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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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