
*********

The Project 64 etext of the ~Carrier Force manual~, converted
to etext by anonymous, obtained from the Asimov Apple ][ site
ftp://ftp.apple.asimov.net/pub/apple_II/images/games/strategy/SSI/
carrier_force.zip, pointed to by Evin Mulron's Apple ][ SSI page
http://www.concentric.net/~evin/ssi/.

CAFORC10.TXT, May 1997, etext #239#.

*********

Carrier Force

1.0  INTRODUCTION
Carrier Force is an operational level game featuring combat between
American and Japanese carrier task forces in 1942. Included are
scenarios covering the battles of CORAL SEA, MIDWAY, EASTERN SOLOMONS
and SANTA CRUZ.

1.1  Description of Action
Each game turn represents one hour of actions. Actions consist of
maneuvering task forces, launching search, patrol and bomber missions,
arming & fueling aircraft, recovering aircraft, moving air groups and
resolving combat situations.

1.2  Talking to the Computer
To enter a response to the computer that consists of numbers (such as
ship identification numbers) type the number into the computer and
press the <RETURN> key. To select a routine from a menu or answer a
Yes/No question, just press the desired key. TO EXIT A ROUTINE WHERE
THE EXIT COMMAND IS NOT SPECIFIED, PRESS <Q> THEN <RETURN>.  Some
menus do not require the user to press <RETURN> after pressing the <Q>
key.

1.3  Saving a Game
At the end of each game turn the computer will allow the Player(s) to
save the game in progress. You will need a scratch disk to store the
saved game data.  Apple Save-Game disks may be initialized for SSI use
during the game by following instructions included in the game
program.  Atari games may be saved on any properly initialized Atari
diskette. Once a game is saved You will be able to restart it at the
point you left off.  When restarting a saved game you must set the
correct scenario, solitaire level and number of players on the opening
menu.

1.4  The Map
There are two maps included with the game. The Midway scenario employs
a map of the Central Pacific centering on the Island of Midway. All
other scenarios use a map of the Southwest Pacific centering on the
Solomon Islands. Movement around the maps is controlled by a hexagon
grid system (31 X 32 hexes.) with each hexagon representing 50
nautical miles.

1.5  Starting the Game (Apple DOS 3.2 or 3.3)
To begin the game, boot your game disk and the game will begin
automatically. If you are using an Apple II with Pascal, you  must
first use your BASICS disk.  If you are using an Apple III, you must
first go into Apple II emulation mode.


2.0  GENERAL DESCRIPTION

2.1 Parts Inventory:

A. Game box
B. Rule Book
C. 5 1/4" game disk
D. Two map data cards

2.2 Abbreviations:
Abbreviations used in the game are listed below.

CV   aircraft carrier         MG   main guns
CVL  light aircraft carrier   AA   anti-aircraft guns
BB   battleship               TT   torpedoes
CA   heavy cruiser            AM   bombardment ammunition
CL   light cruiser            SP   seaplane
CLAA anti-aircraft cruiser    MS   maximum speed
CS   seaplane carrier         AS   assault points
AV   seaplane tender          DM   damage percentage
DD   destroyer                FL   fire level
DE   destroyer escort         CAP  base capacity
APD  patrol boat              A/C  aircraft
ML   minelayer                OL   operation limit
TR   transport                OU   operations used
TK   tanker/oiler             BO   bomber ordnance
SS   submarine                TF   task force


3.0  SEQUENCE OF PLAY
CARRIER FORCE is a two-sided game: American vs. Japanese. The American
forces must be commanded by a human player. The Japanese forces may be
commanded by either a human or the computer.

3.1  Scenario Selection Phase
During the scenario selection phase, the player(s) select a scenario
and determine the conditions under which the game will be played. On
the Apple version the set-up may be changed by entering the following
numbers:

(1) New Game or Saved Game
(2) 1 Disk Drive or 2 Disk Drives
(3) Solitaire or 2 players
(4) Solitaire Level of Difficulty

The scenario may be altered by entering the following numbers

(5) Coral Sea
(6) Midway
(7) Eastern Solomons

3.2  Historical Set-Up
At the start of each game the computer will assign all ships and
aircraft to their historical locations prior to the battle.

3.3  Random Set-Up
The players may randomize the set-up somewhat in all scenarios except
CORAL SEA. In the MIDWAY scenario both American and Japanese carrier
TFs will have their historical locations altered. In EASTERN SOLOMONS
and SANTA CRUZ all Japanese TFs will have their locations altered.

3.4  Sequence of Play
 1. American TF Adjustment Phase
 2. Japanese TF Adjustment Phase
 3. Japanese Adjust TF Heading
 4. Japanese Launch Air Missions
 5. Japanese Arm & Fuel Aircraft
 6. Japanese Land Aircraft
 7. Japanese Move Air Missions
 8. American Radar Report
 9. American Adjust TF Heading
10. American Launch Air Missions
11. American Arm & Fuel Aircraft
12. American Land Aircraft
13. American Move Air Missions
14. Combat Resolution Phase
15. Save-Game Phase

3.5  Keeping Time
Each game turn represents one hour. At the start of each turn the
clock, calendar and weather are adjusted to reflect the passage of
time and the changing battle conditions. Daylight hours are 600 to
1800 (inclusive)


4.0  TASK FORCE ADJUSTMENT PHASE
During the task force adjustment phase, the computer will display a
menu listing two options for adjusting the composition of your task
forces and five options for viewing the current status of your forces.
To enter the desired routine, just press the corresponding numbered
key.

4.1  Dividing Task Forces
Enter the number of the task force you wish to divide. The computer
will list the ships in the selected task force and display their
maximum speed, damage and fire levels. The maximum number of task
forces that the Japanese player may use is equal to 10 minus the
number of Japanese land bases for that scenario. The maximum number of
task forces that the American player may use is equal to 9 minus the
number of American land bases for that scenario. If you are currently
using the maximum number of task forces then the computer will not
allow you to divide a task force.  If you currently have less than the
maximum number then the computer will display the number of the new
task force you are creating. Enter the ID number for each ship you
wish to transfer to the new task force.  When you have concluded your
transfers just press <RETURN> to exit the routine. If you are
currently using fewer than the maximum number of task forces then the
divide task force routine may be used to 'scuttle' crippled ships.
Just enter the letter "S" following the ID number of the ship you are
transferring (entering a "5S" would scuttle ship #5).

4.2  Transferring Ships
Enter the numbers of the "gaining" and "losing" task forces. The two
task forces must occupy the same hexagon on the map. The procedure for
transferring ships is the same as de- scribed in 4.1.  A task force
may never contain more than 20 ships. When a ship transfer occurs, the
gaining task forces movement points will be adjusted to equal that of
either the gaining or losing task force (whichever is lowest).

4.3  Ending the Game
Both players should agree before ending the game The computer will
display the final score and a list of all ships sunk during play.

4.4  The Map Display
The maps used in Carrier Force employ a hexagon grid 32 hexes high by
31 hexes wide.  Only a fraction of the map (7 hexes high by 13 hexes
wide) can be viewed at one time.  By pressing the keys 1-6 the cursor
can be moved around the map (1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW). If the
cursor is moved to the edge of the display then the map display will
scroll to reveal the hidden portions of the map. American task force
symbols will be colored blue and Japanese task force symbols will be
colored orange (on the Apple computer American task forces that occupy
an island or base hex will be colored purple, Japanese task forces
that occupy an island or base hex will be colored green) American and
Japanese TFs stacked together will have a WHITE symbol. To check the
friendly task force numbers in the hex occupied by the cursor press
the (8) LOOK key. To return to the main menu Press the (Q)EXIT key.


5.0  TASK FORCE MOVEMENT
Task force movement occurs at the end of each game turn after all
combat has been resolved.  A task force that has accumulated 50 or
more movement points will move one hex (the direction of movement is
determined by the task force heading). A task force that moves will
have 50 subtracted from its movement point total.

5.1  Fleet Speed
At the start of each turn a task force will gain movement points equal
to its fleet speed. The fleet speed will be equal to 30 OR the maximum
speed of the slowest ship in the task force, which ever is lower.

5.2  Loss of Movement Points
During the course of each turn a task force may perform certain
actions that will cause it to LOSE movement points.  A task force that
changes heading will lose 50% of its movement points for each compass
point shift in direction (the movement point total will never be
reduced below the TFs FLEET SPEED when changing direction) A task
force will lose movement points if it contains aircraft carriers that
launch or recover aircraft AND the task force is not moving in the
same direction that the wind is blowing FROM.  If the task force
heading is one compass point different from the wind direction
(example: wind is blowing from the NE and the task is moving N) it
will lose 5% of its movement points for each aircraft that is launched
or landed in the task force. If the task force heading is more than
one compass point different from the wind direction it will lose 10%
of its movement points for each aircraft that is launched or landed in
the task force.  This movement loss is due to the need for carriers to
turn into the wind whenever they launch aircraft, thus preventing
their task force from moving forward at full speed.

5.3  Movement Restrictions
A task force may never move through a white hexside, but instead will
continue to accumulate movement points up to a maximum of 79.  A task
force may move off the edge of the map (it will not be allowed to
return).


6.0  LAUNCHING AIR MISSIONS
Land bases and aircraft carriers may launch fighter and bomber
missions.Land bases and Japanese BB, CA, CL, CS and AV type ships may
launch seaplane missions.  Each player may have a maximum of 20 air
missions active at any one time.

6.1  Seaplane Missions
A seaplane mission consists of one seaplane with the single function
of searching for enemy ships. Ship launched seaplanes have an
endurance of 6 turns.  Land based seaplanes have an endurance of 18
turns.  Seaplanes may only be recovered by the ship/base from which
they were launched.  Launching or recovering seaplanes does not count
against a bases operation limit.

6.2  Combat Missions
The type of mission that may be flown by combat aircraft is determined
by the type of aircraft included and/or the type of ordinance being
carried.  Listed below are the types of missions and their
descriptions.

F (fighter patrol) Consists, entirely of fighter type aircraft.  Used
to protect friendly bases or task forces.

AS (anti-ship) Consists of bombers carrying torpedoes and/or armor
piercing bombs.  May not be used to attack enemy bases.  May include a
fighter escort.

HE (high-explosive) Consists of bombers carrying high explosive bombs.
Best suited for attacking enemy bases.  May attack enemy ships at
reduced effectiveness.  May include a fighter escort.

N (not armed) Consists of unarmed bombers that have completed/aborted
their mission or were launched for search only.  May include a fighter
escort. Also may consist of unarmed Judy reconnaissance planes without
a fighter escort.

In order to launch an AS mission, the bombers must have been readied
during a previous turn with AS ordnance. In order to launch an H E
mission, the bombers must have been readied during a previous turn
with HE ordnance.

6.3  Operation Limits
Each base and carrier is assigned a limit to the number of aircraft it
may launch and land in one turn (each launched or landed equals one
flight operation). Carriers have a flexible operation limit that
varies with the carrier TF heading in relation to the wind direction.
The land base operation limits never change. If a carrier TF heading
is TWO or more compass points different from the wind direction then
the carrier must conform to its MINIMUM OPERATION LIMIT for that turn.
If a carrier TF heading is ONE compass point different from the wind
direction then the carrier must conform to its INTERMEDIATE OPERATION
LIMIT for that turn. If a carrier TF heading is the same as the wind
direction then the carrier must conform to its MAXIMUM OPERATION LIMIT
for that turn. The intermediate operation limit will always be DOUBLE
the minimum operation limit.  The maximum operation limit will always
be TRIPLE the minimum operation limit. Listed below are the MINIMUM
operation limits for carriers included in the game:

Akagi     12        Lexington      12
Kaga      12        Saratoga       12
Hiryu     12        Yorktown       12
Soryu     12        Enterprise     12
Shokaku   12        Hornet         12
Zuikaku   12        Wasp           11
Junyo      9
Shoho      6
Zuiho      6
Ryujo      6
Hosho      3

If for any reason during a turn an aircraft carrier is unable to
conduct further air operations, then its operations used (OU) will be
set to 99.

6.4  Forming Air Missions
Air missions may be formed from available seaplanes or readied combat
aircraft. lt is possible to form a new mission from one carrier/base
and then reinforce it with aircraft from another carrier/base within
the same hex. When reinforcing a mission that has been in the air for
one or more turns the reinforcing aircraft will be assumed to have
been in the air as long as the original aircraft. Bombers carrying AS
ordnance may not be combined in the same mission as bombers carrying
HE ordnance. Air missions cannot be split up after they have formed.
Large air missions will suffer a movement point loss on the turn they
are launched. Missions that have been in the air for one or more turns
will suffer no movement loss if reinforced. There is a loss of one
movement point for approximately every 15 planes in the mission (this
will vary randomly) plus the loss of one MP automatically on the first
turn a mission is in the air. A maximum of 3 movement points may be
lost in this manner.


7.0  ARMING & FUELING AIRCRAFT
Combat aircraft must be armed & fueled (readied) and moved onto the
deck/runway before they may be launched on air missions.

7.1  Bomber Ordnance Selection
A bomber ordnance selection (AS, HE or N) must be made for each
carrier and base.  All bombers readied on a carrier or base will be
armed with the selected ordnance type.

7.2  Deck/Runway Capacity
The deck/runway capacity for a carrier/base represents the maximum
number of aircraft that may be readied at one time (readied aircraft
are always considered to be on the deck/runway). The deck/runway
capacity is equal to the carrier/base MAXIMUM OPERATION LIMIT.

7.3  Removing Aircraft From the Deck/Runway
Readied aircraft may be removed from the deck/runway.  Enter the READY
AIRCRAFT routine and type a minus number for the quantity of each type
of aircraft you wish to un-ready.


8.0  AIR MOVEMENT
During the air movement phase, air missions may move, search, initiate
combat and/or enter a landing pattern. Air missions movement is
completed sequentially according to air mission number.

8.1  Air Mission Status Display
Prior to moving each air mission, the players may view the status
display for that mission.  The status display lists the data:

(1) mission location
(2) mission number
(3) time in the air
(4) ordnance carried by each aircraft
(5) ordnance carried by each aircraft type
(6) air time remaining for each aircraft type

For bomber type missions you will be allowed to jettison ordnance
before moving the air mission. This increases the air units movement
allowance by 1.

8.2  Air Move Display
After exiting the mission status display, the map will be drawn on the
screen with the cursor indicating the current location of the air
mission. The menu at the bottom of the screen will indicate the
players options:

(1) move north
(2) move northeast
(3) move southeast
(4) move south
(5) move southwest
(6) move northwest
(7) land
(8) search current hex using all remaining move points
(9) identify TF numbers of friendly TFs in same hex
(0) search current hex using only 1 move point

Also displayed is the air mission's X/Y LOCATION coordinates and its
remaining MOVEMENT POINTS. Seaplane (SP) missions that select option
(7) will land immediately if their home base/ship is in the same hex.
Other missions that select option (7) will enter a landing pattern if
a friendly base is in the same hex.

8.3  Searching
Each time an air mission moves into a hex it will search for enemy TFs
in that hex.  An air mission may search its current hex without moving
by using the SEARCH options (8) or (0). In 0% overcast weather an air
mission has a 50% chance of locating each enemy TF in the hex for each
movement point it spends searching that hex (100% in a base/island
hex).  The 50% chance of locating assumes 20 ships in the TF.  For
smaller TFs, the chance maybe as low as 40%. In addition, bad weather
will further lower the % chance of spotting enemy TFs. Only HE
missions may locate (and attack) enemy bases.  Air missions may fly at
night, however no searching will occur.

8.4  Sighting Reports
When an air mission locates an enemy TF the player will receive a
"sighting report."  The sighting reports lists the ship type
abbreviations for each ship sighted. Sighting reports will not be
entirely accurate. Sighting reports will not be received if non-bomber
missions locate an enemy TF that had been previously located in the
same turn. Bomber missions will be given the option to declare an
attack after sighting an enemy TF.

8.5  Engaging Enemy Aircraft
For each movement point an air mission expends in a hex containing
enemy aircraft, there is a chance of initiating air-to-air combat.
The chance of initiating combat varies with the size of friendly and
enemy air missions and the weather.  Air-to-air combat will only occur
if one of the airmissions involved is a fighter patrol (F). If a
fighter mission expends movement points in a hex containing enemy
aircraft, then it may only engage the enemy missions armed with bombs.
If a non-fighter mission expends move points in a hex containing enemy
aircraft, then it may only engage the enemy fighter missions in the
hex.  When opposing air missions engage in combat, the mission with
the fewest aircraft will be unable to move any further that turn.

8.6  Movement Points
An air mission assumes the speed of the slowest aircraft type included
in the mission.  One movement point is subtracted from this speed if
any of the aircraft in the mission are carrying bombs or torpedoes.
If a bomber mission declares an attack before it has used all of its
movement points, then the unused points will be added to its next
turns move. Listed below are the maximum speeds of the aircraft in the
game

ZEKE      4    SBD       4
VAL       4    SB2U      3
KATE      4    TBD       3
BETTY     4    TBF       4
NELL      3    B26       4
JUDY      4    B25       4
F4F       4    B17       4
F2A       4    A24       4
P39       5    SEAPLANE  3

(See illustration for following example)
(1) Form 20 SBD Plane strike.  Loss of 1 MP due to size of strike.
    Automatic loss of 1 MP from take-off (total loss of 2MP).
(2) Movement during first turn in air
(3) Movement during second turn in air.  One MP is expended over the
    enemy TF but it is not spotted
(4) Spends two MP during third turn in the air searching for enemy and
    finds enemy TF on second MP.  Bombing of TF occurs.  If the strike
    had failed to locate a target on its second MP, it would have been
    forced to give up the search and fly north in order to return to
    its carrier before running out of fuel.
(5) With 0 time remaining in the air the strike must land on its base
    this turn.  The strike has 5 MP (4 without bombs +1 for the MP
    that was not used on the previous turn due to bombing of the enemy
    TF).  On the fifth movement point the strike enters a landing
    pattern. The strike will land on its carrier during the next turn
    if at that time all conditions for landing are met.


9.0  LANDING AIRCRAFT
Aircraft that enter a TF landing pattern must land during the next
turn or be forced to ditch. Aircraft in a TF landing pattern may land
on any eligible carrier (or base) present in the subject TF.

9.1  Restrictions on Landings
A carrier/base is eligible to recover aircraft only if the following
conditions are met.

(1) the flight operations USED during the turn are less than the
    OPERATION LIMIT.
(2) the readied aircraft on deck do not exceed the carrier's MINIMUM
    OPERATION LIMIT.
(3) the total number of aircraft on the carrier/base is less than the
    maximum capacity.

Land bases do not have to conform to item (2) above.  Also, land bases
may always land a number of planes equal to their MAXIMUM OPERATION
LIMIT without regard to the number planes that have been launched
during that turn (i.e. Midway with an OL of 75 could launch up to 75
planes during a turn and then land up to 75 planes during the same
turn)

9.2  Emergency Landings
After the landing phase has been completed all planes remaining in a
landing pattern will attempt emergency landings if possible. These
planes will land on any base or operational carrier in the same hex,
as long as it has not exceeded its operation limit. The computer will
conduct emergency landings automatically.


10.0 COMBAT RESOLUTION
During the Combat Resolution Phase the computer will automatically
perform the following functions:

(1) air to air combat resolution
(2) air to surface combat resolution
(3) surface combat resolution
(4) submarine combat resolution
(5) coastal bombardment
(6) unload transports

10.1  Air to Air Combat
Air to air combat is initiated during the Air Movement Phase. Air to
air combat consists of a fighter mission attacking a non-fighter
mission. If the non-fighter mission has a fighter escort then the
surviving escorts will counter attack the fighter mission.  Each
fighter in the attacking group will select a target from the aircraft
types in the defending group. If the defending air craft survives the
attack then it will counterattack with DEFENSIVE FIRE.

Each type of aircraft is rated for air-attack and survivability as
shown below:

AIRCRAFT     ATTACK   SURVIVE
C. ZEKE        20        20
L. ZEKE        17        17
F4F            17        20
F2A            10         5
P39            12        10
VAL            (2)        3
KATE           (2)        3
BETTY          (2)        3
NELL           (2)        3
JUDY           (2)        5
SBD            (4)        9
TBD            (1)        1
TBF            (4)        8
SB2U           (1)        1
B26            (5)       10
B25            (5)       10
B17            (12)      25
A24            (4)        9
SEAPLANE       (0)        0

The ( ) indicate defensive fire only.

10.2  Air to Surface Combat
Each bomber that survives air to air combat will select a target ship
from those in the target TF and attempt to penetrate the TFs flak and
deliver its ordnance. Target selection is accomplished in the
following manner: each ship is assigned a selection value (SV) equal
to its defense factor plus its aircraft and/or assault point capacity
(add 1000 to the SV if the ship is a carrier). The chance of a
particular ship being attacked is equal to the SV of that ship divided
by the combined SV of the target TF. The chance of a bomber being shot
down by flak is equal to the TF flak strength divided by 1200.  The TF
flak strength is equal to the combined AA ratings (number of AA guns)
of all the ships in the TF.  AA fire directed at B17s will be only 10%
as effective as against all other aircraft. The AA ratings of American
ships will be adjusted for each scenario as follows:

Coral Sea              x1.5
Midway                 x2.0
Eastern Solomons       x2.5
Santa Cruz             x3.0

Submarines may be sighted and bombed the same as surface ships.
Submarines may "dive" be fore all of the bombers in a mission can
complete their attacks.

10.3  Bomber Accuracy
The chance of a bomber hitting the target is affected by: (1) bomber
accuracy (2) maximum speed of target (3) flak intensity (4) size of
target. The relative accuracy of each bomber is listed below:

*VAL15    15        TBD-B     1
*KATE-T   7         TBF-T     2
*KATE-B   3         TBF-B     1
 BETTY-T  4         SB2U      1
 BETTY-B  2         A24       1
 NELL     1         B26       1
*SBD      9         B25       1
 TBD-T    2         B17       1

T = torpedo  B = high explosive bomb

* In the Midway scenario the land based SBDs have an accuracy of 1.
The land based VALs and KATEs are 50% as accurate as the carrier based
versions.

10.4  Bombing Bases
All bombers are equally accurate when attacking enemy bases. Base
attacks may result in damage to the airfield and/or destroy aircraft
on the ground (including seaplanes) and assault points. During base
attacks, aircraft on the runway are easier to destroy than aircraft in
the hangar.

10.5  Surface Combat
Surface combat may occur between opposing TFs that occupy the same hex
on the map.  Surface combat may require up to four rounds of action as
listed below:

Round 1: fire BB main guns
Round 2: fire BB, CA main guns
Round 3: fire all main guns Round
Round 4: fire all main & AA guns, fire torpedoes

In daylight, surface combat begins with round 1 and continues through
round 4 OR until the TFs disengage.  At night surface combat begins
with round 3. After each round of combat there is a 50% chance that
the TFs will disengage. During each round of combat each eligible ship
may select a target and fire its eligible weapons. Target selection is
similar to bomber attacks (as a general rule the large guns will
concentrate on large targets while AA guns and torpedoes will ignore
target size). In surface combat the larger, slower ships will be
easier to hit than the smaller,faster ships. Japanese torpedoes will
be 10 times more accurate than American torpedoes There is a 36%
chance that any task force will engage any enemy task force in the
same hex.  Exception: enemy task forces in a base hex will always
engage in surface combat.

10.6  Submarine Combat
Submarine groups patrol an area equal to the hex they occupy plus the
six adjacent hexes. Each turn, submarine groups have a chance to
attack any enemy TF that is within its patrol area. The chance of
attacking an enemy TF varies with (1) the number of submarines in the
attacking group, (2) the number of ships in the target group.  Only
one of the submarines in the group will actually conduct the attack.
The attacking submarine will fire up to six torpedoes at a ship in the
target TF. The accuracy of Japanese submarine torpedoes is 5 times
greater than the accuracy of American submarine torpedoes.  As in
surface combat the larger, slower targets will be easier to hit than
the smaller, faster targets. After the submarine attacks, each escort
(DD, DE, APD) in the target TF will attempt to locate and depth charge
the submarine. Each escort has a 10% chance of locating and attacking
the submarine. Each Japanese depth charge attack has a 1% chance of
sinking the submarine. Each American depth charge attack has a 4%
chance of sinking the submarine.

10.7  Coastal Bombardment
In the Midway scenario Japanese ships may bombard Midway.  In the
Eastern Solomons and Santa Cruz scenarios, if a Japanese TF occupies
the Midway/Henderson Field hex then all ships in the TF with
bombardment ammunition may bombard the airfield. Ships may perform
only 1 bombardment per game.  The effects of bombardments are similar
to the effects of air attacks on bases. Listed below is the relative
bombardment effectiveness of Japanese ships.

battleship     40
heavy cruiser  15
light cruiser   5
destroyer       1

The above ratings may vary with the different number of guns mounted
on each class of ship. NOTE: the above ratings indicate that a
battleship is as effective as 40 bombers, etc.

10.8 Unloading Transports
Japanese transports and some other ship types (DD,MSW, ML, CS, AV,
APD) may carry assault points.  Assault points are combinations of
troops, equipment and supplies used in the invasion of an enemy base.
In all of scenarios the Japanese Player may score victory points by
unloading assault points on a particular base:

SCENARIO                 BASE
Coral Sea                Port Moresby
Midway                   Midway
Eastern Solomons         Henderson Field
Santa Cruz               Henderson Field

To unload at a base the transport TF must occupy the same hex as the
base. Japanese transports may not unload on Midway when the base is at
less than 50% damage.  Transports may unload only ONE assault point
per turn.

10.9  Capturing Midway
In the Midway scenario only, the Japanese player may capture an
American base if the number of Japanese assault points unloaded on
Midway is greater than the number of American assault points defending
Midway then the Japanese will capture the island. If Midway is
captured then all American aircraft and assault points on the island
will be destroyed. The Japanese player may never USE the airfield
during the game

10.10  Battle Reports
As the computer resolves the combat situations the players will
receive battle reports. Reports of aircraft destroyed or hits scored
on ships will be exaggerated. Damage estimates will be displayed after
each bombing attack to report the visible damage to an enemy base or
ships in the target TF.  The damage estimate will display "*" for each
ship with "light damage'; "**" for each ship with moderate damage;
"***" for each ship with "heavy damage." Damage estimates will be
frequently exaggerated. During surface combat, gun fire hits maybe
followed by one or more "*"symbols. The number of symbols displayed
indicates the calibre of the firing gun.


11.0  GENERAL OPERATIONS

11.1  Aircraft Endurance
Each aircraft type is assigned an endurance rating that represents the
number of hours it may remain in the air.

C. ZEKE   4         P39       2
L. ZEKE   9         SBD       3
VAL       4         TBD       3
KATE      4         TBF       4
BETTY    12         SB2U      4
NELL     10         A24       3
JUDY      4         B26       5
F4F       3         B25       6
F2A       3         B17      10

SEAPLANES.
land based     18
ship based      6

Aircraft with "0 MIN" of fuel remaining must enter a landing pattern
by the end of their current move (it requires 1 move point to enter a
landing pattern) or they will automatically "ditch" at the start of
their next move. Bombers with "0 MIN' of fuel will automatically
jettison their ordnance. Fighter missions with "0 MIN" of fuel will be
unable to initiate air to air combat. Example: A VAL group could fly 4
turns, enter a landing pattern on the 5th turn and land on the 6th
turn.

11.2  Ship Damage
Ships receive damage each time they are hit by bombs, torpedoes or
gunfire. Ships with damage greater than 50% or with fires on board may
receive additional self-inflicted damage. Listed be1ow are the AVERAGE
damage points caused by each type of weapon.

         AA gun     1    American BB
    CL main gun     1       main gun    8
    CA main gun     2     21 torpedo    5
YAMATO main gun     9     24 torpedo    7
  NAGATO, MUTSU              AP-bomb    4
       main gun     7        HE-bomb    2
 other Japanese
      BB maingun    6

Only Japanese surface ships may fire the 24 torpedo.

AA guns will be only 50% as accurate as main guns.

Each time a bomb, torpedo or gun hit is scored on a ship, the computer
checks to see if an ARMOR PENETRATION has occurred.  The chance of a
penetration is equal to three times the explosive rating of the weapon
(see above) divided by the defense factor of the ship. Bomb or gun
hits that penetrate will cause norma; damage plus possible fires,
propulsion loss and/or destruction of the ships weapon systems. Bomb
or gun hits that fail to penetrate will cause only 1 damage point.
Torpedo hits that penetrate will cause DOUBLE damage, a loss of at
least 5kts speed plus possible fires, and destruction of weapon
systems. Torpedo hits that fail to penetrate will cause normal damage
and a loss of at least 5kts speed.  Carriers hit by bombs, torpedoes
or gunfire may sustain additional damage if there are readied aircraft
on the decks. The weapon hit wi1l randomly select an aircraft type and
if that type of aircraft is on deck then 1/2 of those aircraft will be
destroyed and the fire level will be increased approximately by 1 for
each aircraft destroyed. If the destroyed aircraft were armed with
bombs or torpedoes then the fire level would increase approximately by
3 for each aircraft destroyed.

11.3  Damage Effects
A ship that sustains damage points greater than or equal to its
defense factor will sink.  Any ship with a fire level greater than
zero may sustain additional damage each turn until the fire is put
out. On the average a ships fire level will be reduced by one point
each turn unless the fire is out of control.  If the fire level is
greater than the ships defense factor, it is out of control and will
gain an average of 3 fire levels per turn. Ships that have suffered
more than 50% damage may sustain additional damage each turn. Ships
with over 50% damage will frequently suffer loss of propulsion. Damage
to carriers may prevent them from conducting flight operations. Flight
operations will be suspended if any of the following conditions exist:
(1) fire level is greater than 4, (2) damage is greater than 25%, (3)
maximum speed is less than 5kts.  Fires will prevent ships from
operating at maximum speed. The adjusted maximum speed of a burning
ship is equal to the maximum speed minus the fire level.

11.4  Base Damage
Bases may suffer damage if subjected to bombing or coastal
bombardment.  Bases suffer 1-2% damage each time they are hit. At the
end of each turn bases will repair 10%~ of their damage.  Bases with
over 25% damage will be unable to operate aircraft. In the Midway
scenario, Japanese transports may not unload on Midway unless there is
50% or more damage on the base.

EXAMPLE A base with 40% damage will repair to 36% damage after one
turn.

11.5  Weather
The two elements of weather that affect game operations are WIND
DIRECTION and CLOUD COVER.  Wind direction affects the ability of
carriers to launch and recover aircraft, while cloud cover affects the
ability of air missions to to locate enemy TFs/bases. The weather
conditions are subject to change at the start of each turn. There is a
20% chance that the wind direction will change (the new direction is
determined randomly). Cloud cover may vary by plus or minus 25% each
turn. The ability of aircraft to locate enemy TFs and bases is reduced
by the cloud cover percentage. Also the number of ships spotted in the
SIGHTING REPORT will be reduced by the cloud cover percentage.

11.6  Non-Combat Aircraft Losses
Air missions are subject to non-combat losses each time they enter a
landing pattern. In daylight with 0% overcast air missions will
average 0.5% (each aircraft has 1 chance in 200) losses per landing.
Losses are increased by 1% for every 10% of cloud cover and by 10% if
it is a NIGHT turn.

EXAMPLE On a night turn with 40% overcast the loss rate will be 14.5%.

11.7 Scenario Duration
The computer is programmed to end each scenario on a particular date:

CORAL SEA            8 MAY 42
MIDWAY               7 JUN 42
EASTERN SOLOMONS    25 AUG 42
SANTA CRUZ          27 OCT 42

For each scenario the game will automatically end at the completion of
the 2100-hour turn.

11.8  Aircraft Classification
Aircraft used in the game are classified as follows:

FIGHTERS: ZEKE,F4F, F2A, P39
TORPEDO BOMBERS: KATE,TBD,TBF
TORPEDO BOMBERS: KATE,TBD,TBF
LEVEL BOMBERS: BETTY, NELL, B17, B25, B26
RECONNAISSANCE: JUDY

Although the BETTY and B26 may sometimes carry torpedoes they are
still CLASSIFIED as level bombers.

11.9  Aircraft Base Restrictions
Aircraft with a name prefix of "C." are carrier based aircraft.
Aircraft with a name prefix of "L." are land based.  Carrier based
aircraft may operate from either carrier or land bases.  Land based
aircraft may never land on a carrier.  Aircraft classified as level
bombers may not be READIED at a base with an operation limit less than
60.

11.10  Radar
During all scenarios, the American player will receive radar reports
of Japanese air missions in the same hex with friendly TFs. Radar
reports will be rough estimates (usually exaggerated) of the number of
aircraft in the enemy air mission.  Radar may occasionally fail to
detect some enemy missions (the chance of failure varies with the size
of the mission).

11.11  Pilot Ability
The differing abilities of the pilots in the four scenarios is
accounted for by altering bomber accuracy and air-attack survivability
ratings as follows:

SCENARIO       US PILOTS      JAPANESE PILOTS
Coral Sea           -1             -1
Midway              +1              0
Eastern Solomons    +1              0
Santa Cruz          +1              0


12.0  SCORING
At the end of the game, the players score points for sinking and
damaging enemy ships/bases and points for each surviving combat
aircraft. The Japanese player scores points for successfully unloading
"assault points" at an enemy base.

12.1  Sunk Ships
Points awarded for sinking enemy ships equals TWO X DEFENSE FACTOR. If
enemy carriers have been sunk, additional points are awarded equaling
the aircraft capacity of the carrier. If Midway is captured the
Japanese player receives points as if he had "sunk" a carrier with a
defense factor of 80  and a capacity of 150 (310 points).

12.2  Damaged Ships/Bases
Points received for damaging enemy ships/bases equals 1 per damage
point plus 1 per fire level (Your opponent may score more points if
you let your ship burn than if you SCUTTLE it)...

12.3  Surviving Aircraft
One point is scored for each friendly combat aircraft ON A CARRIER OR
BASE at the end of the game.

12.4  Japanese Assault Points
One point is received for each Japanese assault point unloaded at an
enemy base.

12.5  Handicap Points
The Japanese player will receive 100 points in the Eastern Solomons
scenario. The U.S player will receive 100 points in the Santa Cruz
scenario.


13.0  VICTORY CONDITIONS
At the end of the game victory points will be calculated and the level
of victory will be determined by comparing the scores of the two
players.

13.1  Victory Levels
Subtract the Japanese Victory Points from the American Victory Points
and compare the results to the following table to determine the
victory level:

 600 and up    American 0Decisive Victory
 300 to 599    American Substantive Victory
 100 to 299    American Marginal Victory
 -99 to 99     Draw
-299 to -100   Japanese Marginal Victory
-599 to -600   Japanese Substantive Victory
-600 or less   Japanese Decisive Victory


14.0  SOLITAIRE PLAY
When playing solitaire games the computer will command the Japanese
forces. There are 4 levels of solitaire difficulty.  The level of
difficulty is determined when starting a new game and may be altered
when restarting a saved game. As the level number is decreased the
Japanese forces will perform searches more efficiently. These levels
may be used to handicap a two Player game if desired.  Level 3 is
considered the "historical" level.

It is possible to start a game in solitaire mode, save it, and then
restart it as a two-player game. To do this, set the main menu to
two-player mode before reloading the saved game data. It is possible
to save a two player game and restart it as a solitaire game. This
should only be done experimentally as the computer may be confused by
many human devised deployments.


15.0  STRATEGY NOTES
15.1  Task Force Movement
Each turn the players will have the chance to change a TFs direction.
The TF will move automatically when it accumulates 50 or more movement
points. Carrier TFs that are conducting air operations will move very
slowly unless they are facing the same direction that the wind is
blowing from. The loss of movement points is caused by the carriers
alternating between their assigned course and the "WIND FROM"
direction to launch/ recover aircraft.

15.2  Searches
Searches should be performed by seaplanes whenever possible. Searches
are necessary to pinpoint the location of enemy TFs so that they may
be attacked. When the general location of the enemy carriers is
unknown, then it is important to concentrate the search planes in the
areas surrounding friendly carriers.  The total number of search
missions should seldom exceed 7 or 8.

15.3  Fighter Patrols
Fighter patrols may be used to attack enemy seaplanes and bomber
groups that enter their patrol area.  During daylight turns, Carrier
TFs should maintain at least one fighter mission airborne at all times
to shoot down enemy seaplanes.  On turns when enemy bomber attacks are
expected, the carrier TFs should maintain at least half of their
fighter strength in protective fighter patrols. In scenarios where the
U.S. player has radar, the carriers can launch 40 to 60 fighters on
the turn the incoming bombers are detected.

15.4  Bomber Missions
When launching bomber missions, the crucial factors are (1) the number
of fighter escorts included and (2) the total number of aircraft
formed into each mission. As a rule of thumb a bomber mission should
include at least 1 fighter for every 3 bombers to prevent the bombers
from being slaughtered by enemy fighter patrols. Bomber missions
attacking targets at normal range should form large groups of bombers
and escorts. Bomber groups attacking targets at extended range should
form several smaller groups of less than 15 aircraft each. Extended
range for Japanese bombers is 6 or 7 hexes. Extended range for U.S.
bombers is 4 or 5 hexes.

15.5  Carrier Operations
Carrier operations consist of launching and recovering aircraft.
Carriers are limited in the number of operations they may perform each
turn due to their limited space. Carriers that spend too many of their
operations launching aircraft maybe unable to recover aircraft on the
same turn.  Likewise carriers with overcrowded decks (aircraft on deck
exceed minimum operation limit) will also be unable to recover
aircraft on the same turn.  On turns when a large number of aircraft
are in landing patterns, the receiving carriers should turn into the
wind and clear the decks of excess aircraft. The total aircraft
launched should be regulated to insure sufficient remaining operations
to land all of the aircraft.

15.6  Coral Sea
The JAPANESE PLAYER should move the transport TFs to Port Moresby and
unload the troops. The Japanese carrier TFs should hang near the
transport TFs and bomb any U.S. TF that moves into range. Land-based
aircraft should concentrate on bombing Port Moresby to reduce the
U.S.air presence near the invasion site.

The US. PLAYER can get some early target practice using Yorktown's
airgroups to bomb the small Japanese TF at Tulagi.  The two U.S.
carrier groups should rendezvous by the end of the first day and move
west during the night hours. The U.S. cruiser TF should move Northwest
and attempt to engage the Japanese Transport TFs in daylight surface
combat. Weather Permitting, a major carrier engagement should occur on
the second or third day of the game.

15.7  Midway
All JAPANESE TFs should proceed directly to Midway. There they can
unload transports and bombard the U.S. base.  When playing the
historical set-up, the Japanese carriers should ready their bombers
for a major strike against the U.S. carrier TFs.  When playing the
random set-up the Japanese player should launch a dawn strike to bomb
Midway (range permitting). Japanese battleship TFs should make an
effort to bombard Midway and then attempt to engage the U.S. TFs in
surface combat.

The U.S. PLAYER should reserve all available resources to attack the
big Japanese carriers.  Air strikes against the transports should be
attempted only after the big carriers have all been sunk or disabled.
The U.S. player should be careful to avoid a surface engagement with
the Japanese battleship TFs.

15.8  Eastern Solomons
The JAPANESE PLAYER should send his carrier TFs Southeast as fast as
possible to force an engagement with the U.S. carriers before the WASP
group can join them. The transport TF should move to Henderson Field
and unload.The transport TF should abort its mission and retreat North
if the Japanese carriers are knocked out. Japanese land based bombers
should fly one mission per day to bomb Henderson Field. The Japanese
battleship TF may bombard Henderson Field or attempt to engage the
U.S. carrier TFs in a surface combat.

The U.S. PLAYER should transfer all F4Fs, SBDs and TBFs from Espiritu
Santo to Henderson Field at the start of the game.  Aircraft based on
Henderson should be used to bomb the Japanese transport TFs; U.S.
carrier aircraft should be reserved to attack the Japanese carrier
TFs. If the US player delays combat to wait for the WASP group to
catch up, then the Japanese will have a free hand to pound Henderson
Field on the first day.

15.9  Santa Cruz
The JAPANESE PLAYER should send his carrier TFs directly south to
force an engagement with the U.S.carriers. The Junyo force should move
in the same hex as the other Japanese carrier TF to provide mutual
fighter support. The Japanese battleship TFs may bombard Henderson
Field or attempt to engage the U.S. TFs in surface combat. Japanese
land based aircraft should bomb Henderson Field once per day.  The
Japanese destroyer TF that starts near Buin may be used to unload
troops on Henderson.

The U.S. PLAYER should steer his carrier TFs as close as possible to
Henderson Field before engaging the Japanese Carriers.  The U.S.
carriers should withdraw South at night to avoid the possibility of
Surface Combat with the Japanese battleship TFs.


AIRCRAFT CHARACTERISTICS

Aircraft  Max    Aircraft   Bomber    Air to Air Combat
Type     Speed  Endurance  Accuracy   Attack   Survive
-------------------------------------------------------
C. Zeke   4         4         -         20        20
L. Zeke   4         9         -         17        17
VAL       4         4         15*       (2)       3
KATE      4         4         7/3*      (2)       3
BETTY     4         12        4/2       (2)       3
NELL      3         10        -         (2)       3
JUDY      4         4         -         (2)       5
F4F       4         3         -         17        20
F2A       4         3         -         10        5
P39       5         2         -         12        10
SBD       4         3         9*        (4)       9
SB2U      3         4         1         (1)       1
TBD       3         3         2/1       (1)       1
TBF       4         4         2/1       (4)       8
B26       4         5         1         (5)       10
B25       4         6         1         (5)       10
B17       4         10        1         (12)      25
A24       4         3         1         (4)       9
SEAPLANE  3         6,18      -         (0)       0
---------------------------------------------------------------------
( ) = Defensive fire only
 / = torpedo/high explosive bombs
* In the Midway scenario the land based SBDs have an accuracy of 1.

The land based VALs and KATEs are 50% as accurate as the carrier based
versions.

, = ship-based, land based

---------------------------------------------------------------------

MINIMUM OPERATION LIMITS

     Akagi     12             Lexington 12
     Kaga 12             Saratoga       12
     Hiryu     12        Yorktown       12
     Soryu     12        Enterprise     12
     Shokaku   12        Hornet         12
     Zuikaku   12        Wasp           11
     Junyo      9
     Shoho      6        Ryujo           6
     Zuiho      6        Hosho           3
--------------------------------------------

PILOT ABILITY

Scenario       U.S. Pilots    Japanese Pilots
Coral Sea           -1             -1
Midway               0             +1
Eastern Solomons    +1              0
Santa Cruz          +1              0

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End of the Project 64 etext of the Carrier Force manual.

*********
