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5th Fleet Rules
5th Fleet Rules
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Table of Contents
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Table of Contents
1.
2.
3.
4.
5.
6.
27
Types of Combat .. .. .. .. .
How to Perform Combat
When Combat is Executed .....
Damage and Kill Probabilities .. .. . ... .. .
The Tactical Display ... . . 0. .... . .. . ... . .... 0. .....
If Combat Cannot Take Place . .. . .. . ......... . ..
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33
0. 0.33
33
17. Replenishment .
At-Sea Replenishment .
In-Port Replenishment .
Notes on Replenishment
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36
37
37
38
38
39
.40
.41
.41
.43
.43
.44
.44
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......
5TH FLEET ABBREVIATIONS
Below is a list of abbreviations used in this game.
AA: Anti-aircraft
AAA: Area anti-air value
AAW: Anti-Air Warfare
AE: Ammunition ship
AEW: Airborne Early Warning
AI: Artificial intelligence
AO: Oiler
AOR: Supply ship
ARG: Amphibious Ready Group
ASROC: Anti-Submarine Rocket
ASW: Anti-Submarine Warfare
ATK: Attack aircraft
AU: Australia
BB: Battleship
BH: Bahrain
BMB: Bomber aircraft
BS: Bomber Squadron
CAP: Combat air patrol
CG: Guided Missile cruiser
CGN: Nuclear-powered missile cruiser
CIWS: Close-In Weapons System
CM: Cruise missile
Comm:Commissioned
COR: Corvette
CV: Aircraft carrier
CVN: Nuclear-powered aircraft carrier
DD: Destroyer
DDG: Guided Missile destroyer
Detect: Detection
ET: Ethiopia (also empty tanker)
EW: Electronic Warfare
FC: Fast convoy
FF: Frigate
FFG: Guided Missile frigate
Flot: Flotilla
Flt: Flotille
FR: France
5th Fleet
1. INTRODUCTION
Thank you for purchasing 5TH FLEET. Please take a
moment to fill out and send in the game's registration
card. This will ensure that you receive timely updates and
p_roduct info~matio?. If you have any problems or questions regardmg th1s or any other Avalon Hill computer
product.' contact us at 410-426-9600. Although 5TH
FLEET 1s based on an older Avalon Hill boardgame of the
same name, the two games are not identical.
Before starting, there are a few basic 5TH FLEET
functions you should know:
Strategic
Display
System Config's
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Ops Display
Basically, 5TH FLEET is played
from the Ops Display, which can
be accessed from the Scenarios
screen. Once in the Ops Display,
you can reach several other
screens to play the game, and
you can even go back to the
Tactical Reference Display to
access "real world" and game
information.
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Tactical
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3. TACTICAL REFERENCE
SCREEN
This screen provides reference information about the
military equipment in 5TH FLEET.
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SCREEN
Mode Buttons
Phone Controls
Quit Station Button
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Configuration Screen
When you begin a game, 5TH FLEET will automatically try to detect your sound configuration and set
itself accordingly. However, you can change your configuration by using this portion of the screen to turn
the music on or off, set your address and IRQ.
WARNING: Change the address or IRQ only when you are
certain that your current configuration is incorrect.
Decorative Radar Sweep
(plays no
in the game)
5. SCENARIOS SCREEN
On the Scenarios screen, players choose sides and
select one often scenarios to play.
Player
---~ Selection
Objective
Display
Map
Knobs
Scenario
Button
Scenario
Selection
Line
Mission
Parameters
Display
Weather
Button
Scenario
Information _ __.
Area
Quit Station
Button
to choose a different scenario, click on the Scenario button again and follow the same procedure.
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person), or "AI" if you want the computer to be Player
2. If this scenario is to be played via E-Mail, you
should select "E-Mail" for Player 2.
AI Level: If Player 2 is the computer, select the computer's artificial intelligence level by moving the mouse
arrow to the AI box on the right of the screen and clicking on the "1" box (low computer intelligence), "2" box
(moderate computer intelligence), or "3" box (high computer intelligence). Also, select the computer's "aggression" level by clicking on the "Nominal" aggression box
or the "High" aggression box. We recommend you
choose AI level "1" with "Nominal" computer aggression if you're just starting to learn 5TH FLEET.
Weather button: If the players wish the computer to
generate random weather patterns on the map, they
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BUTTONS
Options button: Click on this button at the top of the
Ops Display to open the "Options" clipboard. By clicking in the appropriate boxes on the clipboard, you may
turn background music, sound effects, and animation
on or off. If you want to play the game with a hexagonal grid superimposed over the map , click on the
Selected Unit box
appears here when
the Surface, Submarine, or Air Phase is
initiated .
...._ _ _ _ _ _ _ _ Execute
button
- - - - - - - - Compass
- - - - - - - Game Clock
._._ _ _ _ _ Oueruiew Map
...._______ Victory Point
Indicators
~o------- Saue & Quit
buttons
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THE MAP
The bulk of the Ops Display is taken up by the
map, which portrays the Indian Ocean/Persian Gulf
region at a scale of about one hex = 50 miles. When the
first phase of a scenario is initiated, the map appears
on the screen. At any given time, only a small portion
of the total map is shown on the screen. But there are
several ways to scroll back and forth across the map
during play.
Compass: The circular compass appears on the right
side of the screen. It's divided into eight directions (N, S,
E, W, NE, SE, SW, NW). You may scroll back and forth
across the map by pointing the arrow to one of these
eight directions and clicking. For example, if you click on
the letter "N," the map will move directly north. The closer you click to the center circle on the compass, the
smaller the distance the map will scroll. Furthermore, if
you click directly within the small circle in the center of
the compass, the computer will automatically scroll the
map so that the currently selected hex will be positioned
in the center of the screen.
Overview Map: The overview map, which is located
below the clock, provides a convenient way to scroll
anywhere on the Ops Display map. Point the arrow to
the red rectangle on the overview map, press the left
mouse button, and drag the rectangle anywhere on the
overview map. The computer will automatically scroll
City: These small red, blue, or yellow rectangles are for reference only; they have
no effect on the game.
Coast: A hex that is partially land and
partially water. All units may enter coast
hexes. SSM attacks against units in a
coast hex are slightly reduced in effectiveness by the computer.
Boundary: These thin yellow-black lines
indicate international boundaries. They
are for reference only and do not affect the
game.
Land: Surface ships and submarines may
not enter land hexes or cross an all-land
hexside.
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Restricted Water: All units may enter
restricted water hexes. However, surface
units occupying these hexes have their area
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computer. Furthermore, SSM attacks
against units in a restricted water hex are
severely reduced in effectiveness by the
computer.
the Ops Display map to the area bordered by the rectangle on the overview map. The positions of friendly,
enemy, neutral, and unknown units are indicated by
tiny dots on the overview map. Friendly or enemy
units may be red or green dots, neutral ships are yellow dots, and unknown ships are white dots.
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Strait of Malacca: In some scenarios, the green player's full tanker units (FT) must attempt to reach the
two star hexes, which are just north of Sumatra.
appears near the upper right corner and measures the amount of
fuel possessed by surface and submarine units.
IJE~~il Deep mode button: This small gray rectangular button featuring a submarine icon
with a downward arrow appears just below
the fuel level gauge. You may place a submarine in
"deep" mode by clicking on this box when that submarine is selected. A submarine in deep mode is difficult
to detect but may only move a maximum of one hex per
turn and may not conduct any missile attacks. Torpedo
attacks are reduced in strength.
rF-;=:==N AI button: This small gray rectangular button
featuring a computer icon appears just to the
~~~::!J right of the Deep Mode button. If you click this
button, the selected unit will be given orders by the computer unless you issue overriding orders.
Clock: The clock, which is located
just below the compass, displays the
........................ i day and time in green digital numbers. The first two digits represent the current day.
(The first day of each scenario is "Day 1.") The last four
digits show the current time of day using a 24-hour
clock (e.g., "0800" is 8 AM and "1600" is 4 PM). Each
day consist of three 8-hour turns: the "0000" (midnight
to 8 AM) turn; the "0800" (8 AM to 4 PM) turn; and the
"1600" (4 PM to midnight) turn.
-~-~ Victory points: Victory points are
gained by sinking enemy ships,
..........--~ destroying enemy air units, and
----
6th Fleet
UNIT IDENTIFICATION
A "unit" is defined as a single surface ship (or,
rarely, a group of ships), a single submarine, or a
squadron of aircraft. A "base" is defined as an airfield
or a port. Whenever a unit or base is selected by clicking on that piece on the map, a larger picture of the
selected unit/base appears in the upper right of the
screen, displaying its name, nationality, and type. (For
a full list of abbreviations, see page 3.)
Unit Examples
==
Surface Ship
Submarine
Airfield
Port
5th Fleet
7. HOW A TURN IS PLAYED
Scenarios have a variable number of turns. Each
turn equals eight hours of real time, and three turns
make up a day.
PHASES
A turn is
STEPS
Each surface and submarine phase is divided into
a "Move step" and a "Combat step" (in that order) .
These steps are listed on the top of the Ops Display
screen. When the Move step is in progress, the words
"Move" and "Combat" are both shown in green; when
the Combat step is in progress, only the word "Combat"
is shown in green. Note: Air phases have only one
step, combining movement and combat functions
together.
in progress
Air button
Ship button
Sub button
Pass button
8. STRATEGIC DISPLAY
To open up the Strategic Display, click once on the
Strategic Display button at the top of the Ops Display
screen. This display contains a map which gives the
players a view of the overall situation throughout the
Indian Ocean/Persian Gulf region. The same 22 zones
delineated on the Ops Display are also portrayed on
the Strategic Display.
Selected Unit
Submarines
Button
Friendly List
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Hostile,
Neutral, and
Unknown List
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Strategic Display
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5th Fleet
WEAX (WEATHER) BUTTON
If you are using the weather option in a scenario,
the computer generates random weather patterns in
each zone which may affect the capabilities of units. To
determine the weather in each zone, click once on the
"WEAX" button. ("WEAX" is the U .S . Navy term for
weather reports. ) A map of the Indian Ocean/Persian
Gulf region will appear. Each ofthe 22 zones on the map
displays one of three weather symbols.
Clear: The weather is normal and has no effect
on play.
Squall: Surface ship movement is reduced,
detection is less effective, and at-sea replenishment is impossible.
Storm: Surface ship movement is severely
reduced, detection is not possible, and air missions, in-port replenishment, and at-sea replenishment may not take place.
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Combat orders: To issue a combat order to a surface
unit, follow this procedure:
1. Select the unit to which a combat order will be
issued as described in "Movement orders."
2. Point the arrow to the "Attack" button at the top
of the screen and click once. The button will flip to
the "open" position.
3. Select the enemy unit or base you wish to attack
by clicking on it once. The Combat screen will
appear. Follow the instructions of Section 14 to
perform combat.
4. After you have decided upon combat orders for a
particular unit, select other eligible units and issue
combat orders to them as you wish. The Move step
is brought to an end when the player clicks once on
the Execute button. Although combat is resolved
during the Move Step, the results are not displayed
until the end of the phase; so, you will not see the
results of your attacks immediately.
5th Fleet
CAP Button
Intercept Button
Recon Button
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Selected
Airfield
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Aircraft
Carrier
CAP
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CAP MISSION
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INTERCEPT MISSION
Air units on Intercept missions fly to
a zone and attempt to attack enemy
c..======::..J units performing strategic air missions in that zone. Alternatively, they attempt to protect friendly air units performing strategic air missions
in that zone.
RECON MISSION
Air units on Recon missions fly to a
zone and attempt to detect enemy
L..======~ surface and submarine units which
are situated in that zone. Each air unit placed on a
Recon mission increases the chance of detecting and
accurately identifying enemy units. Note: Enemy airfields and ports are considered detected at all times
throughout a scenario.
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SURFACE SHIPS, SUBMARINES, AIRCRAFT &
AIR MISSIONS BUTIONS
These buttons are
located to the right of
the Recon button on
'-----~----------' the Strategic Air
Missions screen. They work identically to the same
buttons on the Strategic Display (s ee Section 8).
Clicking on the appropriate button or buttons shows
the locations of all friendly and all known enemy units ,
as well as unknown and neutral ships.
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5lf1RIIf
14. COMBAT
Surface and submarine units may receive combat
orders during both the Move and Combat steps of the
Surface or Submarine phase (see Sections 9 and 10).
Air units may be assigned to attack missions in the Air
Attacking Force
Selected
Attacking
unit
Selected
- - - - Target
unit
Surface-tosurface
missiles
Air
Strike
Options
Guns
Torpedoes
Cruise Missiles
TYPES OF COMBAT
There are six types of combat:
SSM Combat: Surface, submarine, and air units
armed with "primary'' or "secondary'' SSMs (surface-tosurface missiles) may attack enemy surface units with
their missiles.
Torpedoes: Submarines may attack enemy surface
units with torpedoes.
Cruise Missiles: Surface, submarine, and air units
armed with cruise missiles may attack enemy ports
and airfields with these missiles. Surface ships, submarines, and air units armed with cruise missiles are
indicated with a small illustration of a missile just
above the drawing of the unit in the upper right of the
Ops Display when that unit is selected.
ASW: Surface, submarine, and air units may attack
enemy submarines using ASW (anti-submarine warfare) combat.
Air Strike: An air unit participating in an attack mission may be assigned to one of four categories of air
strikes: "bomb", "intercept" (INT), "SSM", or "electronic
warfare" (EW). If an air unit is eligible to perform a
type of air strike, that type of strike is listed in bright
red letters on its button. If it is not eligible for a particular air strike type, that type is listed in gray letters.
Guns: You may use "Gun" combat as part of an SSM
attack against an enemy surface unit when the attacking unit and the target are situated in the same hex. If
the attacking unit has no SSMs, the guns may be used
by themselves.
HOW TO PERFORM COMBAT
When the Combat screen appears, a list of units
which may be eligible to participate in the attack
appears under "Friendly Forces". The enemy unit or
units which may be the targets of the attack appear
SSM Combat
To determine whether a unit is eligible to participate in an SSM attack, select it by clicking on its name
on the friendly forces list. If
the circular red light underneath the "Primary SSM"
heading or the "Secondary
SSM" heading is lit in
bright red, that unit may
make an SSM attack. If neither light is lit, the unit
may not make an SSM
attack. If a unit is eligible to
make an SSM attack, it will
have an SSM type listed in
the box underneath the
"Primary SSM" red light. (It
may have two SSM types, in
which case the other SSM is
listed underneath the
"Secondary SSM" red light.)
Each SSM type will also
have a number of missiles
listed in the "Available" box.
To execute an SSM attack,
follow this procedure:
1. Select a unit from the friendly forces list which is
eligible to make an SSM attack. Select an enemy unit
from the enemy forces list. This is the target.
Note: SSM attacks carried out by air units are undertaken in a different manner; see the "Air Strikes" section.
Torpedo Combat
To determine whether a submarine is eligible to
make a torpedo attack, look at the circular red light to
the left of the "Torpedoes" heading. If this light is on,
the submarine may make a torpedo attack. If a submarine is eligible to make a torpedo attack, it will have a
number of torpedoes listed in the "Available" box. To
execute a torpedo attack, follow this procedure:
1. Select an enemy unit from the enemy forces list.
This is the target.
2. Determine how many torpedoes will be fired at the
target by clicking once on the plus sign (+ ) button for
each torpedo you wish to fire. The total number of torpedoes to be fired by the attacking submarine is listed
in the box next to the minus (-) sign. If you wish to
reduce the number of torpedoes fired, click once on
the minus sign button for each torpedo you wish to
withdraw from the attack. A submarine may never
fire more than 8 torpedoes in a single attack. Of
course, you may never fire more torpedoes than the
number available.
3. An attacking submarine may fire torpedoes against
different targets by repeating Steps 1 and 2 above.
4. When you are completely through assigning torpedoes to enemy targets, click once on the Ops Display
button. The Ops Display will return and the torpedo
combat will be resolved later.
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5th Fleet
15. COMBAT EFFECTS
THE BATTLE RESULTS DISPLAY
The computer automatically goes to the Battle
Results Display at the end of the Combat step if any
attacks have taken place. This display, which is
accompanied by a background
illustration matching the type of
attack, shows the results of that
attack. Each report displays the
type of battle report (surface,
submarine, or air), the turn and
time of the attack, the target,
and the results (if any) achieved
against that target. Click once on
the "Next Phase" button to
return to the Ops Display. If battle reports are lengthy, you may
use the sidebar on the Battle
Results Display to scroll through
the attack results.
COMBAT DAMAGE
Units and bases may be damaged or destroyed during combat.
If a surface ship, submarine, or
air unit is damaged, its silhouette
(in the Selected Unit box in upper
right of the Ops Display) is
accompanied by a background
illustration of an explosion. A
unit's capabilities are reduced by
damage. Examine the unit's "Sim- This is an example of a Combat Result Screen showing a bombing attack against Djibouti.
ulation Values" on the Tactical
base, select it on the Ops Display and examine the
Reference screen to determine its reduced values.
Damage to surface ships and submarines may reduce
Selected Unit box in the upper right of the screen. The
their combat capabilities, their speed, or both. Damage
one-digit number just below the base's nationality
to air units simply reduces their combat and detection
abbreviation indicates its current damage level. When a
capabilities.
base is destroyed it's removed from the Ops Display.
5th Fleet
16. TACTICAL DISPLAY
You may group surface ships into formations on
the Tactical Display. You may also also perform docking, at-sea replenishment, and in-port replenishment
on the Tactical Display. Defensively, it is advantageous
to group surface ships together on the Tactical
Display-the more warships in the group, the better.
(Although no more than 22 surface ships may be situated in the same group.) To reach the Tactical Display,
select a unit on the Ops Display and click once on the
Tactical Display button at the top of the screen.
Grouping
Template
List of
ships not
part of a
group
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Tactical Display
.
HOW TO GROUP
All grouping actions (including forming groups, disbanding groups, and combining groups) may only be
performed in the Move step of the Surface phasebefore the units wishing to perform a grouping action
execute any movement. Units may not perform a grouping action after their movement is executed in a Surface
phase. On the Tactical Display, ungrouped ships are
listed under "Vessels" at the right of the screen. You
may select an ungrouped ship from this list by clicking
once on its name. The selected ship counter appears in
the blue hex just above the word ''Vessels." A larger silhouette also appears in the upper right of the screen in
the Selected Unit box. Grouped ships appear in one of
the 22 sections of the Grouping Template. Players may
select a grouped ship by clicking once on it on the template. Its silhouette will appear in the Selected Unit box
in the upper right of the screen.
Identifying Groups
Each group has a name and number-for example,
"TF 8" (Task Force 8), "TG 2" (Task Group 2), or "Stack
4." The names and numbers of all groups in a hex are
listed under the word "Groups" at the right of the
screen. To examine the formations of each of these
groups, click once on the group's name on this list. All
the ships comprising that group will appear on the
Grouping Template. Note: When you open the Tactical
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17. REPLENISHMENT
To regain full ammunition and fuel capacities, surface ships and submarines may replenish. Air units
may never replenish. There are two types of replenishment: in-port and at-sea. You are permitted to replenish your units' fuel and ammunition stocks before they
are exhausted. Units which replenish may not move or
perform combat in the phase in which they replenish.
Both types of replenishment are carried out on the
Tactical Display (see Section 16).
AT-SEA REPLENISHMENT
Only surface ships (not submarines) may perform
at-sea replenishment. At-sea replenishment may only
be performed in the Move step of the Surface phasebefore the units you want to replenish execute any
movement.
Supply Ships
At-sea replenishment is provided by three types of supply ships: oilers (AO), ammunition carriers (AE), and
combat support ships (AO or AOR). Full tankers (FT)
and empty tankers (ET) are not supply ships.
IN-PORT REPLENISHMENT
Surface ships and submarines may perform in port
replenishment. In-port replenishment may only be performed in the Move step of the Surface or Submarine
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Docking
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18. DOCKING
Surface ships and submarines occupying friendly
ports may dock. Docked units may not be attacked by
enemy submarines, nor may they be attacked by
enemy SSMs launched by surface ships. Docking takes
place on the Tactical Display (see Section 16).
HOW TO DOCK
NOTES ON REPLENISHMENT
Many ships in the game (including nuclear-powered ships, submarines, and merchant ships) are considered to have an unlimited fuel supply, so there is
never any need to refuel them. Also, non-combat ships
do not carry ammunition, so there is never any need to
rearm them. Although replenishment may take place
in any scenario, there is rarely any need to replenish
in scenarios which last less than 15 turns. Therefore,
don't waste your time replenishing in the shorter scenarios. However, if you move surface ships at high
speed (i.e., red rather than gray arrows show the path
of movement), fuel is used up rapidly. If you keep this
speed up continuously, you will need to refuel quickly.
If you move surface ships at two, three, or four hexes
less than their top speeds, you will use up very little
fuel, so don't move fast if you don't have to. Also, keep
in mind that SSMs and torpedoes cannot be replenished at sea, so if you shoot them all off in one turn,
you will be weaponless until you return to port. In
some circumstances, returning to port could take the
whole game.
511tRIIf
DOCKING RESTRicriONS
Docked units may not move. To allow them to move
again, they must undock.
attack an unknown unit, but if it turns out to be a neutral merchant ship , your opponent will gain Victory
Points (VP) for sinking or damaging it. (Five VP for
damaging a neutral ship; ten VP for sinking one.)
HOW TO UNDOCK
Ships and submarines may undock only in the Move
step of the Surface or Submarine phase. To undock a
surface ship or submarine, follow this procedure:
1. During a Surface or Submarine phase, select a port
on the Ops Display occupied by at least one docked
surface ship or submarine.
2. Click once on the Tactical Display button at the top
of the screen.
3. Move the mouse arrow to the "Dock" box. Hold the
left mouse button down and drag the unit to any location off the blue Grouping Template on the right of the
screen. The unit is now undocked and may move normally on the Ops Display. If more than one ship occupies the Dock box, you may scroll through a stack of
docked units by clicking repeatedly with the left mouse
button on the stack. The unit that is brought to the top
of the stack may be undocked as described above.
4. Repeat Step 3 for each unit you want to undock. An
unlimited number of surface ships and submarines
may undock per turn.
5. When you are through undocking your ships, click
once on the Ops Display button in the lower right of
the screen.
UNKNOWN CONTAcrS
"Unknown" contacts appear on the Ops
1 1-i..~1 Display as gray counters. When selected, a
P large question mark appears in the Selected
..,.. .,
Unit box in the upper right of the Ops
Display . On the small overview map on the Ops
Display, unknown contacts appear as light gray dots.
On the Strategic and Air Mission Displays, unknown
contacts appear as small squares with gray borders.
NEUTRAL CONTAcrS
Further reconnaissance of an unknown contact may reveal that it is an enemy surface
ship or group of surface ships. However, the
unknown may also turn out to be a single
neutral merchant ship. Neutral merchant ships appear
on the Ops Display as yellow counters. When selected,
a large yellow counter appears in the Selected Unit box
in the upper right of the Ops Display. The ships are
designated as Panamanian or Liberian freighters and
are named. They have no combat values and may not
attack. The computer controls their movements
between turns. On the small overview map on the Ops
Display, identified neutral merchant ships appear as
yellow dots. On the Strategic and Air Mission Displays,
identified neutral merchant ships appear as small
squares with yellow backgrounds. Neutral merchant
ships may be attacked normally. At the start of each
scenario, the computer randomly (and secretly) deploys
several neutral merchant ships on the Ops Display.
Each deployment is different, even if the same scenario
is played over and over again. Thus, you should find it
difficult to predict the patterns of neutral merchant
ship movement.
.M., "
..,..,
PLAYING AN ELECTRONIC MAIL GAME
1. When the Ops Display is opened up, Player 1 selects
a "Phasing Unit Type" and carries out movement and
combat normally with his selected units.
ss
Surface unit*
VPs Received
3 VPs per unit
No VPs received
5 VPs per unit
3 VPs per unit
"Defense" value of the unit
* Generally,
- : ; ~ ~:(.r..:.:'f_.-;-;,
44
Victory Points
/
7; --.:::]~.
WINNING A SCENARIO
Winning a scenario of 5TH FLEET isn't easy. Just
because you are ahead in VPs at one point in the game,
doesn't mean that you have the upper hand on your
opponent. The tides of victory can turn suddenly, and
VPs are awarded all the time. In fact, you might find
yourself receiving VPs when you haven't done anything. This can happen, because the computer takes
into account everything: Movement of your enemy's
units, how far you are away from objective hexes, how
successful your CAP and Intercept missions are, etc.
Small, subtle occurrences can affect your number of
VPs. The best thing to remember during play is to
"know your objectives" and move your units to positions where these objectives can be achieved.
Each scenario has a set number of turns.
At the end of the final turn, the computer
determines a winner. If you choose to end a
scenario early, you can look at the number
ofVPs you've been awarded so far. If you are
ahead, you can claim a "moral" victory; you
cannot, however, claim a "definite" victory.
Being ahead in points doesn't mean you're
winning. The only
way to know if
you're winning is to
view the Victory
Points Display. If
your commanders
are jumping for joy,
you are winning. If
they aren't and you
are leading in
points, that means
the point difference
between you and
your opponent is too small (i.e ., you're leading, but
you're not winning the game).
5th Fleet
GLOSSARY
The following glossary of screens, buttons, and
terms used in 5TH FLEET provides a handy reference
for the players during game play.
Air Mission screen: The screen
on which air units may be
assigned to strategic air missions and CAP (combat air
patrol). To reach this screen,
select an airfield of aircraft carrier on the Ops Display and then
click on the Air Missions button.
r;;;:i:'i:ii::'i:i;:i;l Attack button: If you want to attack an
enemy unit or base, first select the attacking unit on the Ops Display and then click
-..-..-.___. on the Attack button. The button's cover
will "lift," after which you must click on the enemy unit
or base you want to attack. After completing these
functions, the Combat screen will appear.
Battle Results screen: This is
the screen where the results of
all attacks are indicated. This
screen is displayed automatically after all combats have been
executed at the end of an Air,
Surface, or Submarine phase.
CIC (Combat Information
Center) screen: This schematic
drawing of a US Navy warship's
combat information center (CIC)
is the opening screen of the
game. Three computer consoles
are illustrated. To choose a scenario to play, click on the console just to the right of
center (the one with a small black and green map of
the Indian Ocean region). To consult the Tactical
Reference screen, click on the console on the right (the
-~~~~~
~====il
Deep Mode button: Most (but not all) submarines may enter "deep" mode. To select
~~....,!!!l this mode for a particular submarine, select
that submarine on the Ops Display and then click on
the small submarine icon with the downward arrow,
which is located just under the Fuel gauge. A submarine in deep mode is very difficult to detect, but has
restrictions on movement and combat.
Execute button: This button
appears on the Ops Display screen.
Click this button when you are finished issuing movement and attack orders to your
units in an Air, Submarine, or Surface phase.
"'
MJ:f"_(..,
I!liiiiliiili
move across land.) If the unit moves its maximum distance, red arrows appear-indicating very high fuel
expenditure (for surface units) or greater detection possibility (for submarines). If the unit moves less than its
maximum distance, gray arrows appear-indicating
normal or low fuel expenditure (for surface units) or
normal detection possibility (for submarines). If you
wish to change direction in the middle of movement,
drag the pointer as far as you want before you wish to
change direction and then release the mouse button.
Then drag the pointer in a new direction. You may
change directions as many times as you wish up to the
unit's maximum movement distance. After you have
issued movement orders to all your units, click on the
Execute button. The units will then move to the destinations just selected by you.
Movement (Air units): To issue movement orders to
air units, select an airfield or carrier on which air units
are based and assign those units to air missions by
clicking on the Air Missions button on the Ops Display.
Alternatively, issue attack orders to those air units by
clicking on the Attack button. Don't concern yourself
with the distance and direction the air units move; the
computer takes care of that for you. (Although you will
see animated aircraft on the screen representing those
missions.)
Ops Display button: This button is found on four screens: Air
Missions, Strategic, Tactical, and Combat. Click on
this button to return to the Ops Display.
l!!!!!!!!!!i!!!!!!!!!!!!!!!!!!!!!!!!!~
ine data pertaining to aircraft, surface ships, and submarines, click on the appropriate icon under the word
"select." To move back and forth between individual
aircraft, surface ships, and submarines, click on the
left or right arrow under the word "view" on the lower
left of the screen.
STANLEY
ASSOCIATES
Table of Contents
5th Fleet Designer's Notes ............ 3
The flags of
Carriers .......................... 10
Australia
Bahrain
Ethiopia
France
India
Indonesia
Iran
Italy
Kenya
Kuwait
Liberia
Oman
Pakistan
Panama
Qatar
Russia
Saudi
Arabia
UAE
UK
us
Battleship ........................ 15
Cruisers .......................... 16
Destroyers ........................ 21
Frigates .......................... 28
Corvettes ......................... 37
Submarines ....................... 63
Aircraft .......................... 72
Technical Support Information ....... 96
Yemen
5th Fleet
foreign world". Starting in 1945, however, the profound
change in American diplomacy brought about by the
United States' new status as the world's dominant power
necessitated major changes in American defense policy.
To furnish manpower for a larger armed force, the government initiated a peacetime draft-an unthinkable
concept in 19th century America. Furthermore, a separate and distinct U.S. Air Force was established, whose
primary mission was to wield the powerful new atomic
weapons in the American arsenal. Above all, the U.S.
Navy readily stepped into the power vacuum created by
the downsizing of the Royal Navy and the collapse of
much of the British Empire. American naval technology,
particularly nuclear propulsion and air power, clearly
established the American fleet as the most powerful navy
in the post-war world.
The U.S. Navy spent much of the Cold War preparing
to fight the Soviet fleet, which grew dramatically from a
coastal defense force in the 1950's to a first-rate "blue
water" navy in the 1980's. Of course the U.S. Navy never
fought the decisive Trafalgar-style battle it expected to
fight against the Soviets in the event the Cold War turned
hot. Instead it performed secondary roles in medium-sized
regional conflicts such as Vietnam, Korea, and the
Persian Gulf, supporting the other branches of the armed
forces in what were essentially ground and air wars.
Although the post-World War Two U.S. Navy was
almost never used for the purposes for which it was
designed, it was unrefutably the world's most powerful
naval force. Its very existence was a deterrence to Soviet
aggression. Furthermore, the Soviet effort to build a fleet
that could wrest control of the seas from the west was a
dismal, costly failure-a failure that contributed mightily
to the eventual bankruptcy of the Soviet Union. When one
considers that the Soviets also failed to develop ground
and air forces on a qualitative par with the west, it is
clear that America's final victory in the Cold War was in
large measure attributable to the fact that the Soviets
could simply never hope to roll over the western democracies on the field of battle. The fact that the west's Cold
War victory was won without the loss of a man on the battlefield is all the more remarkable.
For America, however, the price of its Cold War victory was not cheap. For 45 years, the Soviet Union-the
"evil empire" in President Ronald Reagan's words-was
an enemy. In his farewell address in 1796, President
George Washington warned, "The nation which indulges
toward another an habitual hatred or an habitual fondness is in some degree a slave. It is a slave to its animosity or to its affection, either of which is sufficient to lead it
astray from its duty and its interest". America's obsession
with the containment of communism changed the pattern
of American life forever. Although there was no climactic
military struggle with the Soviets, a great deal of money
and effort was spent on developing a war machine of
unheard size and power in peacetime America. Of course
the United States had geared up for global war twice in
the 20th century, but these wars were of short duration
compared to the massive 45-year effort to maintain a
large, well-prepared armed force during the Cold War. A
whole generation grew up with the "military-industrial
complex," the draft, and the Berlin Wall. Meanwhile,
income taxes ballooned and the American social fabric
deteriorated.
For the United States, victory in the Cold War initiated an immediate downsizing of the American armed
forces and triggered much-publicized media attention on
the so-called "peace dividend." As defense dollars became
more scarce in the mid-1990's, the three branches of the
armed forces scrambled for funding. Notwithstanding
Tailhook and the Naval Academy cheating scandal, the
Navy has so far emerged from these budget battles battered, but fairly intact. Naval air power and submarines
are still the cornerstones of the U.S. Navy and will be for
years to come. And in any future international crisis, the
query "Where are the carriers?" is still sure to be the first
question out of the President's mouth.
Although the United States no longer has "an habitual hatred" for any nation of the world posing a direct military threat to the western democracies, the much-
'J" <";!,<"'Ol'i!~~
{r<~-1@,: ,;
~- f/'':f<.,:' ~
~~it::.
~~
reduced American armed forces of the mid- and late1990's must continue to prepare to wage war. The critical
question facing American defense planners is who to prepare to fight . Throughout the debates on American
defense preparedness, one thing is certain: the United
States is clearly still heavily dependent on seaborne commerce and therefore must be prepared to defend its merchant shipping from foreign aggressors, even in distant
locales such as the Indian Ocean and the Persian Gulf.
Even with the end of the Cold War, there is no shortage of countries with a deep animosity towards the
United States. The Korean peninsula could explode into
war at any time ; a hostile
Cuba is situated only 90 miles
from Key West; and, in the
Middle East, Iraq and Iran
threaten the flow of oil from
the Persian Gulf to North
America, Europe, and Asia.
Furthermore, although there
is no more "evil empire" of
Soviet communism, the current chaotic state of Russian
society could easily turn ugly
and again transform Russia
into an enemy of the west.
Indeed, to some defense analysts , Russian instability is
more threatening to world
peace today than the vitriolic diplomatic showdowns
between the superpowers at the height of the Cold War.
Of all the hot spots in the world today, there is none
hotter for the United States than the Persian Gulf.
Although America and its allies decisively defeated Iraq
in the Gulf War of 1991, the region is as unstable as ever
today. Ever since the downfall of the Shah in 1979, Iran
has been an implacable enemy of the United States.
Furthermore, much to the surprise of American diplomats, Saddam Hussein still reigns supreme in Baghdad.
Thus, the entire northern and eastern coastlines of the
' '
-
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5
-
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: ~'~t~
><'li:ni
... :. :t~i
J. -
-~~- ~
5th Fleet
"'
been clamoring for several years for new modules, scenarios, maps, and orders of battle. In addition to providing
those new elements, the computer game simplifies the
play of the game immensely. Players no longer have to
calculate attacks in their heads, keep track of logistical
information on pads, and place markers on detected units.
The computer handles all that for them. Most important,
you don't need a huge table on which to play the gameand you don't even need a live opponent. For me, by far
the most significant improvement in the computer game
is the "fog of war". Even when you play the game solitaire
against the computer, you don't know where the enemy
forces are situated. That element alone changes the original board game profoundly.
A computer version of the Fleet series is also timely
because of the major changes in the U.S. Navy over the
past several years. Indeed, since the publication of 3rd
Fleet in 1990 the Navy has undergone one of the greatest
overhauls in its history. In the Reagan-Bush years, the
Navy almost achieved its much publicized "600-ship
Navy" goal. By the late 1990's, however, the Navy will
maintain hardly more than 300 ships. Soon the mainstays
of the Cold War U.S. Navy will all be gone: A-6 Intruders,
Coontz and Adams class destroyers, Leahy and Belknap
class cruisers, Forrestal class carriers, Sturgeon and
Permit class nuclear submarines, and the ungainly LST
tank landing ships. The Navy of the late 1990's will
become less varied: there will probably be only one major
type of carrier (the Nimitz class), one type of cruiser (the
Ticonderoga class), two types of destroyers (Arleigh
Burkes for air defense, Spruances for ASW), one type of
frigate (the Perry class), and one type of attack submarine
(the Los Angeles class, with a few Seawolf subs and perhaps a few boats of a completely new design). Players
familiar with the Fleet board games will be surprised at
how significantly the U.S. Navy has changed since the
publication of 6th Fleet in 1984.
Abroad , there have been some fairly significant
changes in the maritime world over the past several
years. The Soviet Navy has ceased to exist. The Iranians
5lltRIIf
~;>~
-~.. ~
't~
.-.:>-f:~:. /.:
t.
-~t;.~:
_;,
STANLEY
ASSOCIATES
. .~.
~.t~ ~
10
5th Fleet
.
'-'
"'
CARRIERS
Type:
SSM:
SAM:
Guns:
ASW:
cv
None
Thomson-CSF Crotale
4xDCN 100mm
None
CM:
None
Comm:
1961
Max Speed:
32 knots
Displacement: 32780 tons
Countries: France
Ships: Clemenceau
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
6
0
5
3
20
3
0
9
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
6
0
:<~H~
' .,.-t.
~--~
11
\).
~";~
Type: CVN
SSM: None
SAM: NATO Sea Sparrow
Guns: 3x20mmCIWS
ASW: None
CM:
None
1961
Comm:
Max Speed:
33 knots
Displacement: 75700 tons
Countries: United States
CM:
None
Comm:
1959
Max Speed:
28 knots
Displacement: 28700 tons
Countries: India
Ships: Viraat
Ships: Enterprise
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type: cv
SSM: None
SAM: Seacat
Guns: None
ASW: None
Game Information
SSM1:
5
Quantity:
8
Range:
0
SSM2:
7
Quantity:
6
Range:
60
CM:
8
Quantity:
0
Range:
16
Torpedoes:
Area Anti-Air:
None
None
None
8
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
4
Quantity:
5
Range :
0
SSM2:
3
Quantity:
6
Range:
50
CM:
10
Quantity:
6
Range:
6
Torpedoes:
Area Anti-Air:
None
None
None
6
0
5th Fleet
Type:
cv
SSM:
None
Sea Dart
3x20mmCIWS
None
SAM:
Guns:
ASW:
CM:
None
Comm:
1980
Max Speed:
20 knots
Displacement: 20600 tons
Countries: United Kingdom
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
6
4
6
7
60
10
0
6
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Sea Dart
4
1 hex
None
None
4
3
CV
8xSS-N-12
SAM: SA-N-3, SA-N-4,
SA-N-9
Guns: 4x3", 8x30mm
ASW: SUW-N-1
Type 53 Torpedoes
Type:
SSM:
CM:
None
Comm:
1972
Max Speed:
32 knots
Displacement: 40500 tons
Countries: Russia
Ships: Kiev
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
7
4
8
10
70
40
6
7
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-12
8
6 hexes
None
None
10
9
5Ift AIIt
Type:
SSM:
SAM:
Guns:
ASW:
cv
None
Sea Sparrow
3x20mmCIWS
None
None
CM:
1960
Comm:
Max Speed:
32 knots
Displacement: 81123 tons
Countries: United States
Ships: America
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
8
0
7
6
60
8
0
16
SSM1 :
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
8
0
Type:
SSM:
SAM:
Guns:
cv
CM:
None
Comm:
1985
Max Speed:
30 knots
Displacement: 67500 tons
ASW:
Countries: Russia
Ships: Admiral Kuznetsov, Varyag
12xSS-N-19
SA-N-9
6x30mm
None
Game Information
Max Speed:
Defense:
5
8
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
0
9
7
70
10
0
10
=
S=
SM
= 1-':--- - - -=S=
S--=-N-'--=19
Quantity:
12
Range:
5 Hexes
SSM2:
None
Quantity:
Range:
CM:
None
Quantity:
Range:
Torpedoes :
10
Area Anti-Air:
0
::-~~;:~~~,:~~h
,.,'ft;o..
14
. ,.
~ ~
Type:
SSM:
SAM:
Guns:
ASW:
cv
None
None
None
None
<;-
None
CM:
Com.m:
1961
Max Speed:
24 knots
Displacement: 19500 tons
Countries: India
Ships: Vikrant
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5th Fleet
'
Game Information
SSMl:
4
Quantity:
5
Range:
0
SSM2:
3
Quantity:
6
Range:
50
CM:
10
Quantity:
6
Range:
6
Torpedoes:
Area Anti-Air:
None
None
None
6
0
CM:
None
Com.m:
1975
Max Speed:
30 knots
Displacement: 102000 tons
ASW:
Countries: United States
Ships: Abraham Lincoln, George Washington
Type:
SSM:
SAM:
Guns:
CVN
None
Sea Sparrow
4x20mm CIWS
None
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
5
Quantity:
9
Range:
0
SSM2:
7
Quantity:
7
Range:
60
CM:
10
Quantity:
0
Range:
16
Torpedoes:
Area Anti-Air:
None
None
None
10
0
BAnLESHIP
Type:
SSM:
SAM:
Guns:
ASW:
BB
TASM, 16xHarpoon
None
9x16', 12x5",
4x20mmCIWS
None
CM:
TLAM
Comm:
1943
Max Speed:
33 knots
Displacement: 57500 tons
Countries: United States
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
9
0
6
0
0
0
30
16
SSM1:
Quantity:
Range:
88M2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Har oon
16
2 hexes
TASM
16
5 hexes
TLAM
24
30 hexes
0
0
CRUISERS
Type:
SSM:
SAM:
Guns:
ASW:
CG
8xHarpoon
SM-2ER
2x20mm CIWS
Mk 46 Torpedoes
CM:
None
1964
Comm:
32 knots
Max Speed:
Displacement: 8200 tons
Countries: United States
Ships: Fox
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
7
6
3
0
3
2
4
SSMl:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Harpoon
8
2 hexes
None
None
7
5
Type:
SSM:
SAM:
Guns:
ASW:
CG
None
SA-N-3, SA-N-6,
SA-N-4
4x3", 4x30mm
SA-N-14,
Type 53 Torpedoes
None
CM:
Comm:
1971
Max Speed:
34 knots
Displacement: 9900 tons
Countries: Russia
Game Information
5
4
4
6
4
10
4
3
4
Guns:
ASW:
Ships: Kerch
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type:
SSM:
SAM:
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
CGN
20xSS-N-19
SA-N-6, SA-N-4,
SA-N-9
2x100mmor
2x130mm,8x30nun
SS-N-14,
Type 53 Torpedoes
CM:
None
Comm:
1977
Max Speed:
30 knots
Displacement: 24300 tons
Countries: Russia
None
8
5
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
7
6
9
6
30
8
8
7
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-19
20
5 hexes
None
None
8
12
..
'~ .;~~.
.<-:'!.::~~~
18
Type:
SSM:
SAM:
Guns:
ASW:
CG
4xSS-N-3B
SA-N-1
4x57mm, 4x30mm
Type 53 Torpedoes
,..-
-<""J
-.
:_,;.,
CM:
None
Comm:
1965
Max Speed:
35 knots
Displacement: 7700 tons
Countries: Russia
Type:
SSM:
SAM:
Guns:
ASW:
CG
8xSS-N-3B
SA-N-1
4x76mm, 4x30mm
Type 53 Torpedoes
Game Information
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
2
3
1
10
1
4
4
CM:
None
Comm:
1963
Max Speed:
34 knots
Displacement: 5550 tons
Countries: Russia
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-3B
4
5 hexes
None
None
5
5
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
2
3
1
0
1
3
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-3B
8
5 hexes
None
None
4
2
SfltRelt
Type: CG
SSM: 16xSS-N-12
SAM: SA-N-6, SA-N-4
Guns: 2x130mm, 6x30mm
ASW: Type 53 Torpedoes
CM:
None
Comm:
1982
Max Speed:
32 knots
Displacement: 11200 tons
Countries: Russia
5
5
4
7
1
10
1
6
5
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
CM:
TLAM
Comm:
1983
Max Speed:
30 knots
Displacement: 9466 tons
Countries: United States
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type: CG
SSM: TASM, 8xHarpoon
SAM: SM-2MR
Guns: 2x5", 2x20mm CIWS
ASW: ASROC,
Mk 46 Torpedoes
SS-N-12
16
6 hexes
None
None
5
8
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
11/12
7
9
20
30
6
4
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Haq~oon
8
2 hexes
TASM
8
5 hexes
TLAM
0/16
30 hexes
10
8/10
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
CGN
TASM, 8xHarpoon
SM-2MR
2x5",
2x20mmCIWS
ASROC,
MK 46 Torpedoes
CM:
TLAM
Comm:
1976
Max Speed:
30 knots
Displacement: 11300 tons
Countries: United States
Ships: Arkansas
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSMl:
5
Quantity:
5
Range:
4
SSM2:
6
Quantity:
2
Range:
0
CM:
2
Quantity:
2
Range:
5
Torpedoes:
Area Anti-Air:
Harpoon
8
2 hexes
TASM
8
5 hexes
TLAM
4
30 hexes
7
7
5th Fleet
DESTROYERS
In modern navies, there is not much difference in
appearance between cruisers and destroyers .
Functionally, however, destroyers tend to have more
narrow capabilities than cruisers. The U.S. Navy's
Spruance destroyers, for example, are primarily ASW
ships. The new Arleigh Burke destroyers are oriented
mostly to long-range air defense, as are Royal Navy
destroyers. Russian Souremennyy destroyers are deadly in the surface attack role. In the game, try to use
your destroyers in the roles for which they were
designed. For example, in every American carrier battle group, at least one (and preferably two) Spruance
destroyers should protect the carrier from enemy submarine attacks. If the battle group is operating in
waters infested by enemy submarines, the Spruances
should be placed in the outer arcs of a task force or
task group formation on the Tactical Display. Here
they are most effective in countering enemy torpedo
attacks. If there is no threat of enemy submarines,
they may be repositioned closer to the center of the
Tactical Display, where they will be more effective in
providing close anti-aircraft protection to the carrier.
For the Russian player, your Souremennyy destroyers
are your most effective offensive platforms. They are
each armed with eight SS-N-22 SSMs, one of the
fastest and most effective anti-ship missiles in the
world. Use them aggressively when engaging the
enemy in a surface action. On the other hand, Russian
Udaloy ASW destroyers should be used in a manner
similar to the American Spruances.
Type:
SSM:
SAM:
Guns:
ASW:
DDG
8xHarpoon
SM-1MR
2x5",
2x20mm CIWS
Mk 46 Torpedoes
CM:
None
1964
Comm:
Max Speed:
30 knots
Displacement: 4618 tons
Countries: Australia
Ships: Brisbane
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
2
3
1
0
3
2
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Harpoon
8
2
None
None
5
4
Type:
SSM:
SAM:
Guns:
ASW:
DDG
8x0tomat
Standard SM-1MR
l xO. Melara 127mm,
3x0. Melara 76mm
B-515 Torpedoes
CM:
None
Comm:
1992
Max Speed:
31 knots
Displacement: 5400 tons
Countries: Italy
Type: DDG
SSM: TASM, 8xHarpoon
SAM: SM2-MR/ER
Guns: 1x5", 2x20mm CIWS
ASW: ASROC,
Mk 46 Torpedoes
Ships: Barry, Stout
Game Information
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
7
6
20
8
4
3
CM:
TLAM
Comm:
1991
Max Speed:
32 knots
Displacement: 9033 tons
Countries: United States
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Otomat
8
3 hexes
None
None
5
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
9
8
2
0
2
2
4
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Har~oon
8
2 hexes
TASM
8
2 hexes
TLAM
10
30 hexes
8
8
Type:
SSM:
SAM:
Guns:
ASW:
DDG
4xSS-N-22
SA-N-7
1x76mm, 4x30mm
Whitehead A244S
CM:
None
Comm:
1995
Max Speed:
28 knots
Displacement: 6200 tons
Countries: India
Type:
SSM:
SAM:
Guns:
ASW:
DD
4xExocet l\1M40
Thomson-CSF Crotale
1xDCN100mm
ECAN L5 Torpedoes
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
5
6
7
20
10
3
4
CM:
None
Comm:
1979
Max Speed:
30 knots
Displacement: 4490 tons
Countries: France
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Area Anti-Air:
Game Information
SS-N-22
4
2 hexes
None
None
5
5
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
6
7
20
10
4
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Exocet
4
1 hex
None
None
6
0
~'--~,.,.~~
:'
24
5th Fleet
- '~:
~~
Type: DDG
SSM: 8xHarpoon
SAM: SM2-MR
Guns: 2x5" Mk45,
2x20mmCIWS
ASW: Mk46 Torpedoes
CM:
None
Comm:
1979
Max Speed:
33 knots
Displacement: 9574 tons
Countries: United States
Ships: Chandler
5
4
4
6
6
10
8
2
4
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
CM:
None
Comm:
1982
Max Speed:
30 knots
Displacement: 4675 tons
Countries: United Kingdom
Ships: Gloucester
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type: DD
SSM: None
SAM: Sea Dart
Guns: Vickers 4.5"
1x or 2x20mm
ASW: Stingray Torpedoes
Ha oon
8
2 hexes
None
None
8
6
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
4
6
3
10
3
4
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
5
4
StfiRelf
Type:
SSM:
SAM:
Guns:
ASW:
DDG
4xSS-N-2C
SA-N-1
4x76mm, 4x30mm
Type 53 Torpedoes
CM:
None
Comm:
1962
Max Speed:
35 knots
Displacement: 4900 tons
Countries: India
Type: DDG
SSM: 8xSS-N-22
SAM: SA-N-7
Guns: 4x130mm, 4x30mm
ASW: Type 55 Torpedoes
Game Information
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
2
6
3
10
3
3
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Area Anti-Air:
CM:
None
Comm:
1988
Max Speed:
32 knots
Displacement: 7300 tons
Countries: Russia
SS-N-2C
4
1 hex
None
None
5
5
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
5
6
2
10
2
10
4
=
SS=M
==
1:________=
SS
~-~
N~
-2=
2
Quantity:
8
Range:
2 hexes
SSM2:
None
Quantity:
Range:
CM:
None
Quantity:
Range:
Torpedoes:
5
Area Anti-Air:
5
5th Fleet
Type:
Type:
SSM:
SAM:
Guns:
ASW:
DD
CM:
TLAM
TASM, 8xHarpoon
Comm:
1973
Sea Sparrow
Max Speed:
33 knots
2x5", 20mm CIWS
Displacement: 8040 tons
ASROC,
Countries: United States
Mk 46 Torpedoes
Ships: Arthur W. Radford, Fletcher, Hayler, Hewitt, Ingersoll,
O'Bannon, Paul F. Foster
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
0
8
9
20
30
3
4
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Area Anti-Air:
Ha oon
8
2 hexes
TASM
8
5 hexes
TLAM
20
30 hexes
10
0
SSM:
SAM:
Guns:
ASW:
DDG
4x Exocet MM38
Mk2Mod3
2 xDCN 100mm
Malafon,
ECAN L5 Torpedoes
CM:
None
Comm:
1967
Max Speed:
34 knots
Displacement: 6910 tons
Countries: France
Ships:Suffren
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
3
3
2
0
3
2
3
SSM1
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Exocet
4
1 hex
None
None
5
6
None
DD
CM:
None
1980
Comm:
Max Speed:
30 knots
SA-N-9
2x100mm, 4x30mm
Displacement: 8700 tons
SS-N-14,
Countries: Russia
Type 53 Torpedoes
Ships: Admiral Karlanov, Admiral Kulakov, Admiral
Panteleyev, Admiral Levchenko
Type:
SSM:
SAM:
Guns:
ASW:
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
0
8
7
20
10
7
4
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-14
2
1 hex
None
None
10
0
Type:
SSM:
SAM:
Guns:
ASW:
DD
4xSS-N-22
SA-N-9
2x130mm, 4x30mm
Type 53 Torpedoes
CM:
None
Comm:
1994
Max Speed:
30 knots
Displacement: 8900 tons
Countries: Russia
Ships: Tolstoy
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
0
10
6
20
8
8
4
SSM1 :
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Area Anti-Air:
SS-N-22
4
2 hexes
None
None
10
0
~~~
. .,.. .., ~: .
'
,.~ "':'
28
, .'
.,
"
r}
~~t~:.:~:..~:-'~
FRIGATES
Frigates are essentially smaller and less expensive
versions of destroyers. In modern navies, frigates serve
in the same capacity as World War Two destroyers and
destroyer escorts. Probably their most important mission is to provide anti-air and ASW protection for merchant shipping and non-combatant military vessels,
such as supply ships, oilers, and amphibious assault
ships. They are also useful as picket or scout ships and
can provide critical information to the main fleet concerning enemy activities and intentions. Only rarely
are frigates expected to serve in a carrier battle group
in direct support of their larger cruiser and destroyer
cousins. (This would not be the case in the Royal Navy,
however, in which frigates provide the backbone of battle group defense.) In the U.S. Navy, Oliver Hazard
Perry frigates are the only active frigate class in the
fleet. In the game, frigates can serve many of the same
duties as cruisers and destroyers but on a more limited
scale. Ships of the Perry class, for example, are armed
with only four Harpoon SSMs and 36 Standard surface-to-air missiles, as opposed to eight Harpoons and
about 100 Standards on a typical Ticonderoga class
cruiser. Nevertheless, frigates can hit the enemy hard
in a coordinated SSM assault, so don't hesitate to use a
frigate's full supply of SSMs in a single attack .
However, it will be impotent offensively after the
attack, so don't expect to slug it out turn-after-turn in
a surface battle with larger enemy ships. When guarding non-combatant ships, forget about offensive
weapons and stick close to your flock.
Type:
SSM:
SAM:
Guns:
ASW:
FF
4xExocet MM38
Seacat
1x4.5"
Mk 46 Torpedoes
CM:
None
Comm:
1974
Max Speed:
30 knots
Displacement: 2750 tons
Countries: Pakistan
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
2
3
10
3
2
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Area Anti-Air:
Exocet
4
1
None
None
5
0
Type:
SSM:
SAM:
Guns:
ASW:
FF
8xHarpoon
Sea wolf
1x4.5", 1xGoalkeeper
Stingray Torpedoes
CM:
Comm:
Max Speed:
Displacement:
Countries: UK
None
1988
30 knots
4900 tons
Ships: Cumberland
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1 :
5
Quantity:
3
Range:
0
SSM2:
9
Quantity:
7
Range:
20
CM:
10
Quantity:
8
Range:
3
Torpedoes:
Area Anti-Air:
Type: FF
SSM: 8xHarpoon
SAM: Seawolf
Guns: 1x4.5"
ASW: Stingray Torpedoes
CM:
Comm:
Max Speed:
Displacement:
Countries: UK
None
1990
28 knots
4200 tons
4
2 hexes
None
None
6
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
5
Quantity:
3
Range:
0
SSM2:
10
Quantity:
5
Range:
10
CM:
5
Quantity:
4
Range:
3
Torpedoes:
Area Anti-Air:
Harpoon
8
2 hexes
None
None
7
0
,,
30
Type:
SSM:
SAM:
Guns:
ASW:
,=~~~.;r.,
~
FF
8x0tomat Mk2
Thomson-CSF Crotale
1x3.9"
ECANF17P
\i ,...,~
_:.
CM:
None
Comm:
1986
Max Speed:
30 knots
Displacement: 2870 tons
Countries: Saudi Arabia
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
2
0
5
3
10
3
1
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
5th Fleet
'
Otomat
8
3 hexes
None
None
5
0
Type:
SSM:
SAM:
Guns:
ASW:
FF
6xExocet MM-38
Thomson-CSF Crotale
2xDCN 100mm
Malafon,
ECAN L5 Torpedoes
CM:
None
Comm:
1974
Max Speed:
32 knots
Displacement: 5950 tons
Countries: France
Ships: De Grasse
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
4
7
20
10
6
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Exocet
6
1 hex
None
None
5
0
Type:
SSM:
SAM:
Guns:
ASW:
FFG
4xExocet MM38
None
1x120mm
Mk 46 Torpedoes
None
CM:
1979
Comm:
Max Speed:
30 knots
Displacement: 1450 tons
Countries: Indonesia
Ships: Nala
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type: FFG
SSM: BxSS-N-25
SAM: SA-N-4
Guns: 1x3", 2x30mm
ASW: Type 53 Torpedoes
CM:
None
Comm:
1994
Max Speed:
26 knots
Displacement: 1900 tons
Countries: Russia
Ships: Gepard
Game Information
SSM1:
5
Quantity:
2
Range :
0
SSM2:
3
Quantity:
1/3
Range:
0/10
CM:
113
Quantity:
2
Range:
2
Torpedoes:
Area Anti-Air:
Exocet
4
1 hex
None
None
4
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
5
Quantity:
2
Range:
0
SSM2:
5
Quantity:
2
Range :
0
CM:
2
Quantity:
1
Range:
3
Torpedoes:
Area Anti-Air:
SS-N-25
8
2 hex
None
None
6
0
32
~~~~:~~~~~:~:~~
Guns:
ASW:
4xSS-N-2C
SA-N-4
2x57mm, 2x30mm
A244S Torpedoes
CM:
Comm:
Max Speed:
Displacement:
Countries: India
"'~ "'!
None
1983
27 knots
4000 tons
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Area Anti-Air:
FF
8xSS-N-25
SA-N-4
4x76mm
SS-N-14,
Type 53 Torpedoes
CM:
None
Comm:
1969
Max Speed:
32 knots
Displacement: 3600 tons
Countries: Russia
Game Information
Game Information
5
3
0
5
6
20
8
2
3
Type:
SSM:
SAM:
Guns:
ASW:
5th FIHt
~ .;,->
'-
SS-N-2C
4
1 hex
None
None
4
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
3
1
0
1
2
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-25
8
2 hexes
None
None
5
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
FF
None
SA-N-4
2x100mm
SS-N-14,
Type 53 Torpedoes
CM:
None
Conun:
1976
32 knots
Max Speed:
Displacement: 3600 tons
Countries: Russia
Type: FF
SSM: None
SAM: SA-N-4
Guns: 1x100mm, 2x30mm
ASW: Type 53 Torpedoes
Ships: Rezvyy
Game Information
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
4
1
0
1
2
3
CM:
None
Conun:
1984
Max Speed:
32 knots
Displacement: 3600 tons
Countries: Russia
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-14
2
1 hex
None
None
5
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
6
4
10
4
4
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
4
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
FFG
8x0tomat Mk2
Sea Sparrow
1x0. Melara 127mm
Mk 46 Torpedoes
CM:
None
Comm:
1977
Max Speed:
35 knots
Displacement: 2525 tons
Countries: Italy
Ships: Sagittario
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type:
SSM:
SAM:
Guns:
ASW:
FFG
4x Otomat Mk2
Aspide
l xO. Melara 127mm
Mk 46 Torpedoes
CM:
None
Comm:
1982
Max Speed:
32 knots
Displacement: 3200 tons
Countries: Italy
Ships: Scirocco
Game Information
SSMl:
5
Quantity:
2
Range:
0
SSM2:
5
Quantity:
3
Range:
10
CM:
3
Quantity:
2
Range :
3
Torpedoes:
Area Anti-Air:
Otomat
8
3 hexes
None
None
4
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSMl:
5
Quantity:
3
Range:
0
SSM2:
6
Quantity:
5
Range:
20
CM:
5
Quantity:
2
Range:
3
Torpedoes:
Area Anti-Air:
Otomat
4
3
None
None
0. H. Perry Class 1
Type:
SSM:
SAM:
Guns:
ASW:
FF
8xSS-N-25
SA-N-9
1x100mm
SS-N-15,
Type 53 Torpedoes
CM:
None
Comm:
1994
Max Speed:
32 knots
Displacement: 4100 tons
Countries: Russia
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
0
8
5
10
5
3
3
SSMl:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Area Anti-Air:
SS-N-25
8
2
None
None
6
0
Type:
SSM:
SAM:
Guns:
ASW:
FFG
4xHarpoon
SM-1MR
1x3", 1x20mm CIWS
Mk 46 Torpedoes
CM:
None
Comm:
1977
Max Speed:
29 knots
Displacement: 4100 tons
Countries: United States,
Australia
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
3
3
5
7
20
10
1
3
SSMl:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Haq~oon
4
2 hexes
None
None
5
4
-7"\~~~
o!!t.J.,.
36
5th Fleet
>->'
.~
i~
Type:
SSM:
SAM:
Guns:
ASW:
FF
4xExocet
Seacat
1x0 . Melara 76mm
Mk 46 Torpedoes
CM:
None
Comm:
1967
Max Speed:
28 knots
Displacement: 2835 tons
Countries: Indonesia
Type:
SSM:
SAM:
Guns:
ASW:
FF
4xSea Killer
None
1x4.5"
ASWMortar
Ships:Alborz, Alvand
Game Information
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
2
0
3
3
10
3
2
2
SSM1:
Quantity:
Range:
88M2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
CM:
None
Comm:
1971
Max Speed:
39 knots
Displacement: 1350 tons
Countries: Iran
Exocet
4
1 hex
None
None
4
0
Max Speed:
Defense:
AAW:
Close AAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
6
2
0
4
1
0
1
1
3
SSMl:
Quantity:
Range:
88M2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Sea Killer
4
1 hex
None
None
4
0
~." ~:~:t:!;nv,
.~.~--.,_
.
,_ .
37
u .:.." .
CORVEnES
Type:
SSM:
SAM:
Guns:
ASW:
COR
None
SA-N-4
2x57mm or 2x76m
or 1x30mm
Type 53 Torpedoes
CM:
None
Comm:
1968
Max Speed:
30 knots
Displacement: 1200 tons
Countries: Russia
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
4
0
7
5
0
5
4
4
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
8
0
Type:
SSM:
SAM:
Guns:
ASW:
COR
2x or 4xSS-N-2C
SA-N-5
1x76mm, 2x30mm
None
None
CM:
1989
Comm:
Max Speed:
25 knots
Displacement: 1350 tons
Countries: India
ASW:
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
2
0
4
2
20
2
1
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Type:
SSM:
SAM:
Guns:
COR
6xSS-N-9
SA-N-4
2x57mmor
1x76mm, 1x30mm
None
CM:
None
Comm:
1969
Max Speed:
360 knots
Displacement: 850 tons
Countries: Russia
Ships: RU PCS 2
SS-N-2C
10
1 hex
None
None
3
0
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
6
2
0
7
0
0
0
2
2
SSM1:
Quantity:
Range :
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-9
30
2
None
None
0
0
PATROL
COMBATANTS
Type:
SSM:
SAM:
Guns:
ASW:
PCS
4xHarpoon
None
1x3" OTO Melara,
1x20mm CIWS
None
CM:
None
Comm:
1980
Max Speed:
38 knots
Displacement: 4 78 tons
Countries: Saudi Arabia
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
6
2
0
8
0
0
0
4
2
SSMl:
Quantity:
Ra nge:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Tor pedoes:
Area Anti-Air:
H ar~ oon
16
2 h exes
None
None
16
0
Sift Reef
Type:
SSM:
SAM:
Guns:
ASW:
PCS
8xHarpoon
None
1x3", lx20mm CIWS
Mk 46 Torpedoes
CM:
None
Comm:
1980
Max Speed:
30 knots
Displacement: 1038 tons
Countries: Saudi Arabia
Type:
SSM:
SAM:
Guns:
ASW:
PCS
4xExocet or 2xYJ-1
None
1x76mm
None
Ships: SA PCS 3
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
CM:
None
Comm:
1977
Max Speed:
37 knots
Displacement: 275 tons
Countries: Qatar, Iran
5
2
0
5
1
0
1
3
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Game Information
Har:Qoon
24
2 hexes
None
None
5
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
6
2
0
5
0
0
0
3
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Exocet
24/12
1 hex
None
None
0
0
Type:
SSM:
SAM:
Guns:
ASW:
PCS
4xExocet MM40
None
1x76mm
None
None
CM:
1984
Comm:
Max Speed:
40 knots
Displacement: 259 tons
Countries: Bahrain, UAE,
Kuwait
Type:
SSM:
SAM:
Guns:
ASW:
PCS
4xSS-N-2A or
4xHY-2
SA-N-5
4x30mm
None
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
2
0
4/5
0
0
0
112/3
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
CM:
None
Comm:
1960
Max Speed:
37 knots
Displacement: 245 tons
Countries: Pakistan,
Ethiopia, Yemen
Game Information
Exocet
4/16
1 hex
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
2
0
2/3
0
0
0
1/2/3
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-2A
8/12/16
1 hex
None
None
0
0
..
42
Type:
SSM:
SAM:
Guns:
ASW:
..
<
. ~'
PCS
6xExocet MM40 or
4x0tomat Mk 2
None
1x76mm
None
'
5th Fleet
}~...
:;.
':,
'
CM:
None
Comm:
1982
Max Speed:
38 knots
Displacement: 394 tons
Countries: Oman, Kenya
CM:
None
Comm:
1978
Max Speed:
36 knots
Displacement: 455 tons
Countries: India , Russia,
Yemen
Game Information
Game Information
6
2
0
3/4
0
0
0
2/3
2
SAM:
Guns:
ASW:
PCS
4xSS-N-2C/D (I/II),
4xSS-N-22 (III)
SA-N-5
76mm, 2x30mm
None
Type:
SSM:
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Exocet
20/8
113 hexes
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
6
2
0
3/4
0
0
0
2/3/4
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
SS-N-22
8/12/16
1/2 hex
None
None
0
0
AMPHIBIOUS
ASSAULT SHIPS
In the game, only the U.S. Navy operates amphibious assault ships. The "amphibs" or "gators" (as the
amphibious assault ships are known) serve a single
purpose: to embark Marines and their heavy equipment. Disembarkation may be by landing craft or by
helicopter-either unopposed or against a defended
shore. In the Persian Gulf War, the threat of a
seaborne invasion posed by a group of amphibs off the
coast of Kuwait pinned down thousands of Iraqi troops
in coastal defense dutie s. Generally, a U.S . Navy
"Amphibious Ready Group" (ARG), consisting of four or
five amphibs, is situated in the Indian Ocean or western Pacific at any given time. The ARG embarks a
"Marine expeditionary unit" (MEU), which consists of a
Marine infantry battalion augmented by armor, helicopter, fixed-wing aircraft, special operations, and various support units. Generally one LHD or LHA deploys
with each ARG. These are essentially small aircraft
carriers which are capable of embarking over 40 troopcarrying helicopters or 20 AV-8B Harrier VSTOL fighters. The Harriers would normally be committed to the
support of Marine ground operations, but could conceivably play a role in fleet air defense. In the game,
strive to get your amphibs to their destinations safely.
The best way to do this is to avoid areas infested with
enemy warships and to steer clear of areas within
range of enemy air power. Make sure the ARG is
always accompanied by an adequate escort force of at
least four frigates , destroyers, or cruisers.
Type:
SSM:
SAM:
Guns:
LSD
None
None
4x3",
2x20mmCIWS
None
CM:
None
Comm:
1969
Max Speed:
22 knots
Displacement: 13700 tons
Countries: United States
ASW:
Ships: Anchorage, Mount Vernon
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
4
Range:
0
SSM2:
5
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
Type:
SSM:
SAM:
Guns:
LPD
CM:
None
1964
None
Comm:
Max Speed:
21 knots
None
2x or 4x3",
Displacement: 17244 tons
2x20mmCIWS
Countries: United States
ASW: None
Ships: Coronado, Denver, Dubuque, Juneau
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
5
Range:
0
SSM2:
5
Quantity:
0
Range :
0
CM:
0
Quantity:
0
Range :
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Type:
SSM:
SAM:
Guns:
ASW:
LPH
None
Sea Sparrow
4x3",
2x20mm CIWS
None
CM:
None
Comm:
1963
Max Speed:
23 knots
Displacement: 18300 tons
Countries: United States
Game Information
SSM I:
3
Quantity:
5
Range:
0
SSM2:
6
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range :
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
LHA
None
Sea Sparrow
2x5",
2x20mmCIWS
None
CM:
None
Comm:
1973
Max Speed:
24 knots
Displacement: 39967 tons
Countries: United States
Type:
SSM:
SAM:
Guns:
ASW:
LHD
None
Sea Sparrow
2x20mmCIWS
None
Ships: Tarawa
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
7
Range:
0
SSM2:
6
Quantity:
0
Range:
0
CM:
0
Quantity:
1
Range:
3
Torpedoes:
Area Anti-Air:
CM:
None
Comm:
1989
Max Speed:
22 knots
Displacement: 40532 tons
Countries: United States
None
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
7
Range:
0
SSM2:
7
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
3
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
LSD
None
None
2x20mrn CIWS
None
CM:
None
Comm:
1985
Max Speed:
22 knots
Displacement: 16740 tons
Countries: United States
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
5
0
5
0
0
0
0
2
SSMl:
Quantity:
Range :
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
MINESWEEPERS
Until recently, the U.S. Navy was alarmingly deficient in mine warfare. During the Cold War, American
sailors had always assumed that the plentiful
minesweepers of the NATO navies would lend their support to the U.S. Navy in wartime. To the Americans,
mines were an element of coastal warfare-a type of warfare that the Navy did not expect to fight. However, during the Kuwaiti tanker reflagging operations in the
Persian Gulf in the late 1980's, it became painfully obvious that the U.S. Navy would have to build its own
minesweepers. At that time, the bulk of American
minesweepers were of 1950's vintage. In the Gulf, U.S.
Navy captains usually had a supertanker-a ship the
Navy was supposed to protect-lead the way through an
Iranian minefield, with the escorting warships close
behind. During the Persian Gulf War, U.S. Navy mine
warfare weaknesses were highlighted when two
American warships were damaged by mines. After the
hard lessons of the Persian Gulf, the U.S. Navy has finally come to the realization that mines are one of the most
effective means by which Third World enemies of the
United States can attempt to render the American fleet
impotent. Mines are generally employed only in shallow
coastal waters. Since all of the scenarios in 5th Fleet simulate naval action on the high seas, mines are not used in
the current version of the game. However, future scenarios in 5th Fleet expansion modules may include rules for
laying and sweeping mines.
Type: MS
SSM: None
SAM: None
Guns: 2x12.7mm
ASW: None
Ships: Avenger, Defender
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
CM:
None
Comm:
1987
Max Speed:
13 knots
Displacement: 1312 tons
Countries: United States
Game Information
SSM1:
3
Quantity:
2
Range:
0
SSM2:
2
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
'
p~!;::
.,
48
Guns:
ASW:
5th Fleet
'
-~:t~~
CM:
Comm:
Max Speed:
Displacement:
Countries: UK
None
None
1x40mm
None
None
1980
15 knots
750 tons
Guns:
ASW:
Ships: Milazzo
Game Information
Ships: Brecon
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
CM:
None
Comm:
1985
Max Speed:
15 knots
Displacement: 405 tons
Countries: Italy
MS
None
None
1x20mm
None
2
2
0
2
0
0
0
0
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
2
2
0
2
0
0
0
0
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
MS
None
SA-N-5 Grail
4x30mm
None
None
CM:
Comm:
1970
Max Speed:
19 knots
Displacement: 770 tons
Countries: India, Russia
Game Information
SSM1:
3
Quantity:
2
Range:
0
SSM2:
2/4
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
Type:
SSM:
SAM:
Guns:
ASW:
MS
None
None
2x30mm
None
CM:
None
Comm:
1989
Max Speed:
13 knots
Displacement: 450 tons
Countries: Saudi Arabia
Ships: Al Jawf
None
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
2
Range :
0
SSM2:
2
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Type:
SSM:
SAM:
Guns:
ASW:
MH
CM:
None
1984
Comm:
Max Speed:
15 knots
Displacement: 595 tons
Countries: France
None
None
1x20mm
None
Ships: Lyre
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
2
0
2
0
0
0
0
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
REPLENISHMENT
SHIPS
Aside from naval avaition, the factor that most
distinguishes the U.S. Navy from other world fleets is
its ability to provide logistical support to its warships
in any remote corner of the world-even when allied
bases are unavailable. During the Persian Gulf War,
the U.S. Navy was able to support a half-dozen carrier
battle groups in the theater despite the fact the
Persian Gulf is about as far from the United States as
one can get. Given the carriers' voracious appetite for
aircraft ordnance and jet fuel in high tempo military
operations, this was an astounding accomplishmentone which no other navy could come close to achieving.
Generally, each American carrier group is accompanied by a single fast combat support ship (AOE ),
which can dispense fuel, ammunition, and provisions
either directly from ship-to-ship or by helicopter.
"Underway replenishment groups" (URG) usually consist of one oiler (AO), one ammunition ship (AE), and
a combat stores ship (AFS-not represented in the
game). In the game, logistics is not very important in
short scenarios, in which units will rarely run out of
fuel. In longer scenarios, however, you will be surprised at how quickly your ships will find themselves
in the middle of the ocean with no fuel or ammunition.
(The longer the scenario, the more acute the problem.)
Take care to protect your replenishment ships , for
they will be needed toward the end of the game.
Type:
SSM:
SAM:
Guns:
ASW:
AOR
None
SA-N-4
4x57mm, 4x30mm
None
CM:
None
Comm:
1975
Max Speed:
22 knots
Displacement: 35000 tons
Countries: Russia
Ships: Berezina
Game Information
Max Speed:
Defense:
AAW:
Close AAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
3
5
0
5
0
0
0
0
2
SSMl:
Quantity:
Range:
SSM2 :
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
:. :'::::t~~:'
52
5th Fleet
. - ..--~~:..
'Yk
Type: AOR
SSM: None
SAM: None
Guns: 4x57mm
ASW: None
CM:
None
Comm:
1971
Max Speed:
17 knots
Displacement: 23400 tons
Countries: Russia
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
3
4
0
2
0
0
0
0
2
None
:::
S:::
SM
= 1:.::. . ----~=
Quantity:
Range:
SSM2:
None
Quantity:
Range:
CM:
None
Quantity:
Range:
Torpedoes:
0
Area Anti-Air:
0
Type: AO
SSM: None
SAM: None
Guns: 2x20mm CIWS
ASW: None
CM:
None
Comm:
1981
Max Speed:
19 knots
Displacement: 37870 tons
Countries: United States
Ships: Monongahela
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
3
4
0
4
0
0
0
0
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5thReet
Type:
SSM:
SAM:
Guns:
ASW:
AO
None
None
None
None
Comm:
Max Speed:
16 knots
Displacement: 11500 tons
Countries: Russia
Ships: Dubna
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type:
SSM:
SAM:
Guns:
ASW:
AOR
None
None
1x40mm, 2x20mm
None
CM:
Comm:
1980
Max Speed:
20 knots
Displacement: 17900 tons
Countries: France, Australia
None
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
4
Range
:
0
SSM2:
2
Quantity:
0
Range :
0
CM:
0
Quantity:
0
Range :
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
.!~~~
~ ~'
54
5th Fleet
'
. .,.'~~
Type:
SSM:
SAM:
Guns:
Type: AOR
SSM: None
SAM: None
Guns: 2x30mm
ASW: None
CM:
Comm:
Max Speed:
Displacement:
Countries: UK
None
1993
20 knots
32300 tons
Game Information
SSM1:
3
Quantity:
4
Range:
0
88M2:
3
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
ASW:
CM:
None
Comm:
1986
Max Speed:
20 knots
Displacement: 40700 tons
Countries: United States
AO
None
None
None
None
Game Information
3
SSM1:
Quantity:
4
Range:
0
88M2:
4
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
AO
None
None
None
None
None
CM:
Comm:
1982
Max Speed:
14 knots
Displacement: 8600 tons
Countries: Russia
ASW:
Ships: Vyaz'ma
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Type:
SSM:
SAM:
Guns:
Game Information
SSM1:
2
Quantity:
3
Range:
0
SSM2:
0
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
AE
None
None
4x3",
2x20mmCIWS
None
CM:
None
Comm:
1968
Max Speed:
20 knots
Displacement: 19940 tons
Countries: United States
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
3
Range :
0
SSM2:
4
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
AE
None
SA-N-5
4xor 8x57mm
None
CM:
None
1963
Comm:
Max Speed:
14 knots
Displacement: 4600 tons
Countries: Russia
Game Information
SSM1:
2
Quantity:
3
Range:
0
88M2:
3
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Type:
SSM:
SAM:
Guns:
ASW:
AE
None
None
4x3"
None
CM:
None
Comm:
1959
Max Speed:
20 knots
Displacement: 16003 tons
Countries: United States
Ships: Haleakala
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
4
Range:
2
88M2:
0
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range :
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Type: AOR
SSM: None
SAM: Sea Sparrow
Guns: 2x20mmCIWS
ASW: None
None
CM:
Comm:
1964
Max Speed:
26 knots
Displacement: 53600 tons
Countries: United States
Ships: Sacramento
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
3
5
0
6
0
0
0
0
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
Type: AOR
SSM: None
SAM: Sea Sparrow
Guns: 2x20mmCIWS
ASW: None
CM:
None
Comm:
1993
25 knots
Max Speed:
Displacement: 48800 tons
Countries: United States
Ships: Arctic
None
None
None
0
0
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
3
5
0
6
0
0
0
0
2
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Type: AE
SSM: None
SAM: None
Guns: 4x3"
ASW: None
CM:
None
Comm:
1956
Max Speed:
18 knots
Displacement: 15500 tons
Countries: United States
Game Information
SSM I:
3
Quantity:
4
Range:
0
SSM2:
2
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Type: AO
SSM: None
SAM: None
Guns: None
ASW: None
CM:
None
Comm:
1961
Max Speed:
17 knots
Displacement: 7110 tons
Countries: Russia
Game Information
SSM1:
3
Quantity:
3
Range:
0
SSM2:
0
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
2
Torpedoes:
Area Anti-Air:
None
None
None
0
0
MERCHANT
SHIPS
Type:
SSM:
SAM:
Guns:
ASW:
CM:
None
Comm:
1985
Max Speed:
18 knots
Displacement: 44330 tons
Countries: United States
MPS
None
None
None
None
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
3
4
0
0
0
0
0
0
SSMl:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
Type:
SSM:
SAM:
Guns:
ASW:
FC
None
None
None
None
CM:
None
Comm:
1973
Max Speed:
30 knots
Displacement: 41127 tons
Countries: United States
Game Information
SSMl :
4
Quantity:
4
Range :
0
SSM2:
0
Quantity:
0
Range :
0
CM:
0
Quantity:
0
Range:
4
Torpedoes:
Area Anti-Air:
Type:
SSM:
SAM:
Guns:
ASW:
MPS
None
None
None
None
CM:
None
Comm:
1979
Max Speed:
17 knots
Displacement: 46552 tons
Countries: United States
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSMl:
3
Quantity:
4
Range:
0
SSM2:
0
Quantity:
0
Range :
0
CM:
0
Quantity:
0
Range:
4
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
Type:
SSM:
SAM:
Guns:
ASW:
MPS
None
None
None
None
CM:
None
Comm:
1981
Max Speed:
20 knots
Displacement: 48754 tons
Countries: United States
Game Information
SSM1:
3
Quantity:
4
Range:
0
88M2:
0
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
4
Torpedoes:
Area Anti-Air:
None
Type:
SSM:
SAM:
Guns:
ASW:
sc
CM:
None
Comm:
1970
Max Speed:
16 knots
Displacement: 60000 tons
Countries: United States
Ships: American Titan, Cape Ann, Cape Charles, Cape Cod,
Elizabeth Lykes, Falcon Leader, Green Island, Letitia Lykes,
Lyra , Overseas Alice , Overseas Valdez , Overseas Vivian,
Rapid
None
None
None
None
None
None
0
0
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
Game Information
SSM1:
3
Quantity:
4
Range:
0
88M2:
0
Quantity:
0
Range:
0
CM:
0
Quantity:
0
Range:
4
Torpedoes:
Area Anti-Air:
None
None
None
0
0
Type:
SSM:
SAM:
Guns:
ASW:
Tanker (ET/FT)
None
None
None
None
CM:
None
Comm:
1980
Max Speed:
16 knots
Displacement: 26000 tons
Countries: Various
Game Information
Max Speed:
Defense:
AAW:
CloseAAW:
ASW:
Surface Detect:
Sub Detect:
Gunnery:
Victory Point:
6
0
0
0
0
0
0
4
SSM1:
Quantity:
Range :
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Area Anti-Air:
None
None
None
0
0
5th Fleet
SUBMARINES
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSG
12/20 knots
4x21"
20xTLW
Harpoon
CM:
None
Comm:
1977
Displacement: 1760 tons
Countries: Pakistan
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
3
7
4
0
4
12
3
:::
S.:::S=.:
M-=c1::..::_ _ _ _____:H
= a.rp
o_j"-'o"-"o=n
Quantity:
4
2 hexes
Range :
SSM2:
None
Quantity:
Range :
CM:
None
Quantity:
Range :
Torpedoes:
16
5th Fleet
Charlie II Class
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSN
18/32 knots
4x21", 4x25.6"
24xTLW
None
CM:
SS-N-21
Comm:
1984
Displacement: 9100 tons
Countries: Russia
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSGN
15/25 knots
6x21"
14xTLW
SS-N-9
Ships: Irtysh
Game Information
Max Speed:
Defense:
4
8
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
9
0
30
30
5
CM:
None
Comm:
1973
Displacement: 5550 tons
Countries: Russia
None
"""
SS
::e:M
= 1": ----~=
Quantity:
Range:
SSM2:
None
Quantity:
Range:
CM:
SS-N-21
Quantity:
4
Range:
28 hexes
20
Torpedoes:
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
3
7
4
0
4
12
5
SSMl:
Quantity:
Range:
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
SS-N-9
8
2 hexes
None
None
12
lthFIHt
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
ss
13/16 knots
12x21.7"
12xTLW
Harpoon
CM:
None
Comm:
1964
Displacement: 1038 tons
Countries: Pakistan
Game Information
Max Speed:
Defense:
2
6
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
4
0
4
12
3
::::
S:.::::
S~
M"-'1~:_ _ _ _~
H=-=a=-r=p.::c
oo=
n
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
2
2
None
None
10
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
ss
10/20 knots
6x21"
18xTLW
None
CM:
None
Comm:
1979
Displacement: 3076 tons
Countries: Russia, Iran,
India
Ships: Beluga, Chaika, Delfin, Grif, Larak, Shshuka, Sindhudhvaj, Sindhukiri, Sindhuraj, Sindhuratna, Tareq
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
3
7
5
0
5
18
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
None
None
None
16
lth FIHt
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSN
18/32 knots
4x21"
26xTLW
TASM,
Harpoon
TLAM
CM:
Comm:
1976
Displacement: 6927 tons
Countries: United States
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
4
8
10
0
40
30
5
SSM1:
Quantity:
Range :
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
Haq~oon
4
2 hexes
TASM
4
5 hexes
TLAM
6
30 hexes
14
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SS
12/17 knots
6x21"
20xTLW
Harpoon
CM:
None
Comm:
1968
Displacement: 2410 tons
Countries: Australia
Ships: Orion
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
2
7
6
0
10
22
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Haq:~oon
4
2 hexes
None
None
16
5th Fleet
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSGN
19/30 knots
4x21", 4x25.6"
24xTLW
24xSS-N-19
CM:
SS-N-21
Comm:
1980
Displacement: 12500 tons
Countries: Russia
Game Information
4
8
6
0
8
22
5
SSN
14/25 knots
4x21"
18xTLW
SM-39 Exocet
CM:
None
Comm:
1983
Displacement: 2670 tons
Countries: France
Ships: Casabianca
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSM1:
Quantity:
Range :
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
SS-N-19
24
5 hexes
None
SS-N-21
6
28 hexes
12
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
4
7
6
0
8
22
5
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Exocet
4
1 hex
None
None
14
5th Fleet
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSN
18/35 knots
8x26"
50xTLW
TASM,
Harpoon
Ships: Connecticut, Seawolf
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
CM:
TLAM
Comm:
1996
Displacement: 9137 tons
Countries: United States
Game Information
SSM1 :
5
Quantity:
9
Range:
10
SSM2:
0
Quantity:
40
Range:
35
CM:
5
Quantity:
Range:
Torpedoes:
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSN
18/34 knots
8x25.6"
22xTLW
None
CM:
SS-N-21
Comm:
1983
Displacement: 7900 tons
Countries: Russia
Ships: Ovseenko
Harpoon
8
2 hexes
TASM
8
5 hexes
TLAM
16
30 hexes
28
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
Game Information
SSM1:
5
Quantity:
9
Range:
9
SSM2:
0
Quantity:
30
Range:
30
CM:
5
Quantity:
Range:
Torpedoes:
None
None
SS-N-21
6
28 hexes
16
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSN
15/30 knots
4x21"
23xTLW
TASM,
Harpoon
CM:
TLAM
Comm:
1967
Displacement: 4960 tons
Countries:
us
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
ss
13/16 knots
8x21"
16
None
Game Information
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
4
7
9
0
30
22
5
CM:
None
Comm:
1973
Displacement: 3800 tons
Countries: Russia
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Har:Qoon
4
2 hexes
TASM
2
5 hexes
TLAM
2
30 hexes
15
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
2
6
4
0
4
12
3
SSM1:
Quantity:
Range :
SSM2:
Quantity:
Range :
CM:
Quantity:
Range:
Torpedoes:
None
None
None
16
5th Fleet
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSN
18/32 knots
5x21"
25xTLW
Harpoon
CM:
None
Comm:
1983
Displacement: 5900 tons
Countries: UK
Ships: Turbulent
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
ss
11/22 knots
8x21"
12
None
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
CM:
None
Comm:
1986
Displacement: 1850 tons
Countries: India
4
8
10
0
40
22
5
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
Game Information
Haq~oon
4
2 hexes
None
None
20
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
3
7
4
0
4
18
3
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range:
Torpedoes:
None
None
None
12
Type:
Max Speeds:
Tubes:
Torpedoes:
SSM:
SSN
18/30 knots
2x21", 4x 25.6"
24TLW
None
SS-N-21
CM:
Comm:
1972
Displacement: 5800 tons
Countries: Russia
Game Information
Max Speed:
Defense:
ASW:
Surface Detect:
Sub Detect:
Torpedo Attack:
Victory Point:
4
7
4
0
4
18/22
5
SSM1:
Quantity:
Range:
SSM2:
Quantity:
Range:
CM:
Quantity:
Range :
Torpedoes:
None
None
SS-N-21
6
28 hexes
20/16
AIRCRAFT
Role:
Date:
Max Speed:
INT
1981
668 mph
Range:
150nm
Countries: United States,
UK, India
Game Information
Range :
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
14 hexes
5
0
20
0
40
None
3
SSM:
Range:
Attacks:
Sea Eagle
1
2
5th Fleet
Atlantique
Role:
Date:
Max Speed:
AEW
1962
254 mph
Range:
300nm
Countries: France
Role:
Date:
Max Speed:
RCN
1984
350 mph
Range:
1000 nm
Countries: France, Pakistan
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
12hexes
0
0
20
0
0
None
0
~
S~
S~
M~:__________~
N~o~
n~
e
Range:
Attacks:
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
70 hexes
0
4
30
10/20
0
15
0
SSM:
Range:
Attacks:
Exocet
1
10
,,
.'
>.
74
'.~~ ~,_~
r~ ~,
,.
~..:~1,0\-:
~~">.\<.._."""
',.;,tt&W':'M
Role:
Date:
Max Speed:
BMB
1952
525 mph
Range:
9000nm
Countries: United States
Role:
Date:
Max Speed:
RCN
1966
330 mph
Range:
2000 nm
Countries: Russia
Game Information
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
120 hexes
1
0
30
0
90
40
3
SSM:
Range:
Attacks:
Harpoon
2
20
Range :
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
36 hexes
0
2
30
5
0
None
0
SSM:
Range:
Attacks:
None
Role:
Date:
Max Speed:
RCN
1955
350 mph
Range:
450nm
Countries: India
Role:
Date:
Max Speed:
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
14 hexes
0
0
30
0
0
None
0
SSM:
Range:
Attacks:
AEW
1971
375 mph
Range:
1000 nm
Countries: United States
Game Information
None
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
26 hexes
0
0
30
0
0
None
0
SSM:
Range:
Attacks:
None
Date:
Max Speed:
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
EW
1971
613 mph
Range:
700nm
Countries: United States
Game Information
SSM:
30 hexes
Range:
0
Attacks:
0
0
0
0
None
0
None
Role:
Date:
Max Speed:
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
ATK
1983
Mach .9
Range:
600nm
Countries: United States
Game Information
SSM:
28 hexes
Range:
3
Attacks:
0
30
0
100
None
3
None
5th Fleet
Date:
Max Speed:
INT
1973
Mach 2.4
Range:
500nm
Countries: United States
Iran
'
INT
1979
Mach 2.5
Range:
685nm
Countries: Saudia Arabia
United States
'
Game Information
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
Role:
Date:
Max Speed:
None
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
28 hexes
12/14/18
0
20
0
10/15/90
None
3
SSM:
Range:
Attacks:
None
511tRIIf
Role:
Date:
Max Speed:
INT
1982
Mach2
Range:
340nm
Countries: United States,
Bahrain, Pakistan, Indonesia
Role:
Date:
Max Speed:
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
20 hexes
7/9/12
0
20
0
10/15
None
3
SSM:
Range:
Attacks:
INT
2002
Mach 1.7
Range:
500nm
Countries: United States
Game Information
None
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
28 hexes
20
0
20
0
30
None
3
SSM:
Range:
Attacks:
None
Role:
Date:
Max Speed:
RCN
1960
Mach 2.1
Role:
Date:
Max Speed:
Range:
228nm
Countries: Iran
RCN
1963
Mach 1.4
Range:
175 nm
Countries: Iran
Game Information
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
None
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
None
5th Fleet
Role:
Date:
Max Speed:
INT/ATK
1982
Mach 1.8
Range:
400nm
Countries: United States
Role:
Date:
Max Speed:
AEW
1980
135 mph
Range:
200nm
Countries: Russia
Game Information
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
20 hexes
617/1
0
20
0
15/35/60
None/40
3
SSM:
Range:
Attacks:
Harpoon
2
2
Note: F/A-18E is a strike version (as yet unfinalized) intended to replace U.S. Navy A-6 Intruders
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
6 hexes
0
0
0
0
0
None
0
SSM:
Range:
Attacks:
None
.
"-\~
~~
.~
\1--..
<
'
~ ';'
'!/;".~. '
":
81
: "":~.~~..
Jaguar
Role:
Date:
Max Speed:
RCN
1968
390 mph
Range:
1800 nm
Countries: Russia, India
Role:
Date:
Max Speed:
INT
1975
Mach 1.5
Range:
788nm
Countries: India, Oman
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
60 hexes
0
3
30
10
0
None
0
SSM:
Range:
Attacks:
None
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
20 hexes
3/4
0
20
0
50/60
None/32
3
SSM:
Range:
Attacks:
Sea Eagle
2
5
Role:
Date:
Max Speed:
INT
1959
Mach 2.1
Range:
650nm
Countries: India, Ethiopia,
Yemen
Role:
Date:
Max Speed:
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
10 hexes
3/4
0
20
0
10/15
None
3
SSM:
Range:
Attacks:
INT
1971
Mach 1.1
Range:
290nm
Countries: India, Russia
Game Information
None
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
None
.
;i!Y:
...~~:~,_
Role:
Date:
Max Speed:
RCN
1970
Mach 2
Range:
1150 nm
Countries: India
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
32 hexes
0
0
20
0
0
None
0
:::
Sc:::
S~
M.::..::_ _ _ _ _-=N-'-'o=n~
e
Range:
Attacks:
Role:
Date:
Max Speed:
f-
:~
rlil~~;v,._;.
:.
. .
'
INT
1984
Mach 2.3
83
Range:
380nm
Countries: Russia, Iran,
India
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
18 hexes
4/9/10
0
20
0
20/35170
None/20
3
SSM:
Range:
Attacks:
AS-17
2
2
Role:
Date:
Max Speed:
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
INT
1976
Mach 2.35
Range:
380nm
Countries: Russia
Game Information
SSM:
32 hexes
Range:
9
Attacks:
0
20
0
0
None
3
Role:
Date:
Max Speed:
None
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
INT
1995
Mach 2.35
Range:
380nm
Countries: Russia
Game Information
SSM:
24 hexes
Range:
12
Attacks:
0
None
20
0
90
None
3
Mirage Fl
Role:
Date:
Max Speed:
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
INT
1969
Mach 2.2
Range:
450nm
Countries: France Qatar
Kuwait
'
'
Game Information
SSM:
18 hexes
Range:
6/9
Attacks:
0
20
0
10/25
None/18
3
Exocet
1
2
Role:
Date:
Max Speed:
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
INT
1982
Mach 2.2
Range:
800nm
Countries: India, UAE
Game Information
SSM:
24 hexes
Range:
8/9
Attacks:
0
20
0
15
None
3
None
Role:
Date:
Max Speed:
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
INT
1961
Mach 2.2
Range:
670nm
Countries: Pakistan
Game Information
18/26 hexes SSM:
Range :
5/6
Attacks:
0
20
0
50
None/30
3
Exocet
1
3
Role:
Date:
Max Speed:
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
RCN
1969
520 mph
Range:
2400 nm
Countries: UK
Game Information
SSM:
70 hexes
Range:
0
Attacks:
4
30
30
0
20
0
Har2oon
2
2
5th Fleet
Role:
Date:
Max Speed:
RCN
1962
473 mph
Range:
1346 nm
Countries: United States,
Australia
Role:
Date:
Max Speed:
MSW
1986
170 mph
Range:
1000 nm
Countries: United States
Game Information
Game Information
Range :
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
70 hexes
0
4
30
20
0
20
0
Harpoon
~
S.:=o
S:::.c
M=.c:_ _ _ _ _-===...c==
Range :
Attacks:
2
2
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
6 hexes
0
0
0
0
0
None
0
SSM:
Range:
Attacks:
None
'.::-Jl ~
';'(
88
>
'
Role:
Date:
Max Speed:
INT
1993
Mach 2
~'
.. ;...: ..
'
~ ~' ''
SUtf'lllf
- ' ;t,~,
~
J.
~JI.
Range:
590nm
Countries: France
Role:
Date:
Max Speed:
24 hexes
7
0
20
0
10
None
3
===S:::::
SM
==-=-:- - - ----=N_:_:o::..:.n=e
Range:
Attacks:
Range:
2300 nm
Countries: United States
Game Information
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
RCN
1974
506 mph
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
40 hexes
0
2
30
5
0
40
0
SSM:
Range:
Attacks:
Harpoon
2
2
Role:
Date:
Max Speed:
INT
1971
Mach2
370nm
Range:
Countries: Russia
Role:
Date:
Max Speed:
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
14 hexes
4
0
20
0
50
None
3
SSM:
Range:
Attacks:
None
INT
1972
Mach 1.35
Range:
1200 nm
Countries: Iran, Russia
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
38 hexes
4/5
0
20
0
70
None
3
SSM:
Range:
Attacks:
None
. .?~r~..:
~~ .;
90
Role:
Date:
Max Speed:
~':(
INT
1986
..... ~
Range:
800nm
Countries: Russia
Mach 2.35
.:r~
Role:
Date:
Max Speed:
INT
1993
Range:
800nm
Countries: Russia
Mach 2.35
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
24 hexes
11
0
20
0
15
None
3
:o:S..S.=.:
:o: M::. : _ _ _ _ _.=..N.:. o.: =n=e
Range:
Attacks:
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
24 hexes
7
0
20
0
0
None
3
:o:
S.:=
S:::.M
.::::..::_ _ __ ___:N
~
on
=e
Range:
Attacks:
5th
Fleet
Role:
Date:
Max Speed:
INT
1995
Mach 2.35
Range:
810nm
Countries: Russia
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
28 hexes
16
0
20
0
15
None
3
SSM:
Range :
Attacks:
None
Role:
Date:
Max Speed:
AEW
1961
166 mph
Range:
560nm
Countries: India, UK
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
6 hexes
0
0
0
0
0
None
0
N~o=
n=
e
=
S=S=M=:_ _ _ _ _-=Range:
Attacks:
Tu-16C/DIE/G Badger
Role:
Date:
Max Speed:
INT
1962
600 mph
Range:
390nm
Countries: France
Role:
Date:
Max Speed:
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
20 hexes
5
0
20
0
60
36
3
SSM:
Range:
Attacks:
Exocet
1
2
EW/RCN/BMB
1953
535 mph
Range:
3100 nm
Countries: Russia
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
AS-2
3
24
5th Fleet
'fu-95D Bear
..........--
Role:
Date:
Max Speed:
BMB
1974
Mach 2
Range:
2150 nm
Countries: Russia
Role:
Date:
Max Speed:
RCN
1965
450 mph
Range:
3400 nm
Countries: Russia
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
90 hexes
1
0
20
0
90
64
3
SSM:
Range:
Attacks:
AS-4
4
24
Game Information
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
160 hexes
0
0
30
0
0
None
0
SSM:
Range:
Attacks:
None
5UtReet
Tornado-FIG
Role:
Date:
Max Speed:
INT
1982
Mach 1
Range:
750 nm
Countries: UK, Saudi Arabia
Role:
Date:
Max Speed:
INT
1995
Mach 1. 7
Range:
545nm
Countries: Russia
Game Infonnation
Game Infonnation
Range :
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
24 hexes
617/14
0
20
0
10/20170/80
None
3
SSM:
Range:
Attacks:
None
Range:
AA:
ASW:
Surface Detect:
Sub Detect:
Bomb Value:
SSM Value:
Victory Point:
12 hexes
3
0
20
0
30
None
3
'='
S-'='
S~M~:_ _ _ _ _~
N~o~n~e
Range:
Attacks:
Note: Yak-141 is new (as yet unfinalized) successor to Yak38 Forger, for use on Kiev-class carriers.
The
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STANLEY
ASSOCIATES
,,
II
CIC Screen
KEYS
~
~
[ ] Configuration Display
[ ] Scenario Display
Tactical Display
[ ] Form Group
iQJ
Disband Group
{[]Exit
~Next Item
ie:J
iEscj
Scenario Display
iaJ
Previous Item
Phase Selection
i!J
ie:J
~+[)Quit game
Select AI Opponent
2 3 level
lLJ'lLJ'l:LJ
rc='i)
~ ~ Select AI
l!!..Jrlt!..J
Select AI
aggression level
[ ] Start Game
Victory Display
Pass Initiative
STANLEY
ASSOCIATES
400305406
I 3841
15022-1
Operations Display
r,:::=)l
~ Activate Strategic Display
r.;=)l
[ ) Execute Turn
[ ] Activate Attack button toggle
GJ
r.:=lJ
l!:J
r.:=l
l!:LJ
rr.==y
lLJ
~ corresponding direction
Combat Display
~ Subtract one
~Addone
~ Subtract one
1E!:!J + LJ
secondary SSM
n~ + LJ
~Addone
secondary SSM
D
rr:=il Subtract one
1E!:!J + lLJ torpedo
n r.:=\1 Add one
r.===1
1f.:1
~+
lLJ torpedo
lf.:1
Subtract one
n~+l.J
rr:==li Add one
cruise missile
(g) Assign/cancel guns
i!J
Assign/cancel ASW
Configuration Console
[ ] Enter modem initialization
~+(]Connect
liJ
i!J
Le...J
l!..J
r.:='iJ
II
EYS
SCENARIO 1
The Indian Prime Minister has called the commander of the Indian Navy's Southern Fleet to New Delhi, ordering him to conduct air
strikes against Hulule if the Americans do not depart within the next
48 hours. Furthermore, the Southern Fleet has been directed to blockade Male Atoll and prevent seaborne reinforcement and resupply of
the American airfield. Although the Indian admiral has privately
called the Prime Minister's action "madness," he is reluctantly
preparing his naval and air forces to execute the plan.
....
""~~ ~
+
._
.t:-...
Player
_...-.,
~t<i.
'
f.="c'it~"'
The fast convoy (FC) units Antares and Capella must reach
Male Atoll. In addition, destroy as many Indian units as possible.
SPECIAL NOTE:
The green player may not make cruise missile attacks in
this scenario.
Destroy or damage the US airfield on Male Atoll. In addition, destroy as many US units as possible.
SCENARIO 2
Russian Raiders
The blissful years of glasnost and perestroika are history. Several
weeks ago, the Russian Army invaded Lithuania following the
Lithuanian government's refusal to take steps to protect the rights of
ethnic Russians residing in that country. Although media reports are
sketchy, outright civil war has apparently broken out throughout the
Baltic States, pitting old hard-line communists against poorly armed
but numerous nationalist forces. Meanwhile, the Russians are deploying troops to the Baltic States despite the vociferous objections of
the President of the United States, who has called for a United Nations resolution condemning foreign military intervention in that region. Relations between the United States and Russia have sunk to
their lowest point since the Cold War.
Last week an unidentified submarine (thought to be Cuban) approached a Panamanian merchant ship in the Caribbean and, according to some witnesses, fired two torpedoes. A Seahawk helicopter
from a US Navy frigate was dispatched to the area and dropped two
Mark 46 ASW torpedoes at the submarine. Contact with the target
was soon lost. No wreckage was spotted, so the submarine presumably escaped.
Two days later, the President of Russia angrily announced that a
Russian Navy ballistic missile submarine of the giant Typhoon class
on routine patrol had been sunk by the US Navy off the coast of Cuba.
The entire crew of 180 was lost. The Russian President vehemently
denied that the submarine, which had recently reverted to its old Soviet Navy name of Leninskiy Komsomol, had attacked the Panamanian ship, claiming that submarines of that class do not even carry
anti-surface torpedoes. Comparing the incident to the shoot-down of
an Iranian airliner by the USS Vincennes in July 1988, the Russian
leader has demanded American reparations.
In secret session in the Kremlin, the Russian President has ordered the Russian Navy's Indian Ocean squadron to retaliate against
the United States by attacking American merchant shipping along
the critical Indian Ocean and Persian Gulf shipping lanes.
US Navy intelligence officers have only recently learned of the
Russian scheme and have informed the President of the United
States. The Chief of Naval Operations has recommended that all
American merchant ships in the Indian Ocean should promptly form
into convoys for mutual protection. Meanwhile, a significant force of
US Navy surface combatants is proceeding as rapidly as possible to
the theater to protect American shipping.
'~
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FORCES:
Red Pla~er.
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: Green Player
SCENARIO 3
_,_,'","":1.:,;.;.;
er
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A French carrier battle group is situated north of the Seychelles after a long journey around Mrica. American and
British carrier groups are situated in the Gulf of Oman and
North Arabian Sea. Three US Navy submarines have been deployed to the Arabian Sea to support the operation. A French
Mirage squadron is deployed at Djibouti and US Navy P-3C
reconnaissance squadrons are stationed at Diego Garcia,
Mombasa (in Kenya), and Masirah (in Oman).
. .,.
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~~~
..
Player
SCENARIO 4
Carrier Raid
Following the collapse of the Soviet Union and America's triumph
in the Persian Gulf War of 1991, few American political leaders felt
any need to preserve the great military machine that had been meticulously built up in the Reagan-Bush years. Although during Bill Clinton's presidency there seemed to be near-universal agreement on
Capitol Hill that America needed sufficient military strength to be capable of waging two medium-sized regional conflicts simultaneously,
once America's military drawdown gained momentum in the mid1990's it continued beyond anyone's expectations. By the time Clinton's successor took over the White House in 1997, few could refute
the fact that the American military would be hard-pressed to wage
even one moderate-sized regional conflict.
Thus, when the United States came to the aid of South Korea upon
the outbreak of the Second Korean War in 1999, it committed virtually its entire military resources to that conflict. Much to the alarm of
its western allies, America's military commitments in other world
hotspots-particularly the Persian Gulf and Latin America-were almost completely abandoned. The Joint Chiefs of Staff rationalized
this policy by declaring that once the Korean War was won, America
would again shoulder its former global military responsibilities.
But amid the recent euphoria triggered by America's decisive defeat of the North Korean People's Army, few worried about the consequences of military power vacuums in other areas of the world. Furthermore, no one could predict that China and Russia would reach a
secret military pact that would take advantage of America's new
global military posture. Thus, when the Chinese Army crossed the
Yalu in force and came to the aid of the North Koreans last monthjust as they had done nearly half a century ago-it came as a great
shock to the administration in Washington. Just at the point when
American forces were ready to pull out of Korea, the United States
has now found itself involved in a costly military stalemate that has
sucked in almost all of America's military resources.
Although the Russians are not directly participating in the Second
Korean War, they are providing the North Koreans and Chinese with
large amounts of military hardware. Of more concern to American
military strategists, however, is the Russian military buildup in the
Middle East and Persian Gulf. Major Russian military bases and airfields have been constructed in Ethiopia, Yemen, Somalia, and on the
island of Socotra. In the past month the Russians have begun to deploy long-range attack aircraft at these bases whose only purpose can
be to interrupt the flow of oil between the Persian Gulf and the west.
Suspecting that a surprise Russian strike on the major oil fields
and supertankers within the Persian Gulf is about to take place, the
American Joint Chiefs of Staff have decided to take a dramatic step
which could risk widening the conflict from a regional war to a world
war. According to the Joint Chiefs, a blockage of the oil flow out of the
Gulf would cause the American effort in Korea to collapse. Therefore,
in a special meeting with the President, they have recommended preemptive strikes against Russian military bases and warships in the
western Indian Ocean. A US Navy carrier battle group, currently sailing from Norfolk to Korea around the Cape of Good Hope, is in good
position to execute these strikes. The President has concurred. The
operation is about to begin.
.....
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,.~-
Player
A single US Navy carrier battle group is located somewhere in the western Indian Ocean. The group is supported
by a single submarine. P-3C reconnaissance squadrons in
Diego Garcia, Mombasa (in Kenya), and Victoria (in the Seychelles) are supporting the operation.
'""".~:- ~
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Player
Destroy the Russian airfields at Aden, Berbera, Mogadishu, Al Mukalla, and Ras Karma. In addition, destroy as
many Russian and Yemeni units as possible.
---
SCENARIO 5
P""~A.'
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Player
Player
Sink the Ushakou.
SPECIAL NOTE:
Neither player may make cruise missile attacks in this scenario.
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SCENARIO 6
Convoy Battles
Tensions between the United States and Russia have been extraordinarily high since the Russian invasion of the Ukraine and Poland
six weeks ago. United States military forces are being deployed to
Germany in numbers even greater than during the Cold War years.
The Russian President has declared this step "an act of war against
the Russian people," and has ordered Russian Navy submarines in
the Atlantic to sink American transports en route to Europe. For the
Russians, this campaign has been remarkably successful, as over
twenty-five American warships and merchant vessels have been sunk
in the past week. The Joint Chiefs of Staff have recommended to the
President of the United States that the movement of troops to Germany be halted for the time being.
Unfortunately, one of the vessels sunk by a Russian submarine
three days ago was the P&O Line's Island Princess, a 1,200-passenger cruise liner en route to Bermuda. In this repeat of the 1915 Lusitania incident, a great many American and Canadian civilians lost
their lives. The American public is clamoring for retribution. Yesterday, US Air Force F-117 Stealth fighters and B-1 bombers launched
raids against Soviet submarine bases near Murmansk. Claiming over
1,000 civilian casualties, the Russian President has called the raids
the "act of demented fascist warmongers". In an exclusive interview
with the CBS Evening News, the Russian leader declared, "This act
cannot go unpunished. The Americans will now feel the wrath of the
Russian people".
Moscow has decided to hit America where it hurts: in the Persian
Gulf and Indian Ocean. One Russian submarine wolfpack from the
Northern Fleet, consisting offour submarines, has been dispatched to
the Gulf of Oman to attack western supertankers entering and leaving the Persian Gulf. Another wolfpack of six nuclear and three diesel
submarines from the Pacific Fleet has been deployed to the eastern
Indian Ocean to attack tankers transiting the vital Strait of Malacca
and to interdict the US Navy's supply line between the Pacific and its
critical base at Diego Garcia. More than a dozen supertankers and an
equal number US Navy supply ships are currently in this region, so
the Russian submarine captains have more than enough lucrative
targets.
However, the US Navy has not been caught by surprise. Intelligence officers have accurately predicted the areas to which Russian
submarines are transiting and have warned the Chief of Naval Operations in the Pentagon. The CNO has hastily established a new fleet
with responsibility for the entire Indian Ocean region. It has been
designated the "5th Fleet" in honor of the World War Two fleet that
served with distinction in the Pacific under the command of Admiral
Raymond A. Spruance. The 5th Fleet's first mission is to ensure the
safety of merchant shipping in the eastern Indian Ocean.
...
Player
Several American supertankers are heading for the Strait
of Malacca. In addition, four large convoys of merchant ships
and US Navy supply vessels are sailing for Diego Garcia with
critical supplies for the US Navy base there. Six surface action groups, including one from the Royal Australian Navy,
are in position to escort these convoys to their destinations.
Two US Navy submarines are also on station within theregion. Two US Navy P-3C reconnaissance squadrons are deployed to Diego Garcia. An Australian P-3C squadron is stationed at Banda Aceh airfield on the western tip of Sumatra.
US slow convoys (SC), fast convoys (FC), oilers (AO), ammunition ships (AE), and supply ships (AOR) must reach
Diego Garcia. US full tankers (FT) must reach the Strait of
Malacca (the eastern edge of the map immediately north of
Indonesia where the name "Strait of Malacca" appears). Also,
destroy as many Russian units as possible.
.......
~---
SCENARIO 7
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Player
One US Navy carrier battle group is sailing from the Persian Gulf and is currently southeast of Sri Lanka. Another
carrier battle group is located southwest of Sumatra. An Indonesian surface battle group is operating in the western approaches to the Strait of Malacca. An Australian task force is
proceeding to the theater and is currently situated south of
Sumatra. One Royal Australian Navy and three US Navy submarines are currently deployed to the region. A P-3C reconnaissance squadron is stationed at the US base on Diego Garcia. At the Banda Aceh airfield on the western tip of Sumatra
are two additional P-3C squadrons (including an Australian
squadron) and three combat squadrons from a US Marine
Corps air wing.
'
..
~ ~~~{: ( ~~
--~ ~
' .
A large Indian Navy task force, including two aircraft carriers, has just departed the navy base at Vishakapatnam. A
Russian Navy carrier group from the Pacific fleet is currently
situated near the Andaman Islands. A second Russian carrier
battle group from the Northern fleet has just arrived in the
theater and is located north of Sri Lanka. In the event that
Pakistan should enter the conflict, most of India's air force
and its entire submarine fleet are deployed in northwest India
and the Arabian Sea and are therefore unavailable in the upcoming battle in the eastern Indian Ocean. However, five
Russian Navy submarines are on station in the theater. Russian long-range strike aircraft, supported by fighter, electronic
warfare, and reconnaissance units, are deployed to airfields at
Calcutta, Yangon (Rangoon), Car Nicobar (in the Nicobar Islands) and Port Blair (in the Andaman Islands).
n Player
SCENARIO 8
Convoys to Iran
Six weeks ago, Russian ground forces, with the assistance of the
Serbian (formerly Yugoslav) Army, launched a surprise invasion of
Bosnia, Slovenia, and Croatia. Despite vigorous debate in the United
Nations, no action was taken by the Security Council except for a
mildly worded resolution condemning human rights violations committed by both sides in the Balkans. In Brussels, the NATO powers
have gathered to discuss the feasibility of a military response, but
there is little enthusiasm for joining a Balkans war which could conceivably last for a decade. Even so, the President of the United States
has ordered the Joint Chiefs of Staff to commit more than 150,000
American soldiers and airmen to Germany.
To draw American attention away from the Balkans, the Russians
have planned a diversionary political campaign in the Indian Ocean
and Persian Gulf. Moscow has just concluded a military alliance with
Indonesia and has strongly supported Indonesia's claim to the Andaman and Nicobar Islands, currently held by India. The Russians
have committed much of their naval strength to the Indian Ocean region with the full knowledge that the Americans would become concerned about the supposed threat to the Persian Gulf shipping lanes.
Furthermore, the Russians have engineered a coup in Iran, toppling the twenty-year reign of the Islamic clerics. The violently antiAmerican Tudeh party has assumed power. With Iranian hatred for
the United States at a fever-pitch even before the coup, the Russians
found it simple enough to initiate Iranian attacks against European
and American shipping in the Persian Gulf. According to Moscow,
each American tank and warship drawn to the Middle East will be
one less force that will be capable of influencing the Balkans struggle.
The Russian-sponsored coup in Iran has caused the President of
the United States to commit most of his rapid deployment forces to
Iran to ensure free shipping passage through the vital Strait of Hormuz. The 82nd Airborne and lOlst Air Assault Divisions have seized
the Iranian port ofBandar 'Abbas on the northern shore of the strait,
and thousands of pro-American Iranians have fled their homes to the
American enclave there. The Joint Chiefs of Staff have organized a
massive sealift to the Persian Gulfto provide logistical support for the
troops at Bandar 'Abbas. Furthermore, two US Navy amphibious
ready groups (ARG), carrying the equivalent of nearly a brigade of US
Marines, are sailing for the Gulf to reinforce the American enclave.
The Prime Minister of Great Britain has offered support to the President, and has dispatched a Royal Navy task force to the region.
The President of Russia has ordered his Indian Ocean fleet to establish a blockade of the Persian Gulf, thereby closing the only lifeline for the American troops in Iran. Should the Russians succeed in
this campaign, it will be a humiliating defeat for the US Navy.
. ,.
-~
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'
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~~--~~
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Player
SCENARIO 9
: Green Player
A large US Navy carrier battle group is escorting an amphibious ready group in the Arabian Sea. A Marine expeditionary unit is embarked onboard the "amphibs." A surface action group, including the refurbished battleship USS Missouri, is located about 600 miles northeast of Diego Garcia.
Four submarines are also deployed in the theater. Several
convoys of tankers, maritime prepositioning ships, freighters,
and US Navy supply ships are scattered over the region. Until
recently these unescorted convoys were highly vulnerable to
enemy attack, but at the insistence of the Chief of Naval Operations, many US Navy frigates were wisely diverted from
the Pacific to the Indian Ocean and have recently joined the
"'""';
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SPECIAL NOTES:
US surface and submarine units may only perform in-port
replenishment in AI Manamah (in Bahrain), Muscat (in
Oman), Diego Garcia (in the Chagos Archipelago zone), and
Mombasa (in Kenya). Russian surface and submarine units
may only perform in-port replenishment in Massawa (in
Ethiopia), Aden (in Yemen), Ras Karma (on Socotra island),
and Vishakapatnam (on the northeast coast of India).
SCENARIO 10
The green player has one Royal Navy, one French Navy,
and three US Navy carrier battle groups in the Indian Ocean.
The US Navy's Lincoln carrier group, currently situated in
the Gulf of Oman, is accompanied by the refurbished battleship USS Missouri and is escorting an amphibious ready
group (ARG) of five amphibious assault ships with US
Marines onboard. The Washington carrier group, situated in
the eastern Indian Ocean, is escorting another ARG. A third
ARG is located at the American base at Diego Garcia along
with an assortment of US Navy frigates, destroyers, maritime
prepositioning ships, an ammunition ship and an oiler. Also at
Diego Garcia is a combined US Air Force-US Navy air wing,
consisting of a B-52G squadron, an F -15C squadron, and two
P-3C reconnaissance squadrons.
In the Persian Gulf and Arabian Sea, the navies and air
forces of Saudi Arabia, Kuwait, Bahrain, Qatar, Oman, Pakistan, and the United Arab Emirates are actively supporting
the western powers in the campaign and have given permission for American and British air units to operate from their
airfields. In the western Indian Ocean, the allies have established airfields at Victoria (in the Seychelles), Mombasa (in
Kenya), and at Djibouti. A US Marine Corps air wing and a
US Air Force fighter squadron are deployed at the American
enclave in Bandar 'Abbas, Iran. Nearby, at Bandar-e Lengeh,
are two US Navy supply ships, a minesweeper group, and two
frigates. Several escorted and unescorted convoys of American
supertankers and freighters are scattered over the region,
sailing as quickly as possible for friendly waters. The Indonesian government is allowing the allies to use the Banda Aceh
airfield at the western tip of Sumatra. A US Air Force composite fighter wing has deployed there, accompanied by American and Australian P-3C reconnaissance squadrons. Just off
the western tip of Sumatra is a US Navy underway replenishment group (URG), consisting of three supply ships and
four escorts. Finally, fifteen American, British, French, Australian, and Pakistani submarines are currently on patrols in
the Indian Ocean.
(continued on the back of the Screen Flow Chart card)
'll':~;t:
"-"~
All US amphibious assault units (LHD, LPD, LSD, LHA,
LPH) and maritime prepositioning ships (MPS) must reach
any (or all) of the following ports:
Bandar 'Abbas (in Iran), or
Bandar-e Lengeh (in Iran), or
Karachi (in Pakistan), or
Port Blair (in the Adaman Islands), or
Car Nicobar (in the Nl.cobar Islands).
0
-~
--~-
---
A Russian carrier battle group is deployed near Socotra island, supported by supply ships, escorting frigates, and
minesweepers. A second Russian carrier group is situated in
the Bay of Bengal and is supported by supply ships and escorts at Trincomalee, Sri Lanka. The Indian Navy has committed both of its carrier groups to the campaign: one is deployed on India's east coast and the other on the west coast.
The Indian Navy's smaller surface combatants are stationed
on the west coast at Karwar and on the east coast at Vishakapatnam. A flotilla of Russian Navy minesweepers, frigates,
and supply ships is currently docked at Aden. Although most
of the Indian Air Force is committed on the Pakistani front,
several combat and reconnaissance squadrons have deployed
to southern India (as well as to the Male Atoll airfield in the
Maldives) and have been ordered to support Russian and Indian naval operations in the Indian Ocean.
Yemen, Ethiopia, and Iran have offered the services oftheir
air forces and navies to the Russians. Furthermore, in Yemen
the Russians have established major airfields at Aden, Al
Mukalla, and on Socotra island. In Iran, the Russians have
deployed several long-range attack, fighter, and support
squadrons at Esfahan, Yazd, Zahedan, and Kerman. In the
eastern Indian Ocean, the Indian government has given permission for Russian aircraft to operate from airfields in the
Andaman and Nicobar Islands. The Russians have also deployed an air wing to Yangon (Rangoon), Burma. Finally,
twenty-six Russian, Indian, and Iranian submarines are currently scattered over the Indian Ocean region.
SPECIAL NOTES:
The green player's surface and submarine units may only
perform in-port replenishment in Kuwait, Al Jubayl (in Saudi
Arabia), Al Manamah (in Bahrain), Muscat (in Oman), Diego
Garcia (in the Chagos Archipelago zone), Djibouti (in the Gulf
of Aden zone), and Mombasa (in Kenya). The red player's surface and submarine units may only perform in-port replenishment in Massawa (in Ethiopia), Aden (in Yemen), Ras Karma
(on Socotra island), Vishakapatnam (on the northeast coast of
India), Madras (on India's east coast), Bombay, and Cochin
(both on India's west coast).
This chart shows which screens can be accessed from other screens. 5TH FLEET is played from
the Ops Display, which can be accessed from the Scenarios screen. Once in the Ops Display, you can reach several other game
screens, and you can even go back to the Tactical Reference Display to access "real world" and game information. In addition to the
five main screens accessed from the Ops Display (Strategic, Options, etc.), the Combat screen is displayed when you click on an
enemy unit to attack it, and the Battle Results Display screen is automatically shown by the computer after a battle takes place.
Strategic
Display
Used to show
locations of all
spotted units.
System Config's
Options
Used to
customize
game settings.
Tactical
Display
Used to form
and disband
grouped units.
Ops Display
This is the first screen
that appears in the game.
..., _____ _
I
I
Tactical Referance
This screen provides both
"real world" and game data
for the units in play.
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'
Air
Missions
! Used to send
i
- :_ _ -tJ
air units on
strategic air
missions.
Victory
Used to show
each side's
victory level.
Contents:
Your 5TH FLEET package should contain:
Five 3.5" Floppy Disks
5TH FLEET Game Guide
5TH FLEET Reference Man ual
5TH FLEET Player Aid Map
Loading Instructions
Scenario Cards & Hot Keys Card
Registration Card
After installing 5TH FLEET, we recommend you take some time to become familiar with the Game Guide. However, if you
are anxious to start immediately, you can
read through the glossary in the back of the
guide and review the screen flowchart card
to understand the "basics."
...J
hi
1-)t, T'st
Important!
Check the README.TXT file for last
minute changes.
AIW\'11\o:..ti\A
1111)AA
STANLEY
ASSOCIATES
Conventional Memory:
~
MSDOS
HIM EM
ANSI
COMMAND
MOUSE
UNIVBE
COMMAND
FREE
Size in Qe!;;irn!;l!
14 144 (13 .8K)
11 84 ( 1 .2K)
4192 (4.1K)
4416 (4.3K)
11440 ( 11 .2K)
3920 (3.8K)
3408 ( 3.3K)
609024 (594.8K)
Size io l:le ~
3740
4AO
1060
1140
2CBO
FSO
DSO
94800
609024 (594.8K)
608480 (594.2K)
t:l.a.r:!N
I.Q.ta!
CQDll~mtiQDal
MSDOS
HIMEM
EMM386
COMMAND
MOUSE
16,029 (16K)
1,168 (1 K)
3,1 20 (3K)
2,928 (3K)
24,608 (24K)
16,029 (16K)
1,1 68 ( 1K)
3,120 (3K)
2,928 (3K)
272 (24K)
Total FREE:
609024 (594.8K)
---
Ugge[ ~ernQQl
0 (OK)
0 (OK)
0 (OK)
0 (OK)
24,336
Memory Summary:
I :ll12!l Qf MemQr:l
Conventional
Upper
Reserved
I.Q.ta!
Uill
655,360
93,024
393,216
23,648
24,336
393,216
.E.me
E~tended O~MS)
Z.21Z,QQB
196.BQQ
631,712
68,688
0
6.Z5Q,2QB
Total memory
8,388,608
938,000
7,450,608
Total under 1 MB
748,384
47,984
700,400
Sound
5TH FLEET has an automatic sound card detection routine. Once you have completed the installation process, you start up the game using
the FLEET.EXE fi le. The game will ask if you have a SoundBiaster compatible card. Click on "yes" or "no" accordi ngly. If "yes" is selected, the auto-detection routine will execute, search for, and adj ust 5TH FLEET to your sound card. If " no" is selected, the game wi!J execute and bypass the sound detection routi ne. If you decide to use a sound card later, delete the fi le "FLEET.PRF'. Then, restart 5TH FLEET
and click on "yes" at the sound card prompt. If yo u encounter problems wi th sound effects, SoundBlaster owners should check the
BLASTER setti ngs, and Gravis users should check the ULTRASND settings in AUTOEXEC.BAT.
{NOTE: the following line isn't necessary if you haven't compressed your hard drive}
DEVICEIDGH=C:\DOS\DBLSPACE.SYS /MOVE [ENTER]
14. After typing the above lines, use your mouse to click on the "FILE" pull-down menu and select "SAVE".
15. Once saved, use the "FILE" pull-down menu, select "EXIT" to return to the "A:/>" prompt.
16. You must now change drives (from your "floppy drive" to your "hard drive") by typing C: [ENTER] , then type CD\ [ENTER] .
17. At the "C:/>" prompt type EDIT AUTOEXEC.BAT [ENTER]. This allows you to look at the "AUTOEXEC.BAT" file on your hard
drive.
18. You should now see a larger version of the "AUTOEXEC.BAT' file than the one you created on your Boot Disk. Look for a line (or lines)
that have anything to do with the word "mouse".
19. Once this line(s) is located, carefully write it down on a sheet of scrap paper character-for-character, just the way you see it on the screen.
20. Once you have this information copied down, use the "FILE" pull-down menu to select "EXIT". Don't save any changes if the computer prompts you to.
21. At the "C:/>" prompt type A: [ENTER] to switch back to your floppy drive.
22. At the "A:/>" prompt type EDIT AUTOEXEC.BAT [ENTER]. You should now see the "AUTOEXEC .BAT" file that you created previously.
23. Insert the blinking cursor at the beginning of the third (blank) line.
24. Now type in the mouse info line(s) that you copied down on the sheet of paper. Don't forget to press the [ENTER] key if you need another blank line. Ensure that the lines read exactly as you copied them down.
25. Next, use your mouse to click on the "FILE" pull-down menu and select "SAVE". Once saved, again use the "FILE" pull-down menu, select "EXIT' to return to the "A:!>" prompt.
You have now created a Boot Disk for 5TH FLEET Now, whenever you want to play the game. just insert this Boot Disk and reboot your system (or turn the computer on).
NOTE: If you have a Sound Card, you 'll need to follow the same steps on how to install your Mouse Driver. Just replace the "mouse" line(s) with the three to four "sound" lines.