Table Of Contents
1.0 Introduction................................1
2.0 General Description.........................1
3.0 Setting Up The Game.........................2
4.0 Sequence Of Play............................2
5.0 General Commands............................2
6.0 Ship Commands And Capabilities..............3
7.0 Moving A Ship...............................4
8.0 Plane Commands And Capabilities.............4
9.0 Search: How To Find The Enemy...............5
10.0 Shadow......................................6
11.0 Fast Shadow.................................6
12.0 Chance......................................7
13.0 Weather.....................................7
14.0 Reinforcements..............................7
15.0 Solitaire...................................8
16.0 Combat......................................8
17.0 Victory Conditions.........................10
18.0 Designer's Notes...........................11
19.0 Notes On Strategy..........................11
20.0 Historical Notes: The Triumph And..........12
Agony Of The Bismarck
1.0 Introduction
1.1 On Computer Wargames
If you have never played a computer wargame before. You are in for a
treat. Experienced wargamers will note immediately several advantages of
having the game in a computer. Firstly, truly "blind" play is now possible as
the computer is ideally suited to act as an impartial referee. Secondly, your
opponent cannot "forget" a rule and move illegally. Neither you nor your
opponent need know all the rules since the computer will not tolerate
violations. You are able to play an enjoyable game because the computer
handles all the drudgery while you concentrate on your strategy. Lastly, the
computer can simulate the historical circumstances unique to the particular
battle without requiring you to remember rules of only minor importance.
Players are relieved of the burden of overloaded memories. If you are not an
experienced wargamer do not be scared by the length of the rules. The best
way to learn how to play Computer Bismarck is to read the rules while sitting
in front of the computer. In this way you will be able to test both your
knowledge of the rules and the accuracy of the rule book-for only the
computer itself knows all of the rules.
1.2 Talking To The Computer
After a command is given to the computer. terminate the command by
pressing the "return" key (or the "enter key" depending on the computer
system being used) . This is indicated in the rules by the symbol "(CR)"
which stands for Carriage Return. If you make a mistake while entering a
command do not press "(CR)" or the "back arrow". Instead, type in an asterisk
(0) and continue on the same line. The error before the asterisk will remain
on the screen, but will not be read by the computer. During the course of the
game you will encounter an "ILLEGAL ENTRY" response whenever you input an
order that is illegal. After the illegal entry has been displayed you may
continue the game.
1.3 Description Of Play
Computer Bismarck is a simulation of the attempted breakout of the
German battleship Bismarck into the North Atlantic in May, 1941 . The game
can be played by either two players or by one person playing against the
computer. The first player commands the British fleet and naval air forces
while the second player (or the computer) commands the German fleet. The
players alternate entering movement orders for their ships and aircraft
across a mapboard displayed on the computer screen. First the British player
enters his orders and then is followed by the German player. Although the
players enter their orders at different times, it is important to realize
that both players' movement is carried out simultaneously by the computer.
After both players have ordered their units, the computer determines whether
opposing forces have spotted each other, indicates whether combat is
possible, and asks for further instructions from the players. These steps are
repeated until the game is completed and a winner is declared. The game ends
after thirty complete turns have been played, or sooner if the Bismarck is
sunk.
2.0 General Description
2.1 Parts Inventory
A. Box
B. Rule Book
C. 5 1/4 inch Floppy Disc
D. Two Mapboard/Turn Record Charts
E. Two Ship/Plane Data Cards
F. Two System Command Cards
G. Set Up instructions Sheet
H. Two Grease Pencils
2.2 Definition Of Terms
2.21 Endurance - The number of turns an aircraft unit may remain in the air
before it must return to base for refueling.
2.22 Firepower - The number of salvos a ship may fire at an opposing ship
during naval combat.
2.23 Fuel - Used to move the ship full speed, fuel is the amount of oil in a
ship's oil tanks.
2.24 Midships - The number of hits a ship may sustain in combat before it
sinks.
2.25 Search Factor - A Quantitative rating dealing with a unit's ability to
spot an enemy unit. The higher the search factor the greater the likelihood
of spotting an enemy ship. The search factors employed in each square can be
displayed through the use of either the "NS" or PS" commands. (The aficionado
will notice that ships with radar have higher search factors at night.)
2.26 Shadow - The act of following an enemy ship. There are two types of
shadow: fast shadow and regular shadow.
2.27 Visibility Level - A measure of the severity of the weather. Each row
of the map is given a new visibility level each turn. The levels displayed on
the mapboard are the projected "end of the turn'" visibility levels. The
levels range from: 1 = Sunny to 8 = Stormy.
2.3 Mapboard Codes
B = Battleship or Battlecruiser
C = Cruiser
A = Aircraft Carrier
D = Destroyer Flotilla (1-6 Destroyers)
S = Sub Group or Wolfpack (1-3 Submarines)
O = Oiler
M = Convoy (1-24 Merchant Ships)
R = Reconnaissance Aircraft Unit
L = Level Bomber Aircraft Unit
F = Fog
+ = Port and Airfield
X = Airfield Only
2.4 Passwords
At the start of a new game each player will be required to enter a two
numeral password. It is important that each player keep his password to
himself. This will insure that secret information held by the computer is
given only to the appropriate player.
2.5 Saving A Game
A decision must be made at the beginning of each turn whether or not to
"save" a game. Saving a game allows you to restart a game at a later date
from the point at which you left off.
2.6 Mapboard Coordinates
To read the map coordinates first read the row number and then the
column number. Example: Scapa Flow is on row 18 and column 25, and thus it is
considered to be at square 1825.
3.0 Setting Up The Game
To prepare for play refer to the Set Up Instructions sheet contained in
the game box. This will bring you to the point where you can begin the game.
If this is your first game it is suggested that you begin a solitaire game
while you are reading the rest of the rules.
4.0 Sequence Of Play
4.1 Save The Game Option: At this time the players decide whether to save a
game. (Note: After a game has been saved, the players may continue to play.)
4.2 Shadow Phase: During this phase the computer will alert you to enemy
ships which have been spotted. At this point they may be shadowed. Players
may also be asked to move specified ships.
4.3 Movement Phase
4.31 British Movement Phase: British player enters his password and secretly
moves his units on the computer mapboard display. At this time he may also
consult with the computer regarding ship status and search capabilities.
4.32 German Movement Phase: German player enters his password and proceeds
in the same manner as the British player. In the solitaire game the computer
will move the German units.
4.4 Fast Shadow Phase: The computer reports any fast shadow possibilities,
resolves them, and reports the results.
4.5 Computer Activity Phase
4.51 Computer Movement Phase: The computer obeys the players' orders and
moves all units to their new positions. Fuel and endurance factors are
updated.
4.52 Computer Search Phase: The computer records, in its memory, the
spotting of ships and planes.
4.5 Combat Phase: If units have been spotted, attack possibilities are
determined and displayed in the following order:
1. Aircraft attacks
2. Submarine attacks
3. Destroyer attacks
4. Surface ship combat
The players order their units to attack or to withdraw by answering the
computer's prompts. The computer then resolves the attacks, records damage,
and awards victory points.
4.7 Victory Point Allocation Phase: The computer awards points for crashed
planes and convoys safely moved to their destinations. It also determines
whether the game has been won at this time.
4.8 Chance Phase: The computer will determine whether a chance spotting of
the Bismarck or the Prinz Eugen has occurred.
4.9 Weather Update: The computer calculates new visibility levels for each
row of the mapboard.
5.0 General Commands
5.1 After the player has entered his password, the locations of his ships
and planes in the North Atlantic are displayed on the computer screen. The
computer will ask the player to enter a command.
5.2 Chart "A" Commands
5.21.1 SN = Ships Now. Displays the ship positions at the beginning of the
turn.
5.21.2 SP = Ships projected. Displays projected end of the turn ship
positions.
5.22.1 PN = Planes Now. Displays the aircraft positions at the beginning of
the turn.
5.22.2 PP = Planes projected. Displays aircraft positions as they are
projected to be at the end of the turn.
5.23.1 MS = Move Ships. Allows the player to move his ships as described in
Section 6.0.
5.23.2 MP = Move planes. Allows the player to move planes as described in
Section 8.0.
5.24.1 QN#### = Query Now. Lists the ships and airborne planes that began
the turn in square ####.
5.24.2 QP#### = Query Projected. Lists the ships and airborne planes that
are projected to end the turn in square ####.
5.25.1 NS = Now Search. Displays search values at the beginning of the turn.
5.25.2 PS = Projected Search. Displays projected end of the turn search
values.
5.26 NM = New Map. Displays a new mapboard of the North Atlantic without
displaying ship, plane or search value locations.
5.27 STxxx = Status Check. Displays the current status of the ship whose name
begins with xxx. In order to execute a status check, enter the
first three characters of the ship name, as the computer knows
it, including spaces.
Example: To status check the Prinz Eugen type STPR(space). It is important to
space once after the R. To status check Prince Of Wales type STP(space)O. By
comparing the display to the listed ship characteristics on the ship/plane
data cards the players may check the unit for damage. The status check will
display the current values of the following characteristics of the ship:
1. Fuel
2. Midships
3. Firepower
4. Knots
5. Torpedoes
5.28 DM = Done Moving. This command ends the player's movement phase.
6.0 Ship Commands And Capabilities
6.1 During each movement phase, the player may move any, all, or none of his
available ships. The "MS" command is used to get to the "Move Ships" section
of the program. When this is done the computer displays one ship at a time
and asks for a command from Chart "B".
6.2 Chart "B" Commands
6.21 M = Move Mode. Warships (not convoys) in Move Mode may be moved from
one square to another according to the rules of movement and the capabilities
of the particular ship. Ships in move mode have search factors that are
generally lower than search factors in patrol mode, for the ship is moving
from one position to another and not patrolling in the best possible pattern
to find enemy ships.
6.22 P = Patrol Mode. Ships in Patrol Mode may not move but they have their
search factors increased. It is assumed that the ship is patrolling the
square specifically looking for enemy ships.
6.23 L = Launch/Land planes Mode. Only Aircraft Carriers (A) may enter this
mode. An aircraft carrier must be in this mode in order to launch and/or land
its Swordfish Torpedo Bombers (T). Aircraft carriers in L mode may move one
square.
6.24 F = Fast Convoy Mode. British convoys that start the game in this mode
must remain in this mode for the duration of the game. Other ships may be
placed in, and/or taken out of this mode. These would be warships that the
British player wanted to leave with the convoy and not attend to until the
convoy was once again ready to move. Ships in this mode may move one square
on every other turn. The convoys WS8B and Britannic are fast convoys.
6.2S C = Slow Convoy Mode. Identical to fast convoy mode except that a ship
in this mode may move only one square every third turn. The convoys SL1 to
SL5 are slow convoys.
6.26 R = Refuel/Rearm Mode. In this mode a ship's fuel factor and torpedo
factor are restored to their maximum capacity. For a British ship to enter
this mode it must be in a friendly port. For a German ship to enter this mode
it must either be in a friendly port or in the same square an Oiler (O)
(Exception: See Section 15.3).
6.3 Legal Squares For Ships
6.31 British ships may move into and out of any All-Sea square on the map
and into and out of any British port. British ports are Reykjavik (1317),
Scapa Flow (1825), Clyde (2125), and plymouth (2425).
6.31.1 The British convoy WS8B may move off the south edge of the map.
6.31.2 The British convoy Britannic may move off the west edge of the map.
6.32 German ships may move into and out of any All-Sea square except those
comprising the English Channel and the Irish Sea. German ships may move into
and out of any German controlled port on the map. The German controlled ports
are Trondheim (1228), Bergen (1528), Brest (2626), and St. Nazaire (2727).
6.32.1 The German player is not allowed to move his ships into the English
Channel squares 2027, 2028, 2426, 2526. This blocks German ships from
entering the English Channel.
6.32.2 The German player is not allowed to move ships into Irish Sea squares
2024, 2124, 2324. This blocks German ships from entering the Irish Sea.
6.33 Except for ports, no ship may move into or out of a square that is part
sea and part land.
6.34 The two British fast convoys are the only units which are allowed to
exit from the mapboard.
6.4 The Ship Detail Line is the line of text displayed by the computer when
the player is moving his ships. Below is the Ship Detail Line for the British
battleship Hood used as an example.
(1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12)
B HOOD 1662 1662 1/1 4/3 M M 0 7 2 2
(1) Ship Type
(2) Slow Mode Indicator (3) Name
(4) Square the ship is in at the beginning of the turn.
(5) Square the ship is projected to be in at the end of the turn.
(6) Search factor in move mode (day/night).
(7) Search factor in patrol mode (day/night).
(8) Mode the ship is in at the beginning of the turn.
(9) Mode the ship is projected to be in at the end of the turn.
(10) Fuel Remaining
(11) Maximum number of squares ship may move.
(l2) Number of squares ship may move this turn.
6.5 Ship Capabilities. It should be remembered that the computer controls
ship capabilities and units that are unable to move-for whatever reasons,
e.g., warships not yet active, convoys on non-move turns, planes refueling
and rearming, ships and planes on shadow missions-will simply not be
displayed for the player's attention. Also units with reduced capabilities
will be monitored and regulated by the computer program (Exception: British
torpedo planes will often be displayed on turns when they may not move; an
attempted move in these cases will result in an illegal entry response from
the computer).
6.51 Battleships (B)
6.51.1 Movement Allowance. Battleships whose speed exceeds 21 knots may move
two squares on alternate turns. They may always move one square per turn.
Battleships whose speed is 2l knots or less (ships in slow mode) may only
move one square per turn. (Exception: The Bismarck may move up to four
squares on turn l.)
6.51.2 Fuel Usage. If a battleship's speed is greater than 21 knots it uses
1 fuel factor when it moves more than one square. If a battleship's speed is
less than 22 knots and it moves one square, it uses 1 fuel factor if it had
moved during the previous turn. (As an aid to the player this status is
displayed on the Ship Detail Line of battleships under 22 knots as either a
"Y" or "N" between the ship type and name. "Y" means that the ship moved last
turn, while "N" means that the ship did not move on the last turn.)
6.52 Aircraft Carriers (A)
6.52.1 Movement Allowance. Same as battleships with the addition that if the
carrier is in "L" (Launch/Land) mode then it may move only one square.
6.52.2 Fuel Usage. Same as battleships.
6.53 Cruisers (C)
6.53.1 Movement Allowance. A cruiser may move up to 21 knots. If a cruiser's
speed is 2l knots or less, than it may move up to one square per turn.
(Exception: The Prinz Eugen may move up to four squares on turn 1).
6.53.2 Fuel Usage. A cruiser uses 1 fuel factor every turn it moves more
than one square.
6.54 Destroyer Flotillas (D)
6.54.1 Movement Allowance. Same as cruisers.
6.54.2 Fuel Usage. A destroyer flotilla uses 1 fuel factor if it moves one
square. It uses 3 fuel factors if it moves two squares.
6.55 Submarines (S)
6.55.1 Movement Allowance: A submarine unit may move up to one square per
turn.
6.55.2 Fuel Usage. None. Submarines are assumed to have all the fuel they
need.
6.56 Convoys of Merchant Ships (M)
6.56.1 Movement Allowance.
6.56.11 Fast convoys may move up to one square every other turn.
6.56.12 Slow convoys may move up to one square every third turn.
6.56.2 Fuel Usage. None .
6.57 Oilers (O)
6.57.1 Movement Allowance. Oilers may move up to one square per turn.
6.57.2 Fuel Usage. None.
6.6 Ships whose speed is reduced to 0 knots may not move.
6.7 When a ship's remaining fuel reaches 0, the ship is only allowed to move
one square every other turn.
6.8 The following units enter the game with their fuel already reduce:
Bismarck, Renown, Ark Royal, Dorsetshire, Sheffield, DF 1, DF 3.
7.0 Moving A Ship
Once the "MS" command has been given the player will be asked to enter
a command from Chart B. In order to move the unit listed on the screen, the
player should type an "M","L","F", or "C" (depending on the ship and other
circumstances) and then (CR). This will place the ship into a mode in which
movement is possible. The computer will respond with:
ENTER "X" MOVES-
where X is equal to the maximum number of squares that the unit may move (if
the unit cannot move during the turn in question the computer will flash past
to the next ship). Units may be moved in eight different directions:
N = NORTH
S = SOUTH
E = EAST
W = WEST
NE = NORTHEAST
NW = NORTHWEST
SE = SOUTHEAST
SW = SOUTHWEST
The player should respond to the computer's prompt by typing a direction and
then (CR). The computer will record this entry as a movement of one square in
the indicated direction, and once again ask the player to (enter X moves.
Notice that the number of moves to be entered has been reduced by one, to
account for the previously entered move. At this point the player may
continue to enter directions one at a time. When the player has moved his
unit to the desired location, he should (CR). This will cause the computer to
erase the unit from its initial location and reappear in its new projected
position. It is only at this point that the computer actually moves the unit
on the mapboard. It is important that the players realize that orders may be
changed at any time prior to the execution of the "DM" command. The player
need only repeat the above steps, changing the orders as he proceeds. Example:
To move the Hood from square 1622 to square 1724 first go to the Ship Display
Line that contains the Hood. This is done by responding to "ENTER COMMAND
FROM CHART A-" by typing "MS" (CR). Next give the command to move the ship by
responding to "ENTER COMMAND -CHART B-" by typing "M" (CR). Finally move the
ship by responding to "ENTER 2 MOVES-" by typing "E" (CR) and then "SE" (CR).
The ship will disappear from square 1622 and then reappear in square 1724.
The computer will then go on to the next ship in the British ship table.
8.0 Plane Commands And Capabilities
During the British player's movement phase the "MP" command is used to
get to the "MOVE PLANES" section of the program. Each turn the British player
may move any number of his available planes. The computer displays one plane
unit at a time and allows the British player to order each unit individually.
8.2 Chart "C" Commands
8.21 M=Move Mode. ("R" type planes only.) In this mode the plane may be
moved up to six squares, but its search factor is reduced.
8.22 P = Patrol Mode. ("R" type planes only.) In this mode the plane may
move up to two squares while retaining its maximum search factor.
8.23 R = Reconnaissance Mode. ("L" and "T" type planes only.) In this mode
the plane carries extra fuel tanks instead of bombs. Its search factor is at
its maximum. planes may not change from reconnaissance mode to attack mode
while in the air.
8.24 A = Attack Mode. ("L" and "T" type planes only.) In this mode the plane
is armed with either bombs or torpedoes. Planes in attack mode may attack
ships. Planes may not change from attack mode to reconnaissance mode while in
the air.
8.24.1 Level bombers (L) may attack spotted enemy ships in the square where
they end their turn. The attack is subject to the rules of combat (Section
l6.3).
8.24.2 Torpedo bombers (T) must begin and end an attack turn on the aircraft
carrier's deck. In order to attack with a torpedo bomber the British player
must use the following procedure. First, fly the bomber to the square in
which you wish to attack. Next, type an "A". Note that the computer does not
count this as a square moved. Finally, fly the plane back to the square in
which the aircraft carrier will end its turn. Example: Suppose you wish a
Torpedo Bomber from the Ark Royal in square 3024 to attack an enemy ship in
square 2724. In response to "ENTER MODE FROM CHART C-" the player should type
an "A". In response to "ENTER 5 MOVES" the player should type "N" (CR),"N"
(CR), "N" (CR), "A" (CR) to order the attack, and "S" (CR), "S" (CR). This
causes the plane to fly north three squares, make a torpedo run at the enemy
ship, and then fly two squares south to land on the Ark Royal (which had
conveniently moved north during the British move. The combat phase and will
be subject to the regular rules of combat (Section 16.3).
8.25 Z = Return to Base Mode. ("R" and "L" type planes only) A plane in this
mode will fly at maximum speed directly towards its home base. If the plane
is within range it will land at the base.
8.26 B = Base Mode. We all make mistakes. This command allows a player to
avoid the one turn of refueling if he has flown the plane from its base in
error.
8.3 Planes may move into any square on the mapboard. but they may only land
at their home bases. Planes may not be transferred from one base to another.
8.4 Torpedo bombers launch from the square in which the aircraft carrier
began its turn and land in the square in which the aircraft carrier ends its
turn.
8.5 The Plane Detail Line is the line of text displayed by the computer when
the player is moving his planes. Below is the Plane Detail Line for the
British reconnaissance plane based in Reykjavik:
(1) (2) (3) (4) (S) (6) (7) (8) (9) (10)
R REYKJAVIK 1317 1317 2/1 6/3 B B S S
(1) Plane type.
(2) Name of home airfield.
(3) Square plane is in at the beginning of the turn.
(4) Square plane is projected to be in at the end of the turn.
(5) Search factor in Move or Attack Mode (day/night).
(6) Search factor in Patrol or Recon Mode (day/night).
(7) Mode the plane is in at the beginning of the turn.
(8) Mode the plane is projected to be in at the end of the turn.
(9) Endurance Now-Number of turns the plane can remain in the air.
(10) Endurance projected-Number of turns the plane will be able to
remain in the air after the current turn.
8.6 When a plane lands at its home base it must spend one turn refueling
before it may move again. The computer will automatically refuel planes by
preventing the player from moving the unit on the turn after it has returned
to base (Exception: refer to Section 8.26). Planes that do not return to base
before their endurance now equals zero are considered to have crashed and are
eliminated from play.
8.7 Plane Capabilities
8.71 Reconnaissance Planes (R)
8.71.1 Movement Allowance. In "M" mode the plane may move up to six squares
per turn. In "P" mode the plane may move up to two squares per turn.
8.71.2 Endurance. When this type of plane takes off it can spend up to five
turns in the air.
8.72 Level Bombers (L)
8.72.1 Movement Allowance. If the plane takes off in "A" mode then it may
move up to six squares. If the plane takes off in "R" mode then it may move
up to seven squares.
8.72.2 Endurance. Level bombers may stay aloft for two turns.
8.73 Torpedo Bombers (T).
8.73.1 Movement allowance. The plane may move up to five squares per turn.
8.73.2 Endurance. If the plane takes off in "A" mode then it must return to
the aircraft carrier on the same turn. If the plane takes off in "R" mode
then it may remain in the air for two turns.
8.8 Both "take off" turns and "landing" turns are considered to be "in the
air" turns and thus count against plane unit endurance. Example: A level
bomber (with an endurance of two turns) that takes off on turn one must
return to base on turn two.
8.9 Plane units are moved in a manner similar to that described in Section
7.0. The only mechanical difference between moving planes and moving ships is
that planes may move in "M","P","A", and "Z" modes while ships may move in
"M", "L", "F", and "C" modes.
9.0 Search: How To Find The Enemy
9.1 During the computer search phase the computer judges whether opposing
ships and/or planes have spotted each other. The computer uses search factors
and weather conditions to determine if units have contacted enemy units.
9.2 In order to spot an enemy unit a player must have total search factors
in the square equal to or greater than the visibility level of the square in
question.
9.21 To determine a player's search strength in a square just add together
the strengths of each unit in the square. Each unit is assigned a search
value by the computer depending on the mode of the unit and whether it is day
or night in the square being searched. players may find the search values of
each unit on the ship data cards.
9.22 The NS and PS commands are used to have the computer total and display
the friendly search factors in each square. A 9 will be displayed whenever
search factors in the square total 9 or more.
9.23 Each row of the mapboard is assigned a visibility level. These numbers
can be found on the right hand side of the computer screen. All squares in
the same row are assumed to have the same visibility level. Example: On the
first turn of every game all squares in row 11 are assigned a visibility
level of 3, while all squares in row 12 are assigned a visibility level of 4.
Thus to spot an enemy ship in square 1116 on turn one, the player must have
at least 3 search factors in square 1116 at the end of his movement phase.
9.3 New visibility levels are assigned each turn as per Section 13.2.
9.4 Fog, represented on the mapboard by "F", prevents enemy units from
spotting one another (by implication this also means that combat and shadow
are not allowed in fog squares). (Exception: Ships that are spotted prior to
the creation of new fog may be shadowed. Although the shadow might succeed,
if the ship being shadowed moves into a fog square it will be lost during the
next computer search phase.)
9.5 Spotting is considered to be mutual. All units in a square are spotted
by both players as soon as one player has amassed enough search values in the
square to spot the enemy as per Section 9.2 (Exception: Submarines may only
be spotted if the conditions of Section 9.2 are met and an enemy plane unit
in the air is in the same square as the submarine unit.).
9.6 Players will only be given information about enemy units that are
spotted. Thus, the British player will not see the German units displayed on
his mapboard until he actually spots a unit. Once an enemy unit is spotted it
will appear on the opposing player's mapboard, but it will be displayed in a
different manner than friendly ships (see Set Up Instructions sheet). British
ships will never be displayed on the German mapboard. Spotted German ships
will be displayed black on white on the British mapboard
9.7 Turns 3 and 4, 9 and 10 etc. are night turns with reduced visibility for
both players. A player's night adjusted search factors may be found on the
night side of the day/night columns on the ship/plane data cards. Note: on
turns 3, 9, etc. only the southern board area below line 20 is under night
conditions. This accounts for longer summer daylight periods in higher
latitudes.
9.8 planes may not conduct attacks at night or in visibility of 7 or 8.
10.0 Shadow
10.1 If an enemy ship has been spotted and the opposing player wishes to
maintain contact with it (shadow) the computer will allow him to do so during
the shadow phase of each turn. The units involved will be displayed on the
screen and the computer will ask the player which unit is to be ordered to
perform the shadow. Next, the computer will ask the shadowed player to
secretly move the ship being shadowed. The computer will then calculate the
results and report "SHADOW SUCCEEDED" or "SHADOW FAILED" (A "SHADOW
SUCCEEDED" may be changed to a "SHADOW FAILED" if the shadowed ship moved to
a square that the shadower is not allowed to enter, i.e., a German wolfpack
cannot follow the WS8B convoy off the map). Units that move or attempt to
shadow during this phase, whether successfully or not, may not be moved
during the following regular movement phase.
10.2 All German battleships (B), cruisers (C), and oilers (O) are eligible
to be shadowed. Convoys are the only British units eligible to be shadowed,
and of course these may only be shadowed on turns in which they are allowed
to move (refer to Section 6.56).
10.3 Wolfpacks are the only German ships that may conduct a shadow. British
battleships (B), cruisers (C), destroyers (D), sub groups (S), and
reconnaissance planes (R) may shadow (reconnaissance planes may only shadow
if they have at least one more turn left in the air after the current turn).
10.4 Shadow Conditions. If a unit that is eligible to be shadowed is spotted
by a unit that is capable of shadow, the computer will list the pertinent
information and request further instructions from the players during the
shadow phase. In order for a unit to conduct a shadow it must be at least as
fast, in knots. as the ship being shadowed (reconnaissance planes are always
considered to be fast enough to shadow any ship).
10.5 Only one attempt per turn may be made to shadow each enemy ship. Even
if the first attempted shadow fails no other shadows on the enemy ship are
allowed in the same shadow phase.
10.6 Each eligible ship or plane unit may attempt only one shadow per turn.
10.7 Shadow Resolution. The probability of a shadow succeeding is determined
in the following manner.
1 - Determine the shadow strength of the unit attempting the shadow (this
can be found on the ship/plane data card).
2 - Modify this number to account for each of the following factors if they
apply:
If visibility = 8.................................subtract 2
If visibility = 6 or 7...........................subtract 1
If shadowed ship moves 2 squares this turn.......subtract 1
If visibility = 1 or 2................................add 1
For each other friendly unit in the square that is
eligible to shadow....................................add 5
3 - Divide the adjusted shadow strength by 6.
Example: The Suffolk attempts to shadow the Bismarck in square 1118 on turn
4. The visibility level is 7 and the the Suffolk is accompanied by the
Norfolk and the reconnaissance unit from Reykjavik. During the shadow phase
the Bismarck moves to square 1116. The basic search strength of the Suffolk
at night is 4. Due to the visibility 1 is subtracted from this number. Due to
the Bismarck's two square move an additional 1 is subtracted. Due to the help
of the Norfolk and the Reykjavik air unit 1 is added. There is a 50% chance
that this attempted shadow will succeed.
10.8 Shadow Results. If the shadow attempt succeeds then the shadowing ship
is moved to the same square the shadowed ship moved to. Note that in any case
both units have made their move for this turn. If the shadow attempt is
successful then the shadowing ship is given a search factor of 8 during the
following computer search phase in order to account for the fact that the
units are still in visual contact.
10.9 Ships that are successfully shadowed are displayed on the opposing
player's mapboard in their "end of the turn" projected positions. Spotted
ships that are not shadowed or are shadowed unsuccessfully are displayed on
the opposing player's mapboard in their beginning of the turn positions.
11.0 Fast Shadow
11.1 Fast shadow attempts may only be made on turns in which either the
Bismarck or Prinz Eugen move two squares. If the first square moved through
by either of these ships is a square which includes British units, a fast
shadow may be possible.
11.2 In order to attempt a fast shadow, the British must have sufficient
search factors in the square to have spotted the enemy ship had it stopped
there at the end of its turn (refer to Section 9.2).
11.3 During the fast shadow phase the computer will determine whether a fast
shadow is possible. If a fast shadow is called for the computer will list the
units involved, the square moved through, and the results of the attempted
shadow.
11.4 Only the Bismarck and Prinz Eugen may be fast shadowed. British
battleships, cruisers, destroyers, sub groups, and reconnaissance planes may
attempt fast shadows (although sub groups are too slow to succeed in an
attempted fast shadow).
11.5 Fast Shadow Conditions. Same as for regular shadow (refer to Section
10.4) with the addition that at least one British unit must be in patrol
mode. Also, the computer assumes that the British player desires to fast
shadow and thus it automatically attempts a fast shadow whenever possible.
11.6 Fast Shadow Resolution. Same as for regular shadow (refer to Section
10.7).
11.7 Fast Shadow Results. If the fast shadow is successful all British units
in patrol mode, that are in the "shadow square", are moved to the square in
which the German ship ended its move. The British units so moved are given a
search factor of eight during the following computer search phase.
11.8 If both the Bismarck and the Prinz Eugen move through the same square
and fast shadows result, the fast shadow of the Prinz Eugen will
automatically fail if the fast shadow of the Bismarck had succeeded. This is
due to the fact that all the British units in patrol mode will have moved out
of the square to follow the Bismarck before the fast shadow attempt on the
Prinz Eugen is even attempted.
12.0 Chance
12.1 Once each turn the computer randomly determines whether the Bismarck or
Prinz Eugen has been spotted by the British general air search or whether
they have revealed their approximate positions by breaking radio silence.
These possibilities occur during the chance phase.
12.2 If the Bismarck or the Prinz Eugen is north of row 19 or east of column
17 and the visibility in the ship's square is 4 or less, there is a 5% chance
that the ship will be spotted by the British general air search. If the
computer calculates that a spotting has occurred, the players will be
informed of this and the British player will be told of the exact location of
the ship in question.
12.3 Each turn there is a 1% chance that the Bismarck will break radio
silence and a 1% chance that the Prinz Eugen will break radio silence. If
radio silence is broken, the computer will display this information and then
give the British the approximate location of the offending ship. This
location will be one of the squares adjacent to the offending ship or the
ship's actual square (determined at random by the computer) .
12.4 German ships that are spotted during the chance phase will not be
displayed on the British player's map. board. Also, the general air search
does not have the capability to shadow enemy ships once they are found.
13.0 Weather
13.1 The weather (or visibility) is displayed at the right edge of the
mapboard. Visibility ranges from 1 (sunny) to 8 (stormy), and certain areas
may have fog.
13.2 During the weather update phase of each turn the computer changes the
weather. This change is done in two steps. 1) All visibility levels are moved
south one row. 2) Each visibility level is randomly modified (+3 to -3 on
rows 11 to 20; +2 to -3 on rows 21 to 30).
13.3 Fog may occur in two different areas. Area 1 is north of Iceland and
consists of the squares 1116, 1117, 1118, 1119, 1120, 1216, 1220. Area 2 is
around Bergen and consists of the squares 1527, 1528, 1627.
13.31 During the weather update phase the computer determines whether one or
both fog areas will contain fog during the next turn. Each fog area is
individually checked for the possibility of fog. If fog appears in one square
within an area, it will appear in all the squares in the particular area. Fog
is only revealed to the players when they ask for their search factors to be
displayed (NS or PS), and at this time an F will be displayed in each square
containing fog.
13.32 The probability of fog appearing in a turn is dependent on the time of
day of the turn. Fog is more likely to occur during the evening and early
morning as the following table reveals:
Time of Day of Turn Probability of Fog
400 67%
800 50%
1200 33%
1600 16%
2000 33%
2400 50%
14.0 Reinforcements
14.1 The British player may get reinforcements from Scapa Flow, Clyde, and
the south edge of the map. Reinforcements are triggered by events that occur
during the course of the game. The German player receives no reinforcements.
14.2 Reinforcements from Scapa Flow.
14.21 Units. King George V (B), Victorious (A), Aurora (C), Galatea (C),
Hermione (C), Kenya (C), Destroyer Flotilla 2 (D).
14.22 Trigger Event. The above units may be moved on the turn after either
of the following events has occurred: 1) The British player has successfully
searched Bergen (square 1527) whether or not an enemy ship is found. 2) The
Bismarck has been spotted by regular search.
14.3 Reinforcements from Clyde.
14.31 Units. Repulse (B).
14.32 Trigger Event. Same as 14.22.
14.4 Reinforcements from the south edge of the mapboard.
14.41 Units. Reknown (B), Ark Royal (A), Sheffield (C), Destroyer Flotilla 3
(D).
14.42 Trigger Event. The above units may be moved nine turns after the
British player has located the Bismarck by regular search. These units arrive
as a group on a square between 3020 and 3024 (inclusive). The actual entrance
square is determined randomly by the computer.
14.43 Units. Dorsetshire (C).
14.44 Trigger Event. The Dorsetshire arrives on turn 24 on a square between
3020 and 3024 (inclusive). Once again the actual entrance square is
determined randomly by the computer.
15.0 Solitaire
15.1 Otto von Computer, your solitaire opponent, is in reality a set of
computer subroutines that are part of the program. During solitaire games one
of these subroutines is called whenever the German player would have an
opportunity to respond in a two player game. Otto does not have access to any
information that would not normally be available to the German player. He
does follow a strategy, that is he does not move randomly and aimlessly, but
with the cool precision of a master wargamer. There are many strategies
contained in the computer program, and for each game Otto picks one, but
Otto's strategy can change during the course of a game if he feels the
situation requires a new approach. We are confident that Otto will provide
you with many challenging games.
15.2 Solitaire Units British - Same as regular game. German - Same as
regular game except no oilers.
15.3 Rule Changes. Any German ship may go into R mode (Refuel/Rearm) when in
the special prearranged refueling squares in the North Atlantic (only the
computer knows where these are).
16.0 Combat
16.1 Whenever enemy units are spotted, an opportunity for combat may occur.
The computer will display the units involved in each combat situation, ask
the players one or more questions, and resolve the battle. The players are
relieved of the drudgery of throwing dice and consulting numerous tables.
This is all handled by the computer allowing the players to concentrate on
their strategy.
16.2 There are four types of combat.
1 - Plane Attack
2 - Submarine Attack
3 - Destroyer Attack
4 - Naval Combat
16.3 Plane Attack.
16.31 Level Bomber Attack. If an L type aircraft unit is in attack mode and
in the same square as a spotted German ship, the computer will ask the
British player which (if any) German ship he wishes to bomb. The attack is
resolved by the computer, any damage is recorded and any Victory Points
scored are awarded.
16.31.1 Eligibility. Only British L type planes in attack mode may launch
bomb attacks. The German unit attacked must be a spotted surface ship (not a
wolfpack). Level bomber attacks are not allowed during night or in a square
where the visibility level is 7 or 8. There is a 5% chance during each attack
that the pilots become confused and attack the largest British ship in the
square.
16.31.2 Combat Resolution. The Gunnery Salvo Table (Section 16.81 ) is
consulted twice for each attacking level bomber. The British player is not
informed of damage done to the ship attacked unless the ship is sunk.
15.32 Torpedo Bomber Attack. If a T type plane "attacked" a square which
contains spotted German surface ships, then the computer will ask the British
player which (if any) German ship he wishes to attack. The attack is resolved
by the computer, any damage is recorded, and any Victory Points scored are
awarded.
16.32.1 Eligibility. Only British T type planes may launch plane torpedo
attacks. The plane unit must have attacked the square as per Section 8.24.2.
The German unit attacked must be a spotted surface ship (not a wolfpack).
Torpedo bomber attacks are not allowed at night or in a square where the
visibility is 7 or 8. There is a 5% chance during each attack that the pilots
become confused and attack the largest British ship in the square.
16.33 Once a plane unit has attacked. it may not attack again until it has
returned to base to refuel/rearm.
16.34 Plane units are never adversely affected by combat.
16.4 Submarine Attack.
16.41 Submarine units (S) may launch torpedo attacks against spotted enemy
surface ships that are in the same square. The ships involved are displayed
by the computer and the attacking player chooses which ship (if any) he
wishes to attack. The computer then resolves the attack, records damage
(including submarines sunk). and awards Victory Points scored.
16.41. Eligibility. A submarine attack is possible any time a spotted enemy
surface ship (not a submarine unit) and a submarine unit are in the same
square.
16.41.2 Combat Resolution. Submarine attacks are resolved in the following
manner:
1 - The Submarine Attack Tables (Section 16.84) are consulted to
determine if a submarine is sunk and to determine the number of torpedo
factors that are actually fired at the target. The Anti-sub strength of each
unit in the square (not just the unit attacked) is added to determine the
defending player's anti-sub strength for each attack. The anti-sub strength
determines the number of torpedo factors fired and the probability of a sub
being sunk (refer to section 16.85).
2 - The Torpedo Hit Table is consulted once for each torpedo factor
that is fired in order to determine whether the target is hit.
3 - The Torpedo Damage Table is consulted to assess damage to targets
that have been hit. Although the attacking player is told whether his
torpedoes hit or missed, he is not told of the damage done to the enemy
unless the enemy was sunk. The defending player is told whether an attacking
submarine was sunk.
16.41.3 Ammunition Expenditure. All submarine units (S) lose one torpedo
factor each turn they attack. When a unit's torpedo factor is reduced to zero
it may not attack. Submarine units may regain their capacity of four torpedo
factors by entering R (refuel/rearm) mode.
16.42 Each sub group and wolfpack unit consists of three submarines. The
unit continues to exist until all three submarines are sunk. For these units
the midships (MS) remaining is in reality the number of submarines remaining
in the unit. Each submarine lost from a sub group or wolfpack causes the
search factors of that unit to decrease by one. Submarine losses do not
affect the combat abilities of a sub group or wolfpack (unless of course all
three submarines in the unit are sunk).
16.5 Destroyer Attack
16.51 British destroyer flotillas (D) may attack spotted German surface
ships (not wolfpacks) in the same square. The British player is notified of
this possibility and asked to select an enemy ship to attack (if desired).
The computer then resolves the combat.
15.51.1 Eligibility. A destroyer attack is possible during the combat phase
whenever a spotted German surface ship and a British destroyer flotilla are
in the same square.
16.51.2 Combat Resolution. The destroyer attack is resolved in the following
manner:
1 - Each destroyer in the destroyer flotilla conducts a torpedo run
toward its target. If in the square, both the Bismarck and the Prinz Eugen
may fire at the attacking destroyer. During day turns each ship has a 40%
chance of sinking the destroyer. During night turns each ship has a 15%
chance of sinking the destroyer. Each destroyer in the flotilla is fired upon
in the manner just described if the flotilla attacks.
2 - The Torpedo Hit Table is consulted once for each destroyer still
afloat after its torpedo run. This will determine whether the destroyers have
hit their target.
3 - For each torpedo hit the Torpedo Damage Table is consulted to
determine damage to the target ship.
4 - Damage is recorded and Victory Points scored are awarded. The
British player is not informed of the extent of the damage to the target ship
unless it is sunk, but he is told whether his torpedoes hit or missed the
ship.
16.51.3 Ammunition Expenditure. Destroyers carry only enough torpedoes for
one attack. Once these torpedoes are expended the flotilla must enter R
(refuel/rearm) mode in order to replenish their torpedoes.
16.52 Each destroyer flotilla consists of six destroyers. As with submarine
units the midships remaining for each destroyer flotilla reveal the number of
destroyers in the flotilla. Individual destroyers lost will not affect the
search factors of the destroyer flotilla. The destroyer flotilla continues to
exist until all six destroyers in the flotilla are sunk.
16.6 Naval Combat.
16.61 Naval combat occurs when opposing surface ships (submarine units are
not considered surface ships) spot each other in the same square. When this
happens, all surface ships in the square are involved in the combat. Only
battleships (B) and cruisers (C) have the ability to attack other ships
during the naval combat phase. Aircraft carriers (A), convoys (M), and oilers
(O) may be sunk if there are no friendly ships (B or C) in the square to
defend them. Naval combat occurs in a series of rounds in which each ship
fires a number of salvos equal to its current firepower (FP) rating. Under
certain conditions the Bismarck is allowed to surprise attack British ships
(refer to Section 16.68). After the first round of naval combat, ships that
have torpedoes may launch them. Combat is concluded only when both players
agree to withdraw, one side is able to withdraw all of his ships, or all the
ships of one side (in the square) are sunk.
16.62 The sequence of events during the naval combat phase is as follows:
1 - Ships involved in a possible combat are displayed on the screen.
2 - Each player secretly checks the status of his ships involved in the
combat.
3 - Before the first combat round the Bismarck may attempt to surprise
attack as per Section 16.68.
4 - Combat Check. Players declare whether they wish to fight or
withdraw. If both players wish to attack, combat wi1l occur. If
both p1ayers wish to withdraw, no combat will occur. If only one
player wishes to withdraw then withdrawal may be attempted.
5 - Withdrawal attempts are conducted.
6 - If combat is still possible and at least one combat round has
already been fought then ships with torpedoes may launch them.
7 - Naval Combat Round. After determining which ships are being fired
upon, each ship fires its FP salvos and launches its torpedoes.
The computer calculates damage and awards Victory Points as they
are scored. Combat fire is simultaneous (a ship sunk during round
#2 will still get to fire its guns during round #2).
8 - If there are any aircraft carriers (A), convoys (M), or oilers (O)
in the square and no friendly battleships (B) or cruisers (C) to
protect them from enemy battleships or cruisers in the same square
they are sunk (or dispersed if convoys) at this time and Victory
Points awarded.
16.63 Withdrawal. Only battleships, cruisers. and aircraft carriers may
withdraw from naval combat. Withdrawal attempts will automatically succeed if
the following conditions are met:
1 - Battleships may withdraw if they are faster (in knots) then any
enemy battleship in the square.
2 - Cruisers and aircraft carriers may withdraw if they are faster than
all enemy battleships and cruisers in the square. If the above conditions are
not met, an attempted withdrawal has a 25% chance of success.
16.64 Torpedo Attack. If torpedoes are launched at a ship then the Torpedo
Hit Table is consulted once for each torpedo factor fired. If the target is
hit the Torpedo Damage Table will be consulted to determine damage. Actual
damage caused by torpedo hits are not revealed to the attacking player. Once
torpedo factors are used, they may only be replenished by putting the ship
into R (refuel/rearm) mode.
16.65 During combat rounds battleships fire at battleships and cruisers fire
at cruisers whenever possible.
16.66 During each combat round each ship fires all of its remaining
firepower at one enemy ship. For each firepower factor (salvo) fired the
Gunnery Salvo Table is consulted to determine damage to the target ship. Once
again the computer calculates damage and only reveals it to the defending
player. Each individual firepower salvo may cause either MS or FP damage, but
not both. Due to the structure of the computer program, knots (KN) are only
lost when MS damage is incurred.
16.67 If a convoy is sunk by surface ships, the ships that sank the convoy
may not move on the turn following the sinking of the convoy.
16.68 Surprise attack is a tactic that the Bismarck may use to force enemy
ships to fight. Surprise attack may only occur during night turns or in a
square with a visibility level of 6, 7 or 8. If these conditions have been
met and the Bismarck has been shadowed during the current turn then the
German player may automatically surprise attack. If the Bismarck had not been
shadowed then there is a 50% chance that surprise attack will occur if the
German player so desires. When surprise attack does occur, a normal combat
round ensues but with each ship firing only 1/8 of its normal firepower.
After the surprise attack round, normal combat rounds begin and withdrawal
becomes possible.
16.7 Damage Recording Procedure. The number of MS (midships), FP
(firepower), or KN (knots) that are lost in combat are subtracted from their
current values.
16.71 When a battleship"s, cruiser's, oiler's, or aircraft carrier's MS
equals 0 then the ship is sunk and Victory Points are allocated.
16.72 Each MS factor of a destroyer flotilla, convoy, sub group, or wolfpack
represents a single ship. Thus each time a midship factor is lost, one
destroyer, merchant ship, or submarine is lost and Victory Points are awarded
for the destroyed ship. The unit is eliminated when all ships in the unit are
sunk (MS factor reaches 0).
16.73 If the Bismarck or Prinz Eugen disperses a British convoy, the German
player is awarded Victory Points equal to only 1/2 of the convoy's remaining
Victory Points. Example: The WS8B convoy has lost two of its five ships when
the Bismarck arrives and attacks the convoy. The three ships remaining in the
convoy are worth a total of 48 Victory Points (3 x l6). The German player is
awarded 1/2 of the 48 points, or 24 Victory points. The other half of the
convoy is assumed to have dispersed and is no longer under the control of the
British player.
16.74 If a surface ship suffers FP losses when its current FP = 0 then each
2 FP losses = 1 MS lost.
16.75 For each MS lost there is a 50% chance that 1 fuel factor will be lost
(damaged ships may leak oil).
16.76 If a ship's knots (KN) falls below 22 knots the computer automatically
places the ship in "slow mode" by setting the slow mode indicator to N.
16.8 Combat Tables.
16.81 Gunnery Salvo Table
--------------------------------
Probability Result
00.1% Ship sunk*
09.0% - l MS
14.0% - 2 FP
01.0% - 10 KN
02.0% - 5 KN
04.0% - 1 KN
* If the target is BISMARCK - 1 MS
16.82 Torpedo Hit Table
----------------------------------------------------------
Target's Speed (in knots) 0-10 11-20 21-25 26-30 31+
Probability of a Hit 60% 30% 20% 10% 5%
16.83 Torpedo Damage Table
If the target is a battleship there is a 60% chance of losing 1 MS and
a 40% chance of losing 2 MS (Exception: If the target is the Bismarck the 2
MS loss is converted to a 0 MS loss). The ship will also lose between 0 and
20 knots (Exception: If the target is the Bismarck knots will only be lost
from 50% of the torpedo hits) .
If the target is a cruiser there is a 33% chance that the ship will be
sunk, a 33% chance that it will lose 2 MS, and a 33% chance that it will lose
1 MS. The ship will also lose between 0 and 30 knots.
If the target is an aircraft carrier there is a 15% chance that the ship
will be sunk, a 50% chance that it will lose 2 MS, and a 35% chance that it
will lose 1 MS. The ship will also lose between 0 and 20 knots.
If the target is a convoy, oiler, or destroyer flotilla a torpedo hit
results in an automatic loss of 1 MS (one merchant ship, oiler, or destroyer
is sunk by each hit).
16.84 Submarine Attack Tables
16.84.1Anti-Sub Strength Table
Anti-Sub
Strength
Unit Type Day Night
Convoy 11 3
Aircraft Carrier 5 0
Reconnaissance plane 4 0
Each Destroyer in 2 1
Flotilla
16.85
Sub Losses and Torpedo Factor Determination Table
----------------------------------------
Anti-Sub# of Torpedo Factor Chance of
Strength Granted to Attacker Sub Sunk
01 to 7 (average - 4) 05%
1-41 to 5 (average = 3) 12%
5-8l to 3 (average = 2) 20%
9-120 to 2 (average = 1) 25%
13+0 to 1 (average= .5) 30%
17.0 Victory Conditions
17.1 A player wins by accumulating more Victory Points than his opponent by
the end of the game. There are two possible ways in which the game may end.
1) The game ends if the Bismarck is sunk and one player has at least 30 more
Victory Points than his opponent. 2) The game ends after 30 turns have been
completed.
17.2 The computer awards Victory Points as they are scored and determines if
the game should end.
17.3 British convoys are given missions to accomplish and receive Victory
Points if the missions are successfully completed. The German player is
awarded Victory Points for each mission that is not completed. In order to
complete the assigned mission, each convoy must move directly toward its
destination whenever it may move (Exception: The WS8B is allowed two turns to
move around Ireland if the British player wishes before it must move south
each turn it may move).
17.4 The British player receives Victory Points for the following events:
Victory
Points
Awarded Event
-------------------------------------------------------
60 Bismarck Sunk
20 Prinz Eugen sunk
4 Each German submarine sunk
4 Each oiler sunk
4 Each ship in convoy WS8B that reaches
row 3l during turns 21-25 (inclusive)
4 Britannic reaches column 10 on turn 25
4 SL1 reaches Clyde on turn 25
4 SL2 reaches column 22 by turn 30*
4 SL3 reaches Clyde on turn 19
4 SL4 reaches column 23 by turn 30*
4 SL5 reaches column 21 by turn 30*
8 Bismarck at sea after turn 30 with less
than 22 knots*
4 Prinz Eugen at sea after turn 30 with less
than 22 knots*
4 Each midship (MS) lost by the Bismarck (if
it is not sunk)
2 Each midship (MS) lost by the Prinz Eugen
(if it is not sunk)
* These Victory points are only awarded after turn 30.
17.5 The German player receives Victory Points for the following events:
Victory
Points
Awarded Events
----------------------------------------------------------
see ship/ Each British battleship, cruiser, or aircraft
plane carrier sunk (VP's depends on ship sunk)
data card
see Sec. Each convoy dispersed by the Bismarck or
16.73 Prinz Eugen
16 Each WS8B ship sunk by torpedoes
8 Britannic sunk by torpedoes
4 Each British submarine sunk
4 Each destroyer sunk
4 Each plane unit that crashes
2 Each slow convoy merchant ship sunk by
2 Each midship (MS) lost by a cruiser (if it is
not sunk)*
4 Each midship (MS) lost by a battleship or
aircraft carrier (if it is not sunk)*
1 0Each British convoy that fails to accomplish
its mission (dispersed convoys are considered
to have failed their missions)**
* These Victory points are only awarded after turn 30.
** These points are awarded on the turn in which the convoy was to have
completed its mission.
10.0 Designer's Notes
The first (very simple) version of Computer Bismarck was done on a
borrowed computer. Although thrown together hastily, it proved that we could
program a real historical wargame for a home computer. Many of the concepts
developed for historical simulation games have been freely adapted for our
current needs. We have used the computer to automate the boring bookkeeping
rules that slow down the play of wargames, but which are essential if the
historical situation is to be understood and appreciated. Naval and air
movement fell out nicely once we had decided on a map scale that could be
displayed on most home computers . Combat was added during several all night
sessions. Then we began playtesting of the first (incomplete) computer
historical wargame. All our playtesters were encouraging and quite patient as
we worked the bugs out of both the program and the game. Finally we invented
"Otto" and the solitaire game went into playtesting. Plane activities (T's) on
deck really shouldn't be counted for purposes of spotting subs) and solitaire
were the most complex game elements to add. Graphics was the most difficult
software addition. One element we knew we wanted but couldn't figure out how
to do for some time was allowing the players the capability to save the
status of a game in progress. As the game got bigger and bigger (once we
hoped for a single 16K program) it turned out that one way to save space was
to put the initial ship and plane data on a separate file. Once we had to
read in a data file it was almost a trivial matter to read in a file that we
had allowed the players to save. And the program continued to grow in size.
Finally, the first computer historical wargame was finished. The future
arrived in January 1980. Developing this program has been one of the most
stimulating and satisfying periods of my life. I hope you enjoy playing the
game as much as I have enjoyed creating it. My personal thanks go out to
everyone who participated in this project.
19.0 Notes On Strategy
British Strategy: As the British player your goal is clear, find the
Bismarck and the Prinz Eugen before they are able to break out into the
Atlantic. You must set up a search line so that you are guaranteed to spot
the German ships before they move past your main fleet.
Once this line is formed just sit back and wait, adjusting your units
as dictated by the changing weather. Be sure that you have adequate firepower
within two squares of every part of the search line. This will allow you to
concentrate power before the German ships are able to shake off their
shadowers. If the Prinz Eugen escapes alone, you will need to detach some
cruisers from your search force to escort the convoys, but don't give up your
search line completely.
Don't forget to move some planes into Bergen as soon as the fog clears
so that you are allowed to move your Scapa Flow reinforcements as soon as
possible. These forces will allow you to hold your search line when your
planes are forced to refuel.
While you are holding the search line. move your convoys towards their
goals, only changing course if absolutely necessary to avoid wolfpacks. Your
planes from Plymouth can be used to search for wolfpacks in the paths of your
convoys, especially the WS8B. Keep in mind that losing ships from the WS8B is
the quickest way to lose the game. Protect it!
German Strategy: Remember one thing, this is a game of strategy, and
although the German position may seem hopeless, the German player can win if
he is clever. As the German player you have less ships to move, so you have
the time to weigh every move carefully. Do not blunder through the British
search screen without a plan. Try to deceive the British player into making a
mistake. You have only one major ally, the element of surprise, and this must
be used to the fullest. Keeping the Prinz Eugen with the Bismarck will help
the Bismarck rid itself of shadowing cruisers, but it is often possible to
sneak the Prinz Eugen past the British search net, and this should be
considered. Whatever your plan, when you are spotted be sure to do the
unexpected, for you will not live long if you are being shadowed. For every
enemy ship that you spot, there are probably three more close by. A final
note-if all else fails hide in the fog.
SYSTEM COMMAND CARD A
CHART A GENERAL COMMANDS
Command Description
SN Ships Now. Displays the ship positions at the beginning of the turn.
SP Ships projected. Displays projected end of the turn ship positions.
PN Planes Now. Displays the aircraft positions at the beginning of the turn.
PP Planes projected. Displays aircraft positions as they are projected to be
at the end of the turn.
MS Move Ships.
MP Move planes.
QN#### Query Now. Lists the ships and airborne planes that began the turn
in square ####.
QP#### Query projected. Lists the ships and airborne planes that are
projected to end the turn in square ####.
NS Now Search. Displays search values at the beginning of the turn.
PS Projected Search. Displays projected end of the turn search values.
NM New Map. Displays a new map without displaying ship, plane or search
value locations.
STxxx Status Check. Displays the current status of the ship whose name
begins with xxx.
DM Done Moving. This command ends the player's movement phase.
CHART B. SHIP COMMANDS CHART C. PLANE COMMANDS
Command Description Command Description
M Move M Move
P Patrol P Patrol
L Launch/Land Planes A Attack (L & T only) T's only
F Fast Convoy when you reach the square where
C Slow Convoy you wish to attack-type A.
R Refuel/Rearm R Recon (L & T only)
X Exit Z Return to base
(CR) Go to next ship B Base plane-used only for errors
X Exit (CR) Go to next plane
SYSTEM COMMAND CARD B
SHIP DETAIL LINE
(1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12)
B HOOD 1662 l662 1/1 4/3 M M 0 7 2 2
(1) Ship Type
(2) Slow Mode Indicator (3) Name
(4) Square the ship is in at the beginning of the turn.
(5) Square the ship is projected to be in at the end of the turn.
(6) Search factor in move mode (day/night).
(7) Search factor in patrol mode (day/night).
(8) Mode the ship is in at the beginning of the turn.
(9) Mode the ship is projected to be in at the end of the turn.
(10) Fuel Remaining
(11) Maximum number of squares ship may move.
(l2) Number of squares ship may move this turn.
PLANE DETAIL LINE
(1) (2) (3) (4) (5) (6) (7) (8) (9) (10)
R REYKJAVIK 1317 1317 2/1 6/3 B B 5 5
(1) Plane type.
(2) Name of home airfield.
(3) Square plane is in at the beginning of the turn.
(4) Square plane is projected to be in at the end of the turn.
(5) Search factor in Move or Attack Mode (day/night).
(6) Search factor in Patrol or Recon Mode (day/night).
(7) Mode the plane is in at the beginning of the turn.
(8) Mode the plane is projected to be in at the end of the turn.
(9) Endurance Now-Number of turns the plane can remain in the air.
(10) Endurance Projected-Number of turns the plane will be able to
remain in the air after the current turn.