CF 1
FILE INFORMATION
FILENAME(S): CF 1
FILE TYPE(S): SEQ
FILE SIZE: 19.5K
FIRST SEEN: 2025-11-30 18:12:24
APPEARS ON: 1 disk(s)
FILE HASH
e6762aa27471f87cc6a01d4bcd6e23f028d95b5271a83c52e3580ef2fa10c824
FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| DOC S 008 | CF 1 | SEQ | Sailor, Ganheden | 6 | 0 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
00000000: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000010: 20 20 20 20 20 20 20 20 20 20 C3 20 C1 20 D2 20 | . . . | 00000020: D2 20 C9 20 C5 20 D2 20 20 20 20 C6 20 CF 20 D2 |. . . . . . .| 00000030: 20 C3 20 C5 0D 0D 0D 31 2E 30 20 20 C9 CE D4 D2 | . ....1.0 ....| 00000040: CF C4 D5 C3 D4 C9 CF CE 0D C3 41 52 52 49 45 52 |..........ARRIER| 00000050: 20 C6 4F 52 43 45 20 49 53 20 41 4E 20 4F 50 45 | .ORCE IS AN OPE| 00000060: 52 41 54 49 4F 4E 41 4C 20 4C 45 56 45 4C 20 47 |RATIONAL LEVEL G| 00000070: 41 4D 45 20 46 45 41 54 55 52 49 4E 47 20 43 4F |AME FEATURING CO| 00000080: 4D 42 41 54 20 42 45 54 57 45 45 4E 20 C1 4D 45 |MBAT BETWEEN .ME| 00000090: 52 49 43 41 4E 20 41 4E 44 20 CA 41 50 41 4E 45 |RICAN AND .APANE| 000000A0: 53 45 20 43 41 52 52 49 45 52 20 54 41 53 4B 20 |SE CARRIER TASK | 000000B0: 46 4F 52 43 45 53 20 49 4E 20 31 39 34 32 2E 20 |FORCES IN 1942. | 000000C0: 20 C9 4E 43 4C 55 44 45 44 20 41 52 45 20 53 43 | .NCLUDED ARE SC| 000000D0: 45 4E 41 52 49 4F 53 20 43 4F 56 45 52 49 4E 47 |ENARIOS COVERING| 000000E0: 20 54 48 45 20 42 41 54 54 4C 45 53 20 4F 46 20 | THE BATTLES OF | 000000F0: C3 CF D2 C1 CC 20 D3 C5 C1 2C 20 CD C9 C4 D7 C1 |..... ..., .....| 00000100: D9 2C 20 C5 C1 D3 D4 C5 D2 CE 20 D3 CF CC CF CD |., ....... .....| 00000110: CF CE D3 20 41 4E 44 20 D3 C1 CE D4 C1 20 C3 D2 |... AND ..... ..| 00000120: D5 DA 2E 0D 0D 31 2E 31 20 20 C4 45 53 43 52 49 |.....1.1 .ESCRI| 00000130: 50 54 49 4F 4E 20 4F 46 20 C1 43 54 49 4F 4E 0D |PTION OF .CTION.| 00000140: C5 41 43 48 20 47 41 4D 45 20 54 55 52 4E 20 52 |.ACH GAME TURN R| 00000150: 45 50 52 45 53 45 4E 54 53 20 4F 4E 45 20 48 4F |EPRESENTS ONE HO| 00000160: 55 52 20 4F 46 20 41 43 54 49 4F 4E 53 2E 20 20 |UR OF ACTIONS. | 00000170: C1 43 54 49 4F 4E 53 20 43 4F 4E 53 49 53 54 20 |.CTIONS CONSIST | 00000180: 4F 46 20 4D 41 4E 45 55 56 45 52 49 4E 47 20 54 |OF MANEUVERING T| 00000190: 41 53 4B 20 46 4F 52 43 45 53 2C 20 4C 41 55 4E |ASK FORCES, LAUN| 000001A0: 43 48 49 4E 47 20 53 45 41 52 43 48 2C 20 50 41 |CHING SEARCH, PA| 000001B0: 54 52 4F 4C 20 41 4E 44 20 42 4F 4D 42 45 52 20 |TROL AND BOMBER | 000001C0: 4D 49 53 53 49 4F 4E 53 2C 20 41 52 4D 49 4E 47 |MISSIONS, ARMING| 000001D0: 20 41 4E 44 20 46 55 45 4C 49 4E 47 20 41 49 52 | AND FUELING AIR| 000001E0: 43 52 41 46 54 2C 20 52 45 43 4F 56 45 52 49 4E |CRAFT, RECOVERIN| 000001F0: 47 20 41 49 52 43 52 41 46 54 2C 20 4D 4F 56 49 |G AIRCRAFT, MOVI| 00000200: 4E 47 20 41 49 52 20 47 52 4F 55 50 53 2C 20 41 |NG AIR GROUPS, A| 00000210: 4E 44 20 52 45 53 4F 4C 56 49 4E 47 20 43 4F 4D |ND RESOLVING COM| 00000220: 42 41 54 20 53 49 54 55 41 54 49 4F 4E 53 2E 0D |BAT SITUATIONS..| 00000230: 0D 31 2E 32 20 20 D4 41 4C 4B 49 4E 47 20 54 4F |.1.2 .ALKING TO| 00000240: 20 54 48 45 20 C3 4F 4D 50 55 54 45 52 0D D4 4F | THE .OMPUTER..O| 00000250: 20 45 4E 54 45 52 20 41 20 52 45 53 50 4F 4E 53 | ENTER A RESPONS| 00000260: 45 20 54 4F 20 54 48 45 20 43 4F 4D 50 55 54 45 |E TO THE COMPUTE| 00000270: 52 20 54 48 41 54 20 43 4F 4E 53 49 53 54 53 20 |R THAT CONSISTS | 00000280: 4F 46 20 4E 55 4D 42 45 52 53 20 28 53 55 43 48 |OF NUMBERS (SUCH| 00000290: 20 41 53 20 53 48 49 50 20 49 44 45 4E 54 49 46 | AS SHIP IDENTIF| 000002A0: 49 43 41 54 49 4F 4E 20 4E 55 4D 42 45 52 53 29 |ICATION NUMBERS)| 000002B0: 20 54 59 50 45 20 54 48 45 20 4E 55 4D 42 45 52 | TYPE THE NUMBER| 000002C0: 20 49 4E 54 4F 20 54 48 45 20 43 4F 4D 50 55 54 | INTO THE COMPUT| 000002D0: 45 52 20 41 4E 44 20 50 52 45 53 53 20 D2 C5 D4 |ER AND PRESS ...| 000002E0: D5 D2 CE 2E 20 20 D4 4F 20 53 45 4C 45 43 54 20 |.... .O SELECT | 000002F0: 41 20 52 4F 55 54 49 4E 45 20 46 52 4F 4D 20 41 |A ROUTINE FROM A| 00000300: 20 4D 45 4E 55 20 4F 52 20 41 4E 53 57 45 52 20 | MENU OR ANSWER | 00000310: 41 20 D9 45 53 2F CE 4F 20 51 55 45 53 54 49 4F |A .ES/.O QUESTIO| 00000320: 4E 2C 20 4A 55 53 54 20 50 52 45 53 53 20 54 48 |N, JUST PRESS TH| 00000330: 45 20 44 45 53 49 52 45 44 20 4B 45 59 2E 20 20 |E DESIRED KEY. | 00000340: D4 4F 20 45 58 49 54 20 41 20 52 4F 55 54 49 4E |.O EXIT A ROUTIN| 00000350: 45 20 57 48 45 52 45 20 54 48 45 20 45 58 49 54 |E WHERE THE EXIT| 00000360: 20 43 4F 4D 4D 41 4E 44 20 49 53 20 4E 4F 54 20 | COMMAND IS NOT | 00000370: 53 50 45 43 49 46 49 45 44 2C 20 50 52 45 53 53 |SPECIFIED, PRESS| 00000380: 20 27 30 27 20 54 48 45 4E 20 D2 C5 D4 D5 D2 CE | '0' THEN ......| 00000390: 2E 20 20 20 D3 4F 4D 45 20 4D 45 4E 55 53 20 44 |. .OME MENUS D| 000003A0: 4F 4E 27 54 20 52 45 51 55 49 52 45 20 50 52 45 |ON'T REQUIRE PRE| 000003B0: 53 53 49 4E 47 20 D2 C5 D4 D5 D2 CE 20 41 46 54 |SSING ...... AFT| 000003C0: 45 52 20 54 48 45 20 27 30 27 2E 0D 0D 31 2E 33 |ER THE '0'...1.3| 000003D0: 20 20 D3 41 56 49 4E 47 20 41 20 C7 41 4D 45 0D | .AVING A .AME.| 000003E0: C1 54 20 54 48 45 20 45 4E 44 20 4F 46 20 45 41 |.T THE END OF EA| 000003F0: 43 48 20 47 41 4D 45 20 54 55 52 4E 2C 20 54 48 |CH GAME TURN, TH| 00000400: 45 20 43 4F 4D 50 55 54 45 52 20 57 49 4C 4C 20 |E COMPUTER WILL | 00000410: 41 4C 4C 4F 57 20 54 48 45 20 50 4C 41 59 45 52 |ALLOW THE PLAYER| 00000420: 28 53 29 20 54 4F 20 53 41 56 45 20 54 48 45 20 |(S) TO SAVE THE | 00000430: 47 41 4D 45 20 49 4E 20 50 52 4F 47 52 45 53 53 |GAME IN PROGRESS| 00000440: 2E 20 20 D9 4F 55 20 57 49 4C 4C 20 4E 45 45 44 |. .OU WILL NEED| 00000450: 20 41 20 53 43 52 41 54 43 48 20 44 49 53 4B 20 | A SCRATCH DISK | 00000460: 54 4F 20 53 54 4F 52 45 20 54 48 45 20 53 41 56 |TO STORE THE SAV| 00000470: 45 44 20 47 41 4D 45 20 44 41 54 41 2E 20 20 D7 |ED GAME DATA. .| 00000480: 48 45 4E 20 52 45 53 54 41 52 54 49 4E 47 20 41 |HEN RESTARTING A| 00000490: 20 53 41 56 45 44 20 47 41 4D 45 20 59 4F 55 20 | SAVED GAME YOU | 000004A0: 4D 55 53 54 20 53 45 54 20 54 48 45 20 43 4F 52 |MUST SET THE COR| 000004B0: 52 45 43 54 20 53 43 45 4E 41 52 49 4F 2C 20 53 |RECT SCENARIO, S| 000004C0: 4F 4C 49 54 41 49 52 45 20 4C 45 56 45 4C 20 41 |OLITAIRE LEVEL A| 000004D0: 4E 44 20 4E 55 4D 42 45 52 20 4F 46 20 50 4C 41 |ND NUMBER OF PLA| 000004E0: 59 45 52 53 20 4F 4E 20 54 48 45 20 4F 50 45 4E |YERS ON THE OPEN| 000004F0: 49 4E 47 20 4D 45 4E 55 2E 0D 0D 31 2E 34 20 20 |ING MENU...1.4 | 00000500: D4 48 45 20 CD 41 50 0D D4 48 45 52 45 20 41 52 |.HE .AP..HERE AR| 00000510: 45 20 54 57 4F 20 4D 41 50 53 20 49 4E 43 4C 55 |E TWO MAPS INCLU| 00000520: 44 45 44 20 57 49 54 48 20 54 48 45 20 47 41 4D |DED WITH THE GAM| 00000530: 45 2E 20 20 D4 48 45 20 CD 49 44 57 41 59 20 53 |E. .HE .IDWAY S| 00000540: 43 45 4E 41 52 49 4F 20 45 4D 50 4C 4F 59 53 20 |CENARIO EMPLOYS | 00000550: 41 20 4D 41 50 20 4F 46 20 54 48 45 20 C3 45 4E |A MAP OF THE .EN| 00000560: 54 52 41 4C 20 D0 41 43 49 46 49 43 20 43 45 4E |TRAL .ACIFIC CEN| 00000570: 54 45 52 49 4E 47 20 4F 4E 20 54 48 45 20 49 53 |TERING ON THE IS| 00000580: 4C 41 4E 44 20 4F 46 20 CD 49 44 57 41 59 2C 20 |LAND OF .IDWAY, | 00000590: 4C 4F 43 41 54 45 44 20 41 54 20 48 45 58 20 32 |LOCATED AT HEX 2| 000005A0: 30 2C 31 35 2E 20 20 C1 4C 4C 20 4F 54 48 45 52 |0,15. .LL OTHER| 000005B0: 20 53 43 45 4E 41 52 49 4F 53 20 55 53 45 20 41 | SCENARIOS USE A| 000005C0: 20 4D 41 50 20 4F 46 20 54 48 45 20 D3 4F 55 54 | MAP OF THE .OUT| 000005D0: 48 57 45 53 54 20 D0 41 43 49 46 49 43 20 43 45 |HWEST .ACIFIC CE| 000005E0: 4E 54 45 52 49 4E 47 20 4F 4E 20 54 48 45 20 D3 |NTERING ON THE .| 000005F0: 4F 4C 4F 4D 4F 4E 20 C9 53 4C 41 4E 44 53 2E 20 |OLOMON .SLANDS. | 00000600: 20 CD 4F 56 45 4D 45 4E 54 20 41 52 4F 55 4E 44 | .OVEMENT AROUND| 00000610: 20 54 48 45 20 4D 41 50 53 20 49 53 20 43 4F 4E | THE MAPS IS CON| 00000620: 54 52 4F 4C 4C 45 44 20 42 59 20 41 20 48 45 58 |TROLLED BY A HEX| 00000630: 41 47 4F 4E 20 47 52 49 44 20 53 59 53 54 45 4D |AGON GRID SYSTEM| 00000640: 20 28 33 31 D8 33 32 20 48 45 58 45 53 29 20 57 | (31.32 HEXES) W| 00000650: 49 54 48 20 45 41 43 48 20 48 45 58 41 47 4F 4E |ITH EACH HEXAGON| 00000660: 20 52 45 50 52 45 53 45 4E 54 49 4E 47 20 35 30 | REPRESENTING 50| 00000670: 20 4E 41 55 54 49 43 41 4C 20 4D 49 4C 45 53 2E | NAUTICAL MILES.| 00000680: 0D 0D 0D 32 2E 30 20 20 C7 C5 CE C5 D2 C1 CC 20 |...2.0 ....... | 00000690: C4 C5 D3 C3 D2 C9 D0 D4 C9 CF CE 0D 0D 32 2E 31 |.............2.1| 000006A0: 20 20 C1 42 42 52 45 56 49 41 54 49 4F 4E 53 0D | .BBREVIATIONS.| 000006B0: 20 20 20 20 20 C3 D6 2E 2E 2E 2E C1 49 52 43 52 | .......IRCR| 000006C0: 41 46 54 20 C3 41 52 52 49 45 52 20 20 20 20 20 |AFT .ARRIER | 000006D0: 20 20 20 20 20 20 20 C3 D6 CC 2E 2E 2E CC 49 47 | .......IG| 000006E0: 48 54 20 C1 49 52 43 52 41 46 54 20 C3 41 52 52 |HT .IRCRAFT .ARR| 000006F0: 49 45 52 0D 20 20 20 20 20 C2 C2 2E 2E 2E 2E C2 |IER. .......| 00000700: 41 54 54 4C 45 53 48 49 50 20 20 20 20 20 20 20 |ATTLESHIP | 00000710: 20 20 20 20 20 20 20 20 20 20 20 C3 C1 2E 2E 2E | .....| 00000720: 2E C8 45 41 56 59 20 C3 52 55 49 53 45 52 0D 20 |..EAVY .RUISER. | 00000730: 20 20 20 20 C3 CC 2E 2E 2E 2E CC 49 47 48 54 20 | .......IGHT | 00000740: C3 52 55 49 53 45 52 20 20 20 20 20 20 20 20 20 |.RUISER | 00000750: 20 20 20 20 20 20 C3 CC C1 C1 2E 2E C1 4E 54 49 | .......NTI| 00000760: 2D C1 49 52 43 52 41 46 54 20 C3 52 55 49 53 45 |-.IRCRAFT .RUISE| 00000770: 52 0D 20 20 20 20 20 C3 D3 2E 2E 2E 2E D3 45 41 |R. .......EA| 00000780: 50 4C 41 4E 45 20 C3 41 52 52 49 45 52 20 20 20 |PLANE .ARRIER | 00000790: 20 20 20 20 20 20 20 20 20 C1 D6 2E 2E 2E 2E D3 | .......| 000007A0: 45 41 50 4C 41 4E 45 20 D4 45 4E 44 45 52 0D 20 |EAPLANE .ENDER. | 000007B0: 20 20 20 20 C4 C4 2E 2E 2E 2E C4 45 53 54 52 4F | .......ESTRO| 000007C0: 59 45 52 20 20 20 20 20 20 20 20 20 20 20 20 20 |YER | 000007D0: 20 20 20 20 20 20 C4 C5 2E 2E 2E 2E C4 45 53 54 | .......EST| 000007E0: 52 4F 59 45 52 20 C5 53 43 4F 52 54 0D 20 20 20 |ROYER .SCORT. | 000007F0: 20 20 C1 D0 C4 2E 2E 2E D0 41 54 52 4F 4C 20 C2 | .......ATROL .| 00000800: 4F 41 54 20 20 20 20 20 20 20 20 20 20 20 20 20 |OAT | 00000810: 20 20 20 20 CD CC 2E 2E 2E 2E CD 49 4E 45 20 CC | .......INE .| 00000820: 41 59 45 52 0D 20 20 20 20 20 CD D3 D7 2E 2E 2E |AYER. ......| 00000830: CD 49 4E 45 20 D3 57 45 45 50 45 52 20 20 20 20 |.INE .WEEPER | 00000840: 20 20 20 20 20 20 20 20 20 20 20 20 D4 D2 2E 2E | ....| 00000850: 2E 2E D4 52 41 4E 53 50 4F 52 54 0D 20 20 20 20 |...RANSPORT. | 00000860: 20 D4 CB 2E 2E 2E 2E D4 41 4E 4B 45 52 2F CF 49 | .......ANKER/.I| 00000870: 4C 45 52 20 20 20 20 20 20 20 20 20 20 20 20 20 |LER | 00000880: 20 20 20 D3 D3 2E 2E 2E 2E D3 55 42 4D 41 52 49 | .......UBMARI| 00000890: 4E 45 0D 20 20 20 20 20 CD C7 2E 2E 2E 2E CD 41 |NE. .......A| 000008A0: 49 4E 20 47 55 4E 53 20 20 20 20 20 20 20 20 20 |IN GUNS | 000008B0: 20 20 20 20 20 20 20 20 20 20 C1 C1 2E 2E 2E 2E | ......| 000008C0: C1 4E 54 49 2D C1 49 52 43 52 41 46 54 20 C7 55 |.NTI-.IRCRAFT .U| 000008D0: 4E 53 0D 20 20 20 20 20 D4 D4 2E 2E 2E 2E D4 4F |NS. .......O| 000008E0: 52 50 45 44 4F 45 53 20 20 20 20 20 20 20 20 20 |RPEDOES | 000008F0: 20 20 20 20 20 20 20 20 20 20 C1 CD 2E 2E 2E 2E | ......| 00000900: C2 4F 4D 42 41 52 44 4D 45 4E 54 20 C1 4D 4D 55 |.OMBARDMENT .MMU| 00000910: 4E 49 54 49 4F 4E 0D 20 20 20 20 20 D3 D0 2E 2E |NITION. ....| 00000920: 2E 2E D3 45 41 50 4C 41 4E 45 53 20 20 20 20 20 |...EAPLANES | 00000930: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 CD D3 | ..| 00000940: 2E 2E 2E 2E CD 41 58 49 4D 55 4D 20 D3 50 45 45 |.....AXIMUM .PEE| 00000950: 44 0D 20 20 20 20 20 C1 D0 2E 2E 2E 2E C1 53 53 |D. .......SS| 00000960: 41 55 4C 54 20 50 4F 49 4E 54 53 20 20 20 20 20 |AULT POINTS | 00000970: 20 20 20 20 20 20 20 20 20 C4 CD 2E 2E 2E 2E C4 | .......| 00000980: 41 4D 41 47 45 20 D0 45 52 43 45 4E 54 41 47 45 |AMAGE .ERCENTAGE| 00000990: 0D 20 20 20 20 20 C6 CC 2E 2E 2E 2E C6 49 52 45 |. .......IRE| 000009A0: 20 CC 45 56 45 4C 20 20 20 20 20 20 20 20 20 20 | .EVEL | 000009B0: 20 20 20 20 20 20 20 20 C3 C1 D0 2E 2E 2E C2 41 | .......A| 000009C0: 53 45 20 C3 41 50 41 43 49 54 59 0D 20 20 20 20 |SE .APACITY. | 000009D0: 20 C1 2F C3 2E 2E 2E C1 49 52 43 52 41 46 54 20 | ./.....IRCRAFT | 000009E0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 000009F0: 20 20 20 CF CC 2E 2E 2E 2E CF 50 45 52 41 54 49 | .......PERATI| 00000A00: 4F 4E 20 CC 49 4D 49 54 0D 20 20 20 20 20 CF D5 |ON .IMIT. ..| 00000A10: 2E 2E 2E 2E CF 50 45 52 41 54 49 4F 4E 53 20 D5 |.....PERATIONS .| 00000A20: 53 45 44 20 20 20 20 20 20 20 20 20 20 20 20 20 |SED | 00000A30: C2 CF 2E 2E 2E 2E C2 4F 4D 42 45 52 20 CF 52 44 |.......OMBER .RD| 00000A40: 49 4E 41 4E 43 45 0D 20 20 20 20 20 D4 C6 2E 2E |INANCE. ....| 00000A50: 2E 2E D4 41 53 4B 20 C6 4F 52 43 45 0D 0D 0D 33 |...ASK .ORCE...3| 00000A60: 2E 30 20 20 D3 C5 D1 D5 C5 CE C3 C5 20 CF C6 20 |.0 ........ .. | 00000A70: D0 CC C1 D9 0D C3 41 52 52 49 45 52 20 C6 4F 52 |......ARRIER .OR| 00000A80: 43 45 20 49 53 20 41 20 54 57 4F 2D 53 49 44 45 |CE IS A TWO-SIDE| 00000A90: 44 20 47 41 4D 45 3A 20 C1 4D 45 52 49 43 41 4E |D GAME: .MERICAN| 00000AA0: 20 56 53 20 CA 41 50 41 4E 45 53 45 2E 20 20 D4 | VS .APANESE. .| 00000AB0: 48 45 20 C1 4D 45 52 49 43 41 4E 20 46 4F 52 43 |HE .MERICAN FORC| 00000AC0: 45 53 20 4D 55 53 54 20 42 45 20 43 4F 4D 4D 41 |ES MUST BE COMMA| 00000AD0: 4E 44 45 44 20 42 59 20 41 20 48 55 4D 41 4E 20 |NDED BY A HUMAN | 00000AE0: 50 4C 41 59 45 52 2E 20 20 D4 48 45 20 CA 41 50 |PLAYER. .HE .AP| 00000AF0: 41 4E 45 53 45 20 46 4F 52 43 45 53 20 4D 41 59 |ANESE FORCES MAY| 00000B00: 20 42 45 20 43 4F 4D 4D 41 4E 44 45 44 20 42 59 | BE COMMANDED BY| 00000B10: 20 45 49 54 48 45 52 20 41 20 48 55 4D 41 4E 20 | EITHER A HUMAN | 00000B20: 4F 52 20 54 48 45 20 43 4F 4D 50 55 54 45 52 2E |OR THE COMPUTER.| 00000B30: 0D 0D 33 2E 31 20 20 D3 43 45 4E 41 52 49 4F 20 |..3.1 .CENARIO | 00000B40: D3 45 4C 45 43 54 49 4F 4E 20 D0 48 41 53 45 0D |.ELECTION .HASE.| 00000B50: C4 55 52 49 4E 47 20 54 48 45 20 53 43 45 4E 41 |.URING THE SCENA| 00000B60: 52 49 4F 20 53 45 4C 45 43 54 49 4F 4E 20 50 48 |RIO SELECTION PH| 00000B70: 41 53 45 2C 20 54 48 45 20 50 4C 41 59 45 52 28 |ASE, THE PLAYER(| 00000B80: 53 29 20 53 45 4C 45 43 54 20 41 20 53 43 45 4E |S) SELECT A SCEN| 00000B90: 41 52 49 4F 20 41 4E 44 20 44 45 54 45 52 4D 49 |ARIO AND DETERMI| 00000BA0: 4E 45 20 54 48 45 20 43 4F 4E 44 49 54 49 4F 4E |NE THE CONDITION| 00000BB0: 53 20 55 4E 44 45 52 20 57 48 49 43 48 20 54 48 |S UNDER WHICH TH| 00000BC0: 45 20 47 41 4D 45 20 57 49 4C 4C 20 42 45 20 50 |E GAME WILL BE P| 00000BD0: 4C 41 59 45 44 2E 20 20 CA 55 53 54 20 54 59 50 |LAYED. .UST TYP| 00000BE0: 45 20 54 48 45 20 4E 55 4D 42 45 52 20 42 45 53 |E THE NUMBER BES| 00000BF0: 49 44 45 20 54 48 45 20 50 41 52 41 4D 45 54 45 |IDE THE PARAMETE| 00000C00: 52 20 54 4F 20 42 45 20 43 48 41 4E 47 45 44 2C |R TO BE CHANGED,| 00000C10: 20 41 4E 44 20 54 48 45 20 43 4F 4D 50 55 54 45 | AND THE COMPUTE| 00000C20: 52 20 57 49 4C 4C 20 43 48 41 4E 47 45 20 49 54 |R WILL CHANGE IT| 00000C30: 20 46 4F 52 20 59 4F 55 2E 0D 0D 33 2E 32 20 20 | FOR YOU...3.2 | 00000C40: C8 49 53 54 4F 52 49 43 41 4C 20 D3 45 54 55 50 |.ISTORICAL .ETUP| 00000C50: 0D C1 54 20 54 48 45 20 53 54 41 52 54 20 4F 46 |..T THE START OF| 00000C60: 20 45 41 43 48 20 47 41 4D 45 2C 20 54 48 45 20 | EACH GAME, THE | 00000C70: 43 4F 4D 50 55 54 45 52 20 57 49 4C 4C 20 41 53 |COMPUTER WILL AS| 00000C80: 53 49 47 4E 20 41 4C 4C 20 53 48 49 50 53 20 41 |SIGN ALL SHIPS A| 00000C90: 4E 44 20 41 49 52 43 52 41 46 54 20 54 4F 20 54 |ND AIRCRAFT TO T| 00000CA0: 48 45 49 52 20 48 49 53 54 4F 52 49 43 41 4C 20 |HEIR HISTORICAL | 00000CB0: 4C 4F 43 41 54 49 4F 4E 53 20 50 52 49 4F 52 20 |LOCATIONS PRIOR | 00000CC0: 54 4F 20 54 48 45 20 42 41 54 54 4C 45 2E 0D 0D |TO THE BATTLE...| 00000CD0: 33 2E 33 20 20 D2 41 4E 44 4F 4D 20 D3 45 54 55 |3.3 .ANDOM .ETU| 00000CE0: 50 0D D4 48 45 20 50 4C 41 59 45 52 53 20 4D 41 |P..HE PLAYERS MA| 00000CF0: 59 20 52 41 4E 44 4F 4D 49 5A 45 20 54 48 45 20 |Y RANDOMIZE THE | 00000D00: 53 45 54 55 50 20 53 4F 4D 45 57 48 41 54 20 49 |SETUP SOMEWHAT I| 00000D10: 4E 20 41 4C 4C 20 53 43 45 4E 41 52 49 4F 53 20 |N ALL SCENARIOS | 00000D20: 45 58 43 45 50 54 20 C3 CF D2 C1 CC 20 D3 C5 C1 |EXCEPT ..... ...| 00000D30: 2E 20 20 C9 4E 20 54 48 45 20 CD C9 C4 D7 C1 D9 |. .N THE ......| 00000D40: 20 53 43 45 4E 41 52 49 4F 20 42 4F 54 48 20 C1 | SCENARIO BOTH .| 00000D50: 4D 45 52 49 43 41 4E 20 41 4E 44 20 CA 41 50 41 |MERICAN AND .APA| 00000D60: 4E 45 53 45 20 43 41 52 52 49 45 52 20 D4 C6 27 |NESE CARRIER ..'| 00000D70: 53 20 57 49 4C 4C 20 48 41 56 45 20 54 48 45 49 |S WILL HAVE THEI| 00000D80: 52 20 48 49 53 54 4F 52 49 43 41 4C 20 4C 4F 43 |R HISTORICAL LOC| 00000D90: 41 54 49 4F 4E 53 20 41 4C 54 45 52 45 44 2E 20 |ATIONS ALTERED. | 00000DA0: 20 C9 4E 20 C5 C1 D3 D4 C5 D2 CE 20 D3 CF CC CF | .N ....... ....| 00000DB0: CD CF CE D3 20 41 4E 44 20 D3 C1 CE D4 C1 20 C3 |.... AND ..... .| 00000DC0: D2 D5 DA 20 41 4C 4C 20 CA 41 50 41 4E 45 53 45 |... ALL .APANESE| 00000DD0: 20 D4 C6 27 53 20 57 49 4C 4C 20 48 41 56 45 20 | ..'S WILL HAVE | 00000DE0: 54 48 45 49 52 20 4C 4F 43 41 54 49 4F 4E 53 20 |THEIR LOCATIONS | 00000DF0: 41 4C 54 45 52 45 44 2E 0D 0D 33 2E 34 20 20 D3 |ALTERED...3.4 .| 00000E00: 45 51 55 45 4E 43 45 20 4F 46 20 D0 4C 41 59 0D |EQUENCE OF .LAY.| 00000E10: 28 31 29 20 C1 4D 45 52 49 43 41 4E 20 D4 C6 20 |(1) .MERICAN .. | 00000E20: C1 44 4A 55 53 54 4D 45 4E 54 20 D0 48 41 53 45 |.DJUSTMENT .HASE| 00000E30: 20 20 20 28 32 29 20 CA 41 50 41 4E 45 53 45 20 | (2) .APANESE | 00000E40: D4 C6 20 C1 44 4A 55 53 54 4D 45 4E 54 20 D0 48 |.. .DJUSTMENT .H| 00000E50: 41 53 45 20 20 20 28 33 29 20 CA 41 50 41 4E 45 |ASE (3) .APANE| 00000E60: 53 45 20 C1 44 4A 55 53 54 20 D4 C6 20 C8 45 41 |SE .DJUST .. .EA| 00000E70: 44 49 4E 47 20 20 20 28 34 29 20 CA 41 50 41 4E |DING (4) .APAN| 00000E80: 45 53 45 20 CC 41 55 4E 43 48 20 C1 49 52 20 CD |ESE .AUNCH .IR .| 00000E90: 49 53 53 49 4F 4E 53 20 20 20 28 35 29 20 CA 41 |ISSIONS 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|(....) 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R| 00003860: 4F 55 54 49 4E 45 20 41 4E 44 20 54 59 50 45 20 |OUTINE AND TYPE | 00003870: 41 20 4D 49 4E 55 53 20 4E 55 4D 42 45 52 20 46 |A MINUS NUMBER F| 00003880: 4F 52 20 54 48 45 20 51 55 41 4E 54 49 54 59 20 |OR THE QUANTITY | 00003890: 4F 46 20 45 41 43 48 20 54 59 50 45 20 4F 46 20 |OF EACH TYPE OF | 000038A0: 41 49 52 43 52 41 46 54 20 59 4F 55 20 57 49 53 |AIRCRAFT YOU WIS| 000038B0: 48 20 54 4F 20 55 4E 2D 52 45 41 44 59 2E 0D 0D |H TO UN-READY...| 000038C0: 0D 38 2E 30 20 20 C1 C9 D2 20 CD CF D6 C5 CD C5 |.8.0 ... ......| 000038D0: CE D4 0D C4 55 52 49 4E 47 20 54 48 45 20 41 49 |....URING THE AI| 000038E0: 52 20 4D 4F 56 45 4D 45 4E 54 20 50 48 41 53 45 |R MOVEMENT PHASE| 000038F0: 2C 20 41 49 52 20 4D 49 53 53 49 4F 4E 53 20 4D |, AIR MISSIONS M| 00003900: 41 59 20 4D 4F 56 45 2C 20 53 45 41 52 43 48 2C |AY MOVE, SEARCH,| 00003910: 20 49 4E 49 54 49 41 54 45 20 43 4F 4D 42 41 54 | INITIATE COMBAT| 00003920: 20 41 4E 44 2F 4F 52 20 45 4E 54 45 52 20 41 20 | AND/OR ENTER A 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41 49 52 20 54 49 4D 45 20 52 45 4D 41 49 4E 49 |AIR TIME REMAINI| 00003AE0: 4E 47 20 46 4F 52 20 45 41 43 48 20 41 49 52 43 |NG FOR EACH AIRC| 00003AF0: 52 41 46 54 20 54 59 50 45 2E 0D C6 4F 52 20 42 |RAFT TYPE...OR B| 00003B00: 4F 4D 42 45 52 20 54 59 50 45 20 4D 49 53 53 49 |OMBER TYPE MISSI| 00003B10: 4F 4E 53 20 59 4F 55 20 57 49 4C 4C 20 42 45 20 |ONS YOU WILL BE | 00003B20: 41 4C 4C 4F 57 45 44 20 54 4F 20 27 4A 45 54 54 |ALLOWED TO 'JETT| 00003B30: 49 53 4F 4E 20 4F 52 44 49 4E 41 4E 43 45 27 20 |ISON ORDINANCE' | 00003B40: 42 45 46 4F 52 45 20 4D 4F 56 49 4E 47 20 54 48 |BEFORE MOVING TH| 00003B50: 45 20 41 49 52 20 4D 49 53 53 49 4F 4E 2E 20 20 |E AIR MISSION. | 00003B60: D4 48 49 53 20 49 4E 43 52 45 41 53 45 53 20 54 |.HIS INCREASES T| 00003B70: 48 45 20 55 4E 49 54 53 20 4D 4F 56 45 4D 45 4E |HE UNITS MOVEMEN| 00003B80: 54 20 41 4C 4C 4F 57 41 4E 43 45 20 42 59 20 31 |T ALLOWANCE BY 1| 00003B90: 2E 0D 0D 38 2E 32 20 20 C1 49 52 20 CD 4F 56 45 |...8.2 .IR .OVE| 00003BA0: 20 C4 49 53 50 4C 41 59 0D C1 46 54 45 52 20 45 | .ISPLAY..FTER E| 00003BB0: 58 49 54 49 4E 47 20 54 48 45 20 4D 49 53 53 49 |XITING THE MISSI| 00003BC0: 4F 4E 20 53 54 41 54 55 53 20 44 49 53 50 4C 41 |ON STATUS DISPLA| 00003BD0: 59 2C 20 54 48 45 20 4D 41 50 20 57 49 4C 4C 20 |Y, THE MAP WILL | 00003BE0: 42 45 20 44 52 41 57 4E 20 4F 4E 20 54 48 45 20 |BE DRAWN ON THE | 00003BF0: 53 43 52 45 45 4E 20 57 49 54 48 20 54 48 45 20 |SCREEN WITH THE | 00003C00: 43 55 52 53 4F 52 20 49 4E 44 49 43 41 54 49 4E |CURSOR INDICATIN| 00003C10: 47 20 54 48 45 20 43 55 52 52 45 4E 54 20 4C 4F |G THE CURRENT LO| 00003C20: 43 41 54 49 4F 4E 20 4F 46 20 54 48 45 20 41 49 |CATION OF THE AI| 00003C30: 52 20 4D 49 53 53 49 4F 4E 2E 20 20 D4 48 45 20 |R MISSION. .HE | 00003C40: 4D 45 4E 55 20 41 54 20 54 48 45 20 42 4F 54 54 |MENU AT THE BOTT| 00003C50: 4F 4D 20 4F 46 20 54 48 45 20 53 43 52 45 45 4E |OM OF THE SCREEN| 00003C60: 20 57 49 4C 4C 20 49 4E 44 49 43 41 54 45 20 54 | WILL INDICATE T| 00003C70: 48 45 20 50 4C 41 59 45 52 53 20 4F 50 54 49 4F |HE PLAYERS OPTIO| 00003C80: 4E 53 3A 20 20 28 31 29 20 4D 4F 56 45 20 4E 4F |NS: (1) MOVE NO| 00003C90: 52 54 48 20 20 20 28 32 29 20 4D 4F 56 45 20 4E |RTH (2) MOVE N| 00003CA0: 4F 52 54 48 45 41 53 54 20 20 20 28 33 29 20 4D |ORTHEAST (3) M| 00003CB0: 4F 56 45 20 53 4F 55 54 48 45 41 53 54 20 20 20 |OVE SOUTHEAST | 00003CC0: 28 34 29 20 4D 4F 56 45 20 53 4F 55 54 48 20 20 |(4) MOVE SOUTH | 00003CD0: 20 28 35 29 20 4D 4F 56 45 20 53 4F 55 54 48 57 | (5) MOVE SOUTHW| 00003CE0: 45 53 54 20 20 20 28 36 29 20 4D 4F 56 45 20 4E |EST (6) MOVE N| 00003CF0: 4F 52 54 48 57 45 53 54 20 20 20 28 37 29 20 4C |ORTHWEST (7) L| 00003D00: 41 4E 44 20 20 20 28 38 29 20 53 45 41 52 43 48 |AND (8) SEARCH| 00003D10: 20 43 55 52 52 45 4E 54 20 48 45 58 20 55 53 49 | CURRENT HEX USI| 00003D20: 4E 47 20 41 4C 4C 20 52 45 4D 41 49 4E 49 4E 47 |NG ALL REMAINING| 00003D30: 20 4D 4F 56 45 20 50 4F 49 4E 54 53 20 20 20 28 | MOVE POINTS (| 00003D40: 39 29 20 49 44 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N| 00003D50: 55 4D 42 45 52 53 20 4F 46 20 46 52 49 45 4E 44 |UMBERS OF FRIEND| 00003D60: 4C 59 20 D4 C6 27 53 20 49 4E 20 53 41 4D 45 20 |LY ..'S IN SAME | 00003D70: 48 45 58 20 20 20 28 30 29 20 53 45 41 52 43 48 |HEX (0) SEARCH| 00003D80: 20 43 55 52 52 45 4E 54 20 48 45 58 20 55 53 49 | CURRENT HEX USI| 00003D90: 4E 47 20 4F 4E 4C 59 20 31 20 4D 4F 56 45 20 50 |NG ONLY 1 MOVE P| 00003DA0: 4F 49 4E 54 0D C1 4C 53 4F 20 44 49 53 50 4C 41 |OINT..LSO DISPLA| 00003DB0: 59 45 44 20 49 53 20 54 48 45 20 41 49 52 20 4D |YED IS THE AIR M| 00003DC0: 49 53 53 49 4F 4E 27 53 20 D8 2F D9 20 CC CF C3 |ISSION'S ./. ...| 00003DD0: C1 D4 C9 CF CE 20 43 4F 4F 52 44 49 4E 41 54 45 |..... COORDINATE| 00003DE0: 53 20 41 4E 44 20 49 54 53 20 52 45 4D 41 49 4E |S AND ITS REMAIN| 00003DF0: 49 4E 47 20 CD CF D6 C5 CD C5 CE D4 20 D0 CF C9 |ING ........ ...| 00003E00: CE D4 D3 2E 0D D3 45 41 50 4C 41 4E 45 20 28 D3 |......EAPLANE (.| 00003E10: D0 29 20 4D 49 53 53 49 4F 4E 53 20 54 48 41 54 |.) MISSIONS THAT| 00003E20: 20 53 45 4C 45 43 54 20 4F 50 54 49 4F 4E 20 28 | SELECT OPTION (| 00003E30: 37 29 20 57 49 4C 4C 20 4C 41 4E 44 20 49 4D 4D |7) WILL LAND IMM| 00003E40: 45 44 49 41 54 45 4C 59 20 49 46 20 54 48 45 49 |EDIATELY IF THEI| 00003E50: 52 20 48 4F 4D 45 20 42 41 53 45 2F 53 48 49 50 |R HOME BASE/SHIP| 00003E60: 20 49 53 20 49 4E 20 54 48 45 20 53 41 4D 45 20 | IS IN THE SAME | 00003E70: 48 45 58 2E 20 20 CF 54 48 45 52 20 4D 49 53 53 |HEX. .THER MISS| 00003E80: 49 4F 4E 53 20 54 48 41 54 20 53 45 4C 45 43 54 |IONS THAT SELECT| 00003E90: 20 4F 50 54 49 4F 4E 20 28 37 29 20 57 49 4C 4C | OPTION (7) WILL| 00003EA0: 20 45 4E 54 45 52 20 41 20 4C 41 4E 44 49 4E 47 | ENTER A LANDING| 00003EB0: 20 50 41 54 54 45 52 4E 20 49 46 20 41 20 46 52 | PATTERN IF A FR| 00003EC0: 49 45 4E 44 4C 59 20 42 41 53 45 20 49 53 20 49 |IENDLY BASE IS I| 00003ED0: 4E 20 54 48 45 20 53 41 4D 45 20 48 45 58 2E 0D |N THE SAME HEX..| 00003EE0: 0D 38 2E 33 20 20 D3 45 41 52 43 48 49 4E 47 0D |.8.3 .EARCHING.| 00003EF0: C5 41 43 48 20 54 49 4D 45 20 41 4E 20 41 49 52 |.ACH TIME AN AIR| 00003F00: 20 4D 49 53 53 49 4F 4E 20 4D 4F 56 45 53 20 49 | MISSION MOVES I| 00003F10: 4E 54 4F 20 41 20 48 45 58 20 49 54 20 57 49 4C |NTO A HEX IT WIL| 00003F20: 4C 20 53 45 41 52 43 48 20 46 4F 52 20 45 4E 45 |L SEARCH FOR ENE| 00003F30: 4D 59 20 D4 C6 27 53 20 49 4E 20 54 48 41 54 20 |MY ..'S IN THAT | 00003F40: 48 45 58 2E 20 20 C1 4E 20 41 49 52 20 4D 49 53 |HEX. .N AIR MIS| 00003F50: 53 49 4F 4E 20 4D 41 59 20 53 45 41 52 43 48 20 |SION MAY SEARCH | 00003F60: 49 54 53 20 43 55 52 52 45 4E 54 20 48 45 58 20 |ITS CURRENT HEX | 00003F70: 57 49 54 48 4F 55 54 20 4D 4F 56 49 4E 47 20 42 |WITHOUT MOVING B| 00003F80: 59 20 55 53 49 4E 47 20 54 48 45 20 D3 C5 C1 D2 |Y USING THE ....| 00003F90: C3 C8 20 4F 50 54 49 4F 4E 53 20 28 38 29 20 4F |.. OPTIONS (8) O| 00003FA0: 52 20 28 30 29 2E 20 20 C9 4E 20 30 25 20 4F 56 |R (0). .N 0% OV| 00003FB0: 45 52 43 41 53 54 20 57 45 41 54 48 45 52 20 41 |ERCAST WEATHER A| 00003FC0: 4E 20 41 49 52 20 4D 49 53 53 49 4F 4E 20 48 41 |N AIR MISSION HA| 00003FD0: 53 20 41 20 35 30 25 20 43 48 41 4E 43 45 20 4F |S A 50% CHANCE O| 00003FE0: 46 20 4C 4F 43 41 54 49 4E 47 20 45 41 43 48 20 |F LOCATING EACH | 00003FF0: 45 4E 45 4D 59 20 D4 C6 20 49 4E 20 54 48 45 20 |ENEMY .. IN THE | 00004000: 48 45 58 20 46 4F 52 20 45 41 43 48 20 4D 4F 56 |HEX FOR EACH MOV| 00004010: 45 4D 45 4E 54 20 50 4F 49 4E 54 20 49 54 20 53 |EMENT POINT IT S| 00004020: 50 45 4E 44 53 20 53 45 41 52 43 48 49 4E 47 20 |PENDS SEARCHING | 00004030: 54 48 41 54 20 48 45 58 20 28 31 30 30 25 20 49 |THAT HEX (100% I| 00004040: 4E 20 41 20 42 41 53 45 2F 49 53 4C 41 4E 44 20 |N A BASE/ISLAND | 00004050: 48 45 58 29 2E 20 20 D4 48 45 20 35 30 25 20 43 |HEX). .HE 50% C| 00004060: 48 41 4E 43 45 20 4F 46 20 4C 4F 43 41 54 49 4E |HANCE OF LOCATIN| 00004070: 47 20 41 53 53 55 4D 45 53 20 32 30 20 53 48 49 |G ASSUMES 20 SHI| 00004080: 50 53 20 49 4E 20 54 48 45 20 D4 C6 2E 20 20 C6 |PS IN THE ... .| 00004090: 4F 52 20 53 4D 41 4C 4C 45 52 20 D4 C6 27 53 20 |OR SMALLER ..'S | 000040A0: 54 48 45 20 43 48 41 4E 43 45 20 4D 41 59 20 42 |THE CHANCE MAY B| 000040B0: 45 20 41 53 20 4C 4F 57 20 41 53 20 34 30 25 2E |E AS LOW AS 40%.| 000040C0: 20 20 C9 4E 20 41 44 44 49 54 49 4F 4E 2C 20 42 | .N ADDITION, B| 000040D0: 41 44 20 57 45 41 54 48 45 52 20 57 49 4C 4C 20 |AD WEATHER WILL | 000040E0: 46 55 52 54 48 45 52 20 4C 4F 57 45 52 20 54 48 |FURTHER LOWER TH| 000040F0: 45 20 25 20 43 48 41 4E 43 45 20 4F 46 20 53 50 |E % CHANCE OF SP| 00004100: 4F 54 54 49 4E 47 20 45 4E 45 4D 59 20 D4 C6 27 |OTTING ENEMY ..'| 00004110: 53 2E 0D CF 4E 4C 59 20 C8 C5 20 4D 49 53 53 49 |S...NLY .. MISSI| 00004120: 4F 4E 53 20 4D 41 59 20 4C 4F 43 41 54 45 20 28 |ONS MAY LOCATE (| 00004130: 41 4E 44 20 41 54 54 41 43 4B 29 20 45 4E 45 4D |AND ATTACK) ENEM| 00004140: 59 20 42 41 53 45 53 2E 20 20 C1 49 52 20 4D 49 |Y BASES. .IR MI| 00004150: 53 53 49 4F 4E 53 20 4D 41 59 20 46 4C 59 20 41 |SSIONS MAY FLY A| 00004160: 54 20 4E 49 47 48 54 2C 20 48 4F 57 45 56 45 52 |T NIGHT, HOWEVER| 00004170: 20 4E 4F 20 53 45 41 52 43 48 49 4E 47 20 57 49 | NO SEARCHING WI| 00004180: 4C 4C 20 4F 43 43 55 52 2E 0D 0D 38 2E 34 20 20 |LL OCCUR...8.4 | 00004190: D3 49 47 48 54 49 4E 47 20 D2 45 50 4F 52 54 53 |.IGHTING .EPORTS| 000041A0: 0D D7 48 45 4E 20 41 4E 20 41 49 52 20 4D 49 53 |..HEN AN AIR MIS| 000041B0: 53 49 4F 4E 20 4C 4F 43 41 54 45 53 20 41 4E 20 |SION LOCATES AN | 000041C0: 45 4E 45 4D 59 20 D4 C6 2C 20 54 48 45 20 50 4C |ENEMY .., THE PL| 000041D0: 41 59 45 52 20 57 49 4C 4C 20 52 45 43 45 49 56 |AYER WILL RECEIV| 000041E0: 45 20 41 20 27 53 49 47 48 54 49 4E 47 20 52 45 |E A 'SIGHTING RE| 000041F0: 50 4F 52 54 2E 27 20 20 D4 48 45 20 53 49 47 48 |PORT.' .HE SIGH| 00004200: 54 49 4E 47 20 52 45 50 4F 52 54 20 57 49 4C 4C |TING REPORT WILL| 00004210: 20 4C 49 53 54 20 54 48 45 20 53 48 49 50 20 54 | LIST THE SHIP T| 00004220: 59 50 45 20 41 42 42 52 45 56 49 41 54 49 4F 4E |YPE ABBREVIATION| 00004230: 53 20 46 4F 52 20 45 41 43 48 20 53 48 49 50 20 |S FOR EACH SHIP | 00004240: 53 49 47 48 54 45 44 2E 20 20 D3 49 47 48 54 49 |SIGHTED. .IGHTI| 00004250: 4E 47 20 52 45 50 4F 52 54 53 20 57 49 4C 4C 20 |NG REPORTS WILL | 00004260: 4E 4F 54 20 42 45 20 45 4E 54 49 52 45 4C 59 20 |NOT BE ENTIRELY | 00004270: 41 43 43 55 52 41 54 45 2E 20 20 D3 49 47 48 54 |ACCURATE. .IGHT| 00004280: 49 4E 47 20 52 45 50 4F 52 54 53 20 57 49 4C 4C |ING REPORTS WILL| 00004290: 20 4E 4F 54 20 42 45 20 52 45 43 45 49 56 45 44 | NOT BE RECEIVED| 000042A0: 20 49 46 20 4E 4F 4E 2D 42 4F 4D 42 45 52 20 4D | IF NON-BOMBER M| 000042B0: 49 53 53 49 4F 4E 53 20 4C 4F 43 41 54 45 20 41 |ISSIONS LOCATE A| 000042C0: 4E 20 45 4E 45 4D 59 20 D4 C6 20 54 48 41 54 20 |N ENEMY .. THAT | 000042D0: 48 41 44 20 42 45 45 4E 20 50 52 45 56 49 4F 55 |HAD BEEN PREVIOU| 000042E0: 53 4C 59 20 4C 4F 43 41 54 45 44 20 49 4E 20 54 |SLY LOCATED IN T| 000042F0: 48 45 20 53 41 4D 45 20 54 55 52 4E 2E 20 20 C2 |HE SAME TURN. .| 00004300: 4F 4D 42 45 52 20 4D 49 53 53 49 4F 4E 53 20 57 |OMBER MISSIONS W| 00004310: 49 4C 4C 20 42 45 20 47 49 56 45 4E 20 54 48 45 |ILL BE GIVEN THE| 00004320: 20 4F 50 54 49 4F 4E 20 54 4F 20 44 45 43 4C 41 | OPTION TO DECLA| 00004330: 52 45 20 41 4E 20 41 54 54 41 43 4B 20 41 46 54 |RE AN ATTACK AFT| 00004340: 45 52 20 53 49 47 48 54 49 4E 47 20 41 4E 20 45 |ER SIGHTING AN E| 00004350: 4E 45 4D 59 20 D4 C6 2E 0D 0D 38 2E 35 20 20 C5 |NEMY .....8.5 .| 00004360: 4E 47 41 47 49 4E 47 20 C5 4E 45 4D 59 20 C1 49 |NGAGING .NEMY .I| 00004370: 52 43 52 41 46 54 0D C6 4F 52 20 45 41 43 48 20 |RCRAFT..OR EACH | 00004380: 4D 4F 56 45 4D 45 4E 54 20 50 4F 49 4E 54 20 41 |MOVEMENT POINT A| 00004390: 4E 20 41 49 52 20 4D 49 53 53 49 4F 4E 20 45 58 |N AIR MISSION EX| 000043A0: 50 45 4E 44 53 20 49 4E 20 41 20 48 45 58 20 43 |PENDS IN A HEX C| 000043B0: 4F 4E 54 41 49 4E 49 4E 47 20 45 4E 45 4D 59 20 |ONTAINING ENEMY | 000043C0: 41 49 52 43 52 41 46 54 20 54 48 45 52 45 20 49 |AIRCRAFT THERE I| 000043D0: 53 20 41 20 43 48 41 4E 43 45 20 4F 46 20 49 4E |S A CHANCE OF IN| 000043E0: 49 54 49 41 54 49 4E 47 20 41 49 52 2D 54 4F 2D |ITIATING AIR-TO-| 000043F0: 41 49 52 20 43 4F 4D 42 41 54 2E 20 20 D4 48 45 |AIR COMBAT. .HE| 00004400: 20 43 48 41 4E 43 45 20 4F 46 20 49 4E 49 54 49 | CHANCE OF INITI| 00004410: 41 54 49 4E 47 20 43 4F 4D 42 41 54 20 56 41 52 |ATING COMBAT VAR| 00004420: 49 45 53 20 57 49 54 48 20 54 48 45 20 53 49 5A |IES WITH THE SIZ| 00004430: 45 20 4F 46 20 46 52 49 45 4E 44 4C 59 20 41 4E |E OF FRIENDLY AN| 00004440: 44 20 45 4E 45 4D 59 20 41 49 52 20 4D 49 53 53 |D ENEMY AIR MISS| 00004450: 49 4F 4E 53 20 41 4E 44 20 54 48 45 20 57 45 41 |IONS AND THE WEA| 00004460: 54 48 45 52 2E 20 20 C1 49 52 2D 54 4F 2D 41 49 |THER. 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ENEMY MISSION| 00004540: 53 20 41 52 4D 45 44 20 57 49 54 48 20 42 4F 4D |S ARMED WITH BOM| 00004550: 42 53 2E 20 20 C9 46 20 41 20 4E 4F 4E 2D 46 49 |BS. .F A NON-FI| 00004560: 47 48 54 45 52 20 4D 49 53 53 49 4F 4E 20 45 58 |GHTER MISSION EX| 00004570: 50 45 4E 44 53 20 4D 4F 56 45 20 50 4F 49 4E 54 |PENDS MOVE POINT| 00004580: 53 20 49 4E 20 41 20 48 45 58 20 43 4F 4E 54 41 |S IN A HEX CONTA| 00004590: 49 4E 49 4E 47 20 45 4E 45 4D 59 20 41 49 52 43 |INING ENEMY AIRC| 000045A0: 52 41 46 54 20 54 48 45 4E 20 49 54 20 4D 41 59 |RAFT THEN IT MAY| 000045B0: 20 4F 4E 4C 59 20 45 4E 47 41 47 45 20 54 48 45 | ONLY ENGAGE THE| 000045C0: 20 45 4E 45 4D 59 20 46 49 47 48 54 45 52 20 4D | ENEMY FIGHTER M| 000045D0: 49 53 53 49 4F 4E 53 20 49 4E 20 54 48 45 20 48 |ISSIONS IN THE H| 000045E0: 45 58 2E 0D D7 48 45 4E 20 4F 50 50 4F 53 49 4E |EX...HEN OPPOSIN| 000045F0: 47 20 41 49 52 20 4D 49 53 53 49 4F 4E 53 20 45 |G AIR MISSIONS E| 00004600: 4E 47 41 47 45 20 49 4E 20 43 4F 4D 42 41 54 20 |NGAGE IN COMBAT | 00004610: 54 48 45 20 4D 49 53 53 49 4F 4E 20 57 49 54 48 |THE MISSION WITH| 00004620: 20 54 48 45 20 46 45 57 45 53 54 20 41 49 52 43 | THE FEWEST AIRC| 00004630: 52 41 46 54 20 57 49 4C 4C 20 42 45 20 55 4E 41 |RAFT WILL BE UNA| 00004640: 42 4C 45 20 54 4F 20 4D 4F 56 45 20 41 4E 59 20 |BLE TO MOVE ANY | 00004650: 46 55 52 54 48 45 52 20 54 48 41 54 20 54 55 52 |FURTHER THAT TUR| 00004660: 4E 2E 0D 0D 38 2E 36 20 20 CD 4F 56 45 4D 45 4E |N...8.6 .OVEMEN| 00004670: 54 20 D0 4F 49 4E 54 53 0D C1 4E 20 41 49 52 20 |T .OINTS..N AIR | 00004680: 4D 49 53 53 49 4F 4E 20 41 53 53 55 4D 45 53 20 |MISSION ASSUMES | 00004690: 54 48 45 20 53 50 45 45 44 20 4F 46 20 54 48 45 |THE SPEED OF THE| 000046A0: 20 53 4C 4F 57 45 53 54 20 41 49 52 43 52 41 46 | SLOWEST AIRCRAF| 000046B0: 54 20 54 59 50 45 20 49 4E 43 4C 55 44 45 44 20 |T TYPE INCLUDED | 000046C0: 49 4E 20 54 48 45 20 4D 49 53 53 49 4F 4E 2E 20 |IN THE MISSION. | 000046D0: 20 CF 4E 45 20 4D 4F 56 45 4D 45 4E 54 20 50 4F | .NE MOVEMENT PO| 000046E0: 49 4E 54 20 49 53 20 53 55 42 54 52 41 43 54 45 |INT IS SUBTRACTE| 000046F0: 44 20 46 52 4F 4D 20 54 48 45 20 53 50 45 45 44 |D FROM THE SPEED| 00004700: 20 49 46 20 41 4E 59 20 4F 46 20 54 48 45 20 41 | IF ANY OF THE A| 00004710: 49 52 43 52 41 46 54 20 49 4E 20 54 48 45 20 4D |IRCRAFT IN THE M| 00004720: 49 53 53 49 4F 4E 20 41 52 45 20 43 41 52 52 59 |ISSION ARE CARRY| 00004730: 49 4E 47 20 42 4F 4D 42 53 20 4F 52 20 54 4F 52 |ING BOMBS OR TOR| 00004740: 50 45 44 4F 45 53 2E 20 20 C9 46 20 41 20 42 4F |PEDOES. .F A BO| 00004750: 4D 42 45 52 20 4D 49 53 53 49 4F 4E 20 44 45 43 |MBER MISSION DEC| 00004760: 4C 41 52 45 53 20 41 4E 20 41 54 54 41 43 4B 20 |LARES AN ATTACK | 00004770: 42 45 46 4F 52 45 20 49 54 20 48 41 53 20 55 53 |BEFORE IT HAS US| 00004780: 45 44 20 41 4C 4C 20 4F 46 20 49 54 53 20 4D 4F |ED ALL OF ITS MO| 00004790: 56 45 4D 45 4E 54 20 50 4F 49 4E 54 53 20 54 48 |VEMENT POINTS TH| 000047A0: 45 4E 20 54 48 45 20 55 4E 55 53 45 44 20 50 4F |EN THE UNUSED PO| 000047B0: 49 4E 54 53 20 57 49 4C 4C 20 42 45 20 41 44 44 |INTS WILL BE ADD| 000047C0: 45 44 20 54 4F 20 49 54 53 20 4E 45 58 54 20 54 |ED TO ITS NEXT T| 000047D0: 55 52 4E 27 53 20 4D 4F 56 45 2E 0D CC 49 53 54 |URN'S MOVE...IST| 000047E0: 45 44 20 42 45 4C 4F 57 20 41 52 45 20 54 48 45 |ED BELOW ARE THE| 000047F0: 20 4D 41 58 49 4D 55 4D 20 53 50 45 45 44 53 20 | MAXIMUM SPEEDS | 00004800: 4F 46 20 54 48 45 20 41 49 52 43 52 41 46 54 20 |OF THE AIRCRAFT | 00004810: 49 4E 20 54 48 45 20 47 41 4D 45 2E 0D 20 20 20 |IN THE GAME.. | 00004820: 20 DA C5 CB C5 2E 2E 2E 34 20 20 20 20 D6 C1 CC | .......4 ...| 00004830: 2E 2E 2E 2E 34 20 20 20 20 CB C1 D4 C5 2E 2E 2E |....4 .......| 00004840: 34 20 20 20 20 C2 C5 D4 D4 D9 2E 2E 34 20 20 20 |4 .......4 | 00004850: 20 CE C5 CC CC 2E 2E 2E 33 20 20 20 20 CA D5 C4 | .......3 ...| 00004860: D9 2E 2E 2E 2E 2E 34 0D 20 20 20 20 C6 34 C6 2E |......4. .4..| 00004870: 2E 2E 2E 34 20 20 20 20 C6 32 C1 2E 2E 2E 2E 34 |...4 .2.....4| 00004880: 20 20 20 20 D0 33 39 2E 2E 2E 2E 35 20 20 20 20 | .39....5 | 00004890: D3 C2 C4 2E 2E 2E 2E 34 20 20 20 20 D3 C2 32 D5 |.......4 ..2.| 000048A0: 2E 2E 2E 33 20 20 20 20 D4 C2 C4 2E 2E 2E 2E 2E |...3 ........| 000048B0: 2E 33 0D 20 20 20 20 D4 C2 C6 2E 2E 2E 2E 34 20 |.3. .......4 | 000048C0: 20 20 20 C2 32 36 2E 2E 2E 2E 34 20 20 20 20 C2 | .26....4 .| 000048D0: 32 35 2E 2E 2E 2E 34 20 20 20 20 C2 31 37 2E 2E |25....4 .17..| 000048E0: 2E 2E 34 20 20 20 20 C1 32 34 2E 2E 2E 2E 34 20 |..4 .24....4 | 000048F0: 20 20 20 D3 C5 C1 D0 CC C1 CE C5 2E 33 0D 0D 0D | .........3...| 00004900: 39 2E 30 20 20 CC C1 CE C4 C9 CE C7 20 C1 C9 D2 |9.0 ....... ...| 00004910: C3 D2 C1 C6 D4 0D C1 49 52 43 52 41 46 54 20 54 |.......IRCRAFT T| 00004920: 48 41 54 20 45 4E 54 45 52 20 41 20 D4 C6 20 4C |HAT ENTER A .. L| 00004930: 41 4E 44 49 4E 47 20 50 41 54 54 45 52 4E 20 4D |ANDING PATTERN M| 00004940: 55 53 54 20 4C 41 4E 44 20 44 55 52 49 4E 47 20 |UST LAND DURING | 00004950: 54 48 45 20 4E 45 58 54 20 54 55 52 4E 20 4F 52 |THE NEXT TURN OR| 00004960: 20 42 45 20 46 4F 52 43 45 44 20 54 4F 20 44 49 | BE FORCED TO DI| 00004970: 54 43 48 2E 20 20 C1 49 52 43 52 41 46 54 20 49 |TCH. .IRCRAFT I| 00004980: 4E 20 41 20 D4 C6 20 4C 41 4E 44 49 4E 47 20 50 |N A .. LANDING P| 00004990: 41 54 54 45 52 4E 20 4D 41 59 20 4C 41 4E 44 20 |ATTERN MAY LAND | 000049A0: 4F 4E 20 41 4E 59 20 45 4C 49 47 49 42 4C 45 20 |ON ANY ELIGIBLE | 000049B0: 43 41 52 52 49 45 52 20 28 4F 52 20 42 41 53 45 |CARRIER (OR BASE| 000049C0: 29 20 50 52 45 53 45 4E 54 20 49 4E 20 54 48 45 |) PRESENT IN THE| 000049D0: 20 53 55 42 4A 45 43 54 20 D4 C6 2E 0D 0D 39 2E | SUBJECT .....9.| 000049E0: 31 20 20 D2 45 53 54 52 49 43 54 49 4F 4E 53 20 |1 .ESTRICTIONS | 000049F0: 4F 4E 20 CC 41 4E 44 49 4E 47 53 0D C1 20 43 41 |ON .ANDINGS.. CA| 00004A00: 52 52 49 45 52 2F 42 41 53 45 20 49 53 20 45 4C |RRIER/BASE IS EL| 00004A10: 49 47 49 42 4C 45 20 54 4F 20 52 45 43 4F 56 45 |IGIBLE TO RECOVE| 00004A20: 52 20 41 49 52 43 52 41 46 54 20 4F 4E 4C 59 20 |R AIRCRAFT ONLY | 00004A30: 49 46 20 54 48 45 20 46 4F 4C 4C 4F 57 49 4E 47 |IF THE FOLLOWING| 00004A40: 20 43 4F 4E 44 49 54 49 4F 4E 53 20 41 52 45 20 | CONDITIONS ARE | 00004A50: 4D 45 54 3A 20 20 28 31 29 20 54 48 45 20 46 4C |MET: (1) THE FL| 00004A60: 49 47 48 54 20 4F 50 45 52 41 54 49 4F 4E 53 20 |IGHT OPERATIONS | 00004A70: 55 53 45 44 20 44 55 52 49 4E 47 20 54 48 45 20 |USED DURING THE | 00004A80: 54 55 52 4E 20 41 52 45 20 4C 45 53 53 20 54 48 |TURN ARE LESS TH| 00004A90: 41 4E 20 54 48 45 20 4F 50 45 52 41 54 49 4F 4E |AN THE OPERATION| 00004AA0: 20 4C 49 4D 49 54 2C 20 20 28 32 29 20 54 48 45 | LIMIT, (2) THE| 00004AB0: 20 52 45 41 44 49 45 44 20 41 49 52 43 52 41 46 | READIED AIRCRAF| 00004AC0: 54 20 4F 4E 20 44 45 43 4B 20 44 4F 20 4E 4F 54 |T ON DECK DO NOT| 00004AD0: 20 45 58 43 45 45 44 20 54 48 45 20 43 41 52 52 | EXCEED THE CARR| 00004AE0: 49 45 52 27 53 20 4D 49 4E 49 4D 59 4D 20 4F 50 |IER'S MINIMYM OP| 00004AF0: 45 52 41 54 49 4F 4E 20 4C 49 4D 49 54 2C 20 20 |ERATION LIMIT, | 00004B00: 28 33 29 20 54 48 45 20 54 4F 54 41 4C 20 4E 55 |(3) THE TOTAL NU| 00004B10: 4D 42 45 52 20 4F 46 20 41 49 52 43 52 41 46 54 |MBER OF AIRCRAFT| 00004B20: 20 4F 4E 20 54 48 45 20 43 41 52 52 49 45 52 2F | ON THE CARRIER/| 00004B30: 42 41 53 45 20 49 53 20 4C 45 53 53 20 54 48 41 |BASE IS LESS THA| 00004B40: 4E 20 54 48 45 20 4D 41 58 49 4D 55 4D 20 43 41 |N THE MAXIMUM CA| 00004B50: 50 41 43 49 54 59 2E 0D CC 41 4E 44 20 42 41 53 |PACITY...AND BAS| 00004B60: 45 53 20 44 4F 20 4E 4F 54 20 48 41 56 45 20 54 |ES DO NOT HAVE T| 00004B70: 4F 20 43 4F 4E 46 4F 52 4D 20 54 4F 20 49 54 45 |O CONFORM TO ITE| 00004B80: 4D 20 28 32 29 20 41 42 4F 56 45 2E 20 20 C1 4C |M (2) ABOVE. .L| 00004B90: 53 4F 2C 20 4C 41 4E 44 20 42 41 53 45 53 20 4D |SO, LAND BASES M| 00004BA0: 41 59 20 41 4C 57 41 59 53 20 4C 41 4E 44 20 41 |AY ALWAYS LAND A| 00004BB0: 20 4E 55 4D 42 45 52 20 4F 46 20 50 4C 41 4E 45 | NUMBER OF PLANE| 00004BC0: 53 20 45 51 55 41 4C 20 54 4F 20 54 48 45 49 52 |S EQUAL TO THEIR| 00004BD0: 20 4D 41 58 49 4D 55 4D 20 4F 50 45 52 41 54 49 | MAXIMUM OPERATI| 00004BE0: 4F 4E 20 4C 49 4D 49 54 20 57 49 54 48 4F 55 54 |ON LIMIT WITHOUT| 00004BF0: 20 52 45 47 41 52 44 20 54 4F 20 54 48 45 20 4E | REGARD TO THE N| 00004C00: 55 4D 42 45 52 20 4F 46 20 50 4C 41 4E 45 53 20 |UMBER OF PLANES | 00004C10: 54 48 41 54 20 48 41 56 45 20 42 45 45 4E 20 4C |THAT HAVE BEEN L| 00004C20: 41 55 4E 43 48 45 44 20 46 52 4F 4D 20 54 48 45 |AUNCHED FROM THE| 00004C30: 20 42 41 53 45 20 44 55 52 49 4E 47 20 54 48 45 | BASE DURING THE| 00004C40: 20 54 55 52 4E 20 28 49 2E 45 2E 20 CD 49 44 57 | TURN (I.E. .IDW| 00004C50: 41 59 20 57 49 54 48 20 41 4E 20 CF CC 20 4F 46 |AY WITH AN .. OF| 00004C60: 20 37 35 20 43 4F 55 4C 44 20 4C 41 55 4E 43 48 | 75 COULD LAUNCH| 00004C70: 20 37 35 20 50 4C 41 4E 45 53 20 44 55 52 49 4E | 75 PLANES DURIN| 00004C80: 47 20 41 20 54 55 52 4E 20 41 4E 44 20 54 48 45 |G A TURN AND THE| 00004C90: 4E 20 4C 41 4E 44 20 55 50 20 54 4F 20 37 35 20 |N LAND UP TO 75 | 00004CA0: 50 4C 41 4E 45 53 20 44 55 52 49 4E 47 20 54 48 |PLANES DURING TH| 00004CB0: 45 20 53 41 4D 45 20 54 55 52 4E 29 2E 0D 0D 39 |E SAME TURN)...9| 00004CC0: 2E 32 20 20 C5 4D 45 52 47 45 4E 43 59 20 CC 41 |.2 .MERGENCY .A| 00004CD0: 4E 44 49 4E 47 53 0D C1 46 54 45 52 20 54 48 45 |NDINGS..FTER THE| 00004CE0: 20 4C 41 4E 44 49 4E 47 20 50 48 41 53 45 20 48 | LANDING PHASE H| 00004CF0: 41 53 20 42 45 45 4E 20 43 4F 4D 50 4C 45 54 45 |AS BEEN COMPLETE| 00004D00: 44 20 41 4C 4C 20 50 4C 41 4E 45 53 20 52 45 4D |D ALL PLANES REM| 00004D10: 41 49 4E 49 4E 47 20 49 4E 20 41 20 4C 41 4E 44 |AINING IN A LAND| 00004D20: 49 4E 47 20 50 41 54 54 45 52 4E 20 57 49 4C 4C |ING PATTERN WILL| 00004D30: 20 41 54 54 45 4D 50 54 20 45 4D 45 52 47 45 4E | ATTEMPT EMERGEN| 00004D40: 43 59 20 4C 41 4E 44 49 4E 47 53 20 49 46 20 50 |CY LANDINGS IF P| 00004D50: 4F 53 53 49 42 4C 45 2E 20 20 D4 48 45 53 45 20 |OSSIBLE. .HESE | 00004D60: 50 4C 41 4E 45 53 20 57 49 4C 4C 20 4C 41 4E 44 |PLANES WILL LAND| 00004D70: 20 4F 4E 20 41 4E 59 20 42 41 53 45 20 4F 52 20 | ON ANY BASE OR | 00004D80: 4F 50 45 52 41 54 49 4F 4E 41 4C 20 43 41 52 52 |OPERATIONAL CARR| 00004D90: 49 45 52 20 49 4E 20 54 48 45 20 53 41 4D 45 20 |IER IN THE SAME | 00004DA0: 48 45 58 2C 20 41 53 20 4C 4F 4E 47 20 41 53 20 |HEX, AS LONG AS | 00004DB0: 49 54 20 48 41 53 20 4E 4F 54 20 45 58 43 45 45 |IT HAS NOT EXCEE| 00004DC0: 44 45 44 20 49 54 53 20 4F 50 45 52 41 54 49 4F |DED ITS OPERATIO| 00004DD0: 4E 20 4C 49 4D 49 54 2E 20 20 D4 48 45 20 43 4F |N LIMIT. .HE CO| 00004DE0: 4D 50 55 54 45 52 20 57 49 4C 4C 20 43 4F 4E 44 |MPUTER WILL COND| 00004DF0: 55 43 54 20 45 4D 45 52 47 45 4E 43 59 20 4C 41 |UCT EMERGENCY LA| 00004E00: 4E 44 49 4E 47 53 20 41 55 54 4F 4D 41 54 49 43 |NDINGS AUTOMATIC| 00004E10: 41 4C 4C 59 2E 0D |ALLY.. |
C A R R I E R
F O R C E...1.0 INTRODUCTION.CARRIER
FORCE IS AN OPERATIONAL LEVEL GAME FEAT
URING COMBAT BETWEEN AMERICAN AND JAPANE
SE CARRIER TASK FORCES IN 1942. INCLUDE
D ARE SCENARIOS COVERING THE BATTLES OF
CORAL SEA, MIDWAY, EASTERN SOLOMONS AND
SANTA CRUZ...1.1 DESCRIPTION OF ACTION.
EACH GAME TURN REPRESENTS ONE HOUR OF AC
TIONS. ACTIONS CONSIST OF MANEUVERING T
ASK FORCES, LAUNCHING SEARCH, PATROL AND
BOMBER MISSIONS, ARMING AND FUELING AIR
CRAFT, RECOVERING AIRCRAFT, MOVING AIR G
ROUPS, AND RESOLVING COMBAT SITUATIONS..
.1.2 TALKING TO THE COMPUTER.TO ENTER A
RESPONSE TO THE COMPUTER THAT CONSISTS
OF NUMBERS (SUCH AS SHIP IDENTIFICATION
NUMBERS) TYPE THE NUMBER INTO THE COMPUT
ER AND PRESS RETURN. TO SELECT A ROUTIN
E FROM A MENU OR ANSWER A YES/NO QUESTIO
N, JUST PRESS THE DESIRED KEY. TO EXIT
A ROUTINE WHERE THE EXIT COMMAND IS NOT
SPECIFIED, PRESS '0' THEN RETURN. SOME
MENUS DON'T REQUIRE PRESSING RETURN AFT
ER THE '0'...1.3 SAVING A GAME.AT THE E
ND OF EACH GAME TURN, THE COMPUTER WILL
ALLOW THE PLAYER(S) TO SAVE THE GAME IN
PROGRESS. YOU WILL NEED A SCRATCH DISK
TO STORE THE SAVED GAME DATA. WHEN REST
ARTING A SAVED GAME YOU MUST SET THE COR
RECT SCENARIO, SOLITAIRE LEVEL AND NUMBE
R OF PLAYERS ON THE OPENING MENU...1.4
THE MAP.THERE ARE TWO MAPS INCLUDED WITH
THE GAME. THE MIDWAY SCENARIO EMPLOYS
A MAP OF THE CENTRAL PACIFIC CENTERING O
N THE ISLAND OF MIDWAY, LOCATED AT HEX 2
0,15. ALL OTHER SCENARIOS USE A MAP OF
THE SOUTHWEST PACIFIC CENTERING ON THE S
OLOMON ISLANDS. MOVEMENT AROUND THE MAP
S IS CONTROLLED BY A HEXAGON GRID SYSTEM
(31X32 HEXES) WITH EACH HEXAGON REPRESE
NTING 50 NAUTICAL MILES....2.0 GENERAL
DESCRIPTION..2.1 ABBREVIATIONS. CV.
...AIRCRAFT CARRIER CVL...LIG
HT AIRCRAFT CARRIER. BB....BATTLESHI
P CA....HEAVY CRUISER.
CL....LIGHT CRUISER CL
AA..ANTI-AIRCRAFT CRUISER. CS....SEA
PLANE CARRIER AV....SEAPLANE
TENDER. DD....DESTROYER
DE....DESTROYER ESCORT. APD...
PATROL BOAT ML....MINE L
AYER. MSW...MINE SWEEPER
TR....TRANSPORT. TK....TANKER/OI
LER SS....SUBMARINE.
MG....MAIN GUNS AA....
ANTI-AIRCRAFT GUNS. TT....TORPEDOES
AM....BOMBARDMENT AMMU
NITION. SP....SEAPLANES
MS....MAXIMUM SPEED. AP....ASS
AULT POINTS DM....DAMAGE PE
RCENTAGE. FL....FIRE LEVEL
CAP...BASE CAPACITY. A/C...A
IRCRAFT OL....OPERATI
ON LIMIT. OU....OPERATIONS USED
BO....BOMBER ORDINANCE. TF..
..TASK FORCE...3.0 SEQUENCE OF PLAY.CAR
RIER FORCE IS A TWO-SIDED GAME: AMERICAN
VS JAPANESE. THE AMERICAN FORCES MUST
BE COMMANDED BY A HUMAN PLAYER. THE JAP
ANESE FORCES MAY BE COMMANDED BY EITHER
A HUMAN OR THE COMPUTER...3.1 SCENARIO
SELECTION PHASE.DURING THE SCENARIO SELE
CTION PHASE, THE PLAYER(S) SELECT A SCEN
ARIO AND DETERMINE THE CONDITIONS UNDER
WHICH THE GAME WILL BE PLAYED. JUST TYP
E THE NUMBER BESIDE THE PARAMETER TO BE
CHANGED, AND THE COMPUTER WILL CHANGE IT
FOR YOU...3.2 HISTORICAL SETUP.AT THE
START OF EACH GAME, THE COMPUTER WILL AS
SIGN ALL SHIPS AND AIRCRAFT TO THEIR HIS
TORICAL LOCATIONS PRIOR TO THE BATTLE...
3.3 RANDOM SETUP.THE PLAYERS MAY RANDOM
IZE THE SETUP SOMEWHAT IN ALL SCENARIOS
EXCEPT CORAL SEA. IN THE MIDWAY SCENARI
O BOTH AMERICAN AND JAPANESE CARRIER TF'
S WILL HAVE THEIR HISTORICAL LOCATIONS A
LTERED. IN EASTERN SOLOMONS AND SANTA C
RUZ ALL JAPANESE TF'S WILL HAVE THEIR LO
CATIONS ALTERED...3.4 SEQUENCE OF PLAY.
(1) AMERICAN TF ADJUSTMENT PHASE (2) J
APANESE TF ADJUSTMENT PHASE (3) JAPANE
SE ADJUST TF HEADING (4) JAPANESE LAUN
CH AIR MISSIONS (5) JAPANESE ARM & FUE
L AIRCRAFT (6) JAPANESE LAND AIRCRAFT
(7) JAPANESE MOVE AIR MISSIONS (8) A
MERICAN RADAR REPORT (9) AMERICAN ADJU
ST TF HEADING (10) AMERICAN LAUNCH AIR
MISSIONS (11) AMERICAN ARM & FUEL AIR
CRAFT (12) AMERICAN LAND AIRCRAFT (1
3) AMERICAN MOVE AIR MISSIONS (14) COM
BAT RESOLUTION PHASE (15) SAVE-GAME PH
ASE..3.5 KEEPING TIME.EACH GAME TURN RE
PRESENTS ONE HOUR. AT THE START OF EACH
TURN, THE CLOCK, CALENDAR AND WEATHER A
RE ADJUSTED TO REFLECT THE PASSAGE OF TI
ME AND THE CHANGING BATTLE CONDITIONS.
DAYLIGHT HOURS ARE 0600 TO 1800 INCLUSIV
E....4.0 TASK FORCE ADJUSTMENT PHASE.DU
RING THE TASK FORCE ADJUSTMENT PHASE, TH
E COMPUTER WILL DISPLAY A MENU LISTING T
WO OPTIONS FOR ADJUSTING THE COMPOSITION
OF YOUR TASK FORCES AND FIVE OPTIONS FO
R VIEWING THE CURRENT STATUS OF YOUR FOR
CES. TO ENTER THE DESIRED ROUTINE, JUST
PRESS THE CORRESPONDING NUMBERED KEY...
4.1 DIVIDING TASK FORCES.ENTER THE NUMB
ER OF THE TASK FORCE YOU WISH TO DIVIDE.
THE COMPUTER WILL LIST THE SHIPS IN TH
E SELECTED TASK FORCE AND DISPLAY THEIR
MAXIMUM SPEED, DAMAGE, AND FIRE LEVELS..
THE MAXIMUM NUMBER OF TASK FORCES THAT T
HE JAPANESE PLAYER MAY USE IS EQUAL TO 1
0 MINUS THE NUMBER OF JAPANESE LAND BASE
S FOR THAT SCENARIO. THE MAXIMUM NUMBER
OF TASK FORCES THAT THE AMERICAN PLAYER
MAY USE IS EQUAL TO 9 MINUS THE NUMBER
OF AMERICAN LAND BASES FOR THAT SCENARIO
. IF YOU ARE CURRENTLY USING THE MAXIMU
M NUMBER, THEN THE COMPUTER WILL NOT ALL
OW YOU TO DIVIDE A TASK FORCE..IF YOU CU
RRENTLY HAVE LESS THAN THE MAXIMUM NUMBE
R, THEN THE COMPUTER WILL DISPLAY THE NU
MBER OF THE NEW TASK FORCE YOU ARE CREAT
ING. ENTER THE ID NUMBER FOR EACH SHIP
YOU WISH TO TRANSFER TO THE NEW TASK FOR
CE. WHEN YOU HAVE CONCLUDED YOUR TRANSF
ERS, JUST PRESS RETURN TO EXIT..IF YOU A
RE CURRENTLY USING FEWER THAN THE MAXIMU
M NUMBER OF TASK FORCES, THEN THE DIVIDE
TASK FORCE ROUTINE MAY BE USED TO 'SCUT
TLE' CRIPPLED SHIPS. JUST ENTER THE LET
TER 'S' FOLLOWING THE ID NUMBER OF THE S
HIP YOU ARE TRANSFERRING. (EX: 2S WOULD
SCUTTLE SHIP #2.)..4.2 TRANSFERRING SH
IPS.ENTER THE NUMBERS OF THE 'GAINING' A
ND 'LOSING' TASK FORCES. THE TWO TASK F
ORCES MUST OCCUPY THE SAME HEX ON THE MA
P. THE PROCEDURE FOR TRANSFERRING IS TH
E SAME AS DESCRIBED IN THE PREVIOUS PARA
GRAPH. A TASK FORCE CAN CONTAIN NO MORE
THAN 20 SHIPS. WHEN A SHIP TRANSFER OC
CURS, THE GAINING TASK FORCE'S MOVEMENT
POINTS WILL BE ADJUSTED TO EQUAL THAT OF
EITHER THE GAINING OR LOSING TASK FORCE
(WHICHEVER IS LOWEST)...4.3 ENDING THE
GAME.BOTH PLAYERS SHOULD AGREE BEFORE E
NDING THE GAME. THE COMPUTER WILL DISPL
AY THE FINAL SCORE AND A LIST OF ALL SHI
PS SUNK DURING PLAY...4.4 THE MAP DISPL
AY.THE MAPS USED IN CARRIER FORCE EMPLOY
A HEXAGON GRID 32 HEXES HIGH BY 31 HEXE
S WIDE. ONLY A FRACTION OF THE MAP (7 H
EXES HIGH X 13 HEXES WIDE) CAN BE VIEWED
AT ONE TIME. BY PRESSING THE KEYS 1-6
THE CURSOR CAN BE MOVED AROUND THE MAP (
1-N 2-NE 3-SE 4-S 5-SW 6-NW.) IF THE CU
RSOR IS MOVED TO THE EDGE OF THE DISPLAY
THEN THE MAP DISPLAY WILL SCROLL TO REV
EAL THE HIDDEN PORTIONS OF THE MAP..AMER
ICAN TASK FORCE SYMBOLS WILL BE COLORED
BLUE AND JAPANESE TASK FORCE SYMBOLS WIL
L BE COLORED ORANGE. AMERICAN TASK FORC
ES THAT CONTROL AN ISLAND OR BASE HEX WI
LL BE COLORED PURPLE, JAPANESE CONTROLLI
NG FORCES WILL BE COLORED GREEN. AMERIC
AN AND JAPANESE TF'S STACKED TOGETHER WI
LL HAVE A WHITE SYMBOL. TO CHECK THE FR
IENDLY TASK FORCE NUMBERS IN THE HEX OCC
UPIED BY THE CURSOR PRESS THE '8' (LOOK)
KEY. TO RETURN TO THE MAIN MENU PRESS
THE '0' (EXIT) KEY..ALL COLORS STATED AB
OVE ARE FOR AN APPLE COMPUTER, YOUR MILE
AGE MAY VARY....5.0 TASK FORCE MOVEMENT
.TASK FORCE MOVEMENT OCCURS AT THE END O
F EACH GAME TURN AFTER ALL COMBAT HAS BE
EN RESOLVED. A TASK FORCE THAT HAS ACCU
MULATED 50 OR MORE MOVEMENT POINTS WILL
MOVE ONE HEX (THE DIRECTION OF MOVEMENT
IS DETERMINED BY THE TASK FORCE HEADING)
. A TASK FORCE THAT MOVES WILL HAVE 50
SUBTRACTED FROM THE MOVEMENT POINT TOTAL
..5.1 FLEET SPEED.AT THE START OF EACH
TURN A TASK FORCE WILL GAIN MOVEMENT POI
NTS EQUAL TO ITS FLEET SPEED. THE FLEET
SPEED WILL BE EQUAL TO 30 OR THE MAXIMU
M SPEED OF THE SLOWEST SHIP IN THE TASK
FORCE, WHICHEVER IS LOWER...5.2 LOSS OF
MOVEMENT POINTS.DURING THE COURSE OF EA
CH TURN, A TASK FORCE MAY PERFORM CERTAI
N ACTIONS THAT WILL CAUSE IT TO LOSE MOV
EMENT POINTS. A TASK FORCE THAT CHANGES
HEADING WILL LOVE 50% OF ITS MOVEMENT P
OINTS FOR EACH COMPASS POINT SHIFT IN DI
RECTION (THE MOVEMENT POINT TOTAL WILL N
EVER BE REDUCED BELOW THE TF'S FLEET SPE
ED WHEN CHANGING DIRECTION)..A TASK FORC
E WILL LOSE MOVEMENT POINTS IF IT CONTAI
NS AIRCRAFT CARRIERS THAT LAUNCH OR RECO
VER AIRCRAFT AND THE TASK FORCE IS NOT M
OVING IN THE GAME DIRECTION THAT THE WIN
D IS BLOWING FROM. IF THE TASK FORCE HE
ADING IS ONE COMPASS POINT DIFFERENT FRO
M THE WIND DIRECTION IT WILL LOSE 5% OF
ITS MOVEMENT POINTS FOR EACH AIRCRAFT TH
AT IS LAUNCHED OR LANDED IN THE TASK FOR
CE. IF THE TASK FORCE HEADING IS MORE T
HAN ONE COMPASS POINT DIFFERENT FROM THE
WIND DIRECTION IT WILL LOSE 10% OF ITS
MOVEMENT POINTS FOR EACH AIRCRAFT THAT I
S LAUNCHED OR LANDED IN THE TASK FORCE.
THIS MOVEMENT LOSS IS DUE TO THE NEED
FOR CARRIERS TO TURN INTO THE WIN WHENEV
ER THEY LAUNCH AIRCRAFT, THUS PREVENTING
THEIR TASK FORCE FROM MOVING FORWARD AT
FULL SPEED...5.3 MOVEMENT RESTRICTIONS
.A TASK FORCE MAY NEVER MOVE THROUGH A W
HITE HEXSIDE, BUT INSTEAD WILL CONTINUE
TO ACCUMULATE MOVEMENT POINTS UP TO A MA
XIMUM OF 79. A TASK FORCE MAY MOVE OFF
THE EDGE OF THE MAP, BUT IT WILL NOT BE
ALLOWED TO RETURN....6.0 LAUNCHING AIR
MISSIONS.LAND BASES AND AIRCRAFT CARRIER
S MAY LAUNCH FIGHTER AND BOMBER MISSIONS
. LAND BASES AND JAPANESE BB, CA, CL, C
S AND AV TYPE SHIPS MAY LAUNCH SEAPLANE
MISSIONS. EACH PLAYER MAY HAVE A MAZIMU
M OF 20 AIR MISSIONS ACTIVE AT ANY ONE T
IME...6.1 SEAPLANE MISSIONS.A SEAPLANE
MISSION CONSISTS OF ONE SEAPLANE WITH TH
E SINGLE FUNCTION OF SEARCHING FOR ENEMY
SHIPS. SHIP LAUNCHED SEAPLANES HAVE A
N ENDURANCE OF 6 TURNS. LAND BASED SEAP
LANES HAVE AN ENDURANCE OF 18 TURNS. SE
APLANES MAY ONLY BE RECOVERED BY THE SHI
P/BASE FROM WHICH THEY WERE LAUNCHED. L
AUNCHING OR RECOVERING SEAPLANES DOES NO
T COUNT AGAINST A BASE'S OPERATION LIMIT
...6.2 COMBAT MISSIONS.THE TYPE OF MISS
ION THAT MAY BE FLOWN BY COMBAT AIRCRAFT
IS DETERMINED BY THE TYPE OF AIRCRAFT I
NCLUDED AND/OR THE TYPE OF ORDINANCE BEI
NG CARRIED. LISTED BELOW ARE THE TYPES
OF MISSIONS AND THEIR DESCRIPTIONS:.E--F
IGHTER PATROL. CONSISTS ENTIRELY OF FIG
HTER TYPE AIRCRAFT. USED TO PROTECT FRI
ENDLY BASES OR TASK FORCES..AS--ANTI-SHI
P. CONSISTS OF BOMBERS CARRYING TORPEDO
ES AND/OR ARMOR PIERCING BOMBS. MAY NOT
BE USED TO ATTACK ENEMY BASES. MAY INC
LUDE A FIGHTER ESCORT..HE--HIGH EXPLOSIV
E. CONSISTS OF BOMBERS CARRYING HIGH EX
PLOSIVE BOMBS. BEST SUITED FOR ATTACKIN
G ENEMY BASES. MAY ATTACK ENEMY SHIPS A
T REDUCED EFFECTIVENESS. MAY INCLUDE A
FIGHTER ESCORT..N--NOT ARMED. CONSISTS
OF UNARMED BOMBERS THAT HAVE COMPLETED/A
BORTED THEIR MISSION OR WERE LAUNCHED FO
R SEARCH ONLY. MAY INCLUDE A FIGHTER ES
CORT. ALSO MAY CONSIST OF UNARMED JUDY
RECONNAISSANCE PLANES WITHOUT A FIGHTER
ESCORT..IN ORDER TO LAUNCH AN AS MISSION
, THE BOMBERS MUST HAVE BEEN READIED DUR
ING A PREVIOUS TURN WITH AS ORDINANCE.
IN ORDER TO LAUNCH AN HE MISSION, THE BO
MBERS MUST HAVE BEEN READIED DURING A PR
EVIOUS TURN WITH HE ORDINANCE...6.3 OPE
RATION LIMITS.EACH BASE AND CARRIER IS A
SSIGNED A LIMIT TO THE NUMBER OF AIRCRAF
T IT MAY LAUNCH AND LAND IN ONE TURN (EA
CH AIRCRAFT LAUNCHED OR LANDED EQUALS ON
E FLIGHT OPERATION). CARRIERS HAVE A FL
EXIBLE OPERATION LIMIT THAT VARIES WITH
THE CARRIER TF HEADING IN RELATION TO TH
E WIND DIRECTION. THE LAND BASE OPERATI
ON LIMITS NEVER CHANGE..IF A CARRIER TF
HEADING IS TWO OR MORE COMPASS POINTS DI
FFERENT FROM THE WIND DIRECTION THEN THE
CARRIER MUST CONFORM TO ITS MINIMUM OPE
RATION LIMIT FOR THAT TURN. IF A CARRIE
R TF HEADING IS ONE COMPASS POINT DIFFER
ENT FROM THE WIND DIRECTION THEN THE CAR
RIER MUST CONFORM TO ITS INTERMEDIATE OP
ERATION LIMIT FOR THAT TURN. IF A CARRI
ER TF HEADING IS THE SAME AS THE WIND DI
RECTION THEN THE CARRIER MUST CONFORM TO
ITS MAXIMUM OPERATION LIMIT FOR THAT TU
RN..THE INTERMEDIATE OPERATION LIMIT WIL
L ALWAYS BE DOUBLE THE MINIMUM OPERATION
LIMIT. THE MAXIMUM OPERATION LIMIT ALW
AYS WILL BE TRIPLE THE MINIMUM OPERATION
LIMIT..LISTED BELOW ARE THE MINIMUM OPE
RATION LIMITS FOR CARRIERS INCLUDED IN T
HE GAME: AKAGI.....12 KAGA.
.....12 HIRYU......12. SORYU
.....12 SHOKAKU...12 ZU
IKAKU....12. JUNYO......9 S
HOHO......6 ZUIHO...... 6. R
YUJO......6 HOSHO......3
LEXINGTON..12. SARATOGA..12
YORKTOWN..12 ENTERPRISE.12.
HORNET....12 WASP......11.IF
FOR ANY REASON DURING A TURN AN AIRCRAF
T CARRIER IS UNABLE TO CONDUCT FURTHER A
IR OPERATIONS THEN ITS OPERATIONS USED W
ILL BE SET TO 99...6.4 FORMING AIR MISS
IONS.AIR MISSIONS MAY BE FORMED FROM AVA
ILABLE SEAPLANES OR READIED COMBAT AIRCR
AFT. IT IS POSSIBLE TO FORM A NEW MISSI
ON FROM ONE CARRIER/BASE AND THEN REINFO
RCE IT WITH AIRCRAFT FROM ANOTHER CARRIE
R/BASE WITHIN THE SAME HEX. WHEN REINFO
RCING A MISSION THAT HAS BEEN IN THE AIR
FOR ONE OR MORE TURNS THE REINFORCING A
IRCRAFT WILL BE ASSUMED TO HAVE BEEN IN
THE AIR AS LONG AS THE ORIGINAL AIRCRAFT
. BOMBERS CARRYING AS ORDINANCE MAY NOT
BE COMBINED IN THE SAME MISSION AS BOMB
ERS CARRYING HE ORDINANCE. AIR MISSIONS
CANNOT BE SPLIT UP AFTER THEY HAVE FORM
ED..LARGE AIR MISSIONS WILL SUFFER A MOV
EMENT POINT LOSS ON THE TURN THEY ARE LA
UNCHED. MISSIONS THAT HAVE BEEN IN THE
AIR FOR ONE OR MORE TURNS WILL SUFFER NO
MOVEMENT LOSS IF REINFORCED. .THERE IS
A LOSS OF ONE MOVEMENT POINT FOR APPROX
IMATELY EVERY 15 PLANES IN THE MISSION (
THIS WILL VARY RANDOMLY) PLUS THE LOSS O
F ONE MP AUTOMATICALLY ON THE FIRST TURN
A MISSION IS IN THE AIR. A MAXIMUM OF
3 MOVEMENT POINTS MAY BE LOST IN THIS MA
NNER....7.0 ARMING & FUELING AIRCRAFT.C
OMBAT AIRCRAFT MUST BE ARMED AND FUELED
(READIED) AND MOVED ON TO THE DECK/RUNWA
Y BEFORE THEY MAY BE LAUNCHED ON AIR MIS
SIONS...7.1 BOMBER ORDINANCE SELECTION.
A BOMBER ORDINANCE SELECTION (AS, HE, OR
N) MUST BE MADE FOR EACH CARRIER AND BA
SE. ALL BOMBERS READIED ON A CARRIER OR
BASE WILL BE ARMED WITH THE SELECTED OR
DINANCE TYPE...7.2 DECK/RUNWAY CAPACITY
.THE DECK/RUNWAY CAPACITY FOR A CARRIER/
BASE REPRESENTS THE MAXIMUM NUMBER OF AI
RCRAFT THAT MAY BE READIED AT ONE TIME (
READIED AIRCRAFT ARE ALWAYS CONSIDERED T
O BE ON THE DECK/RUNWAY). THE DECK/RUNW
AY CAPACITY IS EQUAL TO THE CARRIER/BASE
MAXIMUM OPERATION LIMIT...7.3 REMOVING
AIRCRAFT FROM THE DECK/RUNWAY.READIED A
IRCRAFT MAY BE REMOVED FROM THE DECK/RUN
WAY. ENTER THE READY AIRCRAFT ROUTINE A
ND TYPE A MINUS NUMBER FOR THE QUANTITY
OF EACH TYPE OF AIRCRAFT YOU WISH TO UN-
READY....8.0 AIR MOVEMENT.DURING THE AI
R MOVEMENT PHASE, AIR MISSIONS MAY MOVE,
SEARCH, INITIATE COMBAT AND/OR ENTER A
LANDING PATTERN. AIR MISSIONS MOVEMENT
IS COMPLETED SEQUENTIALLY ACCORDING TO A
IR MISSION NUMBER...8.1 AIR MISSION STA
TUS DISPLAY.PRIOR TO MOVING EACH AIR MIS
SION THE PLAYERS MAY VIEW THE STATUS DIS
PLAY FOR THAT MISSION. THE STATUS DISPL
AY LISTS THE DATA: (1) MISSION LOCATION
(2) MISSION NUMBER (3) TIME IN THE
AIR (4) QUANTITY OF EACH TYPE OF AIRCR
AFT (5) ORDINANCE CARRIED BY EACH AIRC
RAFT TYPE (6) AIR TIME REMAINING FOR E
ACH AIRCRAFT TYPE..FOR BOMBER TYPE MISSI
ONS YOU WILL BE ALLOWED TO 'JETTISON ORD
INANCE' BEFORE MOVING THE AIR MISSION.
THIS INCREASES THE UNITS MOVEMENT ALLOWA
NCE BY 1...8.2 AIR MOVE DISPLAY.AFTER E
XITING THE MISSION STATUS DISPLAY, THE M
AP WILL BE DRAWN ON THE SCREEN WITH THE
CURSOR INDICATING THE CURRENT LOCATION O
F THE AIR MISSION. THE MENU AT THE BOTT
OM OF THE SCREEN WILL INDICATE THE PLAYE
RS OPTIONS: (1) MOVE NORTH (2) MOVE N
ORTHEAST (3) MOVE SOUTHEAST (4) MOVE
SOUTH (5) MOVE SOUTHWEST (6) MOVE N
ORTHWEST (7) LAND (8) SEARCH CURRENT
HEX USING ALL REMAINING MOVE POINTS (
9) IDENTIFY TF NUMBERS OF FRIENDLY TF'S
IN SAME HEX (0) SEARCH CURRENT HEX USI
NG ONLY 1 MOVE POINT.ALSO DISPLAYED IS T
HE AIR MISSION'S X/Y LOCATION COORDINATE
S AND ITS REMAINING MOVEMENT POINTS..SEA
PLANE (SP) MISSIONS THAT SELECT OPTION (
7) WILL LAND IMMEDIATELY IF THEIR HOME B
ASE/SHIP IS IN THE SAME HEX. OTHER MISS
IONS THAT SELECT OPTION (7) WILL ENTER A
LANDING PATTERN IF A FRIENDLY BASE IS I
N THE SAME HEX...8.3 SEARCHING.EACH TIM
E AN AIR MISSION MOVES INTO A HEX IT WIL
L SEARCH FOR ENEMY TF'S IN THAT HEX. AN
AIR MISSION MAY SEARCH ITS CURRENT HEX
WITHOUT MOVING BY USING THE SEARCH OPTIO
NS (8) OR (0). IN 0% OVERCAST WEATHER A
N AIR MISSION HAS A 50% CHANCE OF LOCATI
NG EACH ENEMY TF IN THE HEX FOR EACH MOV
EMENT POINT IT SPENDS SEARCHING THAT HEX
(100% IN A BASE/ISLAND HEX). THE 50% C
HANCE OF LOCATING ASSUMES 20 SHIPS IN TH
E TF. FOR SMALLER TF'S THE CHANCE MAY B
E AS LOW AS 40%. IN ADDITION, BAD WEATH
ER WILL FURTHER LOWER THE % CHANCE OF SP
OTTING ENEMY TF'S..ONLY HE MISSIONS MAY
LOCATE (AND ATTACK) ENEMY BASES. AIR MI
SSIONS MAY FLY AT NIGHT, HOWEVER NO SEAR
CHING WILL OCCUR...8.4 SIGHTING REPORTS
.WHEN AN AIR MISSION LOCATES AN ENEMY TF
, THE PLAYER WILL RECEIVE A 'SIGHTING RE
PORT.' THE SIGHTING REPORT WILL LIST TH
E SHIP TYPE ABBREVIATIONS FOR EACH SHIP
SIGHTED. SIGHTING REPORTS WILL NOT BE E
NTIRELY ACCURATE. SIGHTING REPORTS WILL
NOT BE RECEIVED IF NON-BOMBER MISSIONS
LOCATE AN ENEMY TF THAT HAD BEEN PREVIOU
SLY LOCATED IN THE SAME TURN. BOMBER MI
SSIONS WILL BE GIVEN THE OPTION TO DECLA
RE AN ATTACK AFTER SIGHTING AN ENEMY TF.
..8.5 ENGAGING ENEMY AIRCRAFT.FOR EACH
MOVEMENT POINT AN AIR MISSION EXPENDS IN
A HEX CONTAINING ENEMY AIRCRAFT THERE I
S A CHANCE OF INITIATING AIR-TO-AIR COMB
AT. THE CHANCE OF INITIATING COMBAT VAR
IES WITH THE SIZE OF FRIENDLY AND ENEMY
AIR MISSIONS AND THE WEATHER. AIR-TO-AI
R COMBAT WILL ONLY OCCUR IF ONE OF THE A
IR MISSIONS INVOLVED IS A FIGHTER PATROL
(F)..IF A FIGHTER MISSION EXPENDS MOVEM
ENT POINTS IN A HEX CONTAINING ENEMY AIR
CRAFT, THEN IT MAY ONLY ENGAGE THE ENEMY
MISSIONS ARMED WITH BOMBS. IF A NON-FI
GHTER MISSION EXPENDS MOVE POINTS IN A H
EX CONTAINING ENEMY AIRCRAFT THEN IT MAY
ONLY ENGAGE THE ENEMY FIGHTER MISSIONS
IN THE HEX..WHEN OPPOSING AIR MISSIONS E
NGAGE IN COMBAT THE MISSION WITH THE FEW
EST AIRCRAFT WILL BE UNABLE TO MOVE ANY
FURTHER THAT TURN...8.6 MOVEMENT POINTS
.AN AIR MISSION ASSUMES THE SPEED OF THE
SLOWEST AIRCRAFT TYPE INCLUDED IN THE M
ISSION. ONE MOVEMENT POINT IS SUBTRACTE
D FROM THE SPEED IF ANY OF THE AIRCRAFT
IN THE MISSION ARE CARRYING BOMBS OR TOR
PEDOES. IF A BOMBER MISSION DECLARES AN
ATTACK BEFORE IT HAS USED ALL OF ITS MO
VEMENT POINTS THEN THE UNUSED POINTS WIL
L BE ADDED TO ITS NEXT TURN'S MOVE..LIST
ED BELOW ARE THE MAXIMUM SPEEDS OF THE A
IRCRAFT IN THE GAME.. ZEKE...4 VAL
....4 KATE...4 BETTY..4 NELL...
3 JUDY.....4. F4F....4 F2A....4
P39....5 SBD....4 SB2U...3
TBD......3. TBF....4 B26....4 B
25....4 B17....4 A24....4 SEAPL
ANE.3...9.0 LANDING AIRCRAFT.AIRCRAFT T
HAT ENTER A TF LANDING PATTERN MUST LAND
DURING THE NEXT TURN OR BE FORCED TO DI
TCH. AIRCRAFT IN A TF LANDING PATTERN M
AY LAND ON ANY ELIGIBLE CARRIER (OR BASE
) PRESENT IN THE SUBJECT TF...9.1 RESTR
ICTIONS ON LANDINGS.A CARRIER/BASE IS EL
IGIBLE TO RECOVER AIRCRAFT ONLY IF THE F
OLLOWING CONDITIONS ARE MET: (1) THE FL
IGHT OPERATIONS USED DURING THE TURN ARE
LESS THAN THE OPERATION LIMIT, (2) THE
READIED AIRCRAFT ON DECK DO NOT EXCEED
THE CARRIER'S MINIMYM OPERATION LIMIT,
(3) THE TOTAL NUMBER OF AIRCRAFT ON THE
CARRIER/BASE IS LESS THAN THE MAXIMUM CA
PACITY..LAND BASES DO NOT HAVE TO CONFOR
M TO ITEM (2) ABOVE. ALSO, LAND BASES M
AY ALWAYS LAND A NUMBER OF PLANES EQUAL
TO THEIR MAXIMUM OPERATION LIMIT WITHOUT
REGARD TO THE NUMBER OF PLANES THAT HAV
E BEEN LAUNCHED FROM THE BASE DURING THE
TURN (I.E. MIDWAY WITH AN OL OF 75 COUL
D LAUNCH 75 PLANES DURING A TURN AND THE
N LAND UP TO 75 PLANES DURING THE SAME T
URN)...9.2 EMERGENCY LANDINGS.AFTER THE
LANDING PHASE HAS BEEN COMPLETED ALL PL
ANES REMAINING IN A LANDING PATTERN WILL
ATTEMPT EMERGENCY LANDINGS IF POSSIBLE.
THESE PLANES WILL LAND ON ANY BASE OR
OPERATIONAL CARRIER IN THE SAME HEX, AS
LONG AS IT HAS NOT EXCEEDED ITS OPERATIO
N LIMIT. THE COMPUTER WILL CONDUCT EMER
GENCY LANDINGS AUTOMATICALLY..
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