier as well as the typical penetration of an American GP bomb          j SAP    Flight Deck    A    Carrier Bomb Penetration    While British carriers used flight deck armor  the armor on Japanese and  American carriers was between the Hangar deck and belowdecks  The HE  bombs were fused to explode on contact with the wooden flight deck while the  fusing of the GP bomb caused it to typically explode in the Hangar deck  The  SAP bomb usually penetrated to belowdecks before exploding  When Hangar  decks were full of aircraft  the GP bomb would have the greatest tendency to  Start a fire  while with carriers that were lightly loaded  the SAP bomb would  cause the greatest damage  The penetration values used for Japanese and  American bombs thus agrees well with their actual penetration of the carriers  and their damage and burning characteristics are representative of their actual  effects     Load Damage Resolution    The resolution of damage for loads is the same regardless of whether they are   fired or dropped from ships or aircraft  The firepower of a load shot is equal to   its Explosive value as given by the database  The calculation of damage to the  ship or Target is then the same using this firepower value with modifications to   the effective armor and protection of 
26. Hit Mod and a AAA Hit Mod of 0 75  If there were  between 12 and 25 Dauntless    attacking  this would result in between 2 6 and  5 4 hits  for an average of 4 0  Actual 4 hits      65    Naval Campaigns User Manual    Example 3   Midway  Suppose the same SBU Dauntless drops a bomb on the  CV Akagi  whose size is 41 300  maneuvering at 28 knots with AAA  The  nominal hit probability is    Nominal Hit Prob   0 25   2 03   0 75   38 1     The resulting hit probability is 21 4   If there were 5 Dauntless    attacking  this  would result in an average of 1 1 hits  Actual 1 hit      Example 4   Midway  Suppose an SBD Dauntless with a Dive Bombing   Probability of 0 25 drops a bomb on the CV Hiryu whose size is 20 250  which   is maneuvering at 24 knots with AAA firing  The nominal hit probability is   Nominal Hit Prob   0 25   1 42   0 86   30 5     where 1 42 is the normalized size and 0 86 is the normalized speed of the  Hiryu  Since the Hiryu is firing AAA and maneuvering  the resulting hit  probability is    Hit Prob   0 305   0 75   0 75   17 2     assuming a Maneuvering Hit Mod and a AAA Hit Mod of 0 75  If there were 24  Dauntless    attacking  this would result in an average of 4 1 hits  Actual 4 hits      Example 5   Coral Sea  Suppose an SBD Dauntless with a Dive Bombing  Probability of 0 25 drops a bomb on the CV Shokaku whose size is 29 800   which is maneuvering at 34 knots with AAA firing  The nominal hit probability  iS     Nominal Hit Prob   0 25   1 72   0 64   27
27. Naval Campaigns User Manual    Introduction    Naval Campaigns is a series of  games covering modern naval  actions including actions such as the  World War   naval battle of Jutland   Each game consists of a series of  scenarios based on the historical     s battle with hypothetical scenarios as  SS well  The game can be played alone             ee  SC VErsus the computer  or against a                 human opponent using Network  Play  over a Local Area Network or the Internet   The game is real time with  both sides playing simultaneously        The documentation for Naval Campaigns is divided into several parts     e The Getting Started Help File covering the basics of play  This Help  File is tied to one of the scenarios in the game and will assist you in  learning the basics of the game     e This User Manual covering the game basics  main features and  additional information such as Network Play  Tactics  and  Troubleshooting     e The Main Program Help File covering issues specific to the main game  engine  Note  each menu  menu item  and dialog of the main program is  discussed in detail in this Help File     e The Scenario Editor Help File covering issues specific to the scenario  editor     e The Order of Battle Editor Help File covering issues specific to the  Order of Battle editor     e The Parameter Data Editor Help File covering issues specific to the  Parameter Data Editor     This manual last updated  January 7  2011    Naval Campaigns User Manual    The Int
28. Torpedo Hit Probability of  0 2 drops a torpedo at the CV Shokaku  whose size is 29 800  which is  maneuvering at 34 knots  the basic hit probability is given by    Norm Prob   0 2   1 03   0 64   13 2   The final probability is 6 6   If there are 9 Devastators attacking  there would  be an average of 0 6 hits  Actual 0   With 11 Devastators attacking  there  would be an average of 0 7 hits  Actual 0      Example 9   Pearl Harbor  If a BSN2 Kate with a Torpedo Hit Probability of  0 6 drops a torpedo at the Battleship Oklahoma  whose size is 27 500  which is  fixed in harbor with no AAA active  then the hit probability is    Hit Prob   0 6   1 00   2 5  gt  1  It is certain that the torpedo will hit  Actual 9 torpedo hits on the Oklahoma  during the attack      Example 10   Midway  If a TBD Devastator with a Torpedo Hit Probability of   0 2 drops a torpedo at the CV Hiryu  whose size is 20 250  which is   maneuvering at 34 knots  then the basic hit probability is given by   Norm Prob   0 2   0 91   0 64   11 7     The final probability is 8 8   If there are 5 torpedoes launched  there would be  an average of 0 4 hits  Actual 0      74    Naval Campaigns User Manual    Example 11   Santa Cruz  If a BSN2 Kate with a Torpedo Hit Probability of 0 4  drops a torpedo at the CV Hornet  whose size is 25 500  which is maneuvering  at 34 knots  then the basic hit probability is given by     Norm Prob   0 4   0 98   0 64   25     The resulting probability is 19   If there are 8 torpedoes
29. User Manual    Other Features    Network Play    This section describes the details  associated with multi player Network  Play  Microsofts Direct Play is used for  this purpose  The TCP IP protocol is  used to connect the computers being  used  If you are using a firewall to        connect to the Internet  you must     configure it before you can connect       using Direct Play  Information on how to  eam 0 this can be found in this Microsoft  technical article  DirectX  Ports Required       to Play on a Network     Player Dialog  S    Player name  i er       The Player Dialog is displayed so that each player can specify their name and  to specify if they want to be on the same side as the Host player or the  opposing side     IP Address Dialog    Enter IF Address of Host     canoe      The Caller will be prompted to enter the IP Address of the Host computer  The  Host player must determine their IP Address and communicate this to the other  players        56    Naval Campaigns User Manual    One way for the Host player to determine their IP Address is to perform the  following steps   e Click on Start  then Run  and enter cmd     e Inthe window that opens  enter ipconfig     Comm Dialog cox            Send to my side only       Once a connection has been established  the Comm Dialog will appear and  allow both players to communicate with each other  You can type messages in  the area at the bottom of the Comm Dialog and press Return to send them  All  messages are displayed
30. ad time in the Load database  When it explodes  if there is a submerged  submarine nearby  calculated as a lateral distance between the position of the  depth charge and the position of the submarine   then damage to the  submarine can occur  The maximum damage is calculated as     Max Damage   Depth Charge Parameter   Explosive    where Explosive is the explosive value of the depth charge and Depth Charge   Parameter is a Damage Resolution Parameter Data Value  The actual  damage is randomly calculated between 0 and this maximum value  This  damage is applied to the submarine  However  if this damage Is greater than  25  of the size of the submarine  the submarine is assumed to have sunk     AAA Resolution    AAA shots are determined randomly about every 6 seconds by the program  whenever enemy aircraft appear within range of the AAA  For a given ship or  Target firing AAA at an enemy aircraft  the probability of a hit is given by     Hit Prob   logistical  AAA Effect  Modifier   where AAA Effect is the AAA Effectiveness for the side of the firing entity  Modifier   AAA Value   AAA Fire   Status   100    76    Naval Campaigns User Manual    where AAA Value is AAA value of the firing entity  Status is the percentage  status value of the entity  AAA Fire is a Parameter Value  and    logistical  prob  mod    prob   mod    prob    mod     1    1     For large aircraft  the Modifier value is multiplied by 2  For High Flying aircraft   the Hit Prob is divided by 10     A AAA hit a
31. aircraft on board the carrier  in the Hangar or on the  flight deck   a value is associated with that aircraft between 0 and 1 as follows     e Each aircraft that has ordnance either loaded or selected has 0 5 added  to its value  Note this includes aircraft that have 0 ordnance loaded  but  do have a load selected  That is the load selection for the aircraft must  be blank before this value is 0         e Each aircraft with a range of R and a maximum range of M has R M  added to its value  This reflects the fuel aboard the aircraft     Large aircraft count double giving a value between 0 and 2     29    Naval Campaigns User Manual    Based on the total value of all aircraft on board  the Hangar number will reflect  that vulnerability as follows     e A white number indicates a total value of 0     e A green number indicates a total value of less than 1 4 of the capacity of  the carrier     e A yellow number indicates a total value of less than 1 2 of the capacity  of the carrier     e A red number indicates a total value of 1 2 or more of the capacity of the  carrier     This vulnerability value is used in the burning calculation as described in the  section on Firing Resolution  NOTE  all aircraft on board count in this  calculation even though it is only indicated in the Hangar number  Moving  aircraft to the flight deck from the Hangar does not lower the total value     Carriers with No Hangar Decks    Very rarely it will be the case that a carrier  has no Hangar  only a 
32. an be found in the  Parameter Data Dialog     e Norm Size is the normalized size of the target ship  This value equals  sqrt  size    100 0 where    size    is the size of the target ship in tons and     Sart    is the square root function     e Norm Range is the normalized range to the target ship  This value is  equal to 15000   range where    range is the range in yards  This value is  squared in the hit probability equation     60    Naval Campaigns User Manual    e Norm Speed is the normalized speed of the target ship  This value is  equal to 25    speed   5  where    speed    is the speed of the target ship in  Knots  Note  The minimum value of speed used in this calculation is 5  Knots  This results in normalized speed values that range from near  zero for fast ships to 2 5 as a maximum value     Example  Suppose one ship fires on another at a range of 20 000 yards   where the target ship is 10 000 tons and is traveling at 25 Knots  Suppose the  basic hit probability of the firing ship is 2   The normalized size of the target  ship is equal to Sart  10000    100   100   100   1 0  The normalized range is  equal to 15000   20000   0 75  The normalized speed of the target ship is  equal to 25    25   5    25 30   0 83  Finally  the hit probability equals    Hit Prob   0 02   1 0   0 7542   0 83   0 0093375  Or less than 1      lf a shot hits  then the following calculation is used to determine the damage to  the target ship  First a fire value is calculated  If the fire 
33. ance    Most submarines rely on batteries to provide power while submerged  modern  nuclear submarines being an exception   In all cases  these batteries have a  certain limited power and when this power is exhausted  the submarine is  forced to surface  The time that the batteries can last is determined primarily  by how fast the submarine is going  That is  by how much power the  submarine is drawing from the batteries  For batteries of a certain rating  this  rate of usage is a non linear function of the speed the submarine is going     Each submarine that uses batteries is rated according to a single letter code   A    B   etc  The power attributes associated with those letters are described in  the Database Data using three values     e The maximum amount of time the submarine can cruise submerged at  minimum speed     e The minimum speed that the submarine can travel while submerged   some speed being required to maintain a level depth      41    Naval Campaigns User Manual    e The number of hours it takes to recharge the batteries once back on the  surface     For example  a battery might be rated  A  with three values 48 hours  2 0 knots   and 8 hours meaning that the submarine can run for 48 hours submerged at  2 0 knots  its minimum speed submerged  and that it takes 8 hours to full  recharge the batteries on the surface if they were totally discharged     In the upper left hand corner of the submarines picture in the   p _  Unit List will appear two values  The fi
34. anding  take off   deck operation  to complete     e Burn  the ship is on fire and burning    e Turn     the ship is turning    e Cloud     the ship is obscured by low lying clouds    e Stat  the status of the ship is below that required for air operations   e Sub     the ship  submarine  is submerged     Ue When a ship has aircraft assigned to it  such as an aircraft or  Hitas seaplane carrier  then there are counts displayed in the picture  giving the distribution of aircraft on the ship        e The two values following the S are the number of aircraft spotted for  take off and the number of spotted aircraft moving to the Hangar     Naval Campaigns User Manual    e The two values following the H are the number of aircraft in the Hangar  and the number of aircraft moving from the Hangar to be spotted     When there are more aircraft on the flight deck than can be  ia   handled  then the spotted number turns to red indicating that no  take offs or landings are possible        Other icons indicate the status of the ship relative to the enemy           Binoculars indicate that the ship can spot an enemy ship or aircraft           When across is added to the binoculars  it indicates that the ship is firing   lt  onan enemy ship with its main armament     Hew BAWEAN Grew  11022 If you click with the right mouse button  Hon Diss leiss   SBa A in the Ship List and hold the mouse  button down  then it will toggle the  alternative ship display  This display  shows additional informa
35. bility is   Nominal Hit Prob   0 25   1 19   0 75   22 3     The resulting hit probability is 12 5   If there are 18 SBD   s attacking  then this  would result in an average of 2 25 hits  Actual 2 hits      Example 9   Coral Sea  Suppose in a subsequent attack  an SBD Dauntless  drops a bomb on the CV Shoho  which is drifting and unable to maneuver but  is firing AAA  The nominal hit probability is    Nominal Hit Prob   0 25   1 19   2 5   74 4     The resulting hit probability is 55 8   Assuming there are 25 SBD   s attacking   there would be an average of 14 hits  Actual 11 hits      Example 10   Coral Sea  Suppose a D3A Val with a Dive Bombing Probability   of 0 5 drops a bomb on the Oiler Neosho whose size is 7 470  which is   maneuvering at 18 knots with AAA firing  The nominal hit probability is   Nominal Hit Prob   0 5   0 86   1 08   46 4     The resulting hit probability is 26 1   If there were 32 Val   s attacking  this  would result in an average of 8 3 hits  Actual 7 hits      Example 11   Pearl Harbor  Suppose a D3A Val drops a bomb on the  Battleship Nevada  whose size is 27 500  maneuvering at 12 knots with AAA  firing  The nominal hit probability for one bomb is    Nominal Hit Prob   0 5   1 66   1 47   122     The resulting hit probability is 68   If there are 23 Val   s attacking  the average  number of bomb hits would be 15 7  Actual 15 hits      Example 12   Philippine Sea  Suppose an SB2C Helldiver with a Dive  Bombing Probability of 0 4 drops a bomb on t
36. ck behind the ship or aircraft  or for ships  in the direction indicated by  the load  using the right mouse button  The depth charge will appear as a  black dot  After a specified amount of time  the depth charge will explode   possibly causing damage to nearby submarines     Burning Ships    Because of the aircraft fuel and  ordnance that they carry  aircraft      carriers are particularly susceptible to          3    burning when they are hit  This burning  a we   2  wil be the primary source for damage  oe      aboard an aircraft carrier and the ability       of the crew to contain the damage is  highly dependent on the training of the crew and the construction of the ship   Each side has Damage Control Parameter Data Values that determine the  ability of that side to control burning aboard a ship  Once a ship starts to burn   damage control operations are assumed to automatically start and at some  future time when the burning has come under control  the burning indication  will cease in the ship picture  While an aircraft carrier is burning  it cannot  launch or land airplanes     Sal 3 Mia       Flooding Ships    When a ship is hit by a torpedo or mine   then it is subject to flooding  The  amount of flooding is randomly  calculated and its rate is determined by  the Flooding Rate Parameter Data       24    Naval Campaigns User Manual    Value  There is no user intervention possible for flooding as damage control is  assumed to automatically start when it occurs     Ai
37. ctor of 0 5 is hit by three 1000Ib GP bombs resulting in 54  damage  The  probability that burning will be initiated from the hit is    Burning Prob   0 5   53 5  gt  1    and thus the carrier will start burning  Using a Damage Control value of 0 2    20    the burning damage calculations would be     High Burning   0 8   46   0 5   1 5   28   Low Burning   0 8   46   0 5   0 5   9     Thus the average burning damage to Hiryu is 18   Using a Burning  Parameter Data Value of 6 hours  the Hiryu will burn from 46  to 28  over the  next 1 hour     81    Naval Campaigns User Manual    Example 4   Coral Sea  Suppose the CV Shokaku at 100  with a  Vulnerability Factor of 0 5 is hit by three 1000Ib GP bombs resulting in 36   damage  The probability that burning will be initiated from the hit is     Burning Prob   0 5  35 5  gt 1    and thus the carrier will start burning  Using a Damage Control value of 0 2    20    the burning damage calculations would be     High Burning   0 8   64   0 5   1 5   38   Low Burning   0 8   64   0 5   0 5   13     Thus the average burning damage to Shokaku is 22   Using a Burning  Parameter Data Value of 6 hours  the Shokaku will burn from 64  to 42  over  the next 1 1   2 hours     Summary Example 1   Midway  In the attack by seven Val dive bombers on  the CV Yorktown  there are hits by two 250kg SAP bombs and one 242kg HE  bomb  The total average bomb damage would be 14    6 6 2  and the  calculations show that burning is likely to occur resulting in
38. d  each time the secondary armament fires and you have no control over this   The values which determine the reload time and range of secondary armament  are part of the Parameter Data and can be viewed using the Parameter Data  Dialog  The range of secondary armament is shown as a red circle when the  ship Range feature is enabled     AAA    A ship or Target may have a AAA value which allows it to fire at enemy aircraft  within a certain range  The control of AAA fire is automatic and does not  require any user intervention  When the ship or Target is attacked or fired  upon  then there is a certain probability that the AAA will become suppressed  for a certain amount of time  When this happens  the AAA cannot fire until it  becomes unsuppressed  Disrupted and Fixed ships cannot fire AAA  nor can  submarines that are diving or submerged     Ship Loads       Aa In addition to the guns a ship might have  it can also carry  loads  In general  these loads are used to represent a wide variety of  ordnance including torpedoes and depth charges  The active load is displayed  below the name of the ship in the ship picture  To change the active load  you  use the Set Active Load menu item and toolbar button     When you use the Range feature  then the range and direction the load can be  fired will be displayed  To fire the load at a target within that region  how down  the Control  Ctrl  key and click with the right mouse button in the region     Note  if the active load cannot be f
39. d they can be directional or nondirectional  Once  dropped  sonobuoys remain active for the duration of the scenario     To deploy a sonobuoy  it should be the active load on the aircraft  See Set  Active Load option in Command Menu or toolbar button      PEY Catalina      0 263 2030 SOT OOuoy JZE iu       47    Naval Campaigns User Manual    To deploy a single sonobuoy  hold down the Control  Ctrl  key while right   clicking on the aircraft icon on the main chart  The sonobuoy will appear on  the main chart as a black dot     A directional sonobuoy will show the general direction to the sonar contact  using a green line        In the case of active sonobuoys  this line also shows the range to the contact  whereas for passive sonobuoys  the line is always drawn out to the maximum  range of the sonobuoy     A non directional sonobuoy will only show that a sonar contact has been made  using a green circle        In the case of active sonobuoys  this circle also shows the range to the contact  whereas for passive sonobuoys  the circle is always drawn at the maximum  range of the sonobuoy     Submarine Decoys       Tote numis t   Certain loads are classified as Submarine  oof See Tinie geulaneymociine Decoys and may be carried on some  submarines  To deploy a Submarine  k   Decoy  you must first select the load as the  active load  Having done this  you then  H Pilenserir  fire  the decoy using the standard Ctrl     Right Click action     48    Naval Campaigns User Manual    A de
40. e  value of the 250kg SAP bomb  The average damage would be 1648  Since  the Yorktown has a size of 25 500  then the average damage would be     Average Damage   1648   25500   6 5     Example 2   Midway  Suppose a SBD Dauntless drops a 1000Ib GP bomb on  the CV Akagi and hits  The Penetration Value of the 1000Ib GP bomb is 2 0  and the deck armor of the Akagi is 3  Thus     Penetration Effect   0 667  The calculation of damage gives   Max Damage   8   900   0 667   4802    where 8 is the Air vs  Ship Fire Parameter Data Value  The average damage  would be 2401  Since the Akagi has a size of 41 300  the average damage  would be     Average Damage   2401   41300   5 8     Example 3   Midway  If the same 1000Ib GP bomb hits the CV Hiryu with a  size of 20 250 and deck armor of 1  then the Penetration Effect is 1 and    Max Damage   8   900   1   7 200  This gives an average damage of 3 600 or 18      71    Naval Campaigns User Manual    Example 4   Coral Sea  If the same 1000lb GP bomb hits the CV Shokaku  with a size of 29 800 and deck armor of 2  then the Penetration Effect is 1 and  Max Damage   8   900   1   7 200   This gives an average damage of 3 600 or 12     Example 5   Midway  Suppose a D3A Val drops a 242kg HE bomb on the CV  Yorktown and hits  The Penetration Value of the 250kg SAP is 0 5 and the  deck armor value of the Yorktown is 2 0  Thus   Penetration Effect   0 25  The calculation of damage gives   Max Damage   8   532   0 25   1064  where 8 is the Air vs  Shi
41. e 1   Midway  If a B5N2 Kate with a Torpedo Hit Probability of 0 6 fires  a torpedo at the Yorktown  whose size is 25 500  maneuvering at 25 knots   then the basic hit probability is given by    Norm Prob   0 6   0 98   0 83   49   where 0 98 is the Torpedo Size of the Yorktown and 0 83 is its Normalized  Speed  Assuming a Maneuvering Torpedo Modifier of 0 5  the final probability  iS    Hit Prob   0 5   0 49   24    lf there are 7 torpedoes fired  there would be an average of 1 7 hits  Actual 2      Example 2   Coral Sea  If a B5N2 Kate with a Torpedo Hit Probability of 0 6  fires a torpedo at the Lexington  whose size is 38  60  maneuvering at 34  Knots  then the basic hit probability is given by    Norm Prob   0 6   1 13   0 64   43 4   where 1 13 is the Torpedo Size of the Lexington and 0 64 is its Normalized  speed  Assuming a Maneuvering Torpedo Modifier of 0 5  the final probability  iS    Hit Prob   0 5   0 43   22    lf there are 11 torpedoes fired  there would be an average of 2 2 hits  Actual  2      Example 3   Coral Sea  If a B5N2 Kate with a Torpedo Hit Probability of 0 6  fires a torpedo at the Yorktown  whose size is 25 500  maneuvering at 34  Knots  then the basic hit probability is given by     Norm Prob   0 6   0 98   0 64   37 6   Assuming a Maneuvering Torpedo Modifier of 0 5  the final probability is   Hit Prob   0 5   0 376   19   If there are 3 torpedoes fired  there would be an average of 0 6 hits  Actual 0      Example 4   Santa Cruz  If a TBF Avenge
42. e left mouse button  then it  becomes selected and is shown in the  Ship List  see below   On the Main Chart  the selected ship or aircraft is  shown surrounded by a red circle        The lead ship of a group  the flagship  is shown with a white or black  flag  In general  you issue movement orders for a group by giving an  order to the flagship         When a ship that would normally be a flagship is attached to another  group  then that is indicated with a  hollow  flag in Normal View     When you issue a turn command to a ship  a green turn arrow  will appear on the Main Chart showing the new heading for  the ship  Once the turn is completed  the turn arrow will  disappear     is shown highlighted       When a ship is selected and it has a target  then the target ship      El The Main Chart has 4 zoom levels  These can be toggled by using  the View Menu  the Toolbar zoom buttons  or through the use of hot   keys  The Main Chart can be scrolled by moving the mouse to the edge of the   screen  This will cause the Main Chart to scroll in the direction of the mouse     Q    Naval Campaigns User Manual    _       In the lower right hand corner of the Main Chart is the Victory  Bar  When this bar has a blue area  then the first side has an  advantage  When it is red  then the second side has the advantage  When  the side s flag appears next to the Victory Bar  then that side has attained a  Minor Victory  When the entire bar is colored for that side  then the side has a  Major V
43. e probability of a Wildcat shooting down a Val is   Wildcat Kill Prob   0 5   0 5   1 25   0 3125  Thus the kill ratio is 1 to 3 255 Wildcats to Vals     Example 3  Middle War   Suppose an equal number of Wildcats with values  as before attack a group of BSN2 Kates with Dogfight Value of 0 2  Vulnerable  Value of 0 6  and Dogfight Parameter Data of 0 8  The probability that a Kate  will shoot down a Wildcat is     Kate Kill Prob   0 2   0 4   0 8   0 064  The probability of a Wildcat shooting down a Kate is   Wildcat Kill Prob   0 5   0 6   1 25   0 375  Thus the kill ratio is 1 to 5 86 Wildcats to Kates     78    Naval Campaigns User Manual    Example 4  Late War   Suppose an equal number of AGM3 Zeros with  Dogfight Value of 0 5  Vulnerable Value of 0 4  and Dogfight Parameter Data of  0 5 and F6F Hellcats with Dogfight Value of 0 6  Vulnerable Value of 0 4  and  Dogfight Parameter Data of 1 0 engage in a dogfight  The probability that a  Zero will shoot down a Hellcat is     Zero Kill Prob   0 5   0 4   0 5   0 1  The probability of a Hellcat shooting down a Zero Is   Hellcat Kill Prob   0 6   0 4   2 0   0 48  Thus the kill ratio is 1 to 4 8 Hellcats to Zeros     Strafing Resolution    When an aircraft attacks a ship or Target and has no load that can be used to  attack the target but it does have non zero Shots left and it has a Strafing  capability  then it can strafe the target with the possibility of causing damage to  it  causing damage to aircraft stored there  and 
44. ed submarine easier to detect  This option inhibits the use of  the snorkel and thus makes the submarine harder to detect     e No Periscope   Likewise a periscope can be spotted by surface ships  and so this option inhibits the use of the periscope when the submarine  wishes to reduce its chance of being detected        OES fs  DES  a  When Firing or Periscope is inhibited  then    a Periscope Depth this is reported in the unit picture with the    words  No Firing  and or  No Periscope      ih        AG Gf  F    When Radar  Active Sonar  or Snorkel is Detached  100   100 0      inhibited  then this is shown in the unit ER er  e    picture by having a red cross over the icon  for that function     55 Yuan  200  Bes eagar   o 8 5223mm  F       43    Naval Campaigns User Manual    Sonar Speed Limitations    Ships moving through water produce disturbances which limit their ability to  detect other ships using sonar  The maximum speed at which sonar is useful  is determined by Parameter Data and typically would be something like 24 to  30 Knots  Based on the current speed of the ship  the maximum range at  which their sonar is useful is given by the equation     Maximum Sonar Range Modifier   1    Speed   Max Sonar Speed  2    For example  if the maximum sonar speed is 30 knots and a ship is travelling  at 15 knots  then its maximum sonar range is modified by     Modifier   1    15   30  2   75     and thus is only 75  of what it would be if the ship was motionless     Passive So
45. ed with torpedoes intended to be used against Battleships     e CV an Aircraft Carrier  This ship is capable of launching and landing  airplanes     e SS a Submarine  Capable of submerging beneath the water     A fairly complete list of hull classifications as used in Naval Campaigns can be  found in Standard Hull Classifications         When the name is shown in green  it indicates that     the ship is a flagship attached to another group     5x Mark 15  P5 ene           Waruna When the word Detached appears at the top of the picture  it  indicates that the ship is sailing independently of other ships and not part of a  group of ships           When the word Attached appears at the top of the picture  it  indicates that the normal group of this ship has been attached to  another group and the flagship of this other group will control the ship s normal    group     The Status value of a ship is color coded to represent various conditions  associated with the ship     Naval Campaigns User Manual    e A white Status value indicates the ship is at 100  Status  Under Fog   of War  this is reported as No Damage     e Agreen Status value indicates the ship is between 76 and 99  Status   In this range  the speed of the ship is unaffected  but its firepower is  reduced proportionally  Under Fog of War  this is reported as Light  Damage     e A yellow Status value indicates the ship is between 26 and 75  Status   In this range  the maximum speed of the ship is reduced  having full  ma
46. efore the next flight can take off determined by  Parameter Data  Once a flight is airborne  you can control it normally  Note  that submarines may also carry seaplanes and they must be on the surface in  order to launch or recover the seaplanes     Jer  When airplanes are taking off from carriers   Too Little ind  Akagi     the relative wind speed must be at least the  minimum launch speed of the airplane but  less than twice that speed  as determine by  ASM  Zero   Akagi AN Parameter Data Values     Patrol Mission       This typically means that for small pro PE era Git  Lard pre   Neate vind  Akagi  2 his  Li    airplanes  the relative wind speed must be  at least 25 knots but less than 50 knots  For paktn a  small jet airplanes  typically the relative wind PA   speed must be at least 30 knots but less AGM2_Zero   Akagi   than 60 knots  When the relative wind ioien  speed does not allow the airplane to take off  either the message Too Little  Wind or Too Much Wind appears        Landing Aircraft    To land aircraft back at a ship or air base  first select the flight and then right  click on the ship or air base you wish the flight to land at  When the flight  reaches the ship or air base  it will automatically land there if possible  There  are several factors that limit your ability to land a flight however  These  include     e An aircraft carrier must be facing into the wind before aircraft can land  on it and cannot be turning     e Before a ship can recover a seaplane
47. epth areas   A sounding value of 7 or more  shown in blue      Shallow Banks    In certain scenarios  there may be banks of shallow water  These are shown  on the main chart and jump chart as solid light blue areas  When depth    39    Naval Campaigns User Manual       40    soundings are displayed  then the inner most depth  sounding value will be the depth of the water over       the bank  This depth value applies to the entire    area of the bank and will affect submarine  operations according to the rules applying to  shallow water     Naval Campaigns User Manual    Enhanced Submarine Rules    SZ This section covers enhanced  wath ja submarine rules that only apply to  4 certain Naval Campaign games  t  which focus on submarine actions  SE such as Wolfpack  Games which  mia are primarily surface action     games such as Jutland only use  m3  the standard submarine rules   x described in the previous section        Reduced Night Spotting    Submarines attacked a lot at night because their reduced above surface size  meant that they were very hard to visually detect at night  In addition to the  standard submarine spotting rules given in the previous section  an additional  rule applies in games with enhanced submarine rules     e At night  the maximum spotting distance to see a submarine on the  surface is halved      This means that at night  a Submarine can see another surface ship at the  standard visibility range while not being visible to that ship     Battery Perform
48. er    Playtesters  Robert Mayer  Mark Adams  Greg Smith  and Kevin  Campbell     Special thanks to Bill Madison of the Russo Japanese War Research  society     Jutland    89    Research and Scenario Design  John Tiller    Playtesters  Robert Mayer  Mark Adams  Greg Smith  and Kevin  Campbell     Special thanks for Martin Campion for the copy of Avalon Hill   s Jutland  game     
49. er Hit Modifier Parameter Data Value     When a load is fired or dropped at a ship from an aircraft within range of that  AAA of the ship and the AAA of that ship is not suppressed  then there is a  modifier to the hit probability given by the AAA Hit Modifier Parameter Data  Value     The damage resolution for a load shot is described below     Dive Bombing Examples    Example 1   Midway  Suppose a D3A Val with a Dive Bombing Probability of  0 5 drops a bomb on the CV Yorktown whose size is 25 500  which is  maneuvering at 24 knots with AAA firing  The nominal hit probability is    Nominal Hit Prob   0 5   1 6   0 86   68 8   where 1 6 is the normalized size and 0 86 is the normalized speed of the  Yorktown  Since the Yorktown is firing AAA and maneuvering  the resulting hit  probability is    Hit Prob   0 688   0 75   0 75   38 7     assuming a Maneuvering Hit Mod and a AAA Hit Mod of 0 75  If there were 7  Val s attacking  this would result in an average of 2 7 hits  Actual 3 hits      Example 2   Midway  Suppose an SBU Dauntless with a Dive Bombing  Probability of 0 25 drops a bomb on the CV Kaga whose size Is 42 450  which  is maneuvering at 28 knots with AAA firing  The nominal hit probability is    Nominal Hit Prob   0 25   2 06   0 75   38 6   where 2 06 is the normalized size and 0 75 is the normalized speed of the  Kaga  Since the Kaga is firing AAA and maneuvering  the resulting hit  probability is    Hit Prob   0 386   0 75   0 75   21 7    assuming a Maneuvering 
50. erface    Bes The interface of the main program is  divided into three main areas and     several other minor ones  The three  Re ae   main areas are  the Main Chart  the    Jump Chart  and the Ship List areas      Each of these is described in detail     below  You also use the various  menus and Toolbar buttons to control  the game  or you can sometimes use  Hot Keys for common commands        Running and Stopping the Game    agag The Naval Campaigns game runs in real time  To control the    speed of the game  there are four basic commands     e Use the Pause button on the Toolbar or press the Space Bar Hot Key to  stop the game at any time  or if stopped  to resume the game at normal  speed     e Use the Normal button on the Toolbar to run the game at actual real   time speed     e Use the Slower button on the Toolbar to decrease the run speed of the  game     e Use the Faster button on the Toolbar to increase the run speed of the  game  You can do this multiple times up to a 10x increase in the run  speed of the game     Naval Campaigns User Manual    The Main Chart    The Main Chart shows the location of  specific ships and aircraft and allows  you to select these ships to issue  commands  The ships and aircraft are  displayed in two colors  blue for the first  side and orange for the second  In  addition  the ships are displayed in four  primary classes  battleship  cruiser   destroyer  or torpedo boat   and aircraft  carrier  If you click on a ship or aircraft  with th
51. eter Data Dialog     e Norm Size is the normalized size of the Target  This value equals size    100 0 where    size    is the size of the Target     e Norm Range is the normalized range to the Target  This value is equal  to 15000   range where    range is the range in yards  This value is  squared in the hit probability equation     62    Naval Campaigns User Manual    lf a shot hits  then the following calculation is used to determine the damage to  the Target  First the firepower of the ship is calculated as described  previously  The maximum damage Is given by     Max Damage   SVT   firepower   protection  where SVT is the Ship vs Target Fire Parameter Data Value  and protection    is the protection of the target  values less than 1 are taken to be 1   The actual  damage is taken randomly between the maximum damage value and 0     The damage value is used to determine a change in the Status of the Target  according to the following calculation   Effect    100   Damage    Size 2    where Effect is the percentage change in the Status of the Target  and Size is  the size of the Target     Critical Hits    Under certain conditions  it is possible that when a target ship is hit  then it can  suffer a Critical Hit  This represents a catastrophic explosion within the ship  that results in the immediate sinking of the ship as a result  The probability  that a hit on a given ship will be a Critical Hit is determined by the Critical Hit  probability in the Parameter Data values  T
52. ets        Primary Armament    The primary armament of a ship is automatically fired wnenever an enemy ship  or target comes within range and is visible to the firing ship  There area  couple of restrictions on the use of the primary armament however     e Aship with secondary armament will never use its primary armament  against Destroyers and Torpedo Boats  Rather  its secondary  armament is used for this     e A Destroyer or Torpedo Boat never fires its primary armament against a  Battle Cruiser or Battleship  If the Destroyer or Torpedo Boat has  torpedoes or mines  then these can be used against Battle Cruisers and  Battleships     Once a ship selects a ship or target for its primary armament  then it will  continue to fire at this ship or target until the ship or target goes out of range  is  no longer visible to the firing ship  or in the case of a ship  is sunk  To  manually change the firing target of one of the ships under your control  first  select the firing ship  and then click using the right mouse button on the  enemy ship or target     21    Naval Campaigns User Manual    Secondary Armament    Only certain ships have secondary armament which is indicated in the  alternative ship display  see the section on The Interface   The secondary  armament is automatically fired at Destroyers  Torpedo Boats  and enemy  targets that come within range of the secondary armament and are visible to  the firing ship  The rate of fire and the target ship are randomly determine
53. first maneuvering the ship so that it takes its  place in the group formation     It is also possible to attach one group to another so that the flagship of the  other group controls the group being attached  To attach one group to  another  click on the flagship of the group to be attached on the Main Chart   Then  while holding down the mouse button  drag the mouse to the flagship of  the group to attach to and release the mouse  This will attach the first group to  the second  To later unattach the group  select any ship in the attached group  and press the Detached toolbar button      hollow  flag in Normal View        When a flagship is attached to another group  it is indicated with a    16    Naval Campaigns User Manual    Fixed Ships    In a given scenario  certain ships and  aircraft may be designated as Fixed  A  Fixed aircraft cannot take off for the duration  of the scenario  A Fixed ship which is not  moving cannot move for the duration of the  JELI sts ll scenario        A Fixed ship which is moving at the beginning of the scenario can only  continue moving at the same speed and cannot turn until the enemy or an  enemy shot is spotted  Once the enemy or an enemy shot is spotted  then all  Fixed ships are freed to move and fire normally     In Convoy Ships    Certain ships in a scenario may be  designated as In Convoy  A ship that is In  Convoy cannot be controlled by the player  and will move according to the control of the  game Artificial Intelligence        A
54. flight deck where all  ser planes must reside  In this case  all planes      oo senm are allowed to be on the flight deck without  peaeaaced Sa   causing an Overspotting condition and the  IS ORS l carrier never suffers from a Vulnerability       issue       5E To help the player align a carrier into the wind at the proper speed    there are two indicators that are used just with carriers  The first  indicator will show the current heading in yellow when the carrier is not facing  into the wind           32 6  35  kts The second indicator appears when the carrier is facing into the  wind and shows the relative wind strength in parentheses     Launching Aircraft    Once aircraft are spotted  they are eligible to take off  To launch a flight  you  select it and then right click on the Main Chart  This will cause the flight to  become Ready for takeoff and when possible  it will automatically take off in    30    Naval Campaigns User Manual    the direction that the ship is moving  Alternatively  there is a Launch All  command in the Command Menu that will cause all eligible flights at the  selected ship or air base to take off     An aircraft carrier must be facing into the wind before it can launch aircraft and  cannot be turning  A ship must also have a status of at least 75  before it can  launch aircraft and cannot be Burning at the time  An airbase must have a  status of at least 25  before aircraft can take off from it  After a flight has  taken off  there will be delay b
55. ge of   Effect   15 1002   0 15     Burning Resolution    The initiation and resolution of burning of aircraft carriers consists of two steps   initiation and continuation  A carrier has a Vulnerability Value V based on the  total value of all aircraft on board the carrier as described in the section on  Aircraft Carriers  Based on this value  a Vulnerability Factor is calculation  according to the following     e IfV gt 0 5  F   1 0    e lf V  lt 0 25  F  0 5    e Otherwise  F   3   V     0 25  Thus a Vulnerability Factor will range from 0 5 to 1 and vary linearly in the  range 0 25  lt  V  lt  0 5  Note that when V  lt  0 25  the Hangar number of the    carrier is green  when V  gt  0 5  the Hangar number is red  and that when 0 25  lt   V  lt  0 5  then the Hangar number is yellow     When an aircraft carrier is attacked and suffers damage  there is a chance that  burning will begin on the carrier  Given a carrier having suffered damage of  D  and having a Vulnerability Factor of F  the probability that burning will be  initiated is    Prob  F   D 1  5    Once burning is deemed to begin  then a second calculation is made that  determines how much damage the burning will eventually cause  Given a  damage control value of C for the carrier with a damaged status value of S    the burning damage is randomly calculated as being uniformly between the  values     High Burning    1 C  S F 1 5  Low Burning    1 C  S F 0 5  Thus the average burning damage is  1     C  S    F     80 
56. group but not the flagship  then issuing a turn order to the  ship will cause the ship to become Detached  Normally you turn a group of  ships by issuing the turn command to the group s flagship  When you do this   the other ships in the group will automatically follow the flagship through the  turn     To turn a flight of aircraft  you first select the flight and then right click in the  direction you want the flight to go in  The flight will continue in that direction  until you issue another direction or target for it to fly to     Group Turns   a A normal turn involving a group of ships will first turn the flagship of  the group and then each succeeding ship in the group will turn to   follow the flagship through the turn to the new heading  However  it is possible       14    Naval Campaigns User Manual    with some restrictions to cause the entire group of ships to turn simultaneously  by using a Group Turn  To issue a Group Turn  you select the flagship of the  group and then issue a Group Clockwise or Group Counterclockwise turn  command  This will cause all ships in the group to turn simultaneously to the  new heading     Turn Abouts    Normally a flagship is in the van  or furthest forward  position of a group of  ships  However  by using Group Turns  it is possible for a flagship to become  placed in the rear of the group  Using Group Turns to place a flagship in the  rear of the group is not necessarily possible for both sides in the game  This  ability is determi
57. hart as a blue line as shown here  You  can then fire your torpedoes however you see  fit with respect to this firing solution to achieve  what you consider to be the optimal torpedo  spread  Note however that there is always  some error associated with the firing solution  mainly associated with the historical training and experience level of the  submarine crew  This error is reported per side as the Torpedo Data  Computer Error in the Parameter Data     Firing Solution Line       When a torpedo is fired using the Torpedo Data  Computer  then the running time of the torpedo to  reach the calculated hit location will be automatically  shown on the ship icon in the format minutes seconds        Torpedo Reliability    Early on in World War Il  American and German torpedoes were horribly  unreliable with  dud  rates of around 30   After a while  the torpedo problems  were identified and solved  but this failure rate greatly diminished the success  of the early submarine missions  Each side has a Torpedo Failure Rate  expressed as a percentage that is used to determine how many torpedo hits  do not result in an explosion and damage to the target ship     Depth Charge Hit Probabilities    Under the standard submarine rules  Depth Charges are assumed to have  damaged the submarine provided they explode vertically aligned with the  submarine  In the enhanced rules  this is modified to be more realistic and to  reflect the skill of the surface ship  Associated with each side  there 
58. he CV Zuikaka  whose size is  29 800  maneuvering at 34 knots with AAA firing  The nominal hit probability  iS    Nominal Hit Prob   0 4   1 72   0 64   44     The resulting hit probability is 24 8   If there are 8 Helldivers attacking  the  average number of bomb hits would be 1 98  Actual 2 hits      67    Naval Campaigns User Manual    Example 13   Eastern Solomons  Suppose an SBD Dauntless with a Dive  Bombing Probability of 0 4 drops a bomb on the CVL Ryujo  whose size is  12  32  maneuvering at 29 knots with AAA firing  The nominal hit probability  iS     Nominal Hit Prob   0 4   1 13   0 071   31 9     The resulting hit probability is 17 9   If there are 5 SBD   s attacking  the  average number of bomb hits would be 0 9  Actual 1 hit      Example 14   Santa Cruz  Suppose a D3A Val with a Dive Bombing  Probability of 0 4 drops a bomb on the CV Hornet  whose size is 25 500   maneuvering at 34 knots with AAA Firing  The nominal hit probability is     Nominal Hit Prob   0 4   1 60   0 64   41     The resulting hit probability is 23   If there are 3 Val   s attacking  the average  number of bomb hits would be 0 7  Actual 1 hit      Low Level Bombing Examples    Example 1   Santa Cruz  Suppose a TBF Avenger with a Low Level Bombing  Probability of 0 08 drops four 500 Ib bombs on the Cruiser Chikuma  whose  size is 15 200  which is maneuvering at 35 knots with AAA firing  The nominal  hit probability for one bomb is     Nominal Hit Prob   0 08   1 23   0 625   6 2     The res
59. here are restrictions on when this is  applied     e Neither the firing ship nor the target ship can be a Destroyer     e lf the firing ship is a Light Cruiser  CL   then the target ship must also be  a Light Cruiser     Damage Effects    As a ship takes damage  its status will decrease from 100  to 0   When a  ship   s status reaches 0   it is sunk  As the ship takes damage  there are two  effects on the ship in terms of its ability to fire and maneuver     e When the status of a ship is 75  or more  there is no effect on  maneuver     e When the status of a ship reaches 25   it is Disabled and unable to  maneuver     e As the status of a ship goes from 75  to 25   its maximum speed  decreases from 100  of its rated speed to 0      e The firing value of a ship varies proportional to its status until the status  reaches 25  or lower at which point the ship cannot fire     63    Naval Campaigns User Manual    e When the status of a ship is below 50   then any radar that the ship  has becomes non functional     e A ship whose status is below 75  cannot land or launch aircraft     Ship Load Hit    The hit probability of a load fired from a ship is the same calculation as that for  a gun shot  In this version  all load shots are assumed to be unguided   The  damage resolution for a load shot is described below     Aircraft Load Hit    Each aircraft type of a given side has a basic bombing probability given by  parameter data according to the following     e Dive Bombers use the D
60. ictory        The Jump Chart    Vise dei nm The Jump Chart is a smaller area in the     i lower left hand corner of the screen that  shows the entire battle area  Ships and  aircraft of the first side are blue dots and  ships and aircraft of the second side are  red dots  The current viewing area is  shown as a red rectangle in the Jump  Chart  Clicking with the left mouse button in  the Jump Chart will cause the Main Chart  to scroll to that location     The value in the upper left hand corner of  the Jump Chart is the current limit of  visibility measured in yards or nautical  miles  The wind speed and direction is shown in the upper right hand corner   The Sea State both numerically and based on the Beaufort Scale is shown in  the lower right hand corner        In the upper right hand corner of the Jump Chart  the wind  direction and strength is shown     You can select the Ship Range option in one of two ways   by using the Ship Range option of the View Menu or by  using the Ship Range Toolbar button        When you select this option  there are up to 6 circles drawn on both the Jump  Chart and the Main Chart associated with the currently selected ship     e The Blue circle shows the maximum range for firing torpedoes  if the  selected ship or aircraft is capable of firing torpedoes     Naval Campaigns User Manual    e The Red circle shows the maximum range of the secondary armament  of the selected ship  if the ship has secondary armament  For aircraft  it  shows the max
61. ile Hit Probability    The basic probability that an anti ship missile fired at a ship will hit is given by   Hit Prob   discrete  Nominal Hit Prob  Norm Size   where   e Nominal Hit Prob is the nominal hit probability for the missile     e Norm Size is the normalized size of the target ship  This value equals   size   1000 0  1 3 where    size    is the size of the target ship in tons  The  value is designed to vary proportional to the freeboard of the ship with  ships of 1000 tons normalized to 1     and   discrete  prob  mod    1    1   prob  mod    This probability is the hit probability calculated prior to the modification of any  counter measures     Missile Hit Examples    These examples are taken from the Naval Postgraduate Thesis by John  Schulte  thesis advisor Wayne Hughes  In each case  the nominal hit  probability of the missile is assumed to 0 7  Each example is for a ship with no  anti ship missile defenses  or a ship that didn t use its defenses     Example 1  Sinking of the Eilat  1967     The Eliat was an Israeli destroyer of 1  10 tons  This results in a hit probability  of 0 76  If 4 missiles were fired at it  an average of 3 would hit  Actual 3 hits      52    Naval Campaigns User Manual    Example 2  Sinking of the Orit  1970     The Orit was an Israeli fishing vessel assumed to be 10 tons  This results ina  hit probability of 0 23  If 4 missiles were fired at it  an average of 0 92 would hit   Actual 1 near miss      Example 3  Arab Israeli War  Battle 
62. imum range of the carried load  if any     e The Black circle shows the maximum range of the primary armament  of the selected ship  For aircraft it shows the maximum flying range of  the aircraft and the half maximum flying range of the aircraft     e The Yellow circle shows the current maximum visibility     e The Magenta circle shows the maximum range of any radar on the  selected ship or Target  When this range extends past the horizon  then  a second ring is drawn showing the distance to the horizon     e The Teal circle shows the range of any AAA on the selected ship     When you select the Distances option from the View Menu  then White circles  are shown on the charts indicating the distance from the current Hot Spot in  increments of 50 nautical miles     The Ship List    The Ship List appears on the left hand  side of the screen and displays the last  few ships or aircraft selected  In the  list  if a ship or aircraft picture appears  brighter  or highlighted  it indicates that  the ship or aircraft is currently selected   l         The selected ship or aircraft will be  shown on the Main Chart with a red circle around it  Clicking on a ship or  aircraft in the Ship List will make that ship or aircraft become selected and will  automatically scroll the Main Chart to the location of the ship or aircraft   Furthermore  by selecting the ship or aircraft in this way  the Main Chart will  automatically scroll to follow the selected ship or aircraft as it moves        The
63. indicates a detection  either made using active sonar or made by passive  sonar hearing the pings of a target with active  sonar        In the case of a detection made using active sonar  the length of the line will  also estimate the distance to the detected ship  In the case of a detection  using passive sonar  the line will be drawn out to the maximum detection range  and the detected ship can be anywhere along that line  In all cases  there is a    38    Naval Campaigns User Manual    minimum and maximum range that sonar is effective  give in the Parameter  Data     When a target is using active sonar  it can be detected by other sonar at twice  the normal effective range     Depth Soundings    Using the Depth Soundings option of the View Menu or toolbar button  depth  sounding values can be displayed on the Main Chart     4         These sounds will affect submarine operations in the following ways     e A non midget submarine cannot be submerged in Shallow Depth areas   A sounding value of 3 or less  shown in white      e A non midget submarine cannot be submerged below periscope depth in  Intermediate Depth areas  A sounding value of 6 or less  shown in  green      e A midget submarine  SSM  cannot be submerged below periscope depth  in Shallow Depth areas but is not restricted in Intermediate Depth  areas     e A submarine submerged in Shallow or Intermediate Depth areas  cannot be detected by sonar     No maneuver effects or restrictions apply to submarines in Deep D
64. ion  Patrol Type Escort       Patrol Target  Package    Start Date    Year  1941    Month  December  Hour 06    Minute 0    Cancel   Help         There are a few issues you should understand when issuing these orders     e When you want a group of fighters to escort a Strike Mission  you must  include the Patrol Mission of those fighters in the same Package as the  strike Mission  Start by creating the Strike Mission and then create the  Patrol Mission by selecting the same Package from the drop down list  next to Package Name     e When you create a Search Mission  you specify a Minimum Course  and Maximum Course  The program will automatically distribute the  flights in the group you are giving the order to so that they cover the   fan  defined by those two radials  It is important to understand that the  distribution of flights is always done clockwise from the Minimum  Course to the Maximum Course  So for example  if you want to conduct  a search from 300 degrees to 45 degrees  you must specify 300 as the  Minimum Course and 45 as the Maximum Course     Here is an example of how to package a Strike  You start by selecting certain  flights to be the Strike aircraft and assigning them a Strike Mission     34    Naval Campaigns User Manual    Mission Dialog    Patrol   Search Strike    Package Name  StrikePackage     Mission Name  Strike Mission  a   el  Strike Target  Chikuma          Next  you selected certain flights to escort the Strike aircraft and assign them a  Patrol
65. ired where you have clicked  but the ship  does carry another load that can fire at that point  then the active load will  automatically be changed to that one and that load will be fired     22    Naval Campaigns User Manual  Firing Ship Torpedoes    Certain ships are capable of firing torpedoes  If this is possible for a  ship  then a torpedo icon will appear in its picture in the Ship List  see  the section on The Interface   This capability is determine in one of two ways     e In older games in the series  torpedoes are represented abstractly and  each ship that can fire torpedoes can do so one time  In this case  the  torpedo icon does not show the number of torpedoes     e In newer games in the series  torpedoes are represented as loads and  shown below the name of the ship in the Ship List when the load is  selected  In this case  the total number of remaining torpedoes is  shown over the icon     In the older approach  the range of the torpedo is  determined by Parameter Data and can be viewed using  the Parameter Data Dialog  In the newer approach  the  speed and range of the torpedo is determined by the load  data  In either case  when the Ship Range feature is  enabled  then the range of torpedoes is shown as a blue  circle  An inner circle shows the minimum range that the  torpedo must run after firing before it will explode when hitting a ship        To fire torpedoes at an enemy ship  you first select the ship to fire the torpedo   While holding down the Contro
66. is a Depth  Charge Hit Probability value in Parameter Data  This probability value is  applied in addition to the alignment requirement to determine if the submarine  is damaged by the DC     46    Naval Campaigns User Manual    Electric Torpedoes    Some torpedo designs used batteries for propulsion which meant they did not  produce any air bubbles on the surface when fired  These torpedoes were  extremely hard to see underwater and can only be seen at half the standard  torpedo spotting distance     Depth Bombs    While true Depth Charges that exploded at  deep depths were dropped by airplanes  it  was more common that they dropped what  can be called Depth Bombs at submarines    These Depth Bombs could either strike the  JU sts dee anii Sas uf submarine on the surface and explode  or if  they missed  they were designed to explode at a shallow depth which would  damage the submarine both on the surface and at shallow depths        To manually drop a Depth Bomb  you should first make it the active load on the  aircraft  See the Set Active Load option in the Command Menu or toolbar  button   While holding down the Control  Ctrl  key  right click on the aircraft  icon on the main chart  This will drop 2 depth bombs at the current location of  the aircraft  Depth Bombs are also automatically dropped if the aircraft is  targeting a ship or submarine that it is overflying     Sonobuoys    There are four types of sonobuoys represented in the game  They can be  active or passive an
67. is from the secondary  armament of the firing ship  then the Secondary Fire Value in the Parameter  Data values is used as the firepower  Otherwise a determination is made  which guns of the firing ship are able to fire in the direction of the target ship     Each gun of a ship is assigned a number  of facings that it is allowed to fire in the  direction of  These facings are listed in  the Database Dialog and can consist of  the values F  for can fire forward   A  for  e e can fire aft   P  for can fire in the port  direction   and S  for can fire in the  starboard direction   The forward  direction includes all ships that are  within 45 degrees of the direction the  firing ship is facing  The aft direction  consists of all ships that are within 45  degrees of the opposite direction the  firing ship is facing  The port direction includes all ships that are within 45  degrees of the port direction of the firing ship and the starboard direction  includes all ships that are within 45 degrees of the starboard direction of the  firing ship        lf a gun can fire on the target ship  then the basic firepower of that gun is given  by   Firepower   firevalue 2   status   100    61    Naval Campaigns User Manual    where    firevalue    is the firepower value of the gun  which is squared  and status  is the percentage status value of the firing ship     Next a determination is made of the effective armor of the target ship  A ship  has two armor values  a belt armor and a deck armor
68. isual range     Air Bases    N Certain Targets are designated as Air Bases  When this is the case    then they are shown using the airport icon and aircraft can land and take  off from them  An air base of size S can hold S 2 aircraft  with large aircraft  being counted as 2 for this purpose     An Air Base can be located on land or in the water  An Air Base located on  land can be used by all aircraft except for non amphibious seaplanes  That is   an Air Base located on land must be used by aircraft that has wheels  An Air  Base located on the water is a Seaplane Base and can only be used by  seaplanes                   Aircraft Dialog To see the aircraft located at an Air  ee ee    Base and to see the number of aircraft  4x F2A_Buffalo  VMF 221    Spotted    4x F2A pulled  MF 221   Spotted   _s     that can be located there  double click  4x F2A_Buffalo  VMF 221    Spotted Load 1 1   1  Sire tiat ONE 220  pone   gt  Parl taasen             onthe Air Base icon  This will show the  4X50 Dates  Henderson   006 G Spot ann    Aircraft Dialog and a list of the aircraft  4x SBD_Dauntless  Henderson   4x 1000Ib_GP    Spotted   n  Sae areen Breen Eerste S    red  gt  she Men       based there  More information on the  nla u ani oaeen ar ne ajl ini i     ee ee   Aircraft Dialog can be found in the                      section on Aircraft Carriers and in the       Main Program Help File     12    Naval Campaigns User Manual    Mouse Selections    You can use the mouse to select and co
69. ive Bombing Probability for their side     e Other Small Bombers use the Low Level Bombing Probability for their  side     e Large Bombers use the High Level Bombing Probability for their side     When a bomb is dropped from an aircraft on a ship  the calculation of the hit  probability is    Hit Prob   Bombing Prob   Norm Size   Norm Speed  where Bombing Prob is the basic bombing probability for the aircraft  Norm     size is the normalized size of the ship as described above  and Norm Speed is  the normalized speed of a ship as described above     When a bomb is dropped from an aircraft on a Target  the calculation of the hit  probability is   Hit Prob   Bombing Prob   Norm Size    where Bombing Prob is the basic bombing probability for the aircraft and  Norm Size is the normalized size of the Target as described above     When a load with non zero Range is fired at a ship  the calculation of the hit  probability is   Hit Prob   Low Level Bomb Prob   Norm Size   Norm Range      2   Norm Speed    where Low Level Bomb Prob is the Low Level Bombing Probability  Parameter Data Value for the aircraft side  and     Norm Range   1000   Range    64    Naval Campaigns User Manual    for ranges of 1000 yds or greater  or 1 for ranges within 1000 yards  Likewise  the hit probability against a Target is     Hit Prob   Low Level Bomb Prob   Norm Size   Norm Range   2    When a bomb is dropped on a ship that is turning  then there is a modifier to  the hit probability given by the Maneuv
70. izations        Task Force MO          Assign   Deatsign      The Multi Player Dialog displays the players for both sides and allows the  commanders of those sides to assign commands to their subordinates     Multi Player Dialog  American Players American Assignments    P Host   P Available Organizations       Japanese Players Japanese Assignments            P Available Organizations   El    Task Force MO  fl  Carrier Striking Force  E  C  Port Moresby Invasion Force  H  Main Force       Deassign         To assign a subordinate player a command  you open the organization tree on  the right hand side and select the organization to give the subordinate  You  also select the subordinate in the list of players on the left hand side  Finally   you click the Assign button to assign that player the selected command  A    08    Naval Campaigns User Manual    single player can be assigned multiple commands  If you want to drop an  organization from the command of a subordinate  you select the organization  on the right hand side and click the Deassign button     The Promote and Switch functions of the Multi Player Dialog can only be  used by the Host player  If you want to change the Commander for each side   you select that player and press the Promote button  The selected player will  become the Commander for that side  If you want to switch a player from one  side to the other  select the player and press the Switch button  The player will  change sides in the game     59    Naval 
71. l  Ctrl  key  you then click on or near the enemy  ship with the right mouse button  The torpedo will appear on the Main and  Jump Charts as a white dot  When the torpedo is represented as a load  you  must click within the firing sector defined by the torpedo     In certain games using Enhanced Submarine Rules  submarines can   carry external torpedoes that cannot be fired but can be used as reloads  ina campaign game  If these external torpedoes exist  then they are shown  following in parentheses     Laying Mines    MQ  Certain ships are capable of laying mines  These mines are motionless   in the water  but have the ability to damage ships which sail into them   lf a ship can lay mines  then a mine icon will appear in its picture in the Ship  List     23    Naval Campaigns User Manual    To lay mines  select the ship to lay the mines  Then while holding down the  Control  Ctrl  key  right click on the ship using the right mouse button  The  mines will appear on the charts as a black dot     Mines are only visible within a certain distance  This distance is determined by  Parameter Data and can be viewed using the Parameter Data Dialog     Dropping Depth Charges    Certain ships and aircraft carry depth charges that can be used against  submerged submarines  To drop depth charges  select the ship or aircraft   For ships  make sure that the depth charges are displayed below the name of  this ship as the active load  Then while holding down the Control  Ctrl  key   right cli
72. le of laying mines  see the  section on Firing      2  A Torpedo icon indicates that the ship is capable of firing torpedoes   see the section on Firing   If the ship has multiple torpedoes  then the number  of torpedoes is shown over the icon     Naval Campaigns User Manual       A Smoke icon indicates that the ship is capable of laying smoke  see  the section on Maneuver              A Radar icon indicates that the ship has radar or radar detection and  that the device is functional  Next to the icon is a short descriptive  name for the radar or the notation  XX  for ships equipped with radar detection              An Active Sonar icon indicates that the ship has active sonar and is  capable of estimating both the direction and distance to submerged  Submarines     A Passive Sonar icon indicates that the ship has passive sonar and can  estimate the direction to other ships  but not their distance        A Depth Charge icon indicates that the ship is carrying depth charges   see the section on Firing   The number of depth charges is shown over  the icon        sim When a ship is carrying aircraft or is an aircraft carrier  then an airplane    icon is shown        If a ship is currently not capable of having aircraft take off or land on  or next to it  then a red cross is drawn over the icon  A descriptive  reason for this is shown next to the icon     e Wind     the ship is not facing into the wind  for carriers      e Wait     the ship is waiting for a previous operation  l
73. lity of 0 71  If two missiles were fired at it  an average of 1 4 would hit   Actual 1 hit   Note  the Hanit is designed for a reduced RCS and this should  be taken into account in this example  except that the hanger crane was  deployed at the time of the attack  which reduced the otherwise stealthy design  of the ship and in fact this crane may have been the impact point for the  missile     Summary  In his thesis  Schulte summarizes the results up to 1982 by saying  that the hit probability against a  Defendable Target   usually a warship that  was not using defenses  is 0 684  Against a  Defenseless Target   usually a  larger commercial ship  the hit probability is 0 913  Using a nominal hit  probability of 0 7 and working backwards to size  this gives     Ship size  warship  giving 0 684 hit probability   876 tons  Ship size  commercial ship  giving 0 913 hit probability   8 342 tons    54    Naval Campaigns User Manual    In his book   Fleet Tactics and Coastal Combat   Second Edition  page 276   Wayne Hughes states that one certain reason why a defenseless merchant  ship had a higher hit probability than a defendable warship is that the merchant  ships were larger and easier to hit than the warships     This hit data is plotted below and compared with the hit probability function  defined here     Comparison of NVC Hit Probability  with Actual Data    a  Hit Probability  E Actual Data      i    0 1000 2000 3000 4000 5000    Size of Target Ship    55    Naval Campaigns 
74. lue that is used to  determine if the strike is a success  This probability is normalized based on  the size and speed of the target ship as described in the section on Optional  Torpedo Hit Resolution  The resulting probability determines the probability of  a successful hit on the target     When homing torpedoes are fired from an aircraft  they begin by travelling in a  circle until they acquire a suitable target  Then they home on the target as  previously described and the hit resolution is as before  There is no minimum  travel distance for such torpedoes     Contact Hit Only Loads    Certain anti submarine weapons such as Hedgehogs and the Limbo mortar  are designed to only explode on hitting their target  as opposed to a standard  depth charge which is set to explode at a given depth  When a weapon is  classified as Contact Hit Only then it won t produce an explosion unless it hits  a target     50    Naval Campaigns User Manual    Tonnage Sunk    Critical Tons Report    The tons of enemy ships sunk by a Critical Ship  is reported whenever the Victory Dialog is  displayed and used in the Campaign Game to    Fona snk by Gaal Ship track the performance of the Critical Ship        51    Naval Campaigns User Manual    Missile Enhancements    This section covers enhancements  to the basic rules of Naval  Campaigns needed to cover  combat in the missile age  The  primary enhancements are those  associated with guided missiles and  defenses against them        Anti Ship Miss
75. mage leaving  a status of 86   During the same attack  the Hornet was hit by 2 Type 91  torpedoes resulting in an average of 52  damage  This would leave the  Hornet at an average status of 34   A later hit by another Type 91 torpedo    82    Naval Campaigns User Manual    would cause an additional 26  damage leaving the Hornet at 8  status  With  9  burning caused by the bombs  the Hornet would sink     Correlation with Midway Inquest    In the book Midway Inquest  by Dallas Isom  a War Game Exercise is given in  Appendix D  The rules presented in that section include the following     e In dogfights  one Zero would be lost for every one and one half  Wildcats shot down  In the previous Early War dogfight example  the  ratio is 1 Zero to every 1 777 Wildcat     e One third of all bombs dropped by Val dive bombers on carriers are  assumed to hit  In the Midway Yorktown bombing example given  previously  the hit probability is 38      e One tfifth of all torpedoes fired by Kate torpedo bombers at carriers are  assumed to hit  In the Yorktown torpedo hit examples given  previously  the average value is 21      e A 250kg bomb dropped on a carrier is stated to cause 1 damage point   Assuming that the carriers in the book war game have a total of 10  damage points  not explicitly stated in the rules  this would translate  into 10  damage  In the Yorktown bombing example given previously   the result is 8  on average     e A torpedo hit on a carrier is stated to cause 3 damage poin
76. mmand ships and aircraft on the main  chart     e Clicking on a ship or aircraft with the left mouse button will show the  ship or aircraft in the Ship List     e Double clicking on a ship that has aircraft assigned to it or an air base  will display the Aircraft Dialog so that those aircraft can be selected and  given commands     e Double clicking on an aircraft flight will highlight all of the flights that are  in the same organization as the selected flight     e Right clicking on a ship or target after selecting a ship will cause the  ship to fire on that ship or target     e Right clicking on the chart after selecting an aircraft flight or organization  will cause the flight or organization to fly to that location and  if the  location has a ship  flight  or Target  they will attack it     More information on firing and attacking can be found in the following sections     13    Main Features    Maneuver    You maneuver the ships and aircraft  under your control by issuing  commands which affect the heading  and speed of the ships  A ship can  either be Detached and sailing  independent of other ships  or part of  a group of ships under the control of a  Flagship        Turns    i To turn an individual ship  you first select the ship and then issue a  Clockwise  to Starboard  or Counterclockwise  to Port  turn  command  This command can be issued using the Command Menu but is far   easier to be issued using either the Toolbar or using Hot Keys     lf a ship is part of a 
77. n the chart  when the Range feature is enabled  In the case of  aircraft torpedoes  the minimum range is modified by a  Torpedo Min Range Modifier Parameter Data Value  that is used to reflect the training of the pilots of the  torpedo bombers for a given side  That modifier can  cause the minimum range of the torpedo to be much greater compelling the  torpedo to be fired at a much longer range        29    Naval Campaigns User Manual    Bomb and Torpedo Resolution    When you bomb an enemy ship  there are factors that influence the probability  of hitting it    e When the ship is turning when you drop the bombs  then a Maneuver  Hit Modifier  determined by Parameter Data  is applied to the hit  probability    e When the ship has unsuppressed AAA when you drop the bombs  then  a AAA Hit Modifier  determined by Parameter Data  is applied to the hit  probability     These modifiers mean that when your ships are attacked by enemy bombers  it  is in your best interest to turn the ships during the bombing attack  Likewise   when you are bombing enemy ships  the ships will be most vulnerable when  their AAA is Suppressed     When you attempt to hit an enemy ship under the default firing rule  then hits  are determined by physical collisions between the torpedo and the ship  or any  other ships   When you attempt to hit an enemy ship under the Aircraft  Torpedo Resolution rule  then a Maneuver Torpedo Modifier is applied when  the hit determination is made if the ship is turning at 
78. nar Range Modifier    The maximum range that a ship can be detected using passive sonar is  modified by the size and speed of the ship according to this calculation     Noise Modifier   CubeRoot  Size    Speed   Noise Mod    where Size is the size of the ship in tons  Speed is the speed of the ship in  Knots  and Noise Mod is the Noise Modifier value given by Parameter Data   Submerged ships have 3 times the Noise Modifier that ships on the surface  have to account for the fact that they are in a much quieter environment than a  ship on the surface     Example 1  With a Noise Modifier value of 180  a destroyer of 1700 tons  moving at 15 Knots would have a noise modifier of CubeRoot  1700    15   180    0 99     Example 2  A battleship of 40 000 tons moving at 15 knots would have a  modifier of CubeRoot 40000    15  180   2 8 and thus would be detected by  passive sonar at almost 3 times the distance of the destroyer     44    Naval Campaigns User Manual    Example 3  A submerged submarine of 750 tons moving at 6 Knots would  have a modifier of 3   CubeRoot  750    6 180   0 91     Thermoclines    UTES Ee es      A thermocline is a layer of water in which   SW ibmernediinernociine the temperature changes rapidly as  compared with the water above and below  it  When this happens  sound from above  which strikes the layer at a shallow angle  will be reflected by the layer     Aja oe Gera h pt      amp        Each scenario is assigned a percentage chance from 0 to 100 that the wa
79. ned by the Can About Turn Parameter Data value and can be  viewed using the Parameter Data Dialog  When a given side is not capable of  Turn Abouts  then it can use Group Turns to conduct a  flank turn  in which the  ships of the group are sailing parallel to each other  but no further     Flying Aircraft    To fly an aircraft in a certain direction  click on the aircraft to select it  and then  right click in the direction you want the aircraft to fly  The aircraft will continue  to fly in that direction until you change its direction     To fly a group of aircraft in a certain direction  double click on one of the  flights to highlight all of the aircraft in that group  Then as before  right click in  the direction you want the aircraft to fly     Speed Changes    To change the speed of a ship or aircraft  you select the ship  1 1     or aircraft and then increase or decrease the speed of the   ship using the Toolbar buttons or Hot Key commands  To  change the speed of a group of ships  you normally issue the command to the  flagship  Issuing a change speed command to a ship in a group which is not  the flagship will cause the ship to become Detached  When you attempt to  increase the speed of a group of ships  it will not be possible to command the  ships to go any faster than the slowest ship in the group  If a ship in a group  suffers damage which reduces its maximum speed  then the game will  automatically reduce the speed of the other ships in the group to maintain the
80. o be able to use these for strafing ships and  targets  A gun icon shows that the aircraft has guns or cannons and the  number shown is the number of shots it has left     10    Naval Campaigns User Manual      An aircraft may carry a load such as bombs or rockets  When    this is the case  the active load is shown below the name of the  flight  The number of that load is shown followed by the name of the load        Other icons indicate the status of the ship relative to the enemy   c  Binoculars indicate that the aircraft can spot an enemy ship or aircraft       Across icon indicates that the aircraft has targeted an enemy ship or  target or is flying to land at a friendly ship or air base     If you click with the right mouse button  on the aircraft picture and hold the  ae   mouse button down  then it will toggle  Etat anila Boyes   the alternative aircraft display  This  Pitsi Lanjar Silii Porsa display shows additional information  U paren a about the aircraft and its capabilities   On one side of this display will be the  organizational hierarchy of the aircraft  starting with its type  followed by a list  showing where the aircraft appears in the overall Order of Battle  If one of the  entries in the Order of Battle list is shown in yellow  then this organization is  currently highlighted on the charts using the Highlight Organization feature of  the View Menu or Toolbar     1   i J  a E i   ZA   j        SF    rr       Certain organizations are flagged as not  having
81. of Latakia  1973     A Komar class missile boat is 66 tons  This results in a hit probability of 0 38   An Osa class missile boat is 172 tons  This results in a hit probability of 0 49   lf 11 missiles were fired at them  an average of between 4 2 and 5 4 would hit   Actual 6 hits      Example 4  Arab Israeli War  The Battle of Baltim  1973     lf 12 missiles were fired against Osa class missile boats  an average of 5 9  would hit  Actual 6 hits      Example 5  Arab Israeli War  Second Battle of Latakia  1973     lf 6 missiles were fired at Osa class missile boats  an average of 2 9 would hit   Actual 3 hits   If a merchant ship had a size of 5 000 tons  the hit probability  against it would be 0 83  If 2 missiles were fired at it  an average of 1 66 would  hit  Actual 2 hits      Example 6  Arab Israeli War  Battle of Tartus  1973     lf 6 missiles were fired at Osa class missile boats  an average of 2 9 would hit   Actual 4 hits   If a merchant ship with a size of 5 000 tons was fired at by 2  missiles  an average of 1 7 would hit  Actual 2 hits      Example 7  Iran Iraq War  1980 1987     An oil tanker of 100 000 tons would have a hit probability of 0 99  If 53  missiles were fired against them  an average of 52 5 would hit  Actual 52 hits      Example 8  Falklands War  Attacks on Argentine Patrol Boats  1982     The Alferez Sobral has a size of 835 tons and thus a hit probability of 0 68  If 2  missiles were fired against it  an average of 1 36 would hit  Actual 2 hits   
82. ow many aircraft are waiting for rearming   the aircraft will omaia pecon rearmed with whatever load they were  carrying  If you wish to change the load that aircraft carry  you first select  those aircraft using the Aircraft Dialog  and then using the Load button on the  dialog  you can specify what load you wish the aircraft to carry  If the aircraft  are already carrying some load  then this must first be unloaded before the  new load can be loaded  When a flight has been ordered to rearm with a  different load  then this will be indicated at the bottom of the aircraft picture  with the old load shown first  and arrow    gt    and then the new load        32    Naval Campaigns User Manual    Large aircraft take 2 times as long to rearm as small aircraft  When the carrier  is turning  the rearming rate is half that of normal     Deck Operations    While an aircraft can be refueled and rearmed at an airbase in both the Hangar  and on the ramp  being able to rearm and refuel aircraft while they are on the  flight deck of an aircraft carrier is limited by settings in Parameter Data  If this  setting does not allow Deck Operations  then the aircraft must be in the Hangar  deck before it can be refueled or rearmed  When a carrier is in clouds  Deck  Operations are not possible        Maneuvering Carrier Groups    Carriers typically are part of a group of ships  with perhaps other carriers  and  Surrounded by a number of escort ships  destroyers  cruisers  and battleships   that 
83. p Fire Parameter Data Value and 532 is the Explosive    value of the 242kg HE bomb  The average damage would be 532  Since the  Yorktown has a size of 25500  then the average damage would be 2      Example 6   Eastern Solomons  Suppose a B 17 Flying Fortress drops a  500Ib GP bomb on the Destroyer Mutsuki and hits  The Penetration Value of  the 500lb GP bomb is 1 5 and the deck armor of the Mutsuki is 1  so the  Penetration Effect is 1 0  The calculation of damage gives    Max Damage   8   450   1 0   3 600    The average damage would be 1 800  Since the Mutsuki has a size of 1 772   then the bomb sinks the ship     Optional Torpedo Hit Resolution    Under the Aircraft Torpedo Resolution Optional Rule  the determination of  torpedo hits is done using a probability calculation rather than physical collision  of the torpedo and the ship  In this way  historical hit probabilities can be  achieved  The probability that a torpedo fired from an aircraft will hit a ship that  is within range is given by    Hit Prob   Torpedo Prob   Torp Size   Norm Speed  where Torpedo Prob is the Torpedo Hit Probability Parameter Data Value for  the side of the aircraft  Norm Speed is the normalized speed of the ship  and    Torp Size   CubeRoot  Size    30    where    CubeRoot    is the cube root function applied to the size of the ship   When the target ship is maneuvering  then this hit probability is multiplied by  the Maneuvering Torpedo Modifier     72    Naval Campaigns User Manual    Exampl
84. ployed Submarine Decoy will appear to the enemy as a submarine on  sonar  This will affect both detections by surface ships as well as sonobuoys  and homing torpedoes     some Submarine Decoys have a speed of 0 and will remain active as long as  the duration specified in the Reload field of the load database  Other  Submarine Decoys will have a range and speed and will travel in the direction  they are  fired  at that speed for that range     Magnetic Anomaly Detection  MAD     Certain aircraft in a scenario may be  identified as having a Magnetic Anomaly  Detection  MAD  capability  This allows the  aircraft to detect ships  particularly   One Caen submarines  based on their disturbance of  JID eis 40 x Depth Bom 170 nn  the earth s magnetic field  This detection   applies to all ships  including those on the   surface  those submerged  both friendly and enemy ships  and those that have  been sunk  The distance a ship can be detected using MAD is determined by  the MAD Range Parameter Data Value  An aircraft with the MAD capability is  identified with a compass icon in its picture        When an aircraft equipped with MAD detects a ship   a magenta colored circle is shown on the main chart   Note that the detected ship can be anywhere within  this circle and the radius of the circle only shows the  maximum detection range of the MAD capability        Homing Torpedoes    Certain torpedoes in the database are classified as  homing using passive acoustic homing  When fired from
85. possibly suppressing the AAA   in the case of a ship     The damage that strafing causes Is given by the Strafing Damage Parameter  Data Value times the number of aircraft in the attacking flight  For large  aircraft  the damage is halved  For strafing against submarines  semi   submersibles  and boats that are awash  the damage is halved     When strafing a ship  or aircraft carrier  carrying aircraft or an air base  then  there is a probability that the Spotted aircraft will be damaged by the strafing   The basic probability of strafing hitting an aircraft which is Spotted is given by  the Strafing Hit Probability associated with the side of the attacking aircraft   This probability is applied to each Spotted aircraft for each attacking aircraft to  determine if it is hit     The probability that strafing will cause AAA suppression is given by the Strafe  AAA Suppress Parameter Data Value  This probability is applied once for  each aircraft in the attacking flight     Example 1  A flight of 4 F4F Wildcats strafes the Japanese Destroyer Ushio  with a Strafing Damage value of 5  The damage caused will be     Damage   4   5   20    Given a tonnage of 2090 for the Ushio this will result in a damage result of   Effect   20   2090   1      79    Naval Campaigns User Manual    Example 2  A flight of 3 AGM2 Zeros strafes an American Target with a  Strafing Damage value of 5  The damage caused will be     Damage  3 5 15    Given a size of 100 for the target  this will result in dama
86. provide both anti air and anti submarine protection to the carriers  In most  scenarios  these groups will be organized so that one of the carriers is the  flagship of the group and the other escort ships are attached to that flagship  carrier  When this is the case  the best way to maneuver the carrier group is to  issue Group Turns  see Maneuver  to the flagship carrier  When this is done   the entire carrier group will turn simultaneously and preserve the relative  position of the ships     Aircraft Missions    While it is possible to issue individual and group flying orders to aircraft  a  more organized and efficient way of issuing aircraft orders is to use the Mission  and Package feature of the interface  To start  display the Aircraft Dialog by  double clicking on the aircraft carrier  or any ship that is carrying aircraft    Select one or more aircraft flights  and then click on the Mission button of the  Aircraft Dialog to display the Mission Dialog     There are three Missions that you can issue to a group of aircraft     e Patrol Mission     Escort another mission or protect a ship or target from  attack     e Search Mission     Fly out in a predefined direction and distance and  look for enemy ships     e Strike Mission     Strike a specified ship or target  or fly to a specified  location looking for enemy ships to strike     33    Naval Campaigns User Manual    Mission Dialog  Patrol   Search   Strike    Package Name   Patrol Package  Mission Name   Patrol Miss
87. r use of a snorkel prevents the sub from  using passive sonar since the engines are running and for the same reason    42    Naval Campaigns User Manual    allows the submarine to be detected at twice the passive sonar range as  normal  See below for how to control the deployment of the snorkel     Inhibiting Default Actions       A e T  The default firing behavior of ships in the Naval    Campaign series is appropriate for surface actions but  not always when submarines are involved  Likewise  given the need for  stealth  several features work against that and there is a need to be able to  inhibit these  The following options are available both in the scenario editor  and main program to toggle certain features     e No Firing   Inhibit the default firing of guns  This is useful for submarines  when they don t want to give their location away by firing their guns     No Radar   When radar is used it can be detected by the enemy and so  this option inhibits the use of radar on the selected ship  A ship without  range only radar that inhibits the use of radar can still detect radar from  other ships     e No Active Sonar   The use of active sonar produces  pings  that can be  heard at long distances  This option is useful for both surface ships that  wish to avoid detection as well as submarines equipped with active  sonar  When active sonar is inhibited  it is still possible to use passive  sonar     No Snorkel   Snorkels must protrude at the surface and thus make a  submerg
88. r with a Torpedo Hit Probability of  0 4 fires a torpedo at the Cruiser Suzuya  whose size is 13 440  maneuvering  at 35 knots  then the basic hit probability is given by    Norm Prob   0 4   0 79   0 63   19 8   The final probability is 10   If there are 3 torpedoes fired  there would be an  average of 0 3 hits  Actual 0      Example 5   Santa Cruz  Ifa TBF Avenger with a Torpedo Hit Probability of  0 4 fires a torpedo at the Cruiser Tone  whose size is 15 200  maneuvering at  35 knots  then the basic hit probability is given by     Norm Prob   0 4   0 82   0 63   20     73    Naval Campaigns User Manual    The final probability is 10   If there are 6 torpedoes fired  there would be an  average of 0 6 hits  Actual 0      Example 6   Eastern Solomons  If a TBF Avenger with a Torpedo Hit   Probability of 0 4 fires a torpedo at the CVL Ryujo  whose size is 12 732    maneuvering at 29 knots  then the basic hit probability is given by   Norm Prob   0 4   0 78   0 74   23     The final probability is 11 5   If there are 7 torpedoes fired  there would be an  average of 0 81 hits  Actual 1      Example 7   Coral Sea  If a TBD Devastator with a Torpedo Hit Probability of  0 2 drops a torpedo at the CVL Shoho  whose size is 14 200  which is moving  at 24 knots but not maneuvering  the hit probability is    Hit Prob   0 2   0 81   0 86   14     lf there are 12 Devastators attacking  there would be an average of 1 7 hits   Actual 2      Example 8   Coral Sea  If a TBD Devastator with a 
89. raft Carrier   CX   Armed Merchant Ship   D   Old Destroyer   DD     Destroyer    DE   Destroyer Escort    DM   Destroyer Minelayer   DMS   Destroyer Minesweeper   FC   Fast Attack Boat    FF   Frigate    K   Corvette    MT   Manned Torpedo    MV   Merchant Carrier    PB   Patrol Boat    PC   Submarine Chaser or Patrol Craft   PF   Patrol Frigate    PG   Patrol Gunboat    PGM   Gunboat Minelayer   S   Old Submarine    SL   Sloop    SS     Submarine    SSC   Coastal Submarine   SSM   Midget Submarine   SSV   Special Service Vessel  TB     Torpedo Boat    YTB   Ferry     Naval Campaigns User Manual    Developer  John Tiller    Artist  Joseph Amoral    Additional Graphics  Julia Tiller    Music  Thomas Hook       8 Additional A I Programming  Dr   ian Rushing and Dr  Cara Gall  University of Alabama Huntsville    Contact Information  http   www John TillerSoftware com    Funding from the Air Force Office of Scientific Research  Dr  Robert Barker  and Dr  John Luginsland  Project Managers  is gratefully acknowledged     Midway  Game Coordinator  Rich Hamilton  Scenario Designers  Gary McClellan  John Tiller  Pat Covich    Playtesters  Mike Cox  Dennis Suttman  George Miller  Mark Brien   Craig Forrest     Guadalcanal Naval Battles  Research and Scenario Design  John Tiller  Overview Document  Robert Mayer  Playtesters  Lee Elmendorf  Mark Adams  Kevin Campbell  Robert    Mayer  Greg Smith     88    Naval Campaigns User Manual    Tsushima    Research and Scenario Design  John Till
90. rcraft Loads       Aircraft may carry a loads such as a bombs or torpedos  This  can be used to attack enemy ships and Targets  To attack an  enemy ship or Target with bombs  select the flight and then right click on the  ship or Target  The ship or Target will become highlighted and the flight will  automatically fly towards the target  When the aircraft flies over the target  the  bombs will automatically be dropped     Firing Aircraft Torpedoes    There are two ways of firing torpedoes from aircraft at ships     1  In the default mode  to fire a torpedo at a ship  fly in the direction of the  ship and when you are in a suitable range  right click on the chart while  holding down the Control  Ctrl  key  The torpedo will appear in the  water as a white dot and travel in the direction you click     2  Under the Aircraft Torpedo Resolution Optional Rule  you fly in the  direction of the ship as before but once in range  you right click on the  target ship while holding down the Control  Ctrl  key  The torpedo will  travel towards the target ship and once there and if in range  a hit  probability will be calculated and used to determine if the torpedo hits  the ship or not     In either method  be sure to use the Range menu item or toolbar button to  display the range of the torpedo as an aid in firing     Aircraft Torpedo Ranges    The rules for aircraft torpedo ranges are the same as  those for ship torpedoes  That is  each torpedo has a  minimum and maximum range displayed o
91. re are several values shown in the Ship List display for each ship     e The percentage number in the upper corner of the ship picture is the  Status of the ship and is a percentage value between 0 and 100      e The direction shown in the lower corner of the ship picture is the current  Heading of the ship  There are 16 possible headings for any given  ship  each heading representing two naval points     e The flag shown in the upper corner of the ship picture is the Nationality  of the ship     e The value shown in the lower corner of the ship is the Speed of the ship  in Knots     Naval Campaigns User Manual            The name of the ship is shown in the center of the picture   LAEE When the name is shown in yellow  it indicates that the      ghip is a Flagship  The hull type of the ship is shown  before the name  Several common hull types are     e BB a New Battleship  These are the larger battleships built after the  original Dreadnought     e B an Old Battleship  These are older battleships built before the  Dreadnought     e BC  a Battlecruiser  These are the larger cruisers built after the  Dreadnought     e CA  an Armored Cruiser  These are large cruisers  but without the  armament of a Battlecruiser     e CL aLight Cruiser  These are smaller  faster cruisers which are used  for scouting or to lead destroyers     e DD a Destroyer  These are small  fast ships typically armed with  torpedoes     e TB a Torpedo Boat  These are very similar to Destroyers and are  equipp
92. rst is the standard status  value of the submarine  common to all ships  The second  value in parentheses is the battery status of the submarine  When this value  is 100   the batteries are fully charged  When this value becomes 0   the    batteries are exhausted and the submarine must surface        The batteries will discharge while the submarine is submerged based on the  current speed of the submarine according to the equation     Endurance   Max Endurance    Min Speed   Speed    2 5    For example  suppose a submarine is traveling submerged and it has a  maximum endurance of 48 hours  a minimum speed of 3 knots  and it is  currently traveling at its maximum submerged speed of 9 knots  Its endurance  at this speed is given by      Endurance   48    2 9    2 5   1 1 hours    Notice that the equation indicates that  modest  submerged speeds will  balance the speed of the submarine with its endurance while using maximum  submerged speed will very quickly exhaust the batteries     Snorkels      Snorkels were developed for submarines so that they could run their air   breathing engines while submerged and thus not have to rely on battery   power as well as having the ability to recharge those batteries  Only certain  submarines are designed to have snorkels  Submarines equipped with  snorkels will show a snorkel icon in their picture in the Unit List  By default   when the submarine is at periscope depth  the snorkel will be deployed and the  batteries can be recharged  Howeve
93. s  spotting  means bringing the plane from the Hangar to the ramp area  The Aircraft  Dialog has a Spotting button that toggles the state of the selected aircraft       28    Naval Campaigns User Manual    between In Hangar and Spotted  The time that it takes aircraft to become  spotted or return to the Hangar depends on Parameter Data     When a carrier is turning  it takes twice as long to bring aircraft to the flight  deck or back to the Hangar deck     Overspotting    When there are more than half the capacity of an aircraft carrier on  a the flight deck  fractions rounded up   then the flight deck is  Overspotted  This impacts operations in several ways        e When the flight deck is overspotted  then more aircraft cannot be  brought from the Hangar to the flight deck     e When the flight deck is overspoitted  airplanes cannot land on the  Carrier     The color of the spotted number reflects that number of spotted aircraft as  follows     e A white number indicates no aircraft are spotted     e A green number indicates 1 4 or less of the capacity of the carrier is  spotted     e A yellow number indicates 1 2 or less of the capacity of the carrier is  spotted     e A red number indicates the carrier flight deck is overspotted     Vulnerability    The number of aircraft on a carrier and their fuel and ordnance  State increases the chance of fire on the carrier when it is  attacked  The color shown associated with the Hangar number reflects that  vulnerability  For each 
94. ter  associated with the scenario has a thermocline  When the scenario is played   this percentage is applied to determine if the thermocline exists or not     When a submarine is submerged in deep water  a Depth Soundings value of  9  and the thermocline exists  then this appears in the unit picture for that  submarine  Active sonar from the surface will only have half its normal range  for detecting the submarine  Likewise  both passive and active sonar from the  submarine will have half range for detecting ships above the layer     Sonar Blind Zones    Each ship surfaced or submerged has a sonar blind zone  measured from the stern of the ship based on the Sonar  Blind Zone parameter data angle  This angle determines  the size of the blind zone  Any other ship within half that  angle from the stern of the ship cannot be detected by  sonar by that ship        Torpedo Data Computer  TDC     In the standard submarine rules  torpedo shots must be fired manually  But in  most cases  submarines were equipped with computers that provided a firing  solution based on input target data  In the enhanced submarine rules  there is  a Torpedo Data Computer  TDC  feature that can be used to generate firing  solutions     45    Naval Campaigns User Manual    To invoke the TDC feature  you select the  submarine to fire the torpedo and then hold  the cursor over the target ship while holding  down the Control  Ctrl  key  This will generate  an approximate firing solution shown on the  main c
95. that time     For more information about bomb and torpedo resolution  see the section on  Firing Resolution     Stuck Rudder Hits    When the Stuck Rudder Prob Parameter Data Value is nonzero  it represents  the probability that a torpedo hit on a surface ship will result in a stuck rudder   This effect cannot be fixed and will remain in effect for the duration of the  current scenario and campaign     Strafing        If you attack an enemy ship or Target and have no bombs that can be  used against the target  then your aircraft will automatically strafe the target  provided two things occur     e The aircraft is flagged in the database as being able to strafe   e The aircraft has a non zero count associated with its guns cannons     strafing can cause damage to the target  damage to aircraft stored at the  target  and can also cause AAA suppression     26    Naval Campaigns User Manual    Critical Ships  lie Depending on the scenario  there may be a     ship that is defined as a Critical Ship    Such a ship is noted by an asterisk        following its name in the ship picture        When a Critical Ship is sunk  the scenario  will terminate immediately without waiting for the time period to expire and the  victory results are immediately reported based on the status of the scenario at  that point     2     Naval Campaigns User Manual    Aircraft Carriers    This section covers aircraft carrier  operations as well as operations  involving seaplanes carried aboard  other ships
96. the target     A load which is shot from a non zero range is assumed to hit the belt and deck  armor of a ship with equal probability  A load which is shot from a zero range   i e  a bomb   is assumed to hit the deck armor of a ship  For a load witha  given Penetration value and a ship with a given Armor value  belt or deck      Penetration Effect   Penetration   Armor if Penetration  lt  Armor  else 1   and  Max Damage   AVS   firepower   Penetration Effect  where AVS is the Air vs Ship Fire Parameter Data Value     70    Naval Campaigns User Manual    Likewise  for a Target with a Protection value   Penetration Effect   Penetration   Protect if Penetration  lt  Protect  else 1   and  Max Damage   AVT   firepower   Penetration Effect  where AVT is the Air vs Target Fire Parameter Data Value     When a shot consists of N of a given load  then the preceding calculation of  hits and damage is calculated for the N loads individually and the resulting  damage is the sum of the individual damages  It is possible depending on the  load and the size of the ship that a hit by a load can cause a critical hit on the  ship     Example 1   Midway  Suppose a D3A Val drops a 250kg SAP bomb on the  CV Yorktown and hits  The Penetration Value of the 250kg SAP is 2 0 and the  deck armor value of the Yorktown is 2 0  Thus     Penetration Effect   1  The calculation of damage gives   Max Damage   8   412   1   3296    where 8 is the Air vs  Ship Fire Parameter Data Value and 412 is the Explosiv
97. tion about the  ES ship and its capabilities  On one side of  ee this display will be the organizational  TEE of the ship  starting with its hull type  followed by its class  and then a  list showing where the ship appears in the overall Order of Battle  If one of the  entries in the Order of Battle list is shown in yellow  then this organization is  currently highlighted on the charts using the Highlight Organization feature of  the View Menu or Toolbar  When the class is followed by three numbers   A S H   then these indicate the maximum number A of carrier planes  S of  seaplanes  and H of helicopters that can be carried aboard the ship     chat daia Sault       On the other side of the alternative display is shown a list of ship features   e The Crew of the ship in men   e The Size of the ship in tons   e The Belt armor of the ship in inches   e The Deck armor of the ship in inches   e The Range of the main armament of the ship in yards   e Whether the ship has Secondary armament   e Whether the ship carries Torpedoes   e Whether the ship is capable of laying Mines or Smoke     e The number and type of guns making up the Primary armament of the  ship     Naval Campaigns User Manual    Aircraft Values    Aircraft are represented in the game as  flights  Each flight consists of one or  more aircraft of the same type  Aircraft  are rated as having a certain cruising  speed  may have guns or cannons that  they can use for dogfighting and     strafing  and may carry loads such
98. ts  or 30   damage again based on the assumption of 10 total damage points  In  the Yorktown torpedo example previously given  the result is 26      Correlation with Naval War College Game Rules    In 1939  the Naval War College published hit and lethality numbers relative to  submarine fired torpedoes for use in their wargames  These values were  revised with respect to hit probability and published in the 1944 editor of  Current Submarine Doctrine  Using a Torpedo Damage Parameter of 4   versus the value of 5 used in previous examples   the following correlation  between the torpedo damage values and the Naval War College values can be  determined based on the Mark 14 torpedo with a 643lb warhead  The tonnage  values associated with each type of ship is not included in the Naval War  College data but for this study  the following values are used  Battleship    50 000  large carrier   40 000  small carrier   20 000  large cruiser   13 000   medium cruiser   10 000  small cruiser   7 000  destroyer   2 000  submarine    1 500  Note  very similar results can be obtained by using the original 507Ib  warhead of the Mark 14 together with a Torpedo Damage Parameter of 5     83    Naval Campaigns User Manual    Hits Required to Sink the Ship  Type of Ship 1939 Naval War College Naval Campaigns    BattleSnip                c cece TO E cet T 6 5  Large Carrier               0008 OO E EE EET 9 2  Small carrier             ccc cee LE SE eee ae te eee  2 6  Large cCruiSer               
99. ty of damage    11    Naval Campaigns User Manual    to one flight or the other  It flight T1 has shots left  then the probability of the  flight T2 being hit is given by   Dogfight   Vulnerable   Training Modifier   where Dogfight is the dogfight value of T1  Vulnerable is the vulnerable value  of T2  both taken from the aircraft database  while Training Modifier is given  as    Training Modifier   Dogfight Side 1   Dogfight Side 2  where Dogfight Side 1 and Dogfight Side 2 are the Dogfight Parameter Data    Values of the respective sides  Each dogfight hit results in a loss of one  aircraft to that flight     Example 1  Early War   Suppose an equal number of AGM2 Zeros with  Dogfight Value of 0 5  Vulnerable Value of 0 4  and Dogfight Parameter Data of  1 0 and F4F Wildcats with Dogfight Value of 0 5  Vulnerable Value of 0 4  and  Dogfight Parameter Data of 0 75 engage in a dogfight  In each iteration  the  probability that a Zero will shoot down a Wildcat is     Zero Kill Prob   0 5   0 4   1 833   0 2666  The probability of a Wildcat shooting down a Zero is    Wildcat Kill Prob   0 5   0 4   0 75   0 15  Thus the kill ratio is 1 to 1 777 Zeros to Wildcats     Example 2  Middle War   Suppose an equal number of Wildcats with Dogfight  Parameter Data of 1 0 attack a group of D3A Vals with Dogfight Value of 0 3   Vulnerable Value of 0 5  and Dogfight Parameter Data of 0 8  The probability  that a Val will shoot down a Wildcat is     Val Kill Prob   0 3   0 4   0 8   0 096  Th
100. ubmarines are able to  submerge to either periscope depth  or deep depth  On the surface or at  periscope depth  submarines are      able to fire torpedoes  The main       deterrent to submerged submarines  E   is the use of depth charges  dropped       from ships and aircraft  since they  are otherwise not vulnerable to    SS S       normal weapons  Active sonar can  be used to detect submerged submarines while passive sonar can be used by  submarines to avoid the enemy        This section describes the standard submarine rules that apply to all Naval  Campaign games  The following section describes enhanced submarine rules  that only apply to games which focus on submarine actions     Diving and Rising    HRE There are three levels available to a submarine  surface     periscope depth  and deep depth  The To Surface  To  Periscope Depth  and To Deep Depth commands and toolbar buttons can be  used to command a submarine to these levels  The process of diving or rising  takes a certain amount of time as given in the Submarine Dive Rise Intervals  Parameter Data     Firing Torpedoes    While on the surface or at periscope depth  a     submarine can fire torpedoes  either forward or in some     cases  to the rear  To fire a torpedo  select the   ma  submarine and then while holding down the Control   Ctrl  key  right click in the direction you wish to fire the  torpedo  Submarines may carry a certain amount of torpedo reloads  These  are indicated in the load description at the
101. ulting single bomb hit probability is 3 5   If there are 8 Avengers  dropping a total of 32 bombs  then there would be an average of 1 1 hits   Actual 1 hit      Example 2   Pearl Harbor  Suppose a B5N2 Kate with a Low Level Bombing  Probability of 0 1 drops an 800kg AP bomb on the Battleship Arizona  whose  size is 31 400  fixed in harbor with no active AAA  The hit probability is     Hit Prob   0 1   1 77   2 5   44     lf there are 3 Kates attacking  then there would be an average of 1 3 hits   Actual 1 hit      Example 3   Midway  Suppose an SBD Dauntless flown by a pilot without dive  bombing training with a Low Level Bombing Probability of 0 05 drops a bomb  on the CV Hiryu  whose size is 20 250  maneuvering at 34 knots with AAA  firing  The nominal hit probability for one bomb is     Nominal Hit Prob   0 05   1 42   0 64   4 5     The resulting hit probability is 2 5   If there are 10 SBD   s in Henderson s  group that drop bombs  the average number of hits would be 0 25  Actual 0  hits      68    Naval Campaigns User Manual    Example 4   Philippine Sea  Suppose an F6F Hellcat with a Low Level  Bombing Probability of 0 08 drops a bomb on the CV Ryuho  whose size is  12  32  maneuvering at 29 knots with AAA firing  The nominal hit probability  iS     Nominal Hit Prob   0 08   1 12   0 74   6 6     The resulting hit probability is 3 7   If there are 14 Hellcats attacking  the  average number of bomb hits would be 0 5  Actual 0 hits      Example 5   Santa Cruz  Suppose a
102. utomatically causes a loss of one aircraft     AAA Suppression    When an aircraft attacks a ship  there is a probability that the AAA  if any  on  the ship will become suppressed for a variable amount of time  Given a load  with a Penetration Effect as described above and an Explosive value  the  probably of suppression is given by    Suppression Prob    1     Penetration Effect    Supp   Explosive   100    where Supp is the Bomb AAA Suppression Parameter Data Value  Thus high  explosive loads with a lower penetration have a higher probability of causing  Suppression than armor piercing loads     Example 1   Midway  Suppose the CV Yorktown is hit by a 242kg HE bomb  with an Explosive value of 532 and a Penetration Value of 0 5  The  Penetration Effect is     Penetration Effect   0 5   2   0 25  where 2 is the deck armor of the Yorktown  Thus the Suppression Prob is   Suppression Prob   0 75   0 2   532   100   80     Thus there would be an 80  chance of this bomb hit causing AAA  Suppression     Example 2   Midway  A 250kg SAP bomb hitting the Yorktown with an  Explosive value of 330 and a Penetration Value of 2 0 would result in     Suppression Prob   0   0 2   330   100   0  and thus would have no AAA Suppression effect     Dogfight Resolution    Two flights in the same location can engage in a dogfight resulting in damage  to either flight  A dogfight resolution of one aircraft type T1 engaging a second  aircraft type T2 is a symmetric calculation resulting in a probabili
103. ximum speed at 75  to being unable to move at 25   The  firepower of the ship is again reduced proportionally to its Status  Under  Fog of War  this is reported as Medium Damage     e A red Status value indicates the ship is between 0 and 25  Status  In  this range  the ship is Disabled and is unable to move or fire  Note  however that a Disabled ship can still fire torpedoes if it is equipped with  them  Under Fog of War  this is reported as Heavy Damage     wee    When a ship changes direction  its heading value shows two     entries  one is the current direction of the ship in degrees   measured clockwise from 0 degrees equal to due north  and the second is the  commanded direction of the ship  Once the ship reaches its commanded  heading  the degree value disappears        When a ship changes speed  its soeed value shows two entries  the  first is the actual speed of the ship in Knots while the second is the  commanded speed of the ship  Once the ship reaches its commanded speed   the first value disappears           Ma Certain ships carry loads in addition to any guns they may  have  The active load is shown below the name of the ship and  can be changed using the Set Active Load command  The number of that  load is shown followed by the name of the load and finally the directions the  load may be fired in     There are several icons that may be displayed on the ship picture depending  on its capabilities and situation     1S  A Mine icon indicates that the ship is capab
104. ximum visibility  value with one exception  Enemy flights consisting of a single small  airplane are spotted at 1 4 of the maximum visibility value     e Aircraft can spot enemy ships at the maximum visibility value     e Aircraft can spot enemy flights at 1 4 the maximum visibility value with  one exception  Enemy flights consisting of a single small airplane are  spotted at 1 8 of the maximum visibility value     In addition  there are specialized sighting rules that only apply to submarines  that can be found in the Submarine section of this manual     Radar and Radar Detection    1 When a ship is designated as having radar  then a radar icon and a  short nomenclature for the radar appears in the ship s unit picture   For the radar to be functional  the status of the ship must be at least 50   The  range of the radar depends on its type and the specific range value is  determined by information found in the Database Dialog under the Help  Menu        When a ship has functioning radar  it can detect enemy ships and aircraft  beyond the normal visibility range  Enemy ships are spotted provided that the  line to the enemy ship is not blocked by land or by any other ships and the  enemy ship is not over the horizon  Radar can penetrate smoke screens     a Nitemii  When an enemy flight is detected on  radar  then it is shown as unknown as to  type and number of aircraft until such  time as the flight comes within visual  range  Note that for a flight to become  visible  it must
    
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