
INTRODUCTION	 		1
PLAYERS GUIDE	 		1
	Selecting Game Options	 	1
	Game Options Menu	 	2
SCENARIOS	  			3
COMMON DISPLAY FEATURES	4 
	Status Bar	  		4
	Message Bar	  		4
	Buttons, Panels, 
   		Screens and Windows	4
	Using the Mouse	  		5
MENU BAR	  			5
	Files Menu	  		6
	Credits (Alt-C)	  		6
	Save Game (Alt-S)	 	6	 
	Quit (Alt-Q)	 		6 
	Exit to DOS (Alt-X)	 	6 
	Controls Menu	 		6 
	Sound (Alt-V)		 	6 
	Messages (Alt-M)	 	6 
	Time (Alt-T)	 		7
	Pause Game (Alt-P)	 	7 
	Memory Use (Alt-Z)	 	7 
	Options (Alt-O)	 		7 
	Customizer (Alt-U)	 	7 
	View Control (Alt-I)	          	11 
Stations Menu	 			11 
Reports Menu	 			11 
	Statistics (Alt-F)	 		11 
	Victory (Alt-F)	 		11 
	Visibility (Alt-F)	 		12 
	Reinforcements (Alt-F)	 	12 
Briefings Menu	 			12 
	Ships (Ctrl-F)	 		12
	Guns (Ctrl-F)	 		12 
	Torpedoes (Ctrl-F)	 	12 

COMMANDING TASK FORCES AND SHIPS	 13 
	Flagbridge Station	 	13 
	Map Panel	 		14 
	Flagbridge Control Bar	 	18 
	Ship Bridge Station	 	28 
	Damage Button and Panel	 	29 
	Gun Button and Gunnery Panel 	31 
	Nav Button and Navigation Panel	33 
	Torp Button and Torpedo Panel	33	 
	Main Gunnery Control Station	34	 
	Gunnery Basics	  		34
	Director Control Layout	 	35 
	Individual Turret Controls	 	41 
	Secondary Gunnery Control 	44 
	Torpedo Station	 		44 
	Torpedo Basics	 		44 
	View Bearing Indicator	 	46 
	Magnification Thumb Control	46 
	Magnification Level Readout	46
	Mount Selection Controls	  	46
	Compass Dial			46 
	Auto / Manual Switch		47 
	Reload Readouts	 		47 
	Target Readout Control	 	47 
	Torpedo Activation Switches	47 
	Torpedo Ready Lights	 	47 
	Fire Button	 		48 
	Spread	 			48 
	Torp Set Knob	 		48 
	Torpedo Range Readout	 	48 
	Speed Readout	 		49 
	Fire Angle Readout and Controls	49 
	Target Speed Readout	 	49 
	Target Range Readout	 	49 
	Target Heading	 		49
	Damage Indicators	 	49 
	Damage Control Station	 	50 
	Damage	 			50 
	Damage Station Control Bar	51 
	Damage Control Party Icons	52 
	Pumps	 			52 
	Deck Display	 		52 
	Compartment Damage Report	53 
	Flooding Button and Panel 	56 
	Structure Button and Panel	56 
	Effects of Damage	 	57 
	Lookout Station	 		59 
	Bases	 			60 
	Base Station	 		61 
	The Environment	 	64 
	Beaufort Scale	 		64 
	Visibility	 		65 

GNB SCENARIO EDITOR	 	67 
	Getting Started	 		67 
	Menu Bar	 		67 
	Buttons and Windows	 	67 
	Using the Mouse	 		68 
	Controls Menu	 		68 
	Description Menu (Alt-D)	 	68 
	Date/Time Menu (Alt-T)	 	68 
	Weather Menu (Alt-W)	 	68 

	Screens Menu	 		68 
	Base Screen	 		69 
	TF (Task Force) Screen	 	76 	 
	Reports Menu	  		81
	Visibility 	 		81 
	Reinforcements 	 		81 
	Bases 	 			81 
	Task Forces 	 		81 
	Ships	 			81 
	Briefings Menu	 		81 

TUTORIAL SCENARIO	 		82 
	Getting Started	 		82 

SHIPS	 				86 
	British Ships	 		87 
	German Ships	 		116 


INTRODUCTION

Great Naval Battles V (GNB5) completes the scope of SSI’s acclaimed line of naval 
simulators to include naval actions from the first World War. From the frigid North Sea to 
the Atlantic and the Falklands, the British can be pitted against German forces in one-day 
battle scenarios or longer campaigns.
In addition to increasing the scope of the game, several new features and improvements 
have been added:
	The Great Naval Battles Vol. V Customizer allows alterations in game variables to 
reflect the preferences of the Commander-in-Chief.
 	A tactical view panel on the Flagbridge and Ship Bridge stations shows the action 
as it happens.
 	The types of ships for both the British and German sides have been expanded. 
 	The addition of a Random Battle Generator, with ten orders of battle for each side, 
means that many random scenarios can now be fought.
 	The level of realism has been increased by adding structural damage ratings for all 
ships.


PLAYER’S GUIDE
This section contains the information you need to play Great Naval Battles Vol. V. It is 
written for a mouse-equipped machine, but you can also use keyboard equivalents for most 
of the game functions.
If this is your first experience with a Great Naval Battles series game, start with the tutorial 
scenario included in this Manual. In order to become familiar with many of the options and 
commands, we recommend that you play this scenario at least once before trying one of the 
historical scenarios.

SELECTING GAME OPTIONS
Great Naval Battles Vol. V includes a variety of scenarios and game features. As you begin 
a new game, you are given the opportunity to select from the available options in a series of 
menus. Each menu presents one basic choice, and the menus progress in logical order, 
reflecting the choices you make.

Game Options Menu
This menu enables you to choose the game that you want to play. Great Naval Battles Vol. 
V offers the choice of historical scenarios, scenarios that you create using the GNB5 
Scenario Editor, or a random scenario. You may also load a saved game or exit to DOS. If 
you decide to change your choices, left-click on the CANCEL button on the current screen 
to return to the game options menu.

Difficulty Levels
Once you make a scenario selection, you are offered a choice of difficulty levels: 
BEGINNER, INTERMEDIATE, ADVANCED, and EXPERT. The harder you set the 
level, the more the computer opponent receives an advantage in material, rate of fire, and 
accuracy. 

Beginner
All enemy ships are visible on the map panel, even before your task forces, ships, 
submarines, or partisans make contact. They appear as gray task forces or ships. Your 
side’s spotting ability is at the highest setting. Play at this setting for a while until you can 
familiarize yourself with the controls.

Intermediate
Enemy ships do not appear on the map panel until contact is made. Spotting ability is equal 
for both sides and contact with the enemy is more easily broken. This makes for an even 
fight.

Advanced
Spotting ranges for your side are decreased and contact is more difficult to maintain once 
the enemy has been spotted. The artificial intelligence (AI) for the enemy side is enhanced. 
This should be challenging.

Expert
Contact range is decreased even more, contact is broken easily, but the enemy’s ability to 
see your forces is increased. The enemy’s AI, accuracy, rate of fire, and resupply levels are 
at their highest levels. Good luck, you’ll need it.

Select Side


SCENARIOS

Select the side you want to play, either British or German.
The scenarios that are included in Great Naval Battles Vol. V give you the full spectrum of 
naval warfare in the Atlantic and North Sea theaters.

 The Battle of Coronel
Time: Nov 1, 1914   Location: North Atlantic
German forces: CA Gneisenau, Shcarnhorst, Nurnberg, Dresden
British forces: CA Good Hope, Monmouth, Glasgow
Admiral Maximilian von Spee, commander of Germany’s  China Squadron, gathered his 
forces to raid South America and to harass British bases and shipping in the South Atlantic. 
Admiral Cradock’s British Squadron finds Spee off the Chilean coast. Although hopelessly 
outgunned, Cradock does not hesitate to engage.

 The Battle of Falkland Islands
Time: Dec 8, 1914   Location: Off the Atlantic coast of  South America, near the Falkland 
Islands
German forces: CA Gneisenau, Shcarnhorst, Leipzeg, Nurnberg, Dresden
British forces: BB Inflexible, CA Cornwall, Kent, Carnarvon, Glasgow
Admiral Spee is trapped by superior British forces intent on avenging the recent defeat at 
Coronel.
 The Battle of Dogger Bank
Time: Jan 24, 1915
German forces: BB Moltke, Derfflinger, Seydlitz, Blucher
British forces: BB Lion, Princess Royal, Tiger, New Zealand, Indomitable
German Battlecruisers, under Rear Admiral Hipper, raid the Dogger Bank. The British, 
having broken the German radio code, send a superior Battlecruiser force to intercept.
 Jutland: the Battlecruiser Action
Time: May 31, 1916   Location: North Sea
German forces: Hipper’s Battlecruiser Squadron, The High Seas Fleet
British forces: Beatty’s Battlecruiser Squadron, The Grand Fleet
The opening action of a simplified Jutland. Battlecruiser forces meet and engage as the 
Main fleets converge.
 Jutland
Time: May 31, 1916   Location: North Sea
German forces: Hipper’s Battlecruiser Squadron, The High Seas Fleet
British forces: Beatty’s Battlecruiser Squadron, The Grand Fleet
The British Fleet waited for the German Fleet to venture into the North Sea. The Germans 
were waiting for the British to make a move. Finally, both moved; to Jutland.


COMMON DISPLAY FEATURES

Two display bars are shown at most stations, one at the top of the screen and one at the 
bottom. They contain general purpose information and controls that are not specific to any 
particular station. There is also a menu bar which allows access to many important game 
controls (see the menu bar section below). There are a variety of displays shown 
throughout the game which are controlled using a variety of buttons and mouse commands.

STATUS BAR
The Status Bar appears at the top of the Flagbridge and Ship Bridge stations. It shows the 
name of the current station, the date, the time of sunrise and sunset, and the wind and 
visibility conditions.

MESSAGE BAR
The Message Bar is at the bottom of the Flagbridge, Ship Bridge, Main Gun Control, 
Secondary Gun Control, Torpedo, Damage, and Lookout stations. It features displays 
which show the last message received, the name of the currently selected task force or of 
the currently selected ship, and the current time. The x1 button opens a window for 
changing the game speed setting. The red STOP button pauses and the green GO button 
resumes the game. Messages are controlled by the scroll arrows at the left end of the 
display area. The next display is the currently selected task force (TF) which can be 
changed with the scroll arrows. The speed of play and pause status can be accessed by left-
clicking on them.

BUTTONS, PANELS, SCREENS AND WINDOWS
Many functions in Great Naval Battles Vol. V and the GNB5 Scenario Editor utilize radio 
buttons, which usually toggle items, and larger rectangular buttons, which frequently open 
up windows. Many windows have two buttons, OK and CANCEL, which complete the 
current operation or abort the current operation and return to the previous screen.
A screen is a full-sized change, a panel  is a discreet area within a screen (which may 
change when a button is left-clicked), a control is an area within a panel and a window is 
something that pops up in response to a command or pressing a button.

USING THE MOUSE
The mouse buttons can be used three different ways:  Left-Click - This means moving the 
cursor over something on the screen and pressing the left mouse button once. This is how 
most buttons, both radio and rectangular, are used. Double Left-Click - This means moving 
the cursor over something on the screen and pressing the left mouse button twice quickly. 
This is how most items on lists are selected. Right-Click - This toggles the menu bar on 
and off.


MENU BAR

The menu bar gives you quick access to a variety of game functions. It appears at the top of 
the screen when you right-click or press Esc and can be closed by right-clicking or pressing 
Esc a second time. Note: While the menu bar is active, all other game controls are inactive 
until the menu bar is closed.

FILES MENU
The options on the FILES menu mostly deal with issues that are external to the game such 
as saving games, quitting a scenario and exiting to the operating system. 

Credits (Alt-C)
This option provides you with the game credits and current version number.

Save Game (Alt-S)
This option enables you to save a game in progress so that you can quit and resume it later. 
Each saved game uses at least 390K of disk space.

Quit (Alt-Q)
This option enables you to leave the current scenario. Note:: The game does not return 
directly to DOS, but instead gives you a victory report and an opportunity to start another 
game or load a saved game if you desire.

Exit to DOS (Alt-X)
This option enables you to leave the game completely and return to the operating system.

CONTROLS MENU
The CONTROLS menu offers options that affect the overall play of the game such as 
sound, message delay, game speed and the Customizer.
Sound (Alt-V)
This option controls the game sound. You can turn the sound, music, or voice controls on 
or off. 

Messages (Alt-M)
This option enables you to select whether messages are accompanied by sounds, and 
whether the game automatically pauses or simply delays briefly to give you time to read 
them. You can set the delay time 
from 1 - 9 seconds. 

Time (Alt-T)
This option enables you to specify the pace at which the action happens, with 1 being real 
time and the other values being accelerated time (2, 3, or A; A being the highest 
speed your microprocessor can run the game). Some controls or views may not display any 
changes at higher time levels. There is a button in the lower right-hand corner which 
displays 1 through A that can also access this function by left-clicking on it.

Pause Game (Alt-P)
This option enables you to suspend and restart the game. Its effect is to toggle the game 
clock on and off. Note: All game controls continue to function during the pause, so you can 
pause, input orders, and then resume. The red STOP and green GO buttons in the lower 
right-hand corner serve the same purpose. 

Memory Use (Alt-z)
This displays the status of your computer’s random access memory. It is useful to the SSI 
Technical Support Staff if you experience difficulties running the game. There are no user 
selected controls on this screen.

Options (Alt-O)
This window contains four different reality level settings, which can be toggled on or off 
by using radio buttons. The Aground and Collision buttons control whether or not ships 
can hit submerged portions of coastline or each other. Auto Combat lets the computer run 
the battle for you at a greatly accelerated pace.

Customizer (Alt-U)
The Customizer is a powerful tool for controlling the values used by Great Naval Battles 
Vol. V to reflect variable levels of historical accuracy for either side during an engagement 
or campaign. Settings for each side, German or British, are changed using the Choose Side 
control. Four different groups of settings can be changed by the buttons on the Modes 
control to change values for Campaign, Tactical, and Weapons customization. These 
buttons are constant while the Customizer screen is active. 
Settings can be saved by using the SAVE button, and entering a name for that group of 
settings on the SAVE CUSTOM menu that appears. There is also a LOAD button which 
calls up the list of saved settings. Double left-click, or highlight and press Enter, on the 
name of the group of settings to be loaded. Once a group of settings has been chosen or 
loaded, left-click on the OK button to activate those settings and return to the game.

Weapons
The Weapons screen is the initial screen which appears when the Customizer is activated. 
The nine panels on this screen control Gun Accuracy, Gun Damage, Torpedo Damage, and 
Torp Dud Rate. The damage and accuracy panels have a range of five steps, from 
LOWEST to HIGHEST. A lower setting means less accurate and effective fire, higher 
means more accurate and devastating torpedoes and guns.
The torp dud rate panels range from NONE, meaning a 100% explosion rate, to 
HIGHEST, meaning that most of the torpedoes dropped by that side fail to explode. Note: 
Some torpedoes may still fail to explode because they missed or did not actually hit the 
target, even if they appear to do so.

Campaign
The Campaign Customizer screen has seven panels: Ground Combat, Bombardment, 
Repair, Reinforcements, Loading, and Unloading.

GROUND COMBAT: Settings on this panel range from LOWEST to HIGHEST indicating 
the effectiveness of all non-naval forces.
BOMBARDMENT: This panel controls the damage and accuracy of naval bombardment. 
The range is from LOWEST to HIGHEST.
REPAIR: Ships damaged during long scenarios may be repaired at a rate ranging from 
SLOWEST to FASTEST.
REINFORCEMENTS: This controls how quickly reinforcements become available during 
a scenario, from SLOWEST to FASTEST.
LOADING: This controls how quickly troops and cargo are placed aboard ships, from 
SLOWEST to FASTEST.
UNLOADING: This setting controls how quickly troops and cargo exit ships, from 
SLOWEST to FASTEST.

Tactical
On the Tactical Customizer screen, six panels affect aspects of surface engagements 
between ships: Radar, Sight Reaction, Structural Damage, Damage Control, Torp Evade, 
and Reload Time. 

SIGHT REACTION: This setting controls the probability for visual spotting of enemy 
ships, planes, and torpedoes. The range is from LOWEST to HIGHEST.
STRUCTURAL DAMAGE: Repeated hits by enemy fire can weaken the structural integrity 
of a warship. This control adjusts the severity of the effect of structural damage, ranging 
from NONE to HIGHEST.
DAMAGE CONTROL: The damage control crews’ ability to repair damage in combat can 
mean the difference between victory and defeat. This panel controls the speed at which the 
crews work, from SLOWEST to FASTEST.
TORP EVADE: When incoming torpedoes have been spotted a ship turns into their path in 
order to minimize the chance of impact. The effectiveness of this maneuver ranges from 
LOWEST to HIGHEST.
RELOAD TIME: Most crews were not trained to reload torpedoes in combat. For 
hypothetical games, crews can be given the ability to do so by setting this control at any 
setting except SLOWEST.

View Control (Alt-I)
The view control window has two sets of radio buttons labeled Events and Target.
EVENTS: With the Events control on, the View panel on the Flagbridge and Ship bridge 
stations shows the first hit from gunfire, all torpedo hits, and the sinking of target vessels.
TARGET: With the Target control on, the View panel centers on the current target of the 
active ship.

STATIONS MENU
The Stations pull-down menu allows movement between the screens where command of 
the task force or vessel really happens. The options on this menu can also be selected using 
function keys F1 to F9. See the section Commanding Task Forces and Ships on page 13 
for more detailed information about each station.

REPORTS MENU
This menu enables you to get a variety of summary reports. Left-click on an item in one of 
these reports to get more details about it.
Statistics (Alt-F1)
This window shows the number of rounds fired from main and secondary batteries and the 
number of torpedoes fired. The number of hits and the percentage of hits from rounds fired 
is also indicated.

Victory (Alt-F2)
This window lists the ships and bases in the current scenario, their status, and victory point 
value. Each side’s list can be accessed by left-clicking on the flag or button on the right 
side, and each side’s total victory points are calculated at the bottom. At the end of the 
scenario the level of victory for the player’s side is shown on a bar above the CONTINUE 
button. These results are based on damage inflicted, but not casualties taken, until the 
scenario is ended.

Visibility (Alt-F3)
Destroyers, cruisers, and battleships have observation towers of different heights. The 
ranges at which the different sized ships can spot each of the other sizes of ships are shown 
here.

Reinforcements (Alt-F4)
This window lists upcoming reinforcements if specified as part of the scenario.

BRIEFINGS MENU\
This menu enables you to get background information on the vessels and weapons systems 
in use in the Atlantic Theater.

Ships (Ctrl-F1)
This screen shows a waterline view of the selected ship in the top third and an overhead 
view in the lower third. The center panel shows statistics pertinent to the class of vessel. 
The control bar at the very bottom has buttons that control the selection of what is shown. 
The NEXT and PREVIOUS buttons cycle through the list of vessels. The LIST button 
opens a window with a list of all the ships available to either side. The left and right arrow 
keys rotate the top view around the ship’s axis, while the + and - keys zoom the view 
in and out. CHANGE SKY alters the apparent light level and changes the cloudscape.

Guns (Ctrl-F3)
This screen shows statistical data on the guns that were used during the period portrayed in 
the game, by the British and German forces.

Torpedoes (Ctrl-F4)
This screen shows statistical data on the torpedoes that were used during the period 
portrayed in the game, by the British and German forces.


COMMANDING TASK FORCES AND SHIPS

Command of task forces or ships is managed through the use of several action stations 
aboard the flag ship of a task force or from the bridge of a specific ship. These stations are 
selected by using the options from the Stations menu or the function keys F1 through F8.

FLAGBRIDGE STATION
The Flagbridge is the first station you enter when you start a new engagement. The 
FLAGBRIDGE station is selected from the Stations pull-down menu or by pressing F1.
Map Panel

The Map panel is displayed as part of the Flagbridge and Ship Bridge stations. The maps 
generally show similar information and use the same controls. There may be minor 
differences between map displays due to features not being available on certain ships. The 
Map panel is both a visual reference and a means of issuing certain commands. To help you 
keep track of the battle, it shows the locations of your own ships, known enemy ships, 
torpedoes, shell splashes, and other features of the battle. Furthermore, there are a number 
of filters you can use to toggle the display of different kinds of useful information. For 
more information, see the Filters section on page 16.
To facilitate input of orders, you can issue certain instructions by pointing and left-clicking 
directly on the map, most notably picking a ship to give orders to, and designating targets.

Mouse Commands On The Map Panel
To center the map at a given location, point at that location with the mouse pointer, then 
press the Ctrl key and the left mouse button at the same time.

TF Symbols
When the map is zoomed out to the 100x75 resolution or above, it shows the location of 
task forces rather than individual ships. The location of each task force (TF) is marked by a 
stylized rendering of a ship. If the TF Names filter is on, the identification code of the TF 
commander is displayed next to the group; if not, the name is displayed in the text box just 
below the map next to the FILTERS button whenever the cursor is moved over the center 
of the group. If the TFs are very close together, they are displayed as a single TF icon. 

Ship Symbols
At levels of zoom of 50x37 and below, the positions of individual ships are shown on the 
map. If the TF Names filter is on, the ship positions are marked by flags of the appropriate 
nationality. If not, the ships’ positions are shown by top-down views of the ships 
themselves, colored red for British ships and blue for German ships.

Active Ship / TF Indicator
A white square bracketing a ship symbol indicates that this is the currently active ship. This 
is only true if the map is being displayed at a ship action station, or if the currently active 
TF is being displayed at the Flagbridge station.

Target Ship Indicator
This small white square indicates the current target of the active ship.

Wind Direction
Shows the direction of the prevailing wind. This affects the movement of smoke screens as 
well as the accuracy of gunnery in high winds.

Wind Speed
Wind speed is an important factor in a battle because it can tell you where the weather is on 
the Beaufort Scale. Heavy seas can hinder visibility and the accuracy of your weapons, and 
may even make certain actions impossible. For more information on the Beaufort Scale and 
weather in general, see The Environment section on page 64.

Magnification Controls
The - button decreases the magnification of the map (shows a larger area in less detail), 
while the + button increases the magnification (shows a smaller area in greater detail).

Vertical Scroll Buttons
These shift the area displayed on the map up and down (north and south).

Horizontal Scroll Buttons
These shift the area displayed on the map left and right (west and east).

Center Button
When you click on the asterisk (*) in the lower right corner of the map frame, the map 
automatically centers itself on the currently selected ship or task force.

Map Text Display Box
Information about the area within the cursor appears here. This is generally a ship, TF, 
aircraft, or base name.

Filters
The FILTERS button displays the Map Filters window which enables you to toggle the 
display of certain kinds of information on the map. The common filters that can be 
displayed on the map at any action station are described first; station-specific filters are 
described afterwards.

Ship Filters 
FLAGS: This filter displays ships as British or German flags.
MAIN GUNS: This filter displays a circle showing the maximum range of the current 
ship’s main guns.
SHIP NAME: This filter displays ship names next to their icons. At zoom level 20x15 and 
above there may not be enough room to display ship names, so this option operates best 
when used at zoom level 15x11 and below.
ORDERS: This filter shows the direction of movement for the selected ship or TF if 
operating on a plotted course.
SUNK: This filter displays an icon for each ship sunk during the current engagement.
TORPEDOES: This filter shows three circles indicating the range of torpedoes fired by the 
selected ship when set at short, medium, or long range.
VISIBILITY: This filter displays three circles around each ship, and shows the maximum 
range at which a large, medium, and small ship can be sighted. Carriers and battleships are 
considered large ships, cruisers are medium ships, and destroyers are small ships.

Miscellaneous Filters
AUTOCENTER: This filter centers the map on the currently selected ship or TF.
BASE NAME: This filter displays the name of each base on the map. If it is off, you can 
still find the name of a base by moving the cursor over that base on the map. The name is 
displayed in the Map Text Display Box.
TF NAMES: This filter displays the names of task forces when the map is at zoom level 
100x75 or above. 
CONTACTS: This filter shows the location of all recent enemy ship sightings.
GRID: This filter superimposes a gray grid on the map at zoom levels 100x75 and below. 
The distance between the grid lines is 10,000 yards. At very low zoom levels you may not 
be able to see the grid lines because the area depicted falls between two lines.
RANGE CIRCLES: This filter superimposes a series of circles on the map panel that show 
distances of 250, 500, and 750 miles from the active task force.
TF PLOT TIMES: Displays the time in minutes until the task force completes its current 
plotted movement.

Flagbridge Control Bar
The Flagbridge contains an additional control bar (just above the Message Bar) that 
contains five buttons. These buttons are VIEW, CARGO, FUEL, NAV, SHIPS, and 
CONTACTS. 

View Panel
The View panel is located on the lower left side of the screen under the Map panel on the 
Flagbridge and Ship Bridge stations. This display shows the area around the currently 
selected ship. The view can be swung around the points of the compass in ten degree 
increments and zoomed in and out using the controls to the right of the panel. The zoom 
levels of 1, 2, 3 and 4 are equivalent to the Lookout, Turret, and Torpedo station zoom 
levels of 1, 2, 4, and 8.

Cargo Panel
You can view the Cargo panel from either the Flagbridge or the Ship Bridge station. It 
shows information about the total capacity and current load of troops and supplies of the 
currently selected task force or ship.

Capacity
The total amount of troops and supplies that the task force or ship can carry.

Supplies
The total amount of supplies that the task force or ship currently carries.

Troops
The total amount of troops the task force or ship currently transports.

Fuel PanelCapacity
The total amount of fuel that the task force or ship can carry.

Remaining
The total amount of fuel that the task force or ship still has.

Usage
The amount of fuel the task force or ship consumes per hour under way.

Duration
The length of time that the task force or ship can continue under way with its current fuel 
supplies.

Navigation Panel
The navigation panel gives you control over the orders, speed, and direction of the selected 
task force.

Auto/Manual Buttons
These buttons set the station to Auto or Manual. The navigation controls are only enabled if 
the panel is 
set to Manual.

Speed:
Current
The vessel’s current speed in knots.
Target
The vessel’s desired speed in knots. If this is different than the current speed, it is because 
the ship is accelerating, decelerating, or is unable to reach the desired speed because of 
damage.
Maximum
The fastest speed in knots that the vessel can travel in its current condition. A task force can 
only travel as fast as the slowest ship in the task force. Task forces move slightly slower 
than the slowest ship because they must also maintain formation.
Set Speed
This button displays the Set Speed window in which you can set the Target speed for the 
vessel. The Current and Maximum speeds are identical to those displayed on the main 
panel, but between them is an active box in which you can set the target speed either by 
left-clicking on the up (faster) and down (slower) arrows to the right, or by entering a 
number directly.
This button displays the Set Speed window in which you can set the Target speed for the 
vessel. The Current and Maximum speeds are identical to those displayed on the main 
panel, but between them is an active box in which you can set the target speed either by 
left-clicking on the up (faster) and down (slower) arrows to the right, or by entering a 
number directly.
Press OK to enter the new speed, and CANCEL to exit without changing the original 
Target speed.

Course
The SET COURSE. . . button does not become active until the task force or ship’s 
orders have been changed to Manual. See the description of Manual orders at the bottom of 
the page.
Current
The direction in degrees that the vessel is currently heading.
Target
The direction that the vessel has been set to sail. If this is different than the current 
direction, it is because the ship is turning, or is unable to reach the desired course because 
of damage.

Rudder
This gauge shows the degree to which the ship’s rudder has been turned in order to swing 
to a new course. Manual control of the ship’s course is achieved using the Manual orders 
option. See the description of Manual orders below.

Orders
You can give a ship a wide variety of orders from the Navigation panel.
Type
The ship’s current orders.
Target (optional)
If the ship’s current orders involve navigating relative to some other ship, this field 
displays the name of that ship.
Set Orders 
This button calls out the Set Orders window, which shows the different types of orders to 
assign the task force or ship:
Manual:
This button activates the SET COURSE. . . button on the COURSE control. Left-
clicking on this button displays the Set Heading window in which you can set the target 
course for the vessel. The current heading is identical to the number displayed on the main 
panel, and it also appears as a grey line on the compass. The active box beneath the 
compass is where you can set the target course either by left-clicking on the up and down 
arrows to the right, or by entering a number directly. The target course appears on the 
compass as a red arrow, and it can be also set by left-clicking directly on the compass 
itself.
Press OK to enter the new course, and CANCEL to exit without changing the original 
Target.
Tactical:
Once a task force or ship has completed a plot, if their previous orders are interrupted, or if 
damage prevents them from following orders, Tactical is the default setting.
Follow:
When you choose this option and left-click OK, the Select Ship window opens and you can 
select a ship from the list of friendly vessels to be the target. Once you left-click OK again, 
the ship you are controlling maneuvers to get behind the target, and then endeavors to move 
at the same speed and maintain the distance that you have selected.
Intercept:
When you choose this option and click OK, the Select Ship window opens, and you can 
select a ship from the list to be the target. Once you left-click OK again, the ship you are 
controlling moves toward the closest point at which its path can cross that of the target. If 
the target changes course, the ship with this order recalculates its course to reflect the new 
situation.
Patrol Box:
This command is much like Follow Plot, except that you designate four points which form 
the four corners of the box that the ship will move around.
Patrol Line:
Like Patrol Box, except that the two points you designate are the two points the ship will 
travel between.
Plot Course: 
When you choose this option and left-click OK, the Set Plot window appears and the map 
clears. You can use the cursor to enter up to ten way-points. Once you left-click OK on Set 
Plot, the ship moves from its present position to the first way-point; from there to the 
second and so on, until it reaches the last. 
Return to Base: 
When you select this option and left-click on OK, left-click on a base name in the list and 
the computer plots a course for the ship to move there.
Shadow: 
This works like the Follow command, above, except that the Select Ship window contains 
a list of enemy ships. When you select one, your ship maneuvers to take up station behind 
the target, and then moves on the same course and at the same speed, at the distance you 
specified.
Torp Attack: 
When you select this option and left-click OK, the Select Ship window appears, containing 
a list of enemy ships within sight of your ship. Double left-click on one to designate it as 
the target for the torpedo attack, and your ship maneuvers into position and launches its 
weapons. If the button at the top of this panel is set to AUTO, your torpedoes are 
automatically fired. If your ship is on MANUAL, you must left-click on the FIRE button 
which is found on each individual torpedo mount. See the Torp Button and Torpedo 
Panel section on page 41 for more information. This option is only available on the Ships 
Bridge station.

Smoke
This control enables you to have the currently selected ship lay a smoke screen. If you set it 
to ON, it trails a cloud of thick, oily smoke that obscures vision across its track. Remember 
that smoke drifts in the direction the wind is blowing, and if the wind is strong, the smoke 
screen is ineffective. Note: Smoke doesn’t actually appear on the map panel or in the view 
panel, but the effect is accounted for by the game’s artificial intelligence.

Task force
Name
The name of the task force that the ship is currently part of.
Mission
The purpose of the ship’s task force.
Flagship
The flagship of the ship’s task force.
Orders
The task force’s current orders.

Ships Panel
The Ships panel gives you both summary information and generalized control over the 
ships in the selected task force. The Ships panel also allows you to select a particular ship 
to take command of, and changes to the Bridge station of that ship. Note: Manual control of 
individual ships is only possible after they have been detached from a task force using the 
DETACH SHIP. . . button.

Task force List
This list shows the name and type of each ship in the task force.

A Legend of Ship Types
	BB: Battleship
	CA: Heavy Cruiser
	CL: Light Cruiser
	DD: Destroyer
	TR: Transport

Direct Access to Ships
To detach a ship from a task force, left-click on that ship’s name on the list. Once a ship is 
selected the DETACH SHIP. . . button at the bottom of the panel becomes active. Left-
clicking on this button detaches the ship, making it available for independent action; this is 
useful when ships are heavily damaged or when a ship needs to be detached for a mission 
such as a torpedo attack. Once a ship has been detached its name disappears from the ship 
list. Refer to the Ship Bridge Station section on page 35 for details on commanding 
individual ships. Once detached, a ship cannot rejoin a task force.
You can move directly to the Ship Bridge station of a ship in the currently selected task 
force by double left-clicking on its name in the list.

Flagship Indicator
The flagship of the task force is indicated by an asterisk (*) to the left of its name.

Large Task forces and the List
If the task force contains more ships than can be shown in the list, the remainder are 
accessible by using the scroll controls to the right of the list.

Mission Indicator
This area displays the mission of the currently selected task force. If playing a short 
scenario, this setting is preset. During a longer scenario, you assign missions to the task 
forces you create.

Orders Indicator
This area displays the task force’s current orders, as set in the Flagship Bridge.

Formation Controls
This area displays the task force’s current formation. If playing a scenario, this setting is 
preset.

Formations
A task force’s formation defines the relative positions that the ships attempt to maintain. 
Relative position is a critical factor in battle because proper positioning enables your ships 
to maximize their effectiveness against the enemy, while the wrong formation can minimize 
their impact or make them vulnerable to devastating attacks.
When setting formations, remember that the ships cannot magically appear in the positions 
you have selected; it takes some time to move to the proper position. 
The possible formations are: 

CUSTOM: This option enables you to have the ships take any relative positions you desire. 
When you choose it, you see a display with a task force list and a small map view showing 
the TFs’ current relative positions. When you select a ship’s name from the list, it is 
highlighted by an orange box in the formation window. When you left-click on the map, 
the ship’s icon moves to that location. Once you have positioned all the ships where you 
want them to be, left-click on OK.
Note: If you want to spread the ships out beyond the area currently displayed, you can 
either scroll using the horizontal and vertical scroll bars, or zoom out by pressing the - 
control to the upper right of the map. Similarly, if you want to position two ships more 
precisely, you can increase the zoom level by pressing the + button.
LINE AHEAD: The ships steam in a column, one following another, with the flagship in 
the middle. When you select this option, you are given an opportunity to specify the 
distance between ships.
LINE ABREAST: The ships steam in a row, one beside another, with the flagship in the 
middle. When you select this option, you are given an opportunity to specify the distance 
between ships.
SCREEN DEFENSE: The ships form a tight, circular group with the destroyers on the 
outside but close to the heavier ships to provide an all-around defense.

Weapons Display and Fire Control
Fire: The ships in the task force fire at will.
Hold: The ships in the task force cannot fire.

Contacts Panel
The Contacts Panel lists all enemy forces that have been spotted by your forces. In general, 
just a contact I.D. appears, but as the information becomes more accurate, a list of ship 
types or even names may be shown.

Time of Report
The time at which the contact was made.

Bearing
The direction of the contact from the current task force.

Heading
The direction the contact is moving.

Speed
The speed at which the contact is moving.

Range
The distance from this task force to the contact.

Ships Sighted
The classes of the ships sighted for that particular contact.


SHIP BRIDGE STATION

If ships are detached from a task force, they are controlled from their own Bridge stations 
rather than from the Flagbridge station. The VIEW, CARGO, and FUEL button operations 
are identical to those described on page 18. The NAV button and Navigation panel operate 
identically to the Navigation panel described on page 19.
The other three buttons on the control bar: DAM, GUN, and TORP, allow or deny access 
to panels depending on which ship’s bridge is being viewed. 

Damage Button and Panel
The Damage (DAM) panel gives you information about the well-being of the currently 
selected ship, and the ability to scuttle it (deliberately sink it to keep it from falling into 
enemy hands).

Auto/Manual Buttons
These buttons set the station to Auto or Manual. The SCUTTLE button is only enabled if 
the panel is set 
to Manual.

Compartments
This display shows you the total number of compartments the ship is divided into, and how 
many have been damaged, destroyed, flooded, or are currently on fire. You can see more 
detail about exactly which compartments have been damaged in what way at the Damage 
Control Screen.

List
This display shows you how much the ship is listing to port or starboard, or forward and 
aft. If the needle of either gauge is in the red area, your ship is in serious danger of 
capsizing.

Pumps
This display shows how many pumps you have total and how many are available. The 
most obvious use for them is to pump water out of compartments (bailing), but they can 
also be used to pump water in to correct for list (counterflooding), as well as putting out 
fires on lower decks. To manage either bailing or counterflooding issue orders from the 
Damage Control station.

Flood Level
This gauge shows you how deep in the water your ship is sitting, and thus how close it is 
to sinking. If the flood level is in the red zone, your ship is in real trouble. Keep your eye 
on this gauge, especially if you are engaged in counterflooding. 

DC Party Status
This display shows you how many Damage Control Parties you have in total and how 
many are available.

Structural Damage
Percentage of structural damage the ship has sustained. See page 57 for details of the 
effects on ship operation.

Scuttle Button
The SCUTTLE button enables you to sink your own ship deliberately. It is generally used 
as a last resort to keep the vessel from falling into enemy hands.

Gun Button and Gunnery Panel
The Gunnery panel gives you information about your guns and some control over the guns 
on the currently selected ship.

Auto/Manual Buttons
These set the station to Auto or Manual. The SET TARGET buttons are only enabled if the 
panel is set to Manual.

Directors
This display shows how many fire control directors your ship has, and whether they are 
currently damaged or destroyed. Directors improve the accuracy of your main guns 
dramatically. The association between directors and guns is not set: one director can control 
all turrets, or one can control the forward turrets while the other controls the aft turrets.

Turrets
This display shows the number of active gun turrets your ship has (main and secondary), 
and how many have been damaged or destroyed. 

Ammo
This display shows the percentage of your ammunition you have left for all of your guns.

Target 1
This display shows the name, speed, course, and status of the primary (or only) target 
being tracked (if your guns have been ordered to hold fire) or engaged by your main guns.

Set Target 1 Button
You can set or modify this setting by pressing the SET TARGET 1 button. This calls out 
the Select Ship window which lists all enemy ships within range. Double left-click on the 
one you want to target, or cancel to exit without changing the current setting.

Target 2
This display shows the name, speed, course, and status of the alternate target (if any). 
Your ship will not split its fire between this target and the primary target unless it cannot 
engage the primary target with some of its guns. Normally, it deals with the primary target 
first with all guns, then switches to the secondary target.

Set Target 2 Button
This button works the same way as the SET TARGET 1 button.

Fire/Hold Radio Buttons
This orders the guns to fire when ready or hold fire (while tracking their targets). It is 
especially useful during night engagements when you may want to have your guns ready to 
fire as targets present themselves.

Nav Button and Navigation Panel
When commanding a single ship, the Ship Bridge station Navigation panel operates 
identically to Flagbridge panel. See the Navigation Panel section on page 19 for more 
information.

Torp Button and Torpedo Panel
If a ship is equipped with torpedo tubes, moving the cursor over the TORP button and left-
clicking activates a panel which shows information about the ship’s torpedo mounts. 
Torpedo tubes on surface ships are generally mounted in groups that are operated together, 
so the information displayed is given for mounts.

Auto/Manual Buttons
These set the station to Auto or Manual. Note: If the button is set to Manual, torpedoes can 
only be fired manually from the torpedo mount.

Mount 1
Tubes
The number of torpedo tubes on this mount.
Status
Whether the mount is fully operational (Normal), damaged, or destroyed. 
Loaded
The number of tubes that currently have torpedoes in them, ready to fire. This count 
decreases when one or more tubes are fired.

Reloads
This is the number of additional torpedoes available to the tubes in the mount to replace 
fired torpedoes. After a tube fires, the crew of the torpedo mount will reload it if a reload is 
available, but since torpedoes are large, clumsy objects to manhandle on a heaving deck in 
the midst of battle, do not expect this reload process to be quick. 

Mount 2 or More
If the vessel has more than one torpedo mount (most have either 2 or 4), information 
appears (in descending order) for each additional mount.


MAIN GUNNERY CONTROL STATION
This station contains the instruments that enable you to control the ship’s main gun turrets.

Gunnery Basics
Hitting a target at a range of up to twenty miles is not a trivial task, and requires some 
understanding of how gunnery works. Basically, the gunnery director staff makes its best 
guess (fire control solution) of where to aim from the bearing of the target, the range 
indicated by the range-finding equipment (optical) and observation of the target’s course 
and speed. The guns then fire spotting rounds, whose splashes are observed and used to 
make corrections before firing again. This process continues until the splashes bracket 
the target, which means some are in front of it, while others are behind it. Once this has 
been achieved, the guns can switch to full fire, although a return to spotting fire may be 
necessary occasionally as the target moves away from the bracketed position.
At long range, even an accurate fire control solution may only yield a few hits. There are 
many factors affecting accuracy: the sheer range (the longer the range, the more impact 
even small inaccuracies make), time in flight (it takes a full minute for a shell to travel 
30,000 yards, during which time the target has moved), the size, speed, and 
maneuverability of the target ship, the amount of time the target has been tracked, waves, 
wind, weather, light conditions, the quality of the firing ship’s crew, range finding 
equipment and guns, whether or not the firing ship is itself under fire, and the number of 
ships firing at the target (more than one makes it hard to keep track of spotting rounds).
To maximize your chances of hitting the enemy from this station, remember to use the 
maximum number of guns you can (broadside if possible), use the spotting fire option 
initially, and then decide between a normal, wide, or narrow spread when you go to full 
fire. Also, remember to fire the right kind of ammunition: star shell to improve range 
finding during night combat, armor-piercing against battleships, and high-explosive against 
almost everything else.

Director Control Layout
The Gunnery Control stations, both Main and Secondary, are divided into four horizontal 
areas in addition to the standard Message Bar at the bottom of the screen: the Overhead 
view, the Alternate Director controls, the Turret Status Display, and along the top the Main 
Director controls. For the Secondary Gunnery stations on Battleships and Cruisers, the 
directors control Port and Starboard turrets.

Overhead View
The Overhead View shows a bird’s-eye view of the active ship. It is used mainly for 
illustrative purposes, showing the orientation and firing of the main and secondary guns 
and torpedo tubes and graphic evidence of the damage sustained by the ship.

Gunnery Controls

Main and Alternate Directors
The controls associated with the Main and Alternate Directors are identical. This reflects the 
fact that the two directors have a fluid relationship to each other and to the guns.
The Alternate Director exists primarily as a redundant system. The instruments used by the 
directors are sensitive; they play a crucial role in determining the ship’s effectiveness in 
battle, and it simply makes sense to avoid a situation in which one lucky hit destroys a 
mighty warship.
This said, the alternate director can play a more dynamic role while the main one is still 
active. It enables the ship to split its fire effectively, taking on more than one enemy at a 
time. While captains generally avoid this approach (it is considered more effective to take 
out one enemy entirely than to pick away at two), there are times when it is necessary.
This fluid relationship can exist because the relationship between the directors and the gun 
turrets is also fluid. Either director can control any turret or set of turrets, and turrets can 
operate independently as well. Because of the greater effectiveness of the directors’ 
sighting and range-finding equipment, local control is generally reserved for when both 
directors are out, but its existence highlights the fact that you have considerable leeway 
about how your ships’ guns are controlled.
Because of the redundancy between the two control sets they will both be discussed 
together, with a special section indicating how they can be coordinated and control of 
turrets transferred between them.

TQ Gauge
This is the dial gauge at the left end of each Director Control area. The Target Quality 
(TQ) indicates the degree of certainty of the fire control solution on the target. The higher 
the value, the more likely that the next salvo will hit home.

Target Bearing Indicator
The compass dial just to the right of the TQ Gauge indicates the bearing of the target (in 
landlubber terms, the direction of fire).

Target Name
The display below the Target Bearing Indicator gives the name of the enemy vessel at 
which that director’s battery is firing. If the name is unknown, the display reads Ship ¯.

Turret Lights
The row of green lights along the upper center portion of the Director Controls is used to 
indicate which of the ship’s turrets are currently controlled by this director. The numbers 
correspond to the numbers in the Turret Status Display, and if the light is on, that turret is 
under that director’s control.

Man/Auto Switch
This switch sets whether the director can be controlled by the other controls at this 
director’s station. If it is set to Manual, then the cursor switches from an arrow to a cross-
hair whenever it is positioned over a place that a control can be set to.

Range
This display, just to the right of the Man/Auto switch, shows the current estimate of the 
range to the target vessel. 

Track Time
This display, just below the Range readout, shows how long the target vessel has been 
under observation in order to obtain a fire control solution. The longer the track time, the 
more accurate the firing solution is. 

Ammo Type Selector
This knob is to the right of the Range and Track Time readouts, and is used to determine 
what type of shells the director’s battery fires. The three possible settings are: HE, AP, SS.
HE: High Explosive Ñ generally used against lightly or unarmored targets, or by a lighter 
vessel against a heavier one to damage its superstructure.
AP: Armor Piercing Ñ generally reserved for use against heavily armored ships by other, 
equally heavy ships (battleship vs. battleship for example).
SS: Star Shell Ñ illumination rounds play a critical role in night battles.

Fire Pattern Control Knob 
This knob, located to the right of the Ammo Type Selector, sets the specific fall of shot 
desired.
FULL: The normal pattern used once the target has been acquired. All guns in the active 
battery fire, and continue firing as rapidly as they can be reloaded, with a normal spacing of 
shells falling on the target.
LOOSE: A pattern used when a hit is needed as soon as possible. The gun tubes are angled 
so that the shells fall over a larger area than normal, which increases the probability of a hit 
on an imperfectly acquired target. Because the shot pattern is so large, however, the chance 
of multiple hits is sharply reduced.
NRRW: Narrow, a pattern used when multiple hits are desired. The gun tubes are angled 
so that the shells fall over a smaller area than normal, which increases the probability of 
multiple hits. The chance of a total miss increases as well, and so is best used against a 
solidly acquired target.
SPOT: The normal pattern used when first firing on a target. The guns only fire a second 
time after their splashes have been observed and their aim corrected.
HOLD: The battery remains trained on the current target, but will not fire until a firing 
pattern is selected.

Main / Alt Dir
These two lights show whether the director has been damaged or destroyed.
DAM: The director has been damaged.
DEST: The director has been destroyed.

Fwd/Aft Mag
These lights show the damage status of the corresponding magazine.
FIRE: The magazine is on fire. As the severity of the fire increases, there is a greater 
chance of the magazine exploding Ñ which is likely to destroy the ship.
FLOODED: The magazine is flooded. The ship’s rate of fire may decrease due to a lack of 
ammo.
DAM: The magazine has been damaged. Your rate of fire is likely to drop or even stop.
DEST: The magazine has been destroyed. Thank your lucky stars you’re still around to 
read about it!

Rounds
These readouts show the amount of ammo of each type in the magazine identified in the 
display just to the left. For the meaning of the abbreviations, see the Ammo Type 
Selector section on the previous page.

Turret Status Display
The turret status display is the area between the two director control areas. It contains a 
number of similar display areas, each of which corresponds to one of the ship’s main gun 
turrets. Their layout corresponds roughly to their actual positions on the ship (i.e., the 
leftmost one is the furthest forward turret; the rightmost one the furthest aft turret; side-
mounted turrets are placed above (for starboard) and below (for port) the centerline.

Turret Number Light
The green light in the upper corner of each box contains the ID number of the turret. When 
it is lit, the turret is active. If it is dark, that turret is damaged or destroyed.

Target Readout
The text area in the center of the turret box shows the name of the current target of that 
turret’s guns, if one has been acquired.

Readiness Status
The text area in the lower left of the box shows if the guns are ready to fire. If the turret is 
not controlled by a director there is no text in this area, even if it is undamaged. The 
different types of status are READY, TURN, and LOAD.
READY: The turret’s guns are ready to fire. You will not see this often, except as it flashes 
by, unless you’ve instructed the guns to hold their fire.
TURN: Th#e turret is turning to aim at a target.
LOAD: The guns are being loaded. You see this message most frequently. 

Delay Countdown
The numeric readout in the lower right of each Turret box shows the amount of time that 
the turret needs to turn or load before it is ready to fire again.

Turret Icon
The icon in the upper-left of each Turret Display box shows the number of guns in the 
turret. When you move the cursor over it, it lights up, and if you left-click the view 
changes to the Turret Control station.

Individual Turret Controls
This screen enables you to control each turret directly. Many of the controls are similar to 
those found at the director, but only affect the guns in this turret, and through the gunner’s 
binocular you can have an unmatched view of the battle. Note: You cannot get to this 
station via the pull-down menus; you must access it via the Main Gunnery Control station.

Turret ID
At the top center of the screen the turret is identified as Turret #. The number (#) 
corresponds to the ID number found in the green light on the director. See the Main 
Gunnery Control section on page 34 for details of the operation of the TQ Gauge, 
Compass Dial, Ammo Selector and Delay Readout.

View Bearing Indicator
The 360 degree gauge just below the turret ID indicates the direction in which the 
binoculars are pointed. 

Magnification Control
This control, found to the right and below the binocular view itself, can increase and 
decrease the level of magnification. If you put the cursor over the top half of the icon, it 
becomes a set of up arrows, and each time you left-click, objects in the binoculars appear 
larger, while decreasing the field of vision. If you place the mouse cursor over the lower 
half of the control, it becomes a set of down arrows, and when you left-click, objects 
appear smaller, while the field of vision increases.

Magnification Level Readout
To the left and below the magnification thumb control is a digital readout that gives the level 
of magnification currently being displayed. In all, there are four levels of magnification: 1 
(objects appear their actual size), 2 (objects appear double size), 4 (four times actual size), 
and 8 (eight times actual size).

View Left and View Right Controls
If you place the cursor over the handles on either side of the director, it becomes a set of 
arrows pointing to the closest edge of the screen. If you left-click, the view in the binocular 
swings in that direction, and if you hold the button down the view continues to swing 
automatically. You can swing the view through a full 360 degree arc. Note: These controls 
only work if the SCOPE/LOCK switch is set to Scope. Otherwise, the view remains locked 
on the current target (hence the label, Lock).

Scope/Lock Switch
This button, the leftmost of the three light switches below the binocular view, locks the 
view on the designated target when set to Lock. When set to Scope it allows you to swing 
the binocular view throughout a 360 degree arc.

Fire/Hold Switch
The center light switch below the binocular view lets you instruct gun crews to hold their 
fire or fire when ready.

Man/Auto Switch
This switch must be set to Manual in order for any of the other controls at this station to 
work.

TQ Gauge
Like the TQ gauge at the Main Gunnery Control station, this shows the reliability of the fire 
control range solution.

Compass Dial
Like the Compass Dial at the Director control, this shows the bearing of the current target.

Ammo Selector
Like the Ammo Selector at the Director control, this lets you choose the type of shells that 
the guns at this turret fire. For pros and cons of each type, refer to the Direction section. 
Unlike the display at the director, however, the control here includes the ammo supplies 
available to the turret in the digital readout to the right of each setting.

Readiness Status and Delay Countdown
Like the Readiness Status Display and the Delay Readout at the Director control, these 
inform you of what the gun crews are doing and how long before the guns are ready to 
fire.

Damage Indicators
The Dam (Damage) lights light up when the turret is damaged. The status reflects battle 
conditions; a turret is considered damaged if it may be returned to functionality before the 
end of the current engagement. When the turret is destroyed, you see a graphic 
representation of the destroyed turret controls.

TOT - Time on Target
TOT stands for Time on Target, or time remaining until shells in the air hit their target. 
Three numbers can be displayed, showing the time remaining for the last three sets of 
shells. Because of the physics involved, guns never have more than three sets of shells in 
the air at a time.


SECOND GUNNERY CONTROL

This station is very similar to the Main Gunnery Control station. It is used to direct the 
secondary armament of battleships, with the main differences being that the turrets are 
identified by letters (A, B, C, etc.), and the magazine information is for the starboard and 
port secondary magazines rather than the fore and aft main magazines. For information 
about how the controls at this station work, see the Overhead View and Turret Status 
Display sections on pages 36 and 39, respectively.

TORPEDO STATION
This station contains the instruments that control a ship’s torpedo tubes. You can access it 
by selecting the Torpedo option from the STATIONS pull-down menu or press F5. Note: 
that not all ships have torpedoes.

Torpedo Basics
The Torpedo Control Area contains the instruments with which you control the ship’s 
torpedo tubes. Torpedoes are very powerful weapons, delivering a massive charge below 
the target’s waterline, but many factors affect their targeting and therefore make them more 
difficult to use effectively. Fortunately, you have analog computers available to help you 
make the necessary calculations. To launch torpedoes, you first want to get as close to the 
target as you can, taking into account the eighty seconds required for a torpedo to arm 
itself. At short range, high speed settings are much more accurate than the longer ones. 
Next, make sure that the tubes on the target’s side of your ship are active (big ships had 
two sets of tubes, one per side). Select a target by switching the mount to Manual, left-click 
on the bar below the COMPUTE button, and pick one of the ships listed in the window that 
appears. Set the spread to reflect your confidence in your aim, check the computer’s 
suggested angle of fire (it should not be toward the enemy, because if you fire at him, he 
may be gone when the fish arrives), make any corrections you think anticipate the 
target’s probable maneuvers (he may turn toward you once he sees the torpedo coming), 
and then fire. It is a somewhat complicated business, one you will probably have to 
practice before you get it right.

View Bearing Indicator
The 360 degree gauge just below the binocular view indicates the direction in which the 
binoculars are pointed. 

Magnification Thumb Control
This control, found to the right of the binocular view itself, can increase and decrease the 
level of magnification. If you put the cursor over the top half of the icon, it becomes a set 
of up arrows, and each time you left-click objects in the binoculars appear larger while 
decreasing the field of vision. If you place the mouse cursor over the lower half of the 
control, it becomes a set of down arrows, and when you left-click, objects appear smaller 
while the field of vision increases.

Magnification Level Readout
To the left and below the Magnification Thumb control is a digital readout that gives the 
level of magnification currently being displayed. In all, there are four levels of 
magnification: 1 (objects appear their actual size), 2 (objects appear double size), 4 
(doubled again), and 8 (doubled once more).

Mount Selection Controls
When you place the cursor over the handles on either side of the torpedo director, it 
becomes a set of arrows pointing to the closest edge of the screen. When you left-click on 
the right control, you jump to control of the next torpedo mount (in ascending numerical 
order, with a wrap-around to the first when you use this control on the highest-numbered 
one. Conversely, when you left-click on the left control, you jump to the next mount in 
descending numerical order, with a wrap-around from number 1 to the highest-numbered 
mount.

Compass Dial
The compass dial at the torpedo station shows the heading of your ship through the ship 
icon in the center. 
The red area to the port or starboard of the ship icon indicates the arc of fire of the current 
torpedo mount, and the white line shows the exact direction within that arc that it is 
pointing. The white line also indicates the firing line of the torpedo. You may manually 
control the firing angle of the torpedoes by adjusting the white line within the display. The 
view at the top of the mount changes as the white line moves. The red mark on the outside 
of the compass dial shows the bearing of the selected target, or points north if no targets are 
selected.

Auto/Manual Switch
This switch sets whether the director can be controlled manually by the other controls at 
this director’s station. If it is set to Man (Manual), the cursor switches from an arrow to a 
cross-hair whenever it is positioned over a control whose selection can be changed.

Reload Readouts
The shorter of these two readouts shows the number of reloads available to this mount. The 
time readout shows the countdown of time to reload a single torpedo tube. Torpedo tubes 
take eighty minutes to reload on the standard setting. Changes made using the Customizer 
may increase or decrease this time. 

Target Readout Control
The text area below the COMPUTE button shows the target ship for which a solution is 
currently being computed. Left-clicking on this area opens the Select Ship window which 
displays the list of potential targets. Choose one of these by left-clicking on it. If you left-
click on this area and one or more enemy ships are potential targets, the Select Ship 
window appears, and a target may be selected from the list by double left-clicking on it.
Left-clicking on the COMPUTE button calculates the computer’s best solution as to where 
the targeted ship will be, assuming no changes in course or speed. Note: The compute 
button does not function at game speed settings of x3 or x4.

Torpedo Activation Switches
A mount has between two and five switches depending on the number of tubes present in 
the mount. Each switch makes one torpedo ready for launch when switched to the on (up, 
red) position. Only active torpedoes are launched when you press the fire button. Note: All 
torpedoes are active by default. Deactivating some tubes allows you to reserve some 
torpedoes in the mount to be fired later in the battle.

Torpedo Ready Lights
These lights show whether the corresponding torpedo is loaded and ready for activation. 
When the lights are bright green, the torpedoes are ready to fire.

Fire Button
This button launches all of this station’s activated torpedoes when it is left-clicked.

Spread
This button sets the distance between the torpedoes as they move toward the target. 
Possible spreads are:
NORM: Normal distance between torpedoes.
NRRW: Less distance than normal between the torpedoes. Used when aim is particularly 
reliable, or need for multiple hits is great.
WIDE: More distance than normal between torpedoes. Used when aim is particularly 
uncertain, or against multiple ships with overlapping profiles.

Torp Set Knob
This control shows, and enables you to set, the range and speed of active torpedoes. The 
computer’s choice is set initially, but you can choose from among the possible settings for 
yourself by left-clicking on the knob settings.
SHORT: The torpedoes are set to run at maximum speed for a short distance. This setting 
gives the greatest probability of a hit.
MEDIUM: The torpedoes are set to run at a somewhat slower speed for a somewhat greater 
distance. This setting gives a somewhat lower probability of a hit.
LONG: The torpedoes are set to run at a slow speed for a long distance. This setting gives 
little likelihood of a hit. This setting should be used only when firing at nearly stationary 
targets. 

Torpedo Range Readout
The Range (RNG) number to the right of the Torp Set knob is the maximum distance the 
torpedoes can run at the current setting.

Speed Readout
This is the speed at which the torpedoes run at the current setting.

Fire Angle Readout and Controls
The Fire Angle readout (FA) shows the bearing at which the active tubes are pointed. To 
point them more to the left, left-click on the black knob to the left; to point them more to the 
right, left-click on the button to the right. The bearing can be changed more quickly by left-
clicking directly on the compass dial. The tubes should not be aimed directly at the target 
unless the target is stationary, since torpedoes move quite slowly relative to the movement 
of the ships. Instead, they should point to the probable intercept point, the point at which 
the torpedo will meet the target if it continues its present course and speed.

Target Speed Readout
This is the computer’s estimate of the target’s speed.

Target Range Readout
This display is under the legend RNG. The number shown is your crew’s estimate of the 
range to the target at the projected fire angle.

Target Heading
This display is under the legend HDG. The number shown is your crew’s estimate of the 
target’s current heading.

Damage Indicators
Dam: The damage lights light up when the mount is damaged if it can be repaired before the 
end of the current engagement. 
Dest: When the mount is destroyed, a graphic representation of the destroyed mount is 
shown.


DAMAGE CONTROL STATION

The Damage Control station shows damage sustained by the ship and any damage control 
efforts currently underway. It also gives you control over damage control parties. You can 
access this station by selecting the Damage option from the Stations pull-down menu, or 
pressing F7.

Damage
Ships can be damaged in four ways: shell hits, torpedo hits, bomb hits, and collisions with 
other ships. 
All four types of impact can damage or destroy ship’s equipment and cause flooding (if the 
damage occurs below the waterline). It is important to note that even a near miss can 
damage a ship. Damage to ships can also start fires which can spread and cause even more 
destruction. In addition to damage to specific parts of ships, each ship has a Structural 
Damage value which affects the ship’s ability to make weigh, turn, and fire accurately.

Flooding and Counterflooding
Flooding compartments causes a ship to list in the direction of the flood; if too much 
flooding occurs on one side of the ship, the ship will capsize. Capsizing was the most 
common cause of ship sinking in WWI. Flooded compartments are unusable until the leak 
has been plugged and the water pumped out. Flooded compartments cannot catch fire. The 
flooded compartment may be damaged or destroyed by the flooding. The more the ship 
lists, the more pronounced the negative effects upon gunnery and steering become; at lists 
above 15 degrees the main guns may not fire at all.
In order to counter a dangerous list caused by flooding the player may use counterflooding 
to bring the ship back to an even keel. The disadvantage of this is that if enough water is 
taken on, the ship will sink anyway; thus this must be used with caution. The area 
counterflooded suffers the same effects as normal flooding.

Fire
Fires progressively damage and destroy the ship’s equipment. The fire may burn out or 
grow in strength and spread to adjacent compartments (including those above and below). 
The most dangerous aspect of fire is that if one spreads to a magazine, it will probably 
blow up the ship. It may even be worth counterflooding a magazine if fire breaks out in an 
adjacent area.

Damage Station Control Bar
The Damage Control Station contains an additional control bar just above the Message Bar. 
It contains four buttons and two sets of icons, one for damage control parties and the other 
for pumps.

Damage Control Party Icons
The wrench symbols on the Damage Station control bar represent the ship’s Damage 
Control (DC) potential. All ships do not have the same number of DC parties available; 
larger ships generally have a larger number. Each icon represents one damage control 
party. If the wrench is light gray, the party is currently unassigned; if it is dark gray, the 
party is at work somewhere on the ship.

Pumps
The pump symbols on the Damage Station control bar to the right of the damage control 
party icons represent the ship’s ability to pump water out (or in). All ships do not have the 
same number of pumps; larger ships generally have a greater number. Each icon represents 
one pump. If the pump is light gray, the pump is currently unassigned; if it is dark gray, 
the pump is at work somewhere on the ship.

Manual And Auto Buttons
These buttons set whether the damage control station is under manual control. If the 
MANUAL button is pressed, you can access all controls and screens. If this station is set to 
AUTO, you can left-click on compartments to assess damage, but will be unable to assign 
DC parties or pumps. 

Flooding and Structure Buttons
These buttons open and then toggle between two windows showing the level of flooding 
and the effect of structural damage.

Flooding Button
This button opens the Flooding gauge window. Three gauges here measure the list to port 
or starboard, the list to bow or stern, and the level of flooding, much like the gauges on the 
damage panel on the Ships Bridge station. For more information see the Damage Button 
and Panel section on page 29.

Deck Display
Deck Levels
Each ship is composed of two deck levels, from top to bottom.

Compartments
Each deck level is subdivided into individual compartments. Some of the compartments 
contain icons representing a major system of the ship; empty compartments represent areas 
with other items: living quarters, storage, miscellaneous machinery space, etc. If a 
compartment is hit and damaged, it changes color; if a damage control party or pump is 
assigned to it, the damage control icon is superimposed. Any repairs represent a 
temporary fix. Damaged ships in long scenarios need to undergo repairs at a port to be 
returned to full effectiveness.

Damage Colors, Symbols, and Animations
The following background colors signify the associated damage: 
	Light Gray: 	Undamaged
	Dark Gray: 	Damaged (repairable)	
	Red X: 	Destroyed	
	Fire Animation: 	Fire
	Flood Animation: 	Flooded

Damage Control Party at Work or Pumps in Use
A compartment containing an active damage control party is marked with a wrench icon if it 
is damaged or an animation of a fire hose spraying water if it is on fire. A compartment 
with active pumps is marked with a pump (wheel) icon.

Compartment Damage Report
To access detailed information about a compartment, simply left-click on it. The 
information appears in the Damage Report panel above the Damage Control bar and to the 
right of the Flooding/Structure Damage panels.

Contents Icon
In the upper left of the panel, a box the size of the compartment in the deck display shows 
the icon representing the contents of the compartment.

Contents Description
To the right of the Contents Icon is a text description of its contents.

Compartment Status
Below the Contents Icon and Description is a box that contains text describing the current 
damage status of the compartment.

Damage Status Text
The top line of text gives the overall status of a compartment: Normal, Damaged, or 
Destroyed.

Destroyed Icon
If the compartment has been destroyed, the red X is shown to the right of the Damage 
Report box.

Fire/Flood Status
If the compartment is on fire or flooded, the second line describes the severity of the 
situation.

Fire/Flood Icon
If the compartment is on fire or flooded, the appropriate animation is shown to the right of 
the Damage Report window.

Holes
If the compartment has been punctured, the location of the hole is given. The four 
possibilities are:
	F: 	Forward (toward the front of the boat)
	A: 	Aft (toward the back of the boat)
	P: 	Port (on the left side, looking forward, toward the bottom of the screen)
	S: 	Starboard (on the right side, looking forward, toward the top of the screen)

Hole Picture
If the compartment has been punctured, a diagram illustrating the location of the damage is 
displayed to the right of the box.

Damage Control Activity Box
To the right of the Contents Description is a box that contains information about damage 
control activity currently going on in the compartment.

Damage Repair Estimate
If the compartment contains a damage control party, the estimated time for repairs is stated. 
The completion time is for a temporary repair. Full repairs can only be completed at a port.

Pump Action
If the compartment contains a pump, a message states if it is pumping water out or in.

Damage Control Activity Buttons
In the lower right of the Damage Report window are four buttons that give you control over 
damage control and pumping in the compartment.

Assign DC
If the compartment is currently damaged, this button is active and you may left-click on it to 
have a damage control party begin repairs, if one is available.

Release
If a damage control party is currently at work in the compartment, this button is active. If 
you want to get the party out of there so it can be reassigned elsewhere, press this button, 
and the damage control party returns to Available status.

Pump Out
If the compartment is currently flooded, this button is active and you may left-click on it to 
have a pump begin pumping it out, if one is available. Note: You may only pump a 
compartment out if it has no punctured walls.

Pump In
This button is always active unless the compartment is already taking on water. If you want 
to counterflood, left-click on it, and if a pump is available it begins pumping water in. Be 
sure that the active compartment is one you want to flood. If you want to sink the ship, use 
the scuttle button at the Ship Bridge station (it’s faster).

Flooding Button and Panel
When you press the FLOODING button, the same title appears in the display panel just 
above it. It contains semicircular dial gauges and associated digital readouts that show the 
degree of list forward and backward and to either side and a bar gauge showing the level of 
flooding. These indicators are similar to the List and Level gauges on the Damage panel at 
the Ship Bridge station, and a more detailed description of them can be found in the 
Damage Button and Panel section, on page 29.
A mild list affects the ship’s speed, steering, and fighting ability; a severe list can cause the 
vessel to capsize.

Counterflooding 
To counteract a dangerous list, you can attempt counterflooding, which is deliberately 
letting water into compartments on the high side of the ship. The ship settles deeper into the 
water, but the danger of capsizing is lessened. Of course, be aware that if the ship settles 
too far while upright, it founders and sinks!

Structure Button and Panel
This button opens the Structural Damage panel. Four numeric indicators in this window 
show the percentage of structural damage and the effect that the damage has on the ship’s 
ability to turn, maintain speed, and fire accurately. These numbers are the percent of 
reduction in normal ability for the ship.

Effects of Damage
General Effects
Unless noted below, the following effects apply to all ships’ equipment: 
Damage:
Damage to ship’s equipment is usually repairable; however, the time taken may be outside 
the length of a single engagement.
Destruction: 
Destruction of ship’s equipment means that the equipment cannot be repaired at sea and that 
equipment is not available until the ship has returned to port and repaired.

Damage to Specific Equipment
Bridge: 
The bridge is the primary control center of the ship. If it is damaged or destroyed, reaction 
times are slower thereafter.
Secondary Turrets: 
Secondary turrets are the ship’s armament for attacking smaller targets. These were often 
open to the elements and had very little armor. Mounted on the extremes of the ship rather 
than on the centerline, these turrets were unusable in rough seas or when the ship listed 
strongly. Loss of a turret reduces the firepower on that side of the ship.
Torpedo Mounts: 
Torpedo mounts are usually mounted in exposed positions on the ship’s deck and are 
therefore unusable during rough weather. If they are destroyed, torpedoes cannot be fired 
from that mount.
Directors: 
The ship’s directors are used to direct the ship’s guns. Mounted high on the ship’s 
superstructure, they combine the data from range finders and fall of shot reports to calculate 
the firing data for the ship’s guns. The directors allow all the ship’s guns to be concentrated 
on a single target without the mutual interference caused by local control. If one director is 
lost, the ship can still fire a broadside, but the guns associated with that director (fore or 
aft) can only fire under local control if firing by themselves. If both directors are lost, all 
turrets revert to local control. Local control is far less accurate than directed fire.
Funnels: 
The ship’s funnels create the up-draft required for the combustion within the engines and 
direct away the exhaust gasses. If damaged or destroyed, the ship’s maximum speed is 
reduced in proportion to the number of funnels on the ship.
Magazines: 
The shells for the ship’s guns are stored in the ship’s magazines. These are usually heavily 
armored and buried deep within the depths of the ship. The ship may blow up and sink if a 
shell explodes inside a ship’s magazines or if a fire spreads to the magazines.
Engine Room: 
The ship’s engines provide the motive power for the ship. The ship’s speed depends upon 
how many engine rooms are available. Non-diesel powered ships require a functioning 
boiler room. The speed reduction for loss of engine rooms is small at first because a great 
deal of extra power is needed to gain the last few knots of speed, while cruising speeds can 
be achieved with as little as one third of the engines.
Boiler Room: 
On non-diesel powered ships, the boiler rooms provide the steam required to power the 
turbines in the engine rooms. The number of operational engine rooms is limited to the 
number of operational boiler rooms. Loss of a boiler room is equivalent to loss of the 
associated engine.
Steering Gear:
These are the internal mechanisms required to change the ship’s course. Loss of the 
steering gear increases the ship’s turn radius significantly because of the inefficiencies of 
steering by changing the speed of the propellers.
Shaft: 
The motive power provided by the engines is transmitted by the shafts to the propellers. 
Loss of a shaft reduces the maximum speed of the ship in the same way as engine room 
damage.
Propeller: 
The motive power provided by the engines is transmitted by the shafts to the propellers. 
Loss of a propeller reduces the maximum speed of the ship in the same way as engine room 
damage.
Rudder: 
Steering is controlled by the rudder(s). Loss of the rudder(s) has the same effect as steering 
gear damage.


LOOKOUT STATION

This station gives a full outside view of the ocean from the observation tower of the current 
ship. When the cursor is over the arrow icons to the right or left side of the screen, it 
changes to the View Left or View Right arrows for changing the direction of the view. The 
Increase and Decrease arrows that appear over the Zoom thumb wheel change the 
magnification level.

BASES

Most scenarios do not concern themselves with bases. The focus of attention is on groups 
of ships which are contesting the waters of the Atlantic. Campaign games and scenarios 
created with the GNB5 Scenario Editor, however, require familiarity with base operations.
Bases function as ports. Ships must return to them periodically to refuel, or for repair and 
refit. To review or issue orders to a base, simply left-click on its icon on the map or scroll 
to it using the display on the Message Bar when at the Flagbridge station.

Base Station
You issue orders to forces located at a base through the Base station. The Base station 
enables you to organize task forces, air strikes, and air patrols; to load and unload cargo 
and fuel; and to move ships into and out of dry-dock, where they undergo refit and repair. 
It is here that you conduct many of the necessary day-to-day operations in a campaign 
game.

Accessing a Base
To access a base, simply left-click on the base icon on the map or scroll to it using the 
display on the Message Bar when at the Flagbridge station.

Base Control Bar
Like the Flag and Ship Bridges station, the Base station contains an additional control bar 
just above the Message Bar. The Base station control bar contains six buttons, five of 
which are the same as the Flag Bridge’s, and one that is unique: the BASE button.
The Base station makes use of the Map panel, described on page 14. The filters available 
for use at this station are the same as those described on page 16.

Cargo Button
The Cargo Button displays the Cargo panel for bases. This panel is similar to the Cargo 
panel for ships, and displays the amount of fuel, quantity of supplies, and number of 
ground troops. It also displays the number of troops and amount of supplies for enemy 
ground forces attacking the base during a scenario.

Contacts Button
The Contacts button is identical to the one displayed at the Flagbridge, see the Contacts 
Panel section on page 27 for more information.

Ships Button
The Ships Button calls out the Base’s Ships panel. This contains the controls you use to 
control the activities of ships at the base. This panel is a necessary first stop during any 
campaign scenario because ships do not start out assigned to task forces.

Ship List
The list box in the Ships panel contains some or all of the ships currently at the base. Left-
clicking on the name of a ship and left-clicking on one of the buttons below assigns that 
ship to that activity.
Ship Filters
The ship filters enable you to display only ships engaged in a particular activity in the Ship 
List. The possible activities are: 
Docked
Ships that are simply located at the base. 
Refueling
Ships that are taking on more fuel at the base. 
Repairing
Ships that are undergoing repairs at the base. 
Loading
Ships that are taking on men or supplies from the stores located at the base. 
Unloading
Ships that are letting off men or supplies at the base. 

Ship Activity Buttons
The ship activity buttons enable you to order the ships at a base to engage in a base activity. 
Each button opens a window showing two lists; one of available ships and the second a list 
of ships undergoing one of the activities. Double left-clicking on each ship name assigns it 
to an activity and moves it to the other list. The possible activities are: 
LOAD When you push this button, the Load Ship window appears. Use it to order some of 
the men and/or supplies from the base to be transferred onto the ship. Note: This operation 
takes some time to be completed.
UNLOAD Similar to Load, except that the Unload Ship window enables you to transfer 
men and supplies from the ship to the base. 
REPAIR A damaged ship is scheduled to enter repairs as soon as appropriate facilities are 
available. 
FUEL The ship takes on fuel.

FORM TASK FORCE Button 
Some scenarios start with ships in port. It is necessary to assign these ships to task forces 
(TFs) before they can undertake missions. 

TF Missions
Left-clicking on the FORM TASK FORCE button opens the TF Mission window, making 
the following options for task force missions available:
BOMBARDMENT: Orders selected ships to bombard the targeted enemy base. Battleships 
(BBs) or heavy cruisers (CAs) must be part of a group assigned to a bombardment 
mission.
TRANSPORT: Orders ships to move loaded supplies to a targeted base. You must have 
some loaded ships before you can assign this mission.
SURFACE ACTION: Orders selected ships to conduct a surface action near a targeted base 
or spotted enemy task force.
DEFEND BASE: Orders selected ships to defend targeted bases from enemy forces near 
that base. Once the task force has been assembled, a window opens offering a list of bases 
that can be defended. Left-clicking on the name or base icon of the base to be defended 
assigns that task force to that mission.

New Task Force Creation 
After a mission has been chosen, the New Task Force window opens with a list of 
available ships and an empty list. At the bottom is the Task Force Name display. Double 
left-clicking on the name of a ship assigns it to the task force in the display. Left-clicking 
on the CANCEL button returns to the base screen, the OK button completes the selection 
and opens the Flagship window, where one of the ships must be chosen as a flagship. 
Then the Set Position window opens and the starting position for the task force is selected 
by left-clicking on the map panel. Note: The map panel may need to be zoomed out in order 
to place the task force at another base or strategic position.


THE ENVIRONMENT
Even the iron-clad steamships of the turn of the century are very much at the mercy of the 
weather, and the primal distinction between day and night has a profound impact on naval 
operations. The weather affects ships’ combat capabilities and their ability to carry out 
patrols and searches. Furthermore, you should keep in mind the importance of the amount 
of daylight and nighttime, and that it can vary enormously according to the season.

Beaufort Scale
The prevailing weather conditions are usually described in terms of the Beaufort scale, a 
numbering system rising in terms of severity from 0 (calm flat seas with little or no breeze) 
to 12 (hurricane force winds accompanied by 30 foot plus waves). In the game you will not 
see any Beaufort scale greater than 10 because in these conditions combat is impossible; all 
effort is being devoted to keeping the ships from capsizing. The game effects of the various 
Beaufort scale numbers are described in the table on the next page. 
Beaufort Number	Wind Speed	Description		Game Effect
	0		0-0.9 knots	Calm			None
	1		1-3 knots	Light air		None
	2		4-6 knots	Light breeze		None
	3		7-10 knots	Gentle breeze		None
	4		11-16 knots	Moderate breeze	None
	5		17-21 knots	Fresh breeze		None
	6		22-27 knots	Strong breeze		Sec. guns reload x1.5
								DD gunnery penalty
	7		28-33 knots	Moderate gale		Main guns reload x1.5 
								Sec. guns reload x2
								CA gunnery penalty
	8		34-40 knots	Fresh gale		Main guns reload x2
								BB gunnery penalty
								Sec. guns cannot fire
	9		41-47 knots	Strong gale		Main guns reload x2.5
								No torpedo firing
								No smoke
	10		48-55 knots	Storm			Main guns reload x3
								No torpedo firing
								No smoke
Unless specified, all previous effects from a lower Beaufort scale apply to higher scales.


Visibility

Maximum Spotting Ranges
In order to have combat you must be able to see the enemy ships; unlike land warfare, there 
is no terrain to impede your line-of-sight in naval combat. The curvature of the earth and 
the size of the ships limit the distance at which ships can spot each other. The basic spotting 
distances in clear, calm weather are: 
	BB/CV	CA	DD
BB/CV	40,000 yds	38,000 yds	34,200 yds
CA	38,000 yds	36,000 yds	31,400 yds
DD	34,200 yds	31,400 yds	21,200 yds

Battleships can see farther because their superstructures are taller and allow sighting farther 
over the horizon than cruisers and destroyers. Conversely, this same superstructure can 
also be spotted by enemy ships at longer ranges.

Weather and Visibility
Visibility is affected by both cloud conditions and at the higher Beaufort levels, the surface 
conditions on the sea. The average distance of visibility in each weather area appears on the 
Strategic Map as a range in yards (the ranges are the distances at which one battleship can 
spot another).

Land
Waters close to land are likely to be subject to local fogs not present farther out at sea. 

Night and Day
All battles were fought with visually sighted weapons. Twilight conditions also apply 
during sunrise/sunset. While the difference between night and day has its most marked 
impact during engagements, it does have an important, yet subtle, impact on strategic 
operations. Specifically, visibility at night is far more limited than during the day regardless 
of cloud and sea conditions. Thus, even in extremely good weather spotting is a chancy 
proposition, since two ships may pass quite closely in the night without seeing each other.


THE GNB5 SCENARIO EDITOR

The GNB5 Scenario Editor allows the creation of truly custom scenarios, allowing the 
player complete control over the deployment of ships and management of bases. Existing 
scenarios can also be edited, to allow an almost infinite potential for What If? scenarios.
The GNB5 Scenario Editor’s controls operate in the same manner as Great Naval Battles 
Vol. IV, using a menu bar, and various maps, panels, and windows. Designing a scenario 
is very similar to playing a Great Naval Battles Vol. V campaign. In the campaign scenario, 
the player is presented with a set of bases and the forces that are assigned to them. The 
GNB5 Scenario Editor takes this one step further by allowing the player to decide which 
bases are to be used, who controls them, and what forces are assigned to those bases; from 
small surface engagements between squadrons of destroyers to mighty fleets.

GETTING STARTED

From the C:\GNB5 prompt, type SEDITOR5.EXE. When the GNB5 Scenario Editor is 
first started, the screen consists of three panels. The Map panel bears the legend Bergen, 
and the Options panel appears just below it. The long panel down the right side is the 
Display panel. This is the BASE screen. Scenario design is performed in a series of steps 
which establish:
	1) Which map the scenario uses.
	2) Which bases are active in the scenario, and their logistics.
	3) Which ships are deployed.
	4) The content, starting position, orders, and formation of all task forces that take 
part in the scenario.

MENU BAR 
The menu bar is activated by right-clicking or pressing Esc, and contains five pull-down 
menus. Many of these menu options are the same as those in the game, and you are 
referred to where instructions on those can be found. Note: As long as the menu bar is 
active, no other controls can be used until some menu option is used or the menu bar is 
closed by right-clicking or pressing Esc.
Using the menus that are contained on the menu bar, primarily those found on the 
SCREENS menu, the scenario begins to take shape as each building block falls into place.

Buttons and Windows
Many functions in the GNB5 Scenario Editor utilize radio buttons, which usually toggle 
items, and larger rectangular buttons, which frequently open up windows. Many windows 
have two buttons, OK and CANCEL, which complete the current operation or abort the 
current operation and return to the previous screen.

Using the Mouse
The mouse buttons can be used three different ways:
LEFT-CLICK: This means moving the cursor over something on the screen and pressing 
the left mouse button once. This is how most buttons, both radio and rectangular, are used.
DOUBLE LEFT-CLICK: This means moving the cursor over something on the screen and 
pressing the left mouse button twice quickly. This is how most items on lists are selected.
RIGHT-CLICK: This toggles the menu bar on and off.


CONTROLS MENU

The CONTROLS menu offers options that define the scenario such as weather, the 
beginning and ending dates, and a description.

Description Menu (Alt-D)
The first step in designing a scenario is to write a description for it so that it can be 
differentiated from other, similar scenarios. Activate the menu bar and CONTROLS pull-
down menu. Select the DESCRIPTION option (Alt-D), which opens the Description 
window. Enter a description of up to 224 characters by left-clicking on each line as the line 
above is filled.

Date/Time Menu (Alt-T)
A scenario must have specific beginning and ending times. Open the Dates and Times 
window by selecting the DATE/TIME option from the CONTROLS menu or pressing Alt-
T. Set the starting time and date and ending time and date using the scroll arrows on each 
display. Take care to set the ending date later than the beginning date! The GNB5 Scenario 
Editor does not restrict use of ships according to when they became available. Any ship can 
be used in any scenario.

Weather Menu (Alt-W)
The Weather window allows the setting of weather conditions based on the Beaufort Scale, 
visibility, wind direction and wind speed. See The Environment section on page 64 for a 
description of the effects of weather on combat.


SCREENS MENU
The ships selected for a scenario, forces assigned to bases, the composition of task forces 
are determined using the selections from the SCREENS menu.

Base Screen

Map Panel
The Map Panel shows the bases that existed historically, and what their historical roles 
were. Moving the cursor over a base shows the base name in the display at the bottom of 
the map. Map filters, zoom controls and cursor controls are the same as in the regular 
game. Please refer to page 14 for more detailed information.

Region Maps
The next step in designing a new scenario is to decide which region map to use and which 
bases are active. Activate the menu bar by right-clicking or pressing Esc, go to the Files 
menu and left-click on NEW, or simply press Alt-N. The New Scenario window opens, 
giving an option to use one of three maps: Britain/France, Mediterranean, or North 
Atlantic. A button next to each region selects that region, and left-clicking on the OK or 
CANCEL buttons confirms the choice or closes the window. On the maps an British base 
is shown as a grey rectangle with a red X in it, while a German base is a grey rectangle 
with a blue X. Moving the cursor over a base shows the base name in the display at the 
bottom of the map. The X indicates unloading points for each base.

Base Selection
Once a region has been chosen the active bases must be selected for each side, British and 
German. At least one base on each side must be switched to Active for the scenario to be 
complete. At the top of the Display panel are radio buttons labeled Active and Inactive. All 
bases are Inactive when the GNB5 Scenario Editor is started. Scroll to the name of the base 
to be activated or left-click on the map icon to select it, then left-click on the Active radio 
button. The map icon changes to a flag of the appropriate side, either British or German.

Options Panel
The buttons on the Options panel access the windows which allow certain functions of each 
base to be set up. The CHANGE SIDE, NEXT BASE, and PREV BASE buttons are active 
when the GNB5 Scenario Editor is started. Once a base has been made Active, the BASE, 
and LOGISTICS buttons become available.

Change Side Buttons
A set of radio buttons in a box marked Change Side bear the legends BRITISH and 
GERMAN. The radio buttons alter which side is being set up; in other words, to activate 
British bases, the BRITISH button must 
be selected. Each side needs to be set up before a scenario is complete. The CHANGE 
SIDE button toggles the ownership of the currently selected base from BRITISH to 
GERMAN and back again.

Base Button and Window
Left-clicking on the BASE button opens the Base Data window. Controls in this window 
set the victory point value of the base. The victory point value can be entered using the 
scroll buttons next to each display, or by clicking in the display and entering the numbers 
directly.

Logistics Button and Window
The Logistics window is where the initial levels and replacement rate of ground troops, 
supplies, and fuel are set for a base. There are three sets of displays; On Base, 
Replacements Per Day, and Enemy Forces. Depending on the capabilities of each base, 
values can be changed in each of these displays using the scroll arrows or by entering the 
number directly. The Enemy Forces control is lighted only if ground attack of the base is 
possible. If a base is subject to ground attack, the Display panel shows a Yes next to the 
legend Invasion.
			Some bases are not 
			subject to invasion 
			because Great Naval 
			Battles Vol. V 
			requires that each 
			scenario have two 
			active bases for ships 
			to return to, one 
			for each side.

Next Base and Prev Base Buttons
These buttons move the map cursor from base to base among the bases controlled by the 
currently selected side.

Display panel
This panel has no identifying legend, but displays important information about the currently 
selected base. There are 5 displays on this panel labeled Base, On Base, and Replacements 
Per Day.

Base Display
Important details about the currently selected base are listed on this display, however only 
one of the seven lines can be affected by changes made using the options panel. The lines 
on the Base display are:
INVASION: This line reads Yes or No depending on whether or not the base is subject 
to invasion.
TYPE: This line shows what kind of base this is. All bases at this time are Ports.
STATUS: The display can read either Undamaged or Damaged. This is the one item that 
can be affected using the Options panel. The scenario may be started with the runway in 
either Undamaged or Damaged condition.
REPAIR: This shows the repair capacity of the selected base. The values are Advanced, 
Average, Primitive, and None.

On Base
These three displays show the number of troops, amount of supplies, and fuel at the 
currently selected base.

Replacements Per Day
These three displays show the number of troops, amount of supplies, and fuel arriving 
each day to replace casualties and replenish stores.

Ships Screen 
After deciding which bases are to be used, the next step in scenario construction is to select 
the ships which will fight this scenario. Pressing F3 or selecting the SHIPS option from 
the SCREENS pull-down menu displays a Map panel, Options panel and Ship Data panel. 

Map Panel
The Map panel is largely inactive on this screen. No bases may be selected on this screen, 
but it does show the active bases for each side. Selection of bases for placement of ships 
should be done using Map panel on the BASE screen or by using the Add or Setup 
windows described below. Until a ship is selected the top of the Map panel bears the 
legend NONE. After any ship is chosen, the currently selected ship name will appear here.

Options Panel

Change Side Buttons
These radio buttons serve the same function that they do on the BASE screen. Changing 
the active side from British to German is achieved by means of the BRITISH and 
GERMAN buttons.

Add Ship Window
Left-clicking on the ADD button opens the Add Ship window. Every ship available to the 
currently selected side is listed here, and can be chosen by double left-clicking on it.
Ship List
The first column is the ship type and class, the second column is the ship name, and the 
third column is the month and year that the ship became available. Note: Any ship can be 
selected regardless of the scenario’s 
starting and ending date. These dates have been included for your reference only. Once a 
ship has been selected, its class and name appears at the top of the Map panel. The name of 
the currently selected ship is listed here.
Arrival Day
This is the number of days before a ship becomes available within the scenario. Ships can 
be assigned to arrive up to 199 days from the scenario’s beginning. Be careful not to assign 
an arrival date beyond the end of the scenario! 
Port
This display allows scrolling through the available bases where ships can begin the 
scenario.

Remove Ship Window
Left-clicking on the REMOVE button opens a screen which allows the removal of the 
currently selected ship. Left-clicking or pressing Y for yes removes that ship; the next 
ship in the queue is then listed as the currently selected ship.

Next Ship and Prev Ship Buttons
These buttons cycle forwards and backwards through the ships that have been selected. 
The name of the currently selected ship appears at the top of the Map panel.

Setup Button and Window
The Setup window allows the initial status of each ship to be set or changed if editing an 
existing scenario.
LOCATION: These radio buttons allow the selection of starting positions: At Sea, In Port, 
and In Transit.
PORT: The starting position of ships can be changed using the scroll arrow at the end of 
this display.
ARRIVAL DAY: This is the number of days before a ship becomes available within the 
scenario.
TF: This allows the assignment of ships to existing task forces.

Ships Display
This display shows the total number of ships currently selected for a scenario. While you 
may have up to 100 ships for each side, bear in mind that scenarios with large numbers of 
ships will play more slowly.

Cargo Button and Window
The Cargo window has three displays; Troops, Supplies, and Fuel. The ship’s capacity in 
troops and supplies is also shown. Each ship starts out fully fueled, but this can be 
adjusted for the purpose of the scenario using the scroll arrows at the end of the display. 
The number of troops and supplies are also controlled using the arrow keys or by entering 
the number directly. After these settings are made, the amounts appear in the Cargo display 
on the Ship Data panel.

Ship Data Panel
The Ship Data panel displays information about settings chosen for the currently selected 
ship using the Options panel controls. The three displays are General, Cargo, and 
Navigation.

General Display
PORT: This line shows the name of a port if the settings In Port or In Transit were chosen 
in the Setup window. Otherwise this reads At Sea.
ARRIVAL: This line shows the number of days before a ship arrives in port if it is In 
Transit or At Sea.
TF: If a ship has been assigned to a task force (TF), then its TF identification is displayed 
here. Otherwise this line reads NONE.

Cargo Display
The selected ship’s current load of fuel, troops and supplies are displayed on this line.

Navigation Display
This display shows the basic speed and course of the currently selected ship.

TF (Task Force) Screen 
This screen is chosen by pressing F2 or by selecting the TF option from the SCREENS 
pull down menu. The TF screen is where task forces are created, formations are assigned, 
orders are given, and starting positions are determined. Task forces are created using the 
ships selected using the SHIPS screen as described in the 
previous section. While you can make all task forces with the maximum capacity of 
fourteen ships, it is recommended that you follow these guidelines:
	Surface Groups:	6-8 ships
	Supply TFs:	10-12 ships
The main features of the TF screen are similar to the Ships and BASE screens, with Map 
and Options panels, and the TF Data panel.

Map Panel
The Map panel shows the position of active bases and task forces (TFs), once they have 
been created. Existing TFs can be selected using the Map panel by moving the cursor 
brackets over a TF of the currently selected side and left-clicking. Until a TF has been 
created, the legend at the top of the Map panel says NONE. Once one or more have been 
created, the legend bears the identification of the currently selected TF.

Options Panel
The TF screen Options panel has similar features to those found on the Options panels of 
other screens, the NEXT TF, PREV TF buttons and the Change Side radio buttons. NEXT 
TF and PREV TF buttons cycle forward and backward through the TFs once they have 
been created. The Change Side buttons toggle between the currently active sides.
The other five buttons; ADD, REMOVE, FORMATION, POSITION, and ORDERS have 
unique purposes.

ADD Button and TF Windows

TF Mission
Left-clicking on the ADD button opens the TF Mission window, where four mission 
choices are listed. 
The choices are:
BOMBARDMENT: Orders selected ships to bombard the targeted enemy base. Battleships 
(BBs) or heavy cruisers (CAs) must be part of a group assigned to a bombardment 
mission.
TRANSPORT: Orders ships to move loaded supplies to targeted base. You must have 
transports before you can assign this mission, and they may or may not be loaded.
SURFACE ACTION: Orders selected ships to conduct a surface action near a targeted base 
or spotted enemy task force.
DEFEND BASE: Orders selected ships to defend targeted bases from enemy forces near 
that base. Once the task force has been assembled, a window opens offering a list of bases 
that can be defended. Left-clicking on the name or base icon of the base to be defended 
assigns that task force to that mission.

New Task Force Window
After a mission has been chosen, the New Task Force window opens with a list of 
available ships and an empty list. At the bottom is the Task Force Name display. Double 
left-clicking on the name of a ship assigns it to the task force in the display. Left-clicking 
on the CANCEL button returns to the TF screen. The OK button completes the selection 
and opens the Flagship window, where double left-clicking on one of the ships selects it as 
a flagship. The Set Position window then opens and the starting position for the task force 
is selected on the map panel. Once the starting position is chosen, the Destination window 
opens, and a destination may be chosen on the map. Note: setting a destination is not 
required, particularly if the TF is to be given orders using the ORDERS button.

REMOVE Button and Remove TF Window
The REMOVE button opens the Remove TF window, which asks if the currently selected 
TF is to be removed. Left-clicking on YES removes the TF and returns the ships to 
available status. The No button returns to the TF screen.

FORMATION Button and Formation Window
A task force’s formation defines the relative positions that the ships attempt to maintain. 
Relative position is a critical factor in battle, because proper positioning enables your ships 
to maximize their effectiveness against the enemy, while the wrong formation can minimize 
their impact or make them vulnerable to devastating attacks.
The possible formations are: 
LINE AHEAD: The ships steam in a column, one following another, with the flagship in 
the middle. When you select this option, you are given an opportunity to specify the 
distance between ships.
LINE ABREAST: The ships steam in a row, one beside another, with the flagship in the 
middle. When you select this option, you are given an opportunity to specify the distance 
between ships.
SCREEN: The ships form a tight, circular group with the destroyers on the outside but 
close to the heavier ships to provide an all-around defense.
CUSTOM: This option enables you to have the ships take any relative positions you desire. 
When you choose it, you see a display with a task force list and a small map view showing 
the TF’s current relative positions. When you select a ship’s name from the list, it is 
highlighted by a orange box on the map. When you left-click on the map, the ship’s icon 
moves to that location. Once you have positioned all the ships where you want them to be 
relative to each other, left-click on the OK button.
If you want to spread the ships out beyond the area currently displayed, you can either 
scroll using the horizontal and vertical scroll bars, or zoom out by pressing the - control 
to the upper right of the map. Similarly, if you want to position two ships more precisely, 
you can increase the zoom level by pressing on the + button.

POSITION Button and TF Position Assignment
The POSITION button activates a cross hair cursor which allows the currently selected TF 
to be positioned or re-positioned on the Map panel. The CANCEL button returns to the TF 
screen.

ORDERS Button and Set Orders Window
Left-clicking on the ORDERS button opens the Set Orders window. Once one of the four 
types of orders listed here is chosen, the OK button confirms the choice and the CANCEL 
button returns to the TF screen.
The four choices for orders are:
Plot Course
When you choose this option and left-click OK, the Set Plot window appears and the map 
clears. You can use the cursor to enter up to 10 way-points. Once you left-click OK on Set 
Plot, the ship moves from its present position to the first way-point; from there to the 
second; and so on, until it reaches the last. 
Patrol Box
This command is much like Plot Course, except that you designate four points which form 
the four corners of the box that the ship will move around.
Patrol Line
Patrol Line is like Patrol Box, except that the TF travels between the two points you 
designate.
Return to Base
When you select this option and left-click on OK, the Select Base window appears. Double 
left-click on a base name in the list and the computer plots a course for the ship to move 
there.

TF Data Panel
This panel displays information about the currently selected task force. The Taskforce list 
shows the name of the ships in the task force. Below that is the Mission display which 
shows the current mission and its status. Next is the Orders display which contains the 
Type of orders and the Base the TF is assigned to. Finally, the Formation display shows 
the formation chosen in the Formation window.


REPORTS MENU

The options on the REPORTS menu compile important information from many of the 
screens you have completed and presents it in an easy to use format.

Visibility 
Destroyers, cruisers and battleships have observation towers of different heights. The 
ranges at which the different sized ships can spot each of the other sizes of ships is shown 
here. If radar is in use, it is indicated as well.

Reinforcements 
This menu option lists upcoming reinforcements if ships were assigned a starting date other 
than the beginning of the scenario while using the SHIPS screen (F3). 

Bases 
The Base Report window lists all of the bases shown by the Map panel. The base name 
appears first, followed by the status, either Active or Inactive. The last column indicates 
which side controls the base, Allied or Axis. Double left-clicking on the name of a base 
changes to the BASE screen and selects the base.

Task Forces 
The TF Report window lists the task forces for the currently selected side, listed by the task 
force identification followed by the flagship name. Double left-clicking on the line of a task 
force changes to the TF screen and selects the task force.

Ships 
The Ships window lists the ships for the currently selected side, listed along with the task 
force or port each ship is in. Double left-clicking on a ship changes to the SHIP screen and 
selects that ship.


BRIEFINGS MENU

These menus are identical to the Briefings menus in GREAT Naval Battles Vol. V. Please 
refer to the BRIEFINGS menu section starting on page 12.


TUTORIAL SCENARIO

Great Naval Battles Vol. V  is a detailed simulation of naval combat during WWI. As such, 
you the player manage tasks that would normally be carried out by hundreds of trained 
officers and enlisted men. This tutorial introduces you to the Great Naval Battles Vol. V 
interface by running you through an engagement between British and German surface 
groups.
This tutorial demonstrates how to navigate a task force and make a torpedo run. Gunnery is 
handled by the game’s artificial intelligence, although if you want to handle gunnery 
manually, please refer to the manual’s Main Gunnery Control section on page 34. This is 
not a canned scenario; the German side may not make the job easy, and you are not 
guaranteed to emerge victorious, but you will be exposed to the basics of the game.

GETTING STARTED

Begin by selecting SCENARIO from the Game Options window, which opens the 
Difficulty window. Select the INTERMEDIATE difficulty setting. You may choose 
BEGINNER if you wish; if you do so, the German taskforce (TF) is the gray icon on the 
map to the west of your TF, which is in red. On intermediate, enemy movement is hidden 
until line of sight is established, then the German TF appears in blue.
Next, select British in the Select Side window by left-clicking on the British flag or the 
highlighted British button. In the Select Scenario window, left-click on the NEXT button 
until the scenario description reads Tutorial Scenario. Then left-click on LOAD.
The first screen you see after loading the scenario is the Flagbridge screen. You are in 
command of a small task force consisting of a heavy cruiser and four destroyers, TF 01. 
The Flagbridge screen is where you plot the movement of your task force and give orders 
to other forces at your command. On the Map panel, the black line leading to the north 
shows TF 01’s currently plotted course and the white numbers in the lower left corner 
show the zoom level as H50xV37. Use the - button at the upper right corner of the Map 
panel to zoom out once. 
The Status bar is the bar near the bottom of the screen with six rectangular buttons. Each of 
these buttons allows you to access important sections of the game. Below that is the 
Message bar, which allows you to display messages, switch between your taskforces and 
bases, display the elapsed time, change the game speed setting, as well as pause and 
resume the game. 
All scenarios begin paused, giving you time to issue orders before starting play. 

Initial Commands
An experienced commander prepares his forces prior to contact with the enemy because 
when you see them, it may be too late to issue orders. 
Commanding TF 01
If you zoom in on your map (left-clicking on the + button), you’ll see that you have a 
heavy cruiser and four destroyers in a Line Ahead formation. One of your ships, the 
HMS Bacchante has both a small white square and a small white + on top of it. The 
square indicates that this ship is the flagship of your task force and the + means that it is 
also the lead ship of the task force. These designations are important because all navigation 
orders must be given from the Flag Bridge of the flagship. The lead ship acts as the basis 
for formations and maneuvers made by the task force. Sometimes the lead ship and 
flagship are two different ships in a task force. Other orders, such as torpedo fire 
authorization are controlled from the bridge of each ship. The default setting enables the 
ships to fire if necessary Ñ you are at war after all.

Changing Course
Left-click on the NAV button on the Status bar to change from the Ships panel to the 
Navigation panel. Left-click on the Manual button to take control of the bridge. The SET 
SPEED and SET ORDERS buttons become active. Left-click on the SET ORDERS button. 
In the Set Orders window that opens are twelve possible choices. Select Plot Course and 
left-click on OK. The black line disappears which indicated TF 01’s previous course. You 
are now prompted to set the way points of your course. The cursor changes to a cross 
shape which you should place on the Map panel at a point near the map edge, due east. You 
can set up to ten way points, but for now one will do. You can left-click on REPLOT 
LAST if you want to change the plot. When you are satisfied, left-click the OK button. The 
black line should reappear, between the TF and the point you selected. No click on the GO 
button in the lower right corner to resume the scenario.

Begin Scenario
Left click on the GO button in the lower right hand corner to start the scenario. After a few 
seconds, the game notifies you that there are no enemy ships, When you clear this 
message, the game shifts into a x16 game speed mode. TF 01 will move across the map 
until the enemy TF is spotted.

Close In
The enemy is at extreme range now, so the distance will need to be closed in order to make 
launching torpedoes more practical. The game speed setting drops to x1 automatically when 
enemy ships come into view. It would take hours to close the distance at that rate, so 
increase the game speed using Alt-T, or left-clicking on the x1 button next to the red 
STOP button, to open the Game Speed window and increase the game speed to x3 or xA 
until you are within torpedo range.
As the enemy TF becomes visible, adjust TF 01’s course to run as close to parallel as 
possible so that all of your ships guns and torpedoes may fire. You may need to pause and 
resume a few times to achieve this. Plot a course that brings you close to the German ships, 
within 15,000 yards. Don’t get too close; your torpedoes won’t arm if you are within 
1,000 yards and the enemy will be shooting at you. TF 01 will be firing back if the Fire 
button is active on the Ships panel. When you are not actively changing the course settings, 
switch back to the Ships panel using the SHIPS button. From here you can move to the 
bridge of individual ships in order to operate their guns and torpedoes. Double left-click on 
the first destroyer on your ship list to select it and change to the Ship Bridge station for that 
ship. Select TORP from the bottom menu. Switch the control to Manual and you should be 
ready to begin your attack. 

Launching Torpedoes
Resume the game (remember the green GO button) and allow your ships to close to a 
parallel position less than 15,000 yards from the enemy and then pause the action. Gunnery 
and Torpedo Stations start under computer control so to take over manual control you need 
to select the Torpedo Mount station using the top menu (or press F5) and switch the control 
to Manual. Please note that this only allows you to manually control the torpedoes on this 
ship. Unlike navigation and gunnery, torpedoes must be controlled from each individual 
ship. If you want to manually control the torpedoes for each ship in your task force, you 
need to access each ship separately and switch the torpedo stations to manual. You can 
switch to another ship’s bridge in one of three ways: by using the Ships button on the Flag 
Bridge, by using the map screen to click on a different ship icon in your task force, or by 
clicking on the up and down arrows next to the name of the ship in the menu at the bottom 
of all screens except the Flagbridge screen.

When you have closed to within 15,000 yards slow the game speed down to x1. Switch to 
any of your destroyers, and examine the Torpedo Mount station by pressing F5. The 
numbered green lights and switches are the actual tubes available on this mount (in this 
case, two tubes). Pause the game to give yourself time to consider your choice of targets, 
and set the mount to manual by left clicking on the Auto/Manual switch on the upper left 
corner of the mount. The other dials and switches control the range setting, spread, and 
target direction. To set a target, click on the black box under the Compute button (there may 
be a contact name or ship’s name there already). This brings up a target list for you to select 
a from by left-clicking on it. On the edge of the compass dial you will notice a thick red 
line; this indicates the actual position of the target ship in relation to your ship. The thin 
white line indicates the direction of fire of the torpedoes and the orange area indicates the 
mount’s firing arc. Left-click on Compute to automatically compute and update the range 
and heading calculations needed to fire your torpedoes. If the thin white line is in the 
orange zone, you are ready to fire. Check the range to target and compare it to the range 
settings for your torpedoes. You may have to change the settings from Short to Medium or 
Long in order to be effective. Click on the fire button and your torpedoes are away! If you 
click on the handles to the left or right of the mount you can bring up a second mount (if 
available). This must be set to manual and then, using the process described above, you 
can launch another spread of torpedoes (if the enemy ships are in the correct target zone). If 
you look through the scope, you should be able to see the enemy ships. 
If you switch back to the Ship Bridge station or Flagbridge station (one with a map), you 
can actually see the torpedoes you just fired speeding on their way. With luck you’ll see 
your first victim sink from your hits! 

Tutorial Options
You can continue to fight this scenario out using your remaining torpedoes and gunnery, or 
use the orders setting on the Navigation panel to order your ships to Return to Base. For 
more practice, try the same scenario at a higher difficulty level. If you lost this time, try it 
again at the lower difficulty level unit you are more comfortable with the game play and 
interface.


SHIPS

Class: General type, usually the name of the first vessel commissioned. Note that minor 
variations usually exist between vessels in the same class; all statistics here are for the first 
ship unless otherwise indicated.
	Year: Year that this ship was first launched.
	Length: Length of ship at waterline in feet.
	Beam: Width of the ship.
	Displacement: Standard measurement of ship’s weight in tons.
	Complement: The number of crewmen.
	Max Speed: Maximum speed in knots.
	DC Party: The number of damage control parties.
	Pumps: Number of water pumps available to the ship.
	Cruise Speed: Normal cruising speed of the ship.
	Cargo Capacity: Number of supplies or troops that ship can carry.
	Main Guns: Primary armament of the ship. The number and bore diameter of the 	
		largest guns in inches.
	Secondary Guns: The number and bore diameter of next largest guns.
	Torpedoes: The number of tubes.


BRITISH SHIPS
Battleships


MAJESTIC CLASS
General Data
Year: 1896
Length: 421
Beam: 75
Displacement: 14,560 
Complement: 672
Max Speed: 17
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-12"
Secondary Guns: 12-6"


CONOPUS CLASS
General Data
Year: 1898
Length: 421
Beam: 74
Displacement: 13,150 
Complement: 682
Max Speed: 18
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-12"
Secondary Guns: 12-6"


FORMIDABLE CLASS
General Data
Year: 1898
Length: 432
Beam: 71
Displacement: 14,500 
Complement: 780
Max Speed: 18
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-12"
Secondary Guns: 12-6"


LONDON CLASS
General Data
Year: 1899
Length: 432
Beam: 75
Displacement: 14,500 
Complement: 714
Max Speed: 18
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-12"
Secondary Guns: 12-6"


DUNCAN CLASS
General Data
Year: 1901
Length: 432
Beam: 75
Displacement: 13,270 
Complement: 720
Max Speed: 19
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-12"
Secondary Guns: 12-6"


KING EDWARD VII CLASS
General Data
Year: 1903
Length: 453
Beam: 78
Displacement: 15,585 
Complement: 777
Max Speed: 19
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-12"
Secondary Guns: 14-6"


LORD NELSON CLASS
General Data
Year: 1906
Length: 443
Beam: 80
Displacement: 16,090 
Complement: 800
Max Speed: 18
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-12"
Secondary Guns: 10-9.2"


DREADNOUGHT CLASS
General Data
Year: 1906
Length: 527
Beam: 82
Displacement: 18,110 
Complement: 750
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-12"
Secondary Guns: 


BELLEROPHON CLASS
General Data
Year: 1907
Length: 526
Beam: 82
Displacement: 18,800 
Complement: 733
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-12" 
Secondary Guns: 16-4"


ST. VINCENT CLASS
General Data
Year: 1910
Length: 536
Beam: 84
Displacement: 19,560 
Complement: 718
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-12" 
Secondary Guns: 17-4" 


INVINCIBLE CLASS
General Data
Year: 1907
Length: 567
Beam: 79
Displacement: 17,373 
Complement: 784
Max Speed: 26
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-12"
Secondary Guns: 16-4"


NEPTUNE CLASS
General Data
Year: 1909
Length: 546
Beam: 85
Displacement: 19,680 
Complement: 759
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-12"
Secondary Guns: 16-4"


COLOSSUS CLASS
General Data
Year: 1911
Length: 546
Beam: 85
Displacement: 20,225 
Complement: 755
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-12"
Secondary Guns: 16-4"


INDEFATIGABLE CLASS
General Data
Year: 1911
Length: 590
Beam: 80
Displacement: 18,500 
Complement: 800
Max Speed: 25
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-12"
Secondary Guns: 16-4"


ORION CLASS
General Data
Year: 1911
Length: 581
Beam: 88
Displacement: 22,200 
Complement: 752
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-13.5"
Secondary Guns: 16-4"


LION CLASS
General Data
Year: 1910
Length: 700
Beam: 88
Displacement: 26,270 
Complement: 997
Max Speed: 27
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-13.5"
Secondary Guns: 16-4"


KING GEORGE V CLASS
General Data
Year: 1911
Length: 597
Beam: 89
Displacement: 23,000
Complement: 782
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-13.5"
Secondary Guns: 16-4"


QUEEN MARY CLASS
General Data
Year: 1912
Length: 703
Beam: 89
Displacement: 26,770
Complement: 997
Max Speed: 28
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-13.5"
Secondary Guns: 16-4"


IRON DUKE CLASS
General Data
Year: 1912
Length: 622
Beam: 90
Displacement: 25,000 
Complement: 1022
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-13.5"
Secondary Guns: 12-6"


TIGER CLASS
General Data
Year: 1913
Length: 704
Beam: 90
Displacement: 28,430 
Complement: 1121
Max Speed: 28
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-13.5"
Secondary Guns: 12-6"


QUEEN ELIZABETH CLASS
General Data
Year: 1913
Length: 646
Beam: 90
Displacement: 27,500
Complement: 950
Max Speed: 23
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-15"
Secondary Guns: 12-6"


REVENGE CLASS
General Data
Year: 1916
Length: 624
Beam: 89
Displacement: 28,000 
Complement: 997
Max Speed: 23
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-15"
Secondary Guns: 14-6"


ERIN CLASS
General Data
Year: 1913
Length: 559
Beam: 92
Displacement: 22,780 
Complement: 1070
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-13.5"
Secondary Guns: 32-6"


AGINCOURT CLASS
General Data
Year: 1913
Length: 672
Beam: 89
Displacement: 27,500 
Complement: 1115
Max Speed: 22
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 14-12"
Secondary Guns: 14-6"


CANADA CLASS
General Data
Year: 1913
Length: 661
Beam: 92
Displacement: 28,600
Complement: 1167
Max Speed: 23
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 10-14"
Secondary Guns: 16-6"


RENOWN CLASS
General Data
Year: 1916
Length: 794
Beam: 90
Displacement: 27,650 
Complement: 850
Max Speed: 30
DC Party: 4
Pumps: 4
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 6-15"
Secondary Guns: 17-4"


Cruisers


CRESSY CLASS
General Data
Year: 1907
Length: 440
Beam: 70
Displacement: 12,000 
Complement: 760
Max Speed: 21
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 2-9.2"
Secondary Guns: 12-6"
Torpedoes: 2-18"


DRAKE CLASS
General Data
Year: 1904
Length: 534
Beam: 71
Displacement: 14,150 
Complement: 900
Max Speed: 23
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 2-9.2"
Secondary Guns: 16-6"
Torpedoes: 2-18"


MONMOUTH CLASS
General Data
Year: 1913
Length: 463
Beam: 66
Displacement: 9,800 
Complement: 768
Max Speed: 23
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 14-6"
Secondary Guns: 
Torpedoes: 2-18"


DEVONSHIRE CLASS
General Data
Year: 1911
Length: 473
Beam: 66
Displacement: 10,850 
Complement: 655
Max Speed: 22
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 4-7.5"
Secondary Guns: 6-6"
Torpedoes: 2-18"


DUKE OF EDINBURGH CLASS
General Data
Year: 1916
Length: 505
Beam: 73
Displacement: 13,550 
Complement: 790
Max Speed: 23
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 6-9.2"
Secondary Guns: 10-6"
Torpedoes: 2-18"


WARRIOR CLASS
General Data
Year: 1912
Length: 505
Beam: 73
Displacement: 13,550 
Complement: 712
Max Speed: 23
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 6-9.2"
Secondary Guns: 4-7.5"
Torpedoes: 2-18"


MINOTAUR CLASS
General Data
Year: 1905
Length: 519
Beam: 75
Displacement: 14,600 
Complement: 755
Max Speed: 23
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 4-9.2"
Secondary Guns: 10-7.5"
Torpedoes: 4-18"


BOADICRA CLASS
General Data
Year: 1908
Length: 405
Beam: 41
Displacement: 3,300 
Complement: 317
Max Speed: 25
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 6-4"
Secondary Guns: -
Torpedoes: 2-18"


WEYMOUTH CLASS
General Data
Year: 1910
Length: 453
Beam: 49
Displacement: 5,250 
Complement: 475
Max Speed: 25
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 8-6"
Secondary Guns: 
Torpedoes: 2-21"


CHATHAM CLASS
General Data
Year: 1911 
Length: 475
Beam: 49
Displacement: 5,400 
Complement: 475
Max Speed: 26
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 8-6"
Secondary Guns: 
Torpedoes: 2-21"


ARETHUSA CLASS
General Data
Year: 1913
Length: 436
Beam: 39
Displacement: 3,750 
Complement: 282
Max Speed: 29
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 2-6"
Secondary Guns: 5-4" 
Torpedoes: 4-21"


CAROLINE CLASS
General Data
Year: 1914
Length: 446
Beam: 41
Displacement: 4,219 
Complement: 301
Max Speed: 29
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 2-6"
Secondary Guns: 7-4" 
Torpedoes: 4-21"


CAMBRAIN CLASS
General Data
Year: 1915
Length: 446
Beam: 41
Displacement: 4,320 
Complement: 368
Max Speed: 29
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0 

Weapons
Main Guns: 2-6"
Secondary Guns: 7-4" 
Torpedoes: 4-21"


CALLIPOE CLASS
General Data
Year: 1914
Length: 446
Beam: 41
Displacement: 4,228 
Complement: 368
Max Speed: 30
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 2-6"
Secondary Guns: 7-4"
Torpedoes: 4-21"


CENTAUR CLASS
General Data
Year: 1916
Length: 446
Beam: 42
Displacement: 4,165 
Complement: 437
Max Speed: 29
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 5-6"
Secondary Guns: 
Torpedoes: 4-21"


CALEDON CLASS
General Data
Year: 1916
Length: 450
Beam: 43
Displacement: 4,120 
Complement: 437
Max Speed: 29
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 5-6"
Secondary Guns: 
Torpedoes: 8-21"


CERES CLASS
General Data
Year: 1917
Length: 450
Beam: 43
Displacement: 4,190 
Complement: 460
Max Speed: 29
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 5-6"
Secondary Guns: 
Torpedoes: 8-21"


CAPETOWN CLASS
General Data
Year: 1917
Length: 450
Beam: 43
Displacement: 4,290 
Complement: 432
Max Speed: 29
DC Party: 3
Pumps: 3
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 5-6"
Secondary Guns: 
Torpedoes: 8-21"


Destroyers


TRIBAL CLASS
General Data
Year: 1907
Length: 280
Beam: 27
Displacement: 1,050
Complement: 68
Max Speed: 33
DC Party: 1
Pumps: 1
Cruise Speed: 17
Cargo Capacity: 0

Weapons
Main Guns: 2-4"
Secondary Guns:
Torpedoes: 2-18"


CRICKET CLASS
General Data
Year: 1906
Length: 180
Beam: 18
Displacement: 255 
Complement: 35
Max Speed: 26
DC Party: 1
Pumps: 1
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 2-4"
Secondary Guns: 
Torpedoes: 3-18"


BEAGLE CLASS
General Data
Year: 1909
Length: 275
Beam: 27
Displacement: 945 
Complement: 96
Max Speed: 27
DC Party: 1
Pumps: 1
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 1-4"
Secondary Guns: 
Torpedoes: 4-21"


ACORN CLASS
General Data
Year: 1910
Length: 246
Beam: 25
Displacement: 772
Complement: 72
Max Speed: 27
DC Party: 1
Pumps: 1
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 2-4"
Secondary Guns: 
Torpedoes: 2-21"


ACHERON CLASS
General Data
Year: 1911
Length: 246
Beam: 25
Displacement: 778
Complement: 70
Max Speed: 28
DC Party: 1
Pumps: 1
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 2-4"
Secondary Guns: 
Torpedoes: 2-21"


ACASTA CLASS
General Data
Year: 1912
Length: 267
Beam: 27
Displacement: 1,072 
Complement: 73
Max Speed: 29
DC Party: 1
Pumps: 1
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 3-4"
Secondary Guns: 
Torpedoes: 4-21"


LAFOREY CLASS
General Data
Year: 1913
Length: 268
Beam: 28
Displacement: 1,010 
Complement: 73
Max Speed: 29
DC Party: 1
Pumps: 1
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 3-4"
Secondary Guns: 
Torpedoes: 4-21"


MCLASS
General Data
Year: 1914
Length: 274
Beam: 27
Displacement: 1,055 
Complement: 80
Max Speed: 35
DC Party: 1
Pumps: 1
Cruise Speed: 20
Cargo Capacity: 0

Weapons
Main Guns: 3-4"
Secondary Guns: 
Torpedoes: 4-21"


LIGHTFOOT CLASS
General Data
Year: 1915
Length: 324
Beam: 32
Displacement: 1,440 
Complement: 104
Max Speed: 35
DC Party: 1
Pumps: 1
Cruise Speed: 20
Cargo Capacity: 0

Weapons
Main Guns: 4-4"
Secondary Guns: 
Torpedoes: 4-21"


FAULKNOR CLASS
General Data
Year: 1914
Length: 324
Beam: 32
Displacement: 1,610 
Complement: 197
Max Speed: 35
DC Party: 1
Pumps: 1
Cruise Speed: 20
Cargo Capacity: 0

Weapons
Main Guns: 4-4"
Secondary Guns: 
Torpedoes: 4-21"


MEDEA CLASS
General Data
Year: 1914
Length: 274
Beam: 27
Displacement: 1,040
Complement: 80
Max Speed: 32
DC Party: 1
Pumps: 1 
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 3-4"
Secondary Guns: 
Torpedoes: 4-21"


TALISMAN CLASS
General Data
Year: 1915
Length: 309
Beam: 29
Displacement: 1,098
Complement: 102
Max Speed: 32
DC Party: 1
Pumps: 1
Cruise Speed: 16
Cargo Capacity: 0

Weapons
Main Guns: 4-4"
Secondary Guns: 
Torpedoes: 4-21"


RS CLASS
General Data
Year: 1916
Length: 275
Beam: 27
Displacement: 1,055
Complement: 82
Max Speed: 36
DC Party: 1
Pumps: 1
Cruise Speed: 20
Cargo Capacity: 0

Weapons
Main Guns: 3-4"
Secondary Guns: 
Torpedoes: 4-21"


VW CLASS
General Data
Year: 1917
Length: 312
Beam: 29
Displacement: 1,100 
Complement: 134
Max Speed: 34
DC Party: 1
Pumps: 1
Cruise Speed:  16
Cargo Capacity: 0

Weapons
Main Guns: 4-4"
Secondary Guns: 
Torpedoes: 4-21"


GERMAN SHIPS
Battleships


KAISER CLASS
General Data
Year: 1911
Length: 565
Beam: 95
Displacement: 24,330 
Complement: 1250
Max Speed: 22
DC Party: 4
Pumps: 4
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 10-12" 
Secondary Guns: 14-5.9"



BRAUNSHWEIG CLASS
General Data
Year: 1910
Length: 419
Beam: 84
Displacement: 14,167
Complement: 743
Max Speed: 18
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-11"
Secondary Guns: 14-5.9"


DEUTSCHLAND CLASS
General Data
Year: 1908
Length: 419
Beam: 73
Displacement: 13,993 
Complement: 743
Max Speed: 19
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-11"
Secondary Guns: 14-5.9"


NASSAU CLASS
General Data
Year: 1908
Length: 480
Beam: 88
Displacement: 18,570 
Complement: 1125
Max Speed: 20
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 12-11"
Secondary Guns: 12-5.9"


HELGOLAND CLASS
General Data
Year: 1909
Length: 548
Beam: 93
Displacement: 22,440 
Complement: 1113
Max Speed: 20
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 12-12"
Secondary Guns: 14-5.9"


KAISER CLASS
General Data
Year: 1896
Length: 411
Beam: 67
Displacement: 11,599 
Complement: 703
Max Speed: 17
DC Party: 3
Pumps: 3
Cruise Speed: 10
Cargo Capacity: 0

Weapons
Main Guns: 4-9.4"
Secondary Guns: 18-5.9"


KONIG CLASS
General Data
Year: 1913
Length: 575
Beam: 96
Displacement: 25,390 
Complement: 1136
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 10-12"
Secondary Guns: 14-5.9"


BAYERN CLASS
General Data
Year: 1915
Length: 589
Beam: 98
Displacement: 28,074 
Complement: 1187
Max Speed: 21
DC Party: 4
Pumps: 4
Cruise Speed: 13
Cargo Capacity: 0

Weapons
Main Guns: 8-15"
Secondary Guns: 16-5.9"


BLUCHER CLASS
General Data
Year: 1908
Length: 530
Beam: 80
Displacement: 15,590 
Complement: 850
Max Speed: 24
DC Party: 4
Pumps: 4
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 12-8.2"
Secondary Guns: 8-5.9"


VON DER TANN CLASS
General Data
Year: 1909
Length: 563
Beam: 87
Displacement: 19,064 
Complement: 1175
Max Speed: 25
DC Party: 4
Pumps: 4
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-11"
Secondary Guns: 10-5.9"


MOTLKE CLASS
General Data
Year: 1910
Length: 611
Beam: 97
Displacement: 22,616
Complement: 1350
Max Speed: 26
DC Party: 4
Pumps: 4
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 10-11"
Secondary Guns: 12-5.9"


SEYDLITZ CLASS
General Data
Year: 1913
Length: 658
Beam: 94
Displacement: 24,594 
Complement: 1425
Max Speed: 27
DC Party: 4
Pumps: 4
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 10-11"
Secondary Guns: 12-5.9"


DERFFILINGER CLASS
General Data
Year: 1913
Length: 690
Beam: 95
Displacement: 26,180 
Complement: 1390
Max Speed: 27
DC Party: 4
Pumps: 4
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-12"
Secondary Guns: 14-5.9"


HINDENBURG
General Data
Year: 1915
Length: 698
Beam: 95
Displacement: 26,513 
Complement: 1182
Max Speed: 28
DC Party: 4
Pumps: 4
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-12"
Secondary Guns: 14-5.9"

MACKENSEN CLASS
General Data
Year: 1917
Length: 731
Beam: 100
Displacement: 30,500 
Complement: 1186
Max Speed: 28
DC Party: 4
Pumps: 4
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-13.8"
Secondary Guns: 12-5.9"


Cruisers


SCHARNHORST CLASS
General Data
Year: 1912
Length: 474
Beam: 71
Displacement: 12,781
Complement: 764
Max Speed: 24
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 8-8.2"
Secondary Guns: 
Torpedoes: 4-17.7"


GAZELLE CLASS
General Data
Year: 1908
Length: 346
Beam: 40
Displacement: 3,033 
Complement: 249
Max Speed: 20
DC Party: 3
Pumps: 3
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-4.1"
Secondary Guns: 
Torpedoes: 3-17.7"


BERMEN CLASS
General Data
Year: 1912
Length: 365
Beam: 44
Displacement: 3,755
Complement: 288
Max Speed: 23
DC Party: 3
Pumps: 3
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-4.1"
Secondary Guns: 
Torpedoes: 2-17.7"


KONIGSBERG CLASS
General Data
Year: 1905
Length: 383
Beam: 44
Displacement: 3,390 
Complement: 322
Max Speed: 23
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 8-4.1"
Secondary Guns: 
Torpedoes: 2-17.7"


DRESDEN CLASS
General Data
Year: 1907
Length: 387
Beam: 44
Displacement: 3,664 
Complement: 361
Max Speed: 24
DC Party: 3
Pumps: 3
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-4.1"
Secondary Guns: 
Torpedoes: 2-17.7"


KOLBURG CLASS
General Data
Year: 1908
Length: 427
Beam: 46
Displacement: 4,362 
Complement: 367
Max Speed: 27
DC Party: 3
Pumps: 3
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 8-4.1"
Secondary Guns: 
Torpedoes: 2-17.7"


MAGDEBURG CLASS
General Data
Year: 1911
Length: 455
Beam: 44
Displacement: 4,570
Complement: 354
Max Speed: 28
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 8-4.1"
Secondary Guns: 
Torpedoes: 2-19.7"


KARLSRUHE CLASS
General Data
Year: 1912
Length: 466
Beam: 45
Displacement: 4,900 
Complement: 373
Max Speed: 28
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 8-4.1"
Secondary Guns: 
Torpedoes: 2-19.7"


PILLAU CLASS
General Data
Year: 1914
Length: 444
Beam: 45
Displacement: 4,390 
Complement: 442
Max Speed: 27
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0 

Weapons
Main Guns: 6-5.9"
Secondary Guns: 
Torpedoes: 2-19.7"


BRUMMER CLASS
General Data
Year: 1915
Length: 460
Beam: 43
Displacement: 4,385 
Complement: 309
Max Speed: 28
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 4-5.9"
Secondary Guns: 
Torpedoes: 2-19.7"


WEISBADEN CLASS
General Data
Year: 1915
Length: 477
Beam: 45
Displacement: 5,180 
Complement: 474
Max Speed: 28
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 7-5.9"
Secondary Guns: 
Torpedoes: 4-19.7"


KONIGSBERG2 CLASS
General Data
Year: 1915
Length: 478
Beam: 47
Displacement: 5,440 
Complement: 45
Max Speed: 28
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 7-4.1"
Secondary Guns: 
Torpedoes: 4-19.7"


COLN CLASS
General Data
Year: 1916
Length: 491
Beam: 47
Displacement: 5,620 
Complement: 525
Max Speed: 28
DC Party: 3
Pumps: 3
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 7-5.9"
Secondary Guns: 
Torpedoes: 4-19.7"


Destroyers


G132 CLASS
General Data
Year: 1906
Length: 215
Beam: 23
Displacement: 414 
Complement: 69
Max Speed: 28
DC Party: 1
Pumps: 1
Cruise Speed: 12
Cargo Capacity: 0

Weapons
Main Guns: 4-2"
Secondary Guns: 
Torpedoes: 3-17.7"


V150 CLASS
General Data
Year: 1907
Length: 238
Beam: 26
Displacement: 558 
Complement: 84
Max Speed: 30
DC Party: 1
Pumps: 1
Cruise Speed: 14
Cargo Capacity: 0

Weapons
Main Guns: 2-3.45"
Secondary Guns: 
Torpedoes: 3-17.7"


G169 CLASS
General Data
Year: 1908
Length: 242
Beam: 26
Displacement: 670 
Complement: 84
Max Speed: 32
DC Party: 1
Pumps: 1
Cruise Speed: 17
Cargo Capacity: 0

Weapons
Main Guns: 2-3.45"
Secondary Guns: 
Torpedoes: 3-17.7"


V180 CLASS
General Data
Year: 1909
Length: 243
Beam: 26
Displacement: 650  
Complement: 84
Max Speed: 32
DC Party: 1
Pumps: 1
Cruise Speed: 17
Cargo Capacity: 0

Weapons
Main Guns: 2-3.45"
Secondary Guns: 
Torpedoes: 4-19.7"


V1 CLASS
General Data
Year: 1911
Length: 243
Beam: 26
Displacement: 650 
Complement: 84
Max Speed: 32
DC Party: 1
Pumps: 1
Cruise Speed: 17
Cargo Capacity: 0

Weapons
Main Guns: 2-3.45"
Secondary Guns: 
Torpedoes: 4-19.7"


V25 CLASS
General Data
Year: 1914
Length: 255
Beam: 27
Displacement: 812
Complement: 83
Max Speed: 33
DC Party: 1
Pumps: 1
Cruise Speed: 20
Cargo Capacity: 0

Weapons
Main Guns: 3-3.45"
Secondary Guns: 
Torpedoes: 6-19.7"


S49 CLASS
General Data
Year: 1915
Length: 261
Beam: 27
Displacement: 802 
Complement: 85
Max Speed: 34
DC Party: 1
Pumps: 1
Cruise Speed: 17
Cargo Capacity: 0

Weapons
Main Guns: 3-3.45"
Secondary Guns: 
Torpedoes: 6-19.7"


Transport


TRANSPORT
General Data
Year: 1904
Length: 435
Beam: 63
Displacement: 13,095 
Complement:  404
Max Speed: 14
DC Party: 1
Pumps: 1
Cruise Speed: 10
Cargo Capacity: 30,000


TROOP TRANSPORT
General Data
Year: 1904
Length: 435
Beam: 63
Displacement: 13,095 
Complement:  404
Max Speed: 14
DC Party: 1
Pumps: 1
Cruise Speed: 10
Cargo Capacity: 30,000


TANKER
General Data
Year: 1904
Length: 435
Beam: 63
Displacement: 13,095 
Complement:  404
Max Speed: 14
DC Party: 1
Pumps: 1
Cruise Speed: 10
Cargo Capacity: 30,000



DIVIDE BY ZERO CREDITS

Design and Programming	Roy Gibson
Associate Producer	Paul Edward Cooper
Art	 			Michelle DiPaula, Dandridge Bruce Mitchell
Data	 			Julia Mepham



STRATEGIC SIMULATIONS, INC. CREDITS

Executive Producer	Bret Berry
Producer	 		John Eberhardt
Associate Producer	Jonathan Kromrey
Technical Assistant	James Young
Audio Director	 	Ralph Thomas 
Audio Engineer	 	Ron Calojne 
Musical Composition 
	& Performance 	Rick Rhodes and Danny Pelfrey
Additional Music	 	Doug Brandon
Documentation	 	Mark Whisler
Data Manager	 	Caron White
Install Programming	Ben Cooley
Voice Talent	 	Walter Fields, Jan Linder
Test Manager	 	Glen Cureton
Test Supervisor	 	Jason Ray
Lead Tester	 		Bill White
Testers	 		Lance Page, John Pena
Graphic Design & DTP	Louis Saekow Design:
	 				Leedara Zola, Dave Boudreau, 
					Joseph Hu

Special Thanks	 	Steve Murphy, Anathea Lopez, Jeff Shotwell, 
				John Beaderstadt, John Bartol, Greg Doyle, 
				Michael Penn, Paul Winner