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SEA BATTLE
Instructions
Version 2.54
Copyright 1991
by
B. Hugo
2535 5th Street
Columbia City, OR 97229
SEA BATTLE INSTRUCTIONS
TABLE OF CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . 1
SHAREWARE CONCEPT . . . . . . . . . . . . . . . . . . . . . . 2
To purchase . . . . . . . . . . . . . . . . . . . . . . 2
Scenario Sets . . . . . . . . . . . . . . . . . . . . . 2
INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . 3
PLAYING SEA BATTLE . . . . . . . . . . . . . . . . . . . . . 4
Turn sequence . . . . . . . . . . . . . . . . . . . . . 5
Advanced Features and Commands . . . . . . . . . . . . . 10
Land . . . . . . . . . . . . . . . . . . . . . . . . . . 11
SCENARIO CONSTRUCTION . . . . . . . . . . . . . . . . . . . . 13
Information Sources . . . . . . . . . . . . . . . . . . 13
Installing the Scenario Editor: . . . . . . . . . . . . 13
Suggestions . . . . . . . . . . . . . . . . . . . . . . 24
SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . . 25
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Page i
SEA BATTLE INSTRUCTIONS
INTRODUCTION
INTRODUCTION:
Sea Battle is a one or two player simulation of World War II era
naval combat. Each ship is controlled individually, and each
turn the player who 'commands' it must decide which guns will
fire and at what targets, what maneuvers will be made, and when
to fire torpedoes.
Turns represent one minute of combat, distances are measured in
nautical miles ( 1 nm = 2000 yds ), speeds are in knots ( 1 kt =
1 nm / hour ), and bearings and courses are in compass degrees
( 0 deg = North, 90 deg = East, 45 deg = Northeast etc.) Ships
used in the game include Battleships (BB), Heavy Cruisers (CA),
Light Cruisers (CL), Destroyers (DD), and Destroyer Escorts (DE).
Sea Battle consists of many different games or 'scenarios' stored
as files on the disk along with the Sea Battle program. Each
scenario file contains the position, course, speed, and other
data for each ship that participated in the historical or
hypothetical battle. This allows addition of new scenarios
without altering the Sea Battle program itself. You can purchase
new scenarios or created your own with the scenario editor if you
have the required historical data. You can even design your own
ships and battles.
Page 1
SEA BATTLE INSTRUCTIONS
SHAREWARE CONCEPT
SHAREWARE CONCEPT
Sea Battle is a "Shareware" product. This means you may copy the
game, scenarios, and instructions and share them with others.
Because I don't have to pay for advertising, packaging, or
printing manuals I can offer Sea Battle for a fraction of what
equivalent commercial games cost. You are able to try out the
game and make sure it works on your computer before buying.
If you decide to keep Sea Battle after trying it you are
obligated to purchase it. If you decide not to buy Sea Battle,
you should give away or destroy all of your copies.
To purchase Sea Battle send $20 to:
Bruce R. Hugo
2535 5th Street
Columbia City, OR 97018
Please specify disk type: 5-1/4" 360K, 5-1/4" 1.2M, or 3 1/2".
You will receive the latest version of the game, the scenario
editor and scenarios 1 through 21. There are also three
additional Scenario Sets available for 5$ each and a Ship
Database for $10:
Set 3 - 12 battles
Including Empress Augusta Bay, Cape St. George, Kula Gulf,
Kolombangara, Vella Gulf, Horianu, Vella Lavella.
U.S. - Japanese engagements in the Pacific.
Set 4 - 12 battles
Including Punta Stilo, Cape Spada, Cape Teulada, Matapan,
Kerkenah, Gavdos.
British - Italian engagements in the Med 1940-1941.
Set 5 - 12 battles
Including Sirte, Pantelleria, Cape Bon, Malta.
Mostly British - Italian engagements in the Med 1941-1942.
Ship Database
A library of over 800 ships for use with the scenario
editor.
Page 2
SEA BATTLE INSTRUCTIONS
INSTALLATION
INSTALLATION
Required Diskettes:
Depending on where you obtained this copy of Sea Battle you
could have different parts of the complete game. If you got
Sea Battle from a Shareware Distributor (Reasonable
Solutions, Micro Star, etc) then you have just the game,
instructions, and first ten scenarios. If you got Sea
Battle from a friend you should have the game, scenario
editor, instructions, and scenarios 1 through 21. If you
have registered (purchased) Sea Battle then you have the
latest version of the game, instructions, scenario editor,
scenarios 1 through 21, and any additional scenario sets you
ordered.
Hard Disk Installation:
To install Sea Battle on a hard drive, you should copy all
of the files on the game (or only) disk into a separate
subdirectory (ie. \SEABATTL). The instructions
(SEABATTL.DOC) do not have to be in this subdirectory.
Floppy Installation:
Sea Battle can be used on a computer with a single floppy
drive. After booting your computer, place the game disk in
the floppy drive and follow the instructions for playing Sea
Battle.
Page 3
SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
PLAYING SEA BATTLE
To Start:
1. Ensure SEABATTL.EXE and the scenario files are on the active
disk drive or directory.
2. From DOS type: SEABATTL
NOTE
If you are using a Hercules Graphics display you must
first load MSHERC.COM by typing MSHERC at the DOS
prompt.
3. When the program has loaded you will be prompted with:
Enter Scenario:
Type in the name of the scenario you wish to play. The
scenario names and descriptions are at the end of these
instructions. Ex: type 'BISMARK' and press the RETURN
or ENTER key (referred to as 'RETURN' for the rest of
the manual for consistency.)
If the name you enter does not match a scenario on disk
a list of all available scenarios will be displayed
with the first scenario highlighted. Use the cursor
keys to highlight the scenario you want to play and
press RETURN.
NOTE
To change graphics types, press RETURN instead of
entering a scenario name. You can then choose from
CGA, EGA, VGA, or Hercules graphics display.
4. The program now prompts you with:
Enter Visibility:
Enter the distance (in nautical miles) at which ships
will sight each other. This number is typically
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
between 20 and 25 during conditions of ideal visibility
during the day, and much lower for scenarios that take
place at night or in fog. The scenario description
will recommend a visibility to use, although you may
enter a different value to see what effect it would
have had on the battle.
<EXAMPLE> type: 24 (RETURN).
5. The next prompt asks you if you want the computer to play
one side. If you do, type: 1 (RETURN). If you are playing
another person, type: 2 (RETURN).
NOTE
If you select the two player game, the program will ask you
to enter the name of each side. You can use the nationality
of the ships, each player's name, or any label you desire.
The name you enter is used to help you identify which side
each ship is on.
If you select the one player game, you will get to choose
which side you want to play.
6. The program now lists ships that have been sighted. This
happens at the beginning of each turn since the distance
between opposing ships will change as the ships move.
Turn sequence:
1. The ships in the scenario are maneuvered in the order that
they were loaded from the scenario file. If computer is the
first to move and has a ship within gunnery range of your
fleet, the turn may begin with messages informing you that
one or more of your ships are being fired on.
2. When it is your turn to move, the program will print a
status display of the ship you are controlling first. This
display gives the following information:
- Ship name
- Current course and speed
- Ordered course and speed (if different from current)
- Maximum speed and turn rate
- Minutes of game time elapsed
- Percent structural damage the ship has sustained (when
this value reaches or exceeds 100%, the ship is
crippled and may eventually sink)
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
- Reserve buoyancy (Flotation) remaining (the ship will
sink if this drops to zero or less)
- A list of operating gun and torpedo mounts and
ammunition left
- A map of the area around the ship. Ships are
represented by the first letter of their name along
with a vector pointing in the direction the ship is
going. Torpedo spreads are displayed as small circles
with vectors. Contacts held only on radar are
displayed as small 'blips' without labels or vectors.
Land is displayed in green if the scenario has any.
NOTE
In the two player mode, friendly torpedo symbols
are not displayed unless the "U" command
(described below) is used first. This minimizes
the chance of the opposing player seeing torpedoes
that his ships have not yet sighted.
From here you have a number of commands available. To use
any of the following commands, press the key indicated in
the description below. You do not need to press RETURN
after using one of these commands.
S Displays the status report described above
T Lists the bearing and range to all sighted enemy
ships.
B Lists the bearing and range to all friendly ships.
N Changes map scale. You will be prompted to enter
a range (in miles) and press RETURN. The map will
display all ships within the distance entered.
+ Increases the map scale by 40%.
- Decreases the map scale by 40%.
M Displays a full screen color map if you selected
'CGA' graphics.
H Orders the Helm to change course. You will be
prompted with: 'Enter ordered course:' Type in
the compass heading you wish the ship to steer
then press RETURN. The ship will turn to the new
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
course at the current maximum turn rate. The turn
rate increases as speed increases.
E Orders a new speed. After 'Enter ordered speed:'
Type in the speed you want the ship to go and
press RETURN. The ship's speed will increase or
decrease each turn until the ordered speed is met.
If a speed faster than the ship's maximum is
ordered, the ship will come to its maximum speed.
UP arrow (or the 8 on the numeric keypad)
Fires the forward set of turrets. If there are
operating turrets and ammunition, the program will
respond with: 'Enter target: '. Type in the name
of the desired target. You only need to enter
enough letters to keep the program from confusing
the intended target with another enemy ship. If
both the REPULSE and REVENGE were part of the
enemy fleet and you wanted to fire at the REPULSE,
you would need to type in at least 'REP'.
NOTE
To fire at a target, it must be a floating enemy
ship that is sighted visually by at least one
friendly ship. It must be within the range and
arc of fire of the forward turrets. Each round
fired will either miss (displayed as MISS) or hit.
Hits will either explode against the ship's armor,
or penetrate and possibly damage a critical ship
system. All hits will contribute to the total
damage sustained, with lighter shells doing less
damage than heavier ones, and penetrating hits
doing much more than non-penetrating hits. The
effect of the hit is displayed as:
<EXAMPLES>
HIT! Shell explodes against deck
HIT! Shell penetrates armor belt and explodes
in engine room
The chance of a shell hitting depends on the speed
and size of the target ship, range, and accuracy
of the firing ship. The chance of penetrating
varies with range, thickness of the target ship's
armor and the size of the shell. As opposing
ships get closer, the number of hits will
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
increase, and the number of hits that penetrate
will increase.
Large shells striking ships with little or no
armor may pass through the ship without exploding.
These hits still do damage, although not as much
as if the shell had exploded.
DOWN, LEFT, and RIGHT arrows (2, 4, 6 on the numeric
keypad)
Fire the aft, port, and starboard turrets
respectively.
* Fires Torpedoes. You will be asked for the target
ship's name. Use enough letters to avoid
confusion with other targets. If the torpedoes
have more than one speed setting, you will be
asked to specify High, Medium, or Low speed.
The program will compute an intercept course for
the torpedoes. If the target is faster than the
torpedoes and is moving away, no torpedo course
will be displayed for that speed option. If a
valid torpedo course can be computed, it will be
displayed along with the time to impact and the
maximum time the torpedoes will run. If the time
to impact is greater than the maximum torpedo run
you can still fire, but the torpedoes will miss
unless the target turns toward them.
If the target ship is not within visual range, the
fire control system cannot compute an intercept
course. You will be given the option to supply a
torpedo course if you want to fire anyway.
After 'Enter number of torpedoes to fire:', type
the number of torpedoes you wish to fire at the
target and press RETURN (Enter 0 to not fire.)
If you do not want to use the generated intercept
course, enter 'OVER' (for override) instead of the
number of torpedoes to fire. You will be prompted
to enter the torpedo course.
If you fire more than one torpedo at a target, the
program will display: 'Enter spread angle: '.
Spread angle is the angular separation between
each torpedo fired. If 6 torpedoes were fired
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
with a spread angle of 1 degree the "spread" would
travel outward in an arc 5 degrees wide. A large
spread angle will increase the size of the spread
and make it more difficult for the target ship to
evade the torpedoes. It will also decrease the
number of hits, since the torpedoes will be
farther apart at impact. If a zero spread angle
is entered, the torpedoes are all fired on the
same course and will either all hit or all miss.
Torpedoes were usually fired in large spreads to
maximize the chance of getting a hit against
maneuvering targets.
A recommended spread angle will be displayed that
will result in exactly one hit if the target does
not maneuver. To use this recommended value, you
can press RETURN instead of entering a value.
Q Saves the current game in progress and allows you
to exit to DOS. After 'Enter Save File:' type in
a name for the saved game. Do not use the name of
an existing scenario or you will erase it. If you
do not want to save the game, press RETURN instead
of entering a file name.
After saving the game the program will ask you if
you want to continue playing. Enter 'YES" to
resume the game. If you do not resume the game,
you will be able to either exit to DOS or play
again.
To resume a saved game, run Sea Battle and after
'Enter Scenario:', type in the name you used to
save it.
X Switches sides with the computer. This command
has no effect if used during a two player game.
0 Continues play with the next ship in the scenario.
3. After the action directed by the selected command is
complete, the program returns to the 'Enter Command' prompt.
You can select another command or press 0 to continue the
game with the next ship. Game time does not pass, and
certain orders (course and speed changes) do not take effect
until the end of the turn after orders have been given for
all ships.
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
4. If the next ship is friendly the current player continues by
entering commands for the new ship. If the next ship is an
enemy ship, then the other player chooses which commands he
will use. If the computer is the enemy player it will
control the ship and you will be informed of any guns being
fired at you by the message: 'Shell splashes rising near
XXX' indicating that ship XXX is being fired at (but has not
yet been hit) or 'XXX HIT!' followed by the effects of the
hit.
5. After the last ship in the scenario has been maneuvered, the
program checks for torpedo sightings or hits, then begins
the next turn, starting with a list of all sighted ships.
6. The game continues until further combat is impossible. This
can occur when all ships on one side are sunk or out of
visual range, or when all ships have exhausted their
ammunition and torpedoes. At this point the players
evaluate their performance based on the scenario objectives.
Advanced Features and Commands:
Several commands are available that are not necessary for
play. You should try them after becoming familiar with the
basic commands.
I Prevents the computer from firing or maneuvering
for a given amount of time. You will be asked for
the minimum and maximum number of minutes that you
want the computer to not maneuver or attack. The
computer will select a random amount of time
between these two values. Ships will still
maneuver to avoid torpedoes and land. This is
useful for simulating surprise when the computer
is your opponent. It has no effect in the two
player game.
U Status displays of all torpedo spreads fired by
friendly ships:
- Target ship
- Number of torpedoes
- Torpedo size
- Spread angle
- Torpedo course
- Torpedo speed
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
- Bearing from target to torpedoes
- Distance between target and torpedoes
- Current CPA (closest point of approach: the
distance (in feet) that the center of the
torpedo spread will miss the target by if the
target does not maneuver)
- Time left until the torpedoes hit (or pass
the target)
- Turn number when torpedoes will run out of
fuel
In the two player mode, this command will also
display all friendly torpedo symbols on the next
map.
W Status displays of all torpedo spreads fired by
enemy ships. For maximum realism you should not
use this command, since the information would not
really be available.
5 Lists the current course, speed, damage, and
flotation of all ships. For maximum realism, you
should not use this command.
A Displays all of the parameters for a particular
ship. See the scenario creation section of these
instructions for a description of each parameter.
G Assigns a target to a set of turrets. You will be
propmted to press the arrow key for the turrets to
assign and to specify a target. Pressing ENTER
instead of specifying a target clears the
assignment for the turrets. Turrets assigned to a
target are marked with a "*" on status display and
will fire automatically at the end of the turn.
The Target List shows which ships have been
assigned by dipslaying F, A, P, and/or S next to
the ship name (F = Forward Turrets, A = Aft,
etc.).
F Fires all turrets assigned to targets with the "G"
command immediatly (instead of at the end of the
turn).
Land:
Five of the battles included with the first 20 scenarios
occurred in or near 'Ironbottom Sound' the body of water
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
between Guadalcanal, Savo Island, and Florida Island.
Scenarios in sets 3, 4 and 5 include other land features.
Ships that come too close to land may run aground on the
surrounding shoal water (which is not displayed on the map).
When this is about to occur, the message 'Yellow Sounding'
or 'Red Sounding' will be shown on the ship's status
display. A yellow sounding occurs when the ship is
dangerously close to shallow water, a red sounding means
that the ship will probably run aground next turn unless
turned away from land. Ships that run aground take damage
and are easier to hit since they cannot maneuver. A
grounded ship which accumulates 100% damage is wrecked and
cannot fire its weapons.
Page 12
SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
SCENARIO CONSTRUCTION
General:
The registered version of Sea Battle includes a scenario building
feature. To create a new scenario type 'NEWSCEN' at the DOS
prompt. (The file NEWSCEN.EXE must be in the default directory.)
You should sketch the starting positions of the ships on graph
paper so that you can enter the x and y coordinates of each ship
during the construction process. You will be able to easily
modify the position of the ships later if you need to.
Information Sources:
If any of the ships in your scenario do not exist in one of the
scenarios included with Sea Battle, you have several ways to get
the needed ship data:
1. If another ship of the same class exists in one of the
scenarios, you can copy that ship into your scenario and
rename it. (Ex: USS LOUISVILLE has the same characteristics
as the USS NORTHAMPTON which is used in the scenario for the
Battle of Tassafaronga.)
2. You can reference a book on World War II naval vessels. For
most of the ships I used CONWAY'S ALL THE WORLD'S FIGHTING
SHIPS 1906-1291 and 1922-1945.
3. If you have purchased the Ship database you can retrieve
ship data from it.
4 I have given typical values to use for each ship parameter
if you need them.
Installing the Scenario Editor:
Hard Disk: Copy NEWSCEN.EXE (and SHIPBASE.DBF if you have the
ship database) to the same directory where
SEABATTL.EXE and the scenario files are stored.
Floppy Disk: Place the disk containing NEWSCEN.EXE in drive A
and start the scenario editor. When the initial
menu is displayed, you can remove this disk and
replace it with one containing the scenarios you
Page 13
SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
want to work on. If you have the database disk it
should be in drive B.
If you have only one disk drive and want to use
the database, you will have to replace the working
scenario disk with the database disk before
selecting the 'Ship Database' option. Switch back
to the scenario disk before using options 'Read
File', 'Write File', or 'Add Land'.
Scenario Editor Commands:
After starting the Scenario Editor a pull-down menu bar is
displayed along with the copyright notice. If you have a mouse
you can make menu selections by first clicking one of the 9
selection categories (File, Edit, Add, List, Copy, Sides, Move,
Land, Database) followed by the sub-category (the sub categories
of File for example are Read File, Write File, and Quit.) If you
don't have a mouse, pressing the Alt key activates the menu bar.
You can highlight the desired category using the left and right
cursor keys and pressing RETURN make a selection. Chose the sub-
category by highlighting it with the up and down cursor key and
pressing RETURN.
Command: (Category)
Read File: (File)
Loads an existing scenario for modification. You may then
edit, move, add, or delete any ship. If you have already
created (or loaded) ships, the Read File command will add
the new ships to the scenario. Any land associated with the
file is not added to the scenario (use Add Land to add land
features from another scenario.)
Write File: (File)
Writes the new scenario to disk, including any land features
specified by the Add Land command. Only ships designated as
Friendly or Enemy are saved. You will be prompted for a
scenario name to use. If you use the name of an existing
file, the old data will be overwritten.
Edit Ship: (Edit)
Allows ship parameters to be changed. A display of ship
data will be shown with numbers next to each parameter or
group of parameters. To change ship data, enter the number
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
next to the parameter you want to alter and press RETURN.
You will be prompted to enter the new value or further
specify which item you want to modify:
<EXAMPLE 1> To change a ship's name enter 0 (RETURN). You
are prompted to enter a new name.
<EXAMPLE 2> To change a ship's ammunition supply for the
port turrets to 500 rounds, enter 24 (RETURN). You are
further prompted to enter 4,500 (RETURN) since all of the
port turret data is referenced by item 24.
When you are done editing, press (RETURN) instead of
specifying a parameter to change.
Add Ship: (Add)
Allows you to enter all data for a new ship. You will be
prompted for the following items (if you do not have a
reference book or it does not have all of the required data,
use the typical values listed):
a. Name:
Enter the ship's name
b. # of Ships:
Enter 1 unless this ship represents a group of small
vessels. For scenarios with large numbers of
Destroyers, Torpedo Boats, Transports, etc, you can
reduce the number of units you must control by
representing 2 or more of them by one ship unit.
c. Length (ft):
Enter the overall length of the ship (usually
abbreviated as 'oa' in reference books) or use the
following typical values: Destroyer (DD) 350, Light
Cruiser (CL) 530-600, Heavy Cruiser (CA) 625,
Battleship (BB) 625-875.
d. Beam (ft):
Beam or 'width' of ship. Typical values: DD 35,
CL 45-60, CA 50-70, BB 90-120.
e. Belt Armor:
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
Average thickness of the ship's armor belt. Typical
values: DD 0, CL,CA 2.5 - 5.0, BB 8.0 - 16.0.
f. Deck armor:
Average thickness of the armored deck. Typical values:
DD 0, CL,CA 1.0 - 2.5, BB 2.0 - 6.0.
g. Flotation:
An abstract combination of displacement, compartmen-
tation, and watertight integrity. Typical values:
DD 1.0, CL (5,000 tons) 1.5, CL (10,000 tons) 2.5,
CA (10,000 tons) 3.0, BB (30,000 tons) 7.0, BB (48,000
tons) 10.0, BB (65,000 tons) 13.0. Adjust these
numbers for ships with displacements differing
significantly from those given or for those that had
better than average underwater protection. The BISMARK
(42,000 tons) for example has a flotation of 11 (rather
than 9) due to its extensive compartmentation.
For multiple ships, enter the total flotation. A ship
representing four destroyers should have a Flotation of
4.0 (not 1.0).
h. Max Speed:
The ship's maximum speed (in knots). Typical values:
DD 33 - 39, CL,CA 32 - 36, BB 21 - 30+.
i. Max Turn Rate:
The number of degrees per minute that the ship can turn
at 30 knots. Reference books give tactical diameter at
a certain speed; the program can compute turn rate from
these values if you press (RETURN) instead of entering
a number. Typical values: DD 180, CL 90 - 180, CA 90,
BB 72.
j. Radar:
An abstract combination of fire control accuracy, radar
status, and bridge status. Typical values: Fire
control radar operational 2.1 - 3.0, No radar 1.0 -
2.0, Poor accuracy 0.0 - 1.0, bridge destroyed -1 -
-0.1. The PRINCE OF WALES did not have her main
battery calibrated prior to her battle with the
BISMARK, so her value of Radar is 0 for that scenario.
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
k. Enemy ship (0=No, 1=Yes):
Enter 0 for friendly (Human or Player A), 1 for enemy
(Computer or Player B). Any other value will result in
the ship not being included in the scenario when the
Write File command is used.
l. Damage factor (DF):
An abstract combination of overall ship protection,
size, and damage control ability. A ship with a small
damage factor takes less damage from a hit than one
with a large damage factor. Typical values: DD 100 -
160, CL (5,000 tons) 50, CL (10,000 tons) 24 - 40, CA
20 - 40, BB 1 - 2.5. If you know the ship's standard
displacement, the program can estimate a value for DF
and enter it automatically. Since only ship type and
displacement are used in this estimate, it is more
accurate to find a similar vessel in one of the
included scenarios and use its value of Damage factor.
m. Fwd Turrets:
Enter the total number of forward firing turrets on the
ship (or group of ships: Ex. A ship representing 4
destroyers with 2 forward turrets each should be given
8 forward turrets.)
n. Fwd guns/turret:
Enter 1 for single mount, 2 for dual mount, etc. If
the ship had a strange turret arrangement, choose a
combination of turrets and guns/turret which yields the
correct total number of guns. The PRINCE OF WALES,
which had one forward turret with 4 guns and one with 2
guns should be given two turrets with 3 guns each.
o. Fwd SRM:
SRM = rate of fire in shells per minute per gun.
Typical values:
Gun size SRM Gun size SRM Gun size SRM
5" 12-15 8" 4 14" 1.5-2
5.5 6 11 2.5 15 1.5-2
6 5-6 12 3 16+ 1.5-2
p. Fwd Ammo:
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PLAYING SEA BATTLE
Total number of shells in the forward turret magazines
of the ship (or group of ships). Typical values are
given as number of minutes of continuous firing, i.e. a
Battleship with an ammunition supply of 60 min, SRM of
1.5, and 2 triple turrets would have 60 x 1.5 x 2 x 3 =
540 rounds. Typical values DD 15 - 30 minutes, CL 30,
CA 30 - 40, BB 60.
q. Fwd Caliber:
Diameter of the gun in inches. Convert from
millimeters by dividing by 25.4. Typical values:
DD 4.5 - 5.5", CL 5 - 6", CA 8", BB 11 - 18".
r. Fwd Range:
Maximum gun range in nautical miles (nm).
1nm = 2000 yds = 1830 meters. Typical values:
Gun size Range Gun size Range Gun size Range
5" 7-10 8" 14-16 14" 18-20
5.5 11 11 23 15 18-20
6 12-13 12 18.5 16+ 17-23
s. Fwd Turret Side Armor:
Average thickness of the turret side armor in inches.
Typical values: DD 0.1 - 0.5, CL 1.0 - 6.5, CA 2.5 -
6.5, BB 12.0 - 26.0.
t. Fwd Turret top armor:
Average thickness of the turret top armor in inches.
Typical values: DD 0 - 0.5, CL 1.0 - 3.0, CA 1.5 - 3.0,
BB 6.0 - 7.6.
u. Fwd Max Left Bng:
The maximum relative bearing (to the left) to which the
forward turrets could be trained. Typical value 200.
v. Fwd Max right Bng:
The maximum relative bearing (to the right) to which
the forward turrets could be trained. Typical value
160.
w. Fwd Shell Weight:
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
Weight of an armor piercing (AP) round in pounds.
Typical values:
Gun size Weight Gun size Weight Gun size Weight
5" 55# 8" 260# 15" 2000#
5.5 85 11 945 16 2240-2700
5.9 100 12 1350 18.1 3220
6 130 14 1500
x. Fwd Barrel Length:
Barrel length expressed as a multiple of diameter
(caliber). Typical value: 45.
y. Aft turrets, guns/turret, SRM, etc:
Same data as for forward firing guns except:
Aft Max left Bng: Typical value: 020
Aft Max right Bng: Typical value: 340
z. Stbd turrets, guns/turret, SRM, etc:
If the ship has a secondary battery (BB, CA, some CL)
enter the same data as for forward guns except:
i. Stbd Ammo: Typical value: enough for 20-30 minutes
of continuous firing.
ii. Stbd Caliber: Typical values BB 4.5 - 6.0, CA,CL
4.0 - 5.0.
iii. Stbd Turret side armor: Typical values BB 0.0 -
5.5, CA,CL 0.0 - 2.0.
iv. Stbd Turret top armor: Typical values BB 0.0 -
2.0, CA,CL 0.0 - 2.0.
v. Stbd max left bearing: Typical value 000 - 030.
vi. Stbd max right bearing: Typical value 180 - 150.
aa. Port Turrets:
Data for the port turrets is assumed by the program to
be the same as starboard turrets. If the port turrets
are different from the starboard ones, you can change
the values using Edit Ship.
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
ab. Torpedo Mounts:
The total number of torpedo mounts on the ship (or
group of ships). Most Cruisers (except U.S.) and all
Destroyers carried torpedoes. Typical values: 1 - 5.
ac. Tubes/Mount:
The number of torpedo tubes on each torpedo mount.
Typical values: 1 - 4 (for a total of 5 - 12 tubes.)
ad. Torpedoes Loaded:
Total number of torpedoes tube loaded at the beginning
of the battle.
ae. Reserve Torpedoes:
Number of torpedo reloads. Most cruisers and Japanese
destroyers carried one reload per tube.
af. Diameter:
Torpedo diameter in inches. Typical values: 21
(Japanese 24.)
ag. Warhead Size:
Weight of warhead in pounds. Typical values: 800#
except 1000# for Japanese 24" torpedoes.
ah. Reload Rate:
Rate at which tubes can be reloaded in units of
torpedoes per minute per mount. Typical values 0.06 -
0.15.
ai. Low Speed:
Low (or only) speed setting of torpedo in knots.
Typical value: 36.
aj. Low Speed Endurance (min):
Run time of torpedo at low speed in minutes. Typical
values 7 - 11 (Japanese 23.)
ak. Medium Speed:
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
Medium speed setting of torpedo. Some torpedoes did
not have a medium setting.
al. Medium Speed Endurance (min):
Run time of torpedo at medium speed.
am. High Speed:
High speed setting of torpedo. Typical value: 45
(Japanese 49).
an. High Speed Endurance (min):
Run time of torpedo at high speed. Typical values
5 - 7 (Japanese 13).
ao. X Coord:
X coordinate of starting position of ship.
ap. Y Coord:
Y coordinate of starting position of ship.
aq. Course:
Ship's starting course.
ar. Speed:
Ship's starting speed.
List Ships: (List)
Lists all ships currently loaded, their side (friendly (.),
enemy (E), or none ( ), coordinates, course, and speed.
Copy Ship: (Copy)
Copies all of a ship's parameters except Name, coordinates,
course, and speed (you will be prompted to enter them.) You
will be asked to specify the old (source) ship number and
new ship number to copy to (use Ship List to get these
values). If the new ship already exists, it will be
overwritten by the copy. This feature is useful when two or
more ships in a scenario are of the same class.
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
Pick Sides: (Sides)
Allows selection of each ship as friendly (enter a .), enemy
(enter an E) or not used (press RETURN.) Unused ships are
not saved to disk by Write File. To change the side of one
ship, use Edit Ship.
Move Ships: (Move)
Allows you to position a selected ship using the eight
cursor keys. You will be prompted to enter a scale (same as
Map command in the game) and ship name. A map of the area
around the selected ship will be shown. Use the cursor keys
to move the selected ship north, south, east, west,
northeast, etc. using the cursor pad (7/Home is northwest,
9/PgUp is northeast, etc). Pressing RETURN allows you to
select another ship to be moved, pressing RETURN after
'Enter ship:' returns you to the main menu.
Other commands that can be used from the Move Ship display:
N Selects the next ship in the scenario
P Selects the previous ship in the scenario
C Change course of selected ship
S Change speed of selected ship
+ Increase map scale
- Decrease map scale
L Land display on/off. With land display turned off,
ships can be moved more quickly.
G Grid display on/off. Ships can be moved more quickly
if the grid display is turned off. (EGA, VGA only)
Choose a large scale (10-20) at first to get the ships into
the general area, then a smaller one (2-5) to position them
in the formation you want.
Land (if any has been selected using Select Land) is shown
along with circles showing shoal water (where ships will run
aground). If you position a ship inside one of the circles
it may run aground on the first turn.
Change # of Ships: (Edit)
Changes the number of ships for a selected ship or ship
unit, automatically updating flotation, number of turrets,
ammunition, torpedo mounts, etc. This is easier than using
Edit Ship to change a group of 4 destroyers into a group of
3 for example.
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SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
Add Land: (Land)
Adds land to a scenario. Enter the existing scenario file
from which you want to use the land.
Quit: (File)
Returns to DOS. If you do not first use Write File to save
the created scenario your work will be lost.
Ship Database: (Database)
Retrieves ship data from the ship database. You will be
prompted to enter the desired country, class and name. You
must specify at least one parameter or the program will
return to the main menu.
The first entry matching the parameters you enter will be
listed on the screen:
Ex: J,BB,H results in display of the entry:
# Ship Country Class Comp/Mod Mod/Sunk
1 Haruna J BB 04-19-15 09-30-34
2 09-30-34 01-01-44
3 01-01-44 07-28-45
(the multiple entries represent significant modifications)
From here you can:
(N)ext Display next ship in database (In this example the
japanese BB Hiei)
(A)dd Add displayed ship to your scenario. If there is
more than one entry (as in this example) you will
be prompted to chose one (based on the date of the
battle you are recreating).
(R)e- Specify new Country, Class and/or Name
search
(Q)uit Return to main menu.
Page 23
SEA BATTLE INSTRUCTIONS
PLAYING SEA BATTLE
You do not have to supply all of the parameters:
,,PR finds first ship name beginning with PR (PRIMAGUET)
,CL,H finds first CL beginning with H (HELENA)
,, returns to main menu
Erase All Ships: (File)
Deletes all ships without exiting the editor.
Suggestions: To create a scenario
1. Use Read File to load an existing scenario that contains
some of the ships (or ships of the same class) that you want
to use. If you have the ship database, retrieve all of the
ships you need from it and skip to step 8.
2. Remove the unneeded ships by designating them as unused
using Pick Sides. Save the partially completed scenario to
disk.
3. Use the Erase All Ships command.
4. Load your partially complete scenario using Read File and
use Edit Ship to rename any ships whose data was obtained
from a similar ship from another scenario. Use Read File to
load another scenario that has more of the ships you need.
5. Repeat steps 2 through 4 until there are no more ships that
you need in existing scenarios.
6. If more than one ship of the same class is used in your
scenario, use Copy Ship to generate the others. Use Change
# of ships to setup units representing more than one ship.
7. Use Add Ship to create the remaining ships.
8. Use Select Land if you want land in your scenario.
9. Use Choose Sides if necessary to get all of the ships on the
correct side.
10. Use Move Ship to position all of the ships and choose their
initial courses and speeds.
11. Save the scenario using Write File.
Page 24
SEA BATTLE INSTRUCTIONS
SCENARIOS
SCENARIOS
The scenarios (described in SCENARIO.DOC) were chosen from real
and possible battles and range from small engagements to large
fleet actions. The visibility listed is the actual sighting
distance at the time the battle took place, but you can modify it
to see how the outcome might have been affected.
A short background is given for each scenario, along with
scenario objectives that each side attempts to achieve. Rather
than use an abstract point system based on ships sunk or damaged,
SEA BATTLE allows you to determine results based on the actual
objectives of the commanders who fought (or would have fought)
the battles.
To simplify some scenarios, two or more small ships (destroyers,
merchant ships, etc) have been combined into a group which is
maneuvered and fought as a single ship.
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SEA BATTLE INSTRUCTIONS
SCENARIOS
INDEX
Advanced Features and Commands . . . . . . . . . . . . . . . . . . 10
Battleship . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 18
Change graphics . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Commands
+ - Increase map scale . . . . . . . . . . . . . . . . . . . . 6
- - Decrease map scale . . . . . . . . . . . . . . . . . . . . 6
* - Fire Torpedoes . . . . . . . . . . . . . . . . . . . . . . 8
0 - Continue play with next ship . . . . . . . . . . . . . . . 9
2 on keypad - Fires Aft Turrets (DOWN Arrow) . . . . . . . . . 8
4 on keypad - Fires Port Turrets (LEFT Arrow) . . . . . . . . 8
5 - List Short Status All Ships . . . . . . . . . . . . . . . 11
6 on keypad - Fires STBD Turrets (RIGHT Arrow) . . . . . . . . 8
8 on keypad - Fires Forward Turrets (UP arrow) . . . . . . . . 7
A - Display Parameters for Particular Ship . . . . . . . . . . 11
B - Bearing and range to friendly ships . . . . . . . . . . . 6
DOWN Arrow - Fires Aft Turrets (2 on keypad) . . . . . . . . . 8
E - Engine Telegraph (Change Speed) . . . . . . . . . . . . . 7
F - Fire assigned turrets . . . . . . . . . . . . . . . . . . 11
G - Assign turrets to target . . . . . . . . . . . . . . . . . 11
H - Helm (Change Course) . . . . . . . . . . . . . . . . . . . 6
I - Prevent Maneuvers/Attacks . . . . . . . . . . . . . . . . 10
LEFT Arrow - Fires Port Turrets (4 on keypad) . . . . . . . . 8
M - Display color map (CGA only) . . . . . . . . . . . . . . . 6
N - Change map scale . . . . . . . . . . . . . . . . . . . . . 6
Q - Quit/Save . . . . . . . . . . . . . . . . . . . . . . . . 9
RIGHT Arrow - Fires Stbd Turrets (6 on keypad) . . . . . . . . 8
S - Status Report (Own Ship) . . . . . . . . . . . . . . . . . 6
T - Bearing and range to sighted enemy ships . . . . . . . . . 6
U - Torpedo Status . . . . . . . . . . . . . . . . . . . . . . 10
UP Arrow - Fires Forward Turrets (8 on keypad) . . . . . . . . 7
W - Incoming Torpedo Status . . . . . . . . . . . . . . . . . 11
X - Switch Sides . . . . . . . . . . . . . . . . . . . . . . . 9
Commands, Scenario Editor
Add Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Change # of Ships . . . . . . . . . . . . . . . . . . . . . . 22
Copy Ship . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Edit Ship . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Erase All Ships . . . . . . . . . . . . . . . . . . . . . . . 24
Move Ships . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Pick Sides . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Read File . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Select Land . . . . . . . . . . . . . . . . . . . . . . . . . 23
Page 26
SEA BATTLE INSTRUCTIONS
SCENARIOS
Ship List . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Write File . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 15
Fire Turrets . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 8
Heavy Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Information Sources . . . . . . . . . . . . . . . . . . . . . . . . 13
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Ironbottom Sound . . . . . . . . . . . . . . . . . . . . . . . . . 11
Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Light Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Parameters
bearing . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
course . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
distances . . . . . . . . . . . . . . . . . . . . . . . . . . 1
speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Red Sounding . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Scenario editor . . . . . . . . . . . . . . . . . . . . . 1-3, 13, 14
Scenario selection . . . . . . . . . . . . . . . . . . . . . . . . 4
Spread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8-11
Spread angle . . . . . . . . . . . . . . . . . . . . . . . . . . 8-10
Status display . . . . . . . . . . . . . . . . . . . . . . 5, 11, 12
To Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Turn sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 8
Yellow Sounding . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Page 27