
SEA BATTLE

Instructions

                                  Version 2.63


                                  Copyright 1994

                                        by

                                   Bruce R. Hugo

4303 Winners Circle
West Richland, WA 99353-8768                                    brhugo@frontier.com

                                                    SEA BATTLE INSTRUCTIONS



                                  TABLE OF CONTENTS



          INTRODUCTION  . . . . . . . . . . . . . . . . . . . . . . . .   1

          SHAREWARE CONCEPT . . . . . . . . . . . . . . . . . . . . . .   2

          ORDER FORM  . . . . . . . . . . . . . . . . . . . . . . . . .   3

          INSTALLATION  . . . . . . . . . . . . . . . . . . . . . . . .   4

          PLAYING SEA BATTLE  . . . . . . . . . . . . . . . . . . . . .   5
               Turn sequence  . . . . . . . . . . . . . . . . . . . . .   6
               Advanced Features and Commands . . . . . . . . . . . . .  10
               Land . . . . . . . . . . . . . . . . . . . . . . . . . .  12

          SCENARIO CONSTRUCTION . . . . . . . . . . . . . . . . . . . .  13
               Information Sources  . . . . . . . . . . . . . . . . . .  13
               Installing the Scenario Editor:  . . . . . . . . . . . .  13
               Suggestions  . . . . . . . . . . . . . . . . . . . . . .  23

          SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . .  24

          INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . .  25


























                                                                     Page i


                                                    SEA BATTLE INSTRUCTIONS
                                                               INTRODUCTION




                                    INTRODUCTION:


          Sea Battle is a simulation of World War I and II era naval
          combat.  You control each ship individually, deciding each turn
          which guns will fire at what targets, what maneuvers to make, and
          when to fire torpedoes.

          Turns are one minute of combat, distances are in nautical miles
          ( 1 nm = 2000 yds ), speeds are in knots ( 1 kt = 1 nm / hour ),
          and bearings and courses are in compass degrees ( 0 deg = North,
          90 deg = East, 45 deg = Northeast).  Ships used include
          Battleships (BB), Battlecruisers (BC), Pocket Battleships (PB),
          Heavy Cruisers (CA), Light Cruisers (CL), Destroyers (DD), and
          Destroyer Escorts (DE).

          Sea Battle has many different games or 'scenarios' along with the
          Sea Battle program.  Each scenario contains the data for each
          ship in the historical or hypothetical battle.  This allows
          adding new scenarios without altering the Sea Battle program. 
          You can purchase new scenarios or create your own with the
          scenario editor if you have the historical data.  You can even
          design your own ships and battles.

























                                                                     Page 1

                                                    SEA BATTLE INSTRUCTIONS
                                                          SHAREWARE CONCEPT




                                  SHAREWARE CONCEPT


Sea Battle is "freeware":  you may copy the game and share it with others provided you do so for no charge.

I sold Sea Battle as shareware from 1991 through 1995 as a hobby.  The shareware sales ended when the post office quit forwarding mail from previous address in Oregon. One enterprising user did manage to find me here in Washington in 1997 but the game has otherwise been gathering dust on a retired 486 ever since.  If you somehow manage to get this without all of the files send me an e-mail and I will send you back all of the files.  If for some reason you don?t want to e-mail me, send $20 to my address above and I will send you a copy of the full version on authentic antique 3-1/2? disks.  I do not otherwise expect to be paid for Sea Battle given that much nicer games are available that are a much better value.  If you haven?t heard of ?War in the Pacific Admiral?s Edition? then spend your money on that instead.  If you feel that you must send me something for the game then please do.

Originally the game was broken up as follows:

The basic registered version consisted of the latest version, the scenario editor, and scenarios 1 through 22.  Additional scenario sets and the database were:

          Set 3 - Scenarios 23 through 34
               Includes Empress Augusta Bay, Cape St. George, Kula Gulf,
               Kolombangara, Vella Gulf.
               U.S. - Japanese engagements in the Pacific.

          Set 4 - Scenarios 33 through 46
               Includes Punta Stilo, Cape Spada, Cape Teulada, Matapan,
               Kerkenah, Gavdos.
               British - Italian engagements in the Med 1940-1941.

          Set 5 - Scenarios 47 through 58
               Includes Sirte, Pantelleria, Cape Bon, Malta.
               Mostly British - Italian engagements in the Med 1941-1942.

          Set 6 - Scenarios 59 through 70
               World War I battles including the Battle of the Falkland
               Islands, Dogger Bank, Coronel, and Jutland.

          Ship Database
               A library of 800 ships for use with the scenario editor.




Page 2

Historical Purposes ONLY: Sea Battle is now FREE!






                                SEA BATTLE ORDER FORM


               Registration:  Sea Battle, Scenario           $20
                              Editor, 22 Scenarios

                         Scenario Set 3 ($5)                _____

                         Scenario Set 4 ($5)                _____

                         Scenario Set 5 ($5)                _____

                         Scenario Set 6 ($5)                _____

                         Ship Database  ($10)               _____


                                        Total               _____



          Computer Type:      8088 ()   80286 ()  80386 ()  80486 ()

          Graphics Type:      CGA ()    EGA ()    VGA ()    Hercules ()

          Disk Drive Type:    5-1/4", 360K ()     5-1/4", 1.2M ()
          (Check all
           that apply)        3-1/2", 720K ()     3-1/2", 1.44M ()

                              Hard Drive ()


          Where did you get   Shareware Company ______________________
          Sea Battle?
                              Friend ()      Computer Bulletin Board ()


          Your Address   _______________________________________

                         _______________________________________

                         _______________________________________

                         _______________________________________


          Send Order to:      Bruce Hugo
                              4303 Winners Circle
                              West Richland, WA 99353

                                                    SEA BATTLE INSTRUCTIONS
                                                               INSTALLATION





                                     INSTALLATION


               Depending on where you obtained this copy of Sea Battle you
               could have different parts of the complete game.  If you got
               Sea Battle from a Shareware Distributor then you have the
               game, instructions, and first ten scenarios.  If you got Sea
               Battle from a friend you should have the game, scenario
               editor, instructions, and scenarios 1 through 22.  If you
               have registered (purchased) Sea Battle then you have the
               latest version of the game, instructions, scenario editor,
               scenarios 1 through 22, and any additional scenario sets you
               ordered.

          Hard Disk Installation:

               To install Sea Battle on a hard drive, copy all of the files
               on the floppy disk(s) into a separate subdirectory (example:
               \SEABATTL).

          Floppy Installation:

               Sea Battle can be used on a computer with a single floppy
               drive.  After starting your computer, put the game disk in
               the floppy drive and follow the instructions below.























                                                                     Page 4

                                                    SEA BATTLE INSTRUCTIONS
                                                         PLAYING SEA BATTLE


                                  PLAYING SEA BATTLE

          To Start:

          1.   Ensure SEABATTL.EXE and the scenario files are on the active
               disk drive or directory.

          2.   If you are using a Hercules Graphics display, load
               MSHERC.COM by typing MSHERC at the DOS prompt.

          3.   From DOS type: SEABATTL

          4.   You will be prompted with:

               Enter Scenario:

                    Type in the name of the scenario you wish to play.  The
                    scenario names and descriptions are described in the
                    file SCENARIO.DOC.  Ex: type 'BISMARK' and press the
                    RETURN or ENTER key (referred to as 'ENTER' for the
                    rest of the manual.)

                    If the name you enter doesn't match a scenario on disk
                    a list of all available scenarios will be displayed. 
                    Use the cursor keys to highlight the scenario you want
                    and press ENTER.

                                         NOTE

                    To change graphics types, press ENTER instead of
                    entering a scenario name.  You can then choose from
                    CGA, EGA, VGA, or Hercules graphics display.

          5.   The program now prompts you with:

               Enter Visibility:

                    Enter the distance in miles at which ships will sight
                    each other.  This number is typically between 20 and 25
                    during ideal daylight visibility, and much lower for
                    scenarios that take place at night or in fog.  The
                    scenario description recommends a visibility to use;
                    you may enter a different value to see what effect it
                    could have had on the battle.

                    <EXAMPLE> type: 24 (ENTER).

          6.   If you want the computer to play a side type 1 (ENTER).  To
               play another person, type: 2 (ENTER).


                                                                     Page 5

                                                    SEA BATTLE INSTRUCTIONS
                                                         PLAYING SEA BATTLE


7.	If you select the two player game, the program will ask you for a name for each side.  You can use the nationality of the ships or each player's name.  The name you enter is used to help you identify which side a ship is on.

8.	If you select the one player game, you will get to choose which side to play.

9.	The program now lists sighted ships.  This happens at the beginning of each turn since the distance between opposing ships changes as the ships move.

          Turn sequence:

1.	The ships in the scenario are maneuvered in the order they occur in the scenario file.  If computer moves first, the turn may begin with messages informing you that one or more of your ships are being fired on.

2.	When it is your turn to move, the status of your first ship is displayed showing:

               -    Ship name
               -    Current course and speed
               -    Ordered course and speed (if different from current)
               -    Maximum speed and turn rate
               -    Minutes of game time elapsed
               -    Percent structural damage (if this value reaches 100%,
                    the ship is crippled and may sink)
               -    Reserve buoyancy (Flotation) remaining (the ship will
                    sink when this is zero or less)
               -    A list of operating gun and torpedo mounts and ammunition
               -	A chart of the area.  Ships are shown by their first letter and a vector pointing in the direction of motion.  Torpedoes are shown as small circles with vectors.  Contacts held only on radar are displayed as small 'blips' without labels or vectors.  Land is displayed in green if the scenario has any.

                                         NOTE
In the two player mode, friendly torpedo symbols                    are not displayed unless the "U" command (described below) is used first.  This minimizes the chance of the other player seeing your torpedoes.

               From here you have several commands you can use by pressing
               the key indicated below:

                    S    Redisplays the status report

                    T    Lists bearings and ranges to sighted enemy ships.

                                                                     Page 6

                                                    SEA BATTLE INSTRUCTIONS
                                                         PLAYING SEA BATTLE


                    B    Lists bearings and ranges to friendly ships.

                    N    Changes map scale.  You will be asked to enter a
                         range (in miles) and press ENTER.

                    +    Increases map scale by 40%.

                    -    Decreases map scale by 40%.

                    M    Displays a full screen color map if you selected
                         'CGA' graphics.

                    H    Orders either a course change or orders the ship
                         to follow a friendly vessel.  You will be asked
                         for a new ordered course.

                              To turn to a new course, type in the compass
                              heading you wish the ship to steer then press
                              ENTER.  The ship will turn to the new course
                              at the maximum turn rate, which increases
                              with speed.

                              To follow another ship, enter 'F' instead of
                              a heading.  You will be asked for a ship to
                              follow and a distance in yards.  The ship to
                              follow must be friendly, and cannot already
                              be followed.  Circle formations are not
                              permitted.  This option sets up formations of
                              two or more ships maneuvering in a line.  To
                              stop following a ship, repeat the above steps
                              but press <Enter> instead of specifying a
                              ship to follow.  The ship will then respond
                              to course and speed changes you order with
                              the "H" and "E" commands.

                    E    Orders a new speed.  After 'Enter ordered speed:'
                         type in the new speed and press ENTER.  The ship's
                         speed will increase or decrease each turn to match
                         ordered speed.  The ordered speed is ignored if
                         the ship is in formation or trying to catch its
                         assigned leader.

                    UP arrow (or the 8 on the numeric keypad)
                         Fires the forward turrets.  If there are operating
                         turrets and ammunition, the program responds:
                         'Enter target: '.  Type the name of the desired
                         target.  Enter enough letters to avoid confusing
                         the intended target with another enemy ship.  If
                         both the REPULSE and REVENGE were part of the
                         enemy fleet and you wanted to fire at the REPULSE,
                         you would need to type in at least 'REP'.
                                                                     Page 7

                                                    SEA BATTLE INSTRUCTIONS
                                                         PLAYING SEA BATTLE


                                         NOTE

                         To fire at a target, it must be a floating enemy
                         ship that is sighted visually by at least one
                         friendly ship.  It must be within the range and
                         arc of fire of the forward turrets.

                         Hits may explode against the ship's armor or
                         penetrate and possibly damage a critical ship
                         system.  All hits contribute to the total damage,
                         with lighter shells doing less damage than heavier
                         ones, and penetrating hits doing much more than
                         non-penetrating hits.  Hit effects are displayed:

                              <EXAMPLES>
                              HIT! Shell explodes against deck
                              HIT! Shell penetrates armor belt and explodes
                                   in engine room

                         The chance of a shell hitting varies with speed
                         and size of the target, range, and firing ship
                         accuracy.  The chance of penetrating varies with
                         range, target ship armor thickness, and shell
                         size.  As opposing ships get closer, the number of
                         hits and penetrating hits will increase.

                         Large shells striking ships with little or no
                         armor may pass through without exploding.  Non-
                         exploding hits do less damage.

                    DOWN, LEFT, and RIGHT arrows (2, 4, 6 on the numeric keypad)
                         Fire the aft, port, and starboard turrets.

                    *    Fires Torpedoes.  You will be asked for the target
                         ship's name.  Use enough letters to avoid
                         confusion with other targets.  If the torpedoes
                         have more than one speed setting, you will be
                         asked to specify High, Medium, or Low speed.

The program computes an intercept course for the torpedoes.  If the target is faster than the torpedoes and is moving away, no torpedo course will be displayed for that speed option.  If a valid torpedo course can be computed it will be displayed with the time to impact and maximum torpedo run time.  If the time to impact is greater than the maximum torpedo run you can still fire, but the torpedoes will miss unless the target turns toward them.

                         If the target ship is not within visual range, the
                         fire control system cannot compute an intercept
                                                                     Page 8

                                                    SEA BATTLE INSTRUCTIONS
                                                         PLAYING SEA BATTLE

                         course.  You have the option to supply a torpedo
                         course if you want to fire anyway.

                         After 'Enter number of torpedoes to fire:', type
                         the number of torpedoes you wish to fire and press
                         ENTER (Enter 0 to not fire.)

                         If you do not want to use the generated intercept
                         course, enter 'OVER' (for override) instead of the
                         number of torpedoes to fire.  You will be prompted
                         to enter the torpedo course.

If you fire more than one torpedo the program will display: 'Enter spread angle: '.  Spread angle is the angular separation between each torpedo.  Six torpedoes fired with a spread angle of 1 degree the "spread" would travel outward in an arc 5 degrees wide.  Large spread angles increase the size of spreads, making it more difficult for a target to evade.  This also decreases the number of hits, since the torpedoes will be farther apart at impact.  If a zero spread angle is entered, the torpedoes are all fired on the same course and will either all hit or all miss.  
A recommended spread angle will be displayed that will result in exactly one hit if the target does not maneuver.  To use this recommended value, press ENTER instead of entering a value.

Q	Saves the current game in progress and allows you to exit to DOS.  After 'Enter Save File:' type in a name for the saved game.  Do not use the name of an existing scenario or you will erase it.  If you do not want to save the game, press ENTER instead.

After saving the game the program asks you if you want to continue playing.  Enter 'YES" to resume play.  If you do not resume you will be able to exit to DOS or play again.

To resume a saved game, run Sea Battle and after 'Enter Scenario:', type in the name you used to save it.

                    X    Switches sides with the computer.

                    0    Continues play with the next ship in the scenario.

                Alt-S    Turns the sound effects on or off.

          3.   After the action directed by the selected command is
               complete, the program returns to the 'Enter Command' prompt. 
               You can select other commands or press 0 to continue the
               game with the next ship.  Game time does not pass, and
                                                                     Page 9

                                                    SEA BATTLE INSTRUCTIONS
                                                         PLAYING SEA BATTLE


               certain orders (course and speed changes) do not take effect
               until the end of the turn after orders have been given for
               all ships.

          4.   If the next ship is friendly the current player continues by
               entering commands for the new ship.  If the next ship is an
               enemy ship, the other player chooses which commands he will
               use.  If the computer is the enemy player it controls the
               ship and informs you of any guns being fired at you.

          5.   After the last ship in the scenario has been maneuvered, the
               program checks for torpedo sightings or hits, then begins
               the next turn.

          6.   The game continues until combat has ceased.  At this point
               the players evaluate their performance based on the scenario
               objectives.

          Advanced Features and Commands:

Several commands are available that are not necessary for play.  Try them after you are familiar with the basic commands.

I	Prevents the computer from firing or maneuvering                         (except to avoid torpedoes and land).  You will be asked for the minimum and maximum number of minutes that you want the computer to not maneuver or attack.  The computer selects a random time between these two values.  This is useful for simulating surprise with a computer opponent.

                    U    Status displays of torpedo spreads fired by
                         friendly ships:
                            - Target ship
                            - Number of torpedoes and size
                            - Spread angle
                            - Torpedo course and speed
                            - Distance between target and torpedoes
                            - Current closest point of approach (CPA) (ft)
                            - Time until torpedoes hit or pass the target
                            - Turn when torpedoes will run out of fuel
                         In the two player mode, this command also displays
                         friendly torpedo symbols on the next map.

                    W    Status displays of torpedo spreads fired by enemy
                         ships.  For realism do not use this command, since
                         the information would not really be available.

                    5    Lists the course, speed, damage, and flotation of
                         all ships.  For realism, do not use this command.

                                                                    Page 10

                                                    SEA BATTLE INSTRUCTIONS
                                                         PLAYING SEA BATTLE


                    A    Displays ship parameters:  See the scenario
                         creation instructions for parameter descriptions.

G	Assigns a target to a set of turrets.  You then                          press the corresponding turret arrow key and specify a target.  Press ENTER instead of specifying a target to clear the turret assignment.  Assigned turrets are marked with a "*" on the status display and fire automatically at the end of the turn.  The Target List shows which ships have been assigned by displaying F, A, P, and/or S next to the ship name (F = Forward Turrets, A = Aft, etc.)

                    F    Fires all turrets assigned to targets with the "G"
                         command (instead of at the end of the turn).

                    O    Allows you to change game options.

                         1.   Hits by friendly torpedoes:
                              When set to 'Yes' ships can be hit by
                              friendly torpedoes.  This is most realistic,
                              but slows the game on older computers.

                         2.   Shoot at targets beyond visual range:
                              When set to 'Yes', a target must be in visual
                              range to be fired on.  Otherwise a ship can
                              fire at any sighted ship (assumes a friendly
                              ship in visual range of the target is able to
                              direct the firing ship.)

                         3.   Change visibility:
                              Changes maximum sighting range during a game.

                         4.   Computer retreat:
                              Changes the threshold for the computer to
                              retreat when outgunned.  The default is 40%,
                              meaning the computer's fleet retreats when
                              outgunned by 40% or more.  This does not
                              affect individual ships, which retreat when
                              badly damaged or low on ammunition.
          Land:

               Ships coming too close to land may run aground on the
               surrounding shoal (not displayed on the map).  When this is
               about to occur, the message 'Yellow (Red) Sounding' will be
               shown on the status display.  A yellow sounding means the
               ship is dangerously close to shallow water, a red sounding
               means the ship will probably run aground next turn unless
               turned away from land.  Grounded ships cannot maneuver and
               are easier to hit.  A grounded ship with 100% damage is
               wrecked and cannot fire weapons.
                                                                    Page 11

                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR


                                SCENARIO CONSTRUCTION

          General:

          The registered version of Sea Battle includes a scenario building
          feature.  To create a new scenario type 'NEWSCEN' at the DOS
          prompt.  (The file NEWSCEN.EXE must be in the default directory.)

          You should sketch the starting positions of the ships on graph
          paper so that you can enter the x and y coordinates of each ship
          during the construction process.  You will be able to modify the
          position of ships later.

          Information Sources:

          If any ships in your scenario do not exist in one of the
          scenarios included with Sea Battle, you have several ways to get
          the needed data:

          1.   If another ship of the same class exists in one of the
               scenarios, copy that ship into your scenario and rename it.
               (Ex: USS LOUISVILLE has the same characteristics as the USS
               NORTHAMPTON which is used in the 'TASSA' scenario.

          2.   You can refer to a book on naval vessels, e.g., CONWAY'S ALL
               THE WORLD'S FIGHTING SHIPS 1906-1291 and 1922-1945.

          3.   If you bought the Ship database you can retrieve ship data
               from it.

          4    I have given typical values to use for each ship parameter
               if you need them.

          Installing the Scenario Editor:

          Hard Disk:     Copy NEWSCEN.EXE (and SHIPBASE.DBF if you have the
                         ship database) to the same directory where
                         SEABATTL.EXE and the scenario files are stored.

          Floppy Disk:   Place the disk containing NEWSCEN.EXE in drive A
                         and start the scenario editor.  When the initial
                         menu is displayed, you can remove this disk and
                         replace it with one containing scenarios.

                         If you have only one disk drive and want to use
                         the database, replace the working scenario disk
                         with the database disk before selecting the 'Ship
                         Database' option.  Switch back to the scenario
                         disk before using options 'Read File', 'Write
                         File', or 'Add Land'.

                                                                    Page 12

                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR
          Scenario Editor Commands:

          The Scenario Editor displays a pull-down menu bar and the
          copyright notice.  You can make menu selections with a mouse by
          first clicking one of the 9 selection categories (File, Edit,
          Add, List, Copy, Sides, Move, Land, Database) followed by the
          sub-category.  If you don't have a mouse, pressing the Alt key
          activates the menu bar.  Highlight the desired category using the
          left and right cursor keys, press <Enter> to make a selection. 
          To chose the sub-category, highlight it with the up and down
          cursor keys and press <Enter>.

          Command: (Category)

          Read Scenario File: (File)

               Loads a scenario for modification.  You may then edit, move,
               add, or delete any ship.  If you have already created (or
               loaded) ships, this command adds the new ships to the
               scenario.  Land associated with the file is NOT added; use
               Add Land to add land features from another scenario.

          Save As: (File)

               Saves the new scenario to disk, including any land features
               specified by the Add Land command.  Only ships designated as
               Friendly or Enemy are saved.  You will be prompted for a
               scenario name to use.  If you use the name of an existing
               file, the old data will be erased.

          Save: (File)

             The same as 'Save As', except the current scenario file is updated.

          Edit Ship: (Edit)

Allows changing ship parameters.  Ship data are shown with numbers next to each parameter or group of parameters.  To change ship data, enter the number next to the parameter you want to alter, press ENTER.  You will be prompted to enter the new value or further specify which item you want to modify:

               <EXAMPLE 1>  To change a ship's name enter 0 (ENTER).  You
               are prompted to enter a new name.
           
               <EXAMPLE 2>  To change a ship's ammunition supply for the
               port turrets to 500 rounds, enter 24 (ENTER).  You are
               further prompted to enter 4,500 (ENTER) since all of the
               port turret data is referenced by item 24.

               When you are done editing, press (ENTER) instead of
               specifying a parameter to change.

                                                                    Page 13

                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR
          Add Ship: (Add)

               Allows you to enter data for a new ship.  You will be
               prompted for the following items (typical values listed):

               a.   Name:

                    Enter the ship's name

               b.   # of Ships:

                    Enter 1 unless this ship represents a group of vessels. 

               c.   Length (ft):

                    Enter the overall length of the ship or use the
                    following typical values: Destroyer (DD) 350, Light
                    Cruiser (CL) 530-600, Heavy Cruiser (CA) 625,
                    Battleship (BB) 625-875.

               d.   Beam (ft):

                    Beam or 'width' of ship.  Typical values: DD 35,
                    CL 45-60, CA 50-70, BB 90-120.

               e.   Belt Armor:

                    Average thickness of the ship's armor belt.  Typical
                    values: DD 0, CL,CA 2.5 - 5.0, BB 8.0 - 16.0.

               f.   Deck armor:

                    Average thickness of the armored deck.  Typical values:
                    DD 0, CL,CA 1.0 - 2.5, BB 2.0 - 6.0.

               g.   Flotation:

                    An abstract combination of displacement, compartmen-
                    tation, and watertight integrity.  Typical values:
                    DD 1.0, CL (5,000 tons) 1.5, CL (10,000 tons) 2.5,
                    CA (10,000 tons) 3.0, BB (30,000 tons) 7.0, BB (48,000
                    tons) 10.0, BB (65,000 tons) 13.0.

                    For multiple ships, enter the total flotation.  A ship
                    representing four destroyers should have a Flotation of
                    4.0 (not 1.0).

               h.   Max Speed:

                    The ship's maximum speed (in knots).  Typical values:
                    DD 33 - 39, CL,CA 32 - 36, BB 21 - 30+.


                                                                    Page 14

                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR
               i.   Max Turn Rate:

                    The number of degrees per minute that the ship can turn
                    at 30 knots.  References may give tactical diameter at
                    a certain speed; the program can compute turn rate from
                    these values if you press (ENTER) instead of entering a
                    number.  Typical values: DD 180, CL 90 - 180, CA 90,
                    BB 72.

               j.   Radar:

                    An abstract combination of fire control accuracy, radar
                    status, and bridge status.  Typical values: Fire
                    control radar operational 2.1 - 3.0, No radar 1.0 -
                    2.0, Poor accuracy 0.0 - 1.0, bridge destroyed -1 - -0.1.

               k.   Enemy ship (0=No, 1=Yes):

                    Enter 0 for friendly (Human or Player A), 1 for enemy
                    (Computer or Player B).  Any other value will result in
                    the ship not being included in the scenario when the
                    Write File command is used.

               l.   Damage factor (DF):

                    An abstract combination of overall ship protection,
                    size, and damage control ability.  A ship with a small
                    damage factor takes less damage from a hit than one
                    with a large damage factor.  Typical values: DD 100 -
                    160, CL (5,000 tons) 50, CL (10,000 tons) 24 - 40, CA
                    20 - 40, BB 1 - 2.5.  If you know the ship's standard
                    displacement the program can estimate a value for DF
                    and enter it automatically, but it is more accurate to
                    find a similar vessel in one of the included scenarios
                    and use its value of Damage factor.

               m.   Fwd Turrets:

                    Enter the total number of forward firing turrets on the
                    ship (or group of ships: Example: A ship representing 4
                    destroyers with 2 forward turrets each should be given
                    8 forward turrets.)

               n.   Fwd guns/turret:

                    Enter 1 for single mount, 2 for dual mount, etc.  If
                    the ship had a strange turret arrangement, choose a
                    combination of turrets and guns/turret which yields the
                    correct total number of guns.  The PRINCE OF WALES,
                    which had one forward turret with 4 guns and one with 2
                    guns should be given two turrets with 3 guns each.


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                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR

               o.   Fwd SRM:

                    SRM = rate of fire in shells per minute per gun. 
                    Typical values:

                    Gun size   SRM     Gun size   SRM    Gun size   SRM
                       5"     12-15       8"       4       12"       3
                       6       5-6       11       2.5      14+     1.5-2

               p.   Fwd Ammo:

                    Total number of shells in the forward turret magazines
                    of the ship (or group of ships).  Typical values are
                    given as number of minutes of continuous firing, i.e. a
                    Battleship with an ammunition supply of 60 min, SRM of
                    1.5, and 2 triple turrets would have 60 x 1.5 x 2 x 3 =
                    540 rounds.  Typical values DD 15 - 30 minutes, CL 30,
                    CA 30 - 40, BB 60.

               q.   Fwd Caliber:

                    Gun diameter in inches.  Convert from millimeters by
                    dividing by 25.4.  Typical values: DD 4.5 - 5.5", CL 5
                    - 6", CA 8", BB 11 - 18".

               r.   Fwd Range:

                    Maximum gun range in miles.  1nm = 2000 yds = 1830
                    meters.  Typical values:

                    Gun size  Range    Gun size  Range   Gun size  Range
                       5"      7-10       8"     14-16     14"     18-20
                      5.5       11       11        23      15      18-20
                       6      12-13      12      18.5      16+     17-23

               s.   Fwd Turret Side Armor:

                    Average thickness of the turret side armor in inches. 
                    Typical values: DD 0.1 - 0.5, CL 1.0 - 6.5, CA 2.5 -
                    6.5, BB 12.0 - 26.0.

               t.   Fwd Turret top armor:

                    Average thickness of the turret top armor in inches. 
                    Typical values: DD 0 - 0.5, CL 1.0 - 3.0, CA 1.5 - 3.0,
                    BB 6.0 - 7.6.

               u.   Fwd Max Left Bng:

                    The maximum relative bearing (to the left) to which the
                    forward turrets can be trained.  Typical value 200.

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                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR
               v.   Fwd Max right Bng:

                    The maximum relative bearing (to the right) to which
                    the forward turrets can be trained.  Typical value 160.

               w.   Fwd Shell Weight:

                    Weight of an armor piercing (AP) round in pounds. 
                    Typical values:

                    Gun size  Weight   Gun size  Weight  Gun size  Weight
                       5"       55#       8"      260#     15"     2000#
                      5.5       85       11       945      16    2240-2700
                      5.9      100       12      1350      18.1    3220
                       6       130       14      1500

               x.   Fwd Barrel Length:

                    Barrel length expressed as a multiple of diameter
                    (caliber).  Typical value: 45.

               y.   Vulnerable to magazine explosions

                    Adds an additional chance for a turret hit to result in
                    a magazine explosion.  This option should be used for
                    World War I British battlecruisers and the Hood.

               z.   Aft turrets, guns/turret, SRM, etc:

                    Same data as for forward firing guns except:
                    Aft Max left Bng:  Typical value: 020
                    Aft Max right Bng: Typical value: 340

               aa.  Stbd turrets, guns/turret, SRM, etc:

                    If the ship has a secondary battery (BB, CA, some CL)
                    enter the same data as for forward guns except:

                    i.   Stbd Ammo: Typical value: enough for 20-30 minutes
                         of continuous firing.

                    ii.  Stbd Caliber: Typical values BB 4.5 - 6.0, CA,CL
                         4.0 - 5.0.

                    iii. Stbd Turret side armor: Typical values BB 0.0 -
                         5.5, CA,CL 0.0 - 2.0.

                    iv.  Stbd Turret top armor: Typical values BB 0.0 -
                         2.0, CA,CL 0.0 - 2.0.

                    v.   Stbd max left bearing:  Typical value 000 - 030.

                    vi.  Stbd max right bearing: Typical value 180 - 150.
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                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR
               ab.  Port Turrets:

                    Data for the port turrets are assumed to be the same as
                    starboard turrets.  If the port turrets are different,
                    change the values using Edit Ship.

               ac.  Torpedo Mounts:

                    The number of torpedo mounts on the ship (or group of
                    ships).  Most Cruisers (except U.S.) and all Destroyers
                    carried torpedoes.  Typical values: 1 - 5.

               ad.  Tubes/Mount:

                    The number of torpedo tubes on each torpedo mount. 
                    Typical values: 1 - 4 (for a total of 5 - 12 tubes.)

               ae.  Torpedoes Loaded:

                    Number of torpedoes loaded at the start of the battle.

               af.  Reserve Torpedoes:

                    Number of torpedo reloads.  Most cruisers and Japanese
                    destroyers carried one reload per tube.

               ag.  Diameter:

                    Torpedo diameter in inches.  Typical value: 21
                    (Japanese 24.)

               ah.  Warhead Size:

                    Weight of warhead in pounds.  Typical values: 800#
                    except 1000# for Japanese 24" torpedoes.

               ai.  Reload Rate:

                    Rate at which tubes can be reloaded in torpedoes per
                    minute per mount.  Typical values 0.06 - 0.15.

               aj.  Low Speed:

                    Low (or only) speed setting of torpedo in knots. 
                    Typical value: 36.

               ak.  Low Speed Endurance (min):

                    Run time of torpedo at low speed in minutes.  Typical
                    values 7 - 11 (Japanese 23.)


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                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR


               al.  Medium Speed:

                    Medium speed setting of torpedo.  Some torpedoes did
                    not have a medium setting.

               am.  Medium Speed Endurance (min):

                    Run time of torpedo at medium speed.

               an.  High Speed:

                    High speed setting of torpedo.  Typical value: 45
                    (Japanese 49).

               ao.  High Speed Endurance (min):

                    Run time of torpedo at high speed.  Typical values
                    5 - 7 (Japanese 13).

               ap.  X Coord: X coordinate of starting position of ship.

               aq.  Y Coord: Y coordinate of starting position of ship.

               ar.  Course:

                    Ship's starting course.

               as.  Speed:

                    Ship's starting speed.

          List Ships: (List)

               Lists all ships currently loaded, their side (friendly (.),
               enemy (E), or none ( ), coordinates, course, and speed.

          Copy Ship: (Copy)

               Copies all of a ship's parameters except Name, coordinates,
               course, and speed.  You will be asked to specify the old
               (source) ship number and new ship number to copy to (use
               Ship List to get these values).  If the new ship already
               exists, it will be overwritten by the copy.  Use this
               feature when two or more ships in a scenario are of the same
               class.

          Pick Sides: (Sides)

               Allows selection of each ship as friendly (enter a .), enemy
               (enter an E) or not used (press ENTER.)  Unused ships are

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                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR

               not saved to disk by Write File.  To change the side of one
               ship, use Edit Ship.

          Move Ships: (Move)

               Allows you to position a selected ship using the eight
               cursor keys.  You will be prompted to enter a scale (same as
               Map command in the game) and ship name.  A map of the area
               around the selected ship will be shown.  Use the cursor keys
               to move the selected ship north, south, east, west,
               northeast, etc. using the cursor pad (7/Home is northwest,
               9/PgUp is northeast, etc).  Pressing ENTER allows you to
               select another ship to be moved, pressing ENTER after 'Enter
               ship:' returns you to the main menu.

               Other commands that can be used from the Move Ship display:

               N    Selects the next ship in the scenario
               P    Selects the previous ship in the scenario
               C    Change course of selected ship
               S    Change speed of selected ship
               +    Increase map scale
               -    Decrease map scale
               L    Land display on/off.  With land display turned off,
                    ships can be moved more quickly.
               G    Grid display on/off.  Ships can be moved more quickly
                    if the grid display is turned off.  (EGA, VGA only)
               A    Assigns a leader for the ship to follow.  This can be
                    changed during the game using the Helm command.  The
                    computer player will maintain the formations you
                    specify except that retreating ships will not follow
                    non-retreating ships and vice versa.
               M	Moves the ship into formation behind an assigned leader.  To form a straight line formation, ensure all ships in the formation have the same initial course assigned.

               Choose a large scale (10-20) at first to get the ships into
               the general area, then a smaller one (2-5) to position them
               in the formation you want.

               Land (if any has been selected using Select Land) is shown
               along with circles showing shoal water (where ships will run
               aground).  If you position a ship inside one of the circles
               it may run aground on the first turn.

          Change # of Ships: (Edit)

               Changes the number of ships for a selected ship or ship
               unit, automatically updating flotation, number of turrets,
               ammunition, torpedo mounts, etc.  This is easier than using
               Edit Ship to change a group of 4 destroyers into a group of
               3 for example.
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                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR

          Add Land: (Land)

               Adds land to a scenario.  Enter the existing scenario file
               from which you want to use the land.

          Quit: (File)

               Returns to DOS.  If you do not first use Write File to save
               the created scenario your work will be lost.

          Ship Database: (Database)

               Retrieves ship data from the ship database.  You will be
               prompted to enter the desired country, class and name.  You
               must specify at least one parameter or the program will
               return to the main menu.

               The first entry matching the parameters you enter will be
               listed on the screen:

               Ex: J,BB,H results in display of the entry:

          # Ship                   Country Class  Comp/Mod  Mod/Sunk
          1 Haruna                   J       BB   04-19-15  09-30-34
          2                                       09-30-34  01-01-44
          3                                       01-01-44  07-28-45

          (the multiple entries represent significant modifications)

               From here you can:

               (N)ext    Display next ship in database (In this example the
                         Japanese BB Hiei)

               (A)dd     Add the displayed ship to your scenario.  If there
                         is more than one entry (as in this example) you
                         will be prompted to chose one (based on the date
                         of the battle you are recreating).

               (R)e-     Specify new Country, Class and/or Name search

               (Q)uit    Return to main menu.

               You do not have to supply all of the parameters:

               ,,PR   finds first ship name beginning with PR (PRIMAGUET)
               ,CL,H  finds first CL beginning with H (HELENA)
               ,,     returns to main menu

          Erase All Ships: (File)

               Deletes all ships without exiting the editor.
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                                                    SEA BATTLE INSTRUCTIONS
                                                            SCENARIO EDITOR

          Suggestions:  To create a scenario

          1.   Use Read File to load an existing scenario that contains
               some of the ships (or ships of the same class) that you want
               to use.  If you have the ship database, retrieve all of the
               ships you need from it and skip to step 8.

          2.   Remove the unneeded ships by designating them as unused
               using Pick Sides.  Save the partially completed scenario.

          3.   Use the Erase All Ships command.

          4.   Load your partially complete scenario using Read File and
               use Edit Ship to rename any ships whose data was obtained
               from a similar ship from another scenario. Use Read File to
               load another scenario that has more of the ships you need. 

          5.   Repeat steps 2 through 4 until there are no more ships that
               you need in existing scenarios.

          6.   If more than one ship of the same class is used in your
               scenario, use Copy Ship to generate the others.  Use Change
               # of ships to setup units representing more than one ship.

          7.   Use Add Ship to create the remaining ships.

          8.   Use Select Land if you want land in your scenario.

          9.   Use Choose Sides to put the ships on the correct side.

          10.  Use Move Ship to position the ships and choose their initial
               courses and speeds.

          11.  Save the scenario using Write File.


















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                                                    SEA BATTLE INSTRUCTIONS
                                                                  SCENARIOS





                                      SCENARIOS
           
          The scenarios (described in SCENARIO.DOC) were chosen from real
          and possible battles and range from small engagements to large
          fleet actions.  The visibility listed is the actual sighting
          distance at the time the battle took place, but you can modify it
          to see how the outcome might have been affected.

          A short background is given for each scenario, along with
          scenario objectives that each side attempts to achieve.  Rather
          than use an abstract point system based on ships sunk or damaged,
          SEA BATTLE allows you to determine results based on the actual
          objectives of the commanders who fought (or would have fought)
          the battles.

          To simplify some scenarios, two or more small ships (destroyers,
          merchant ships, etc) have been combined into a group which is
          maneuvered and fought as a single ship.






























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                                                    SEA BATTLE INSTRUCTIONS
                                                                      INDEX

                                      INDEX

     Advanced Features and Commands  . . . . . . . . . . . . . . . . . . 10
     Battleship  . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 17
     Change graphics . . . . . . . . . . . . . . . . . . . . . . . . . .  5
     Commands
          + - Increase map scale . . . . . . . . . . . . . . . . . . . .  7
          - - Decrease map scale . . . . . . . . . . . . . . . . . . . .  7
          * - Fire Torpedoes . . . . . . . . . . . . . . . . . . . . . .  8
          0 - Continue play with next ship . . . . . . . . . . . . . . .  9
          2 on keypad - Fires Aft Turrets (DOWN Arrow) . . . . . . . . .  8
          4 on keypad - Fires Port Turrets (LEFT Arrow)  . . . . . . . .  8
          5 - List Short Status All Ships  . . . . . . . . . . . . . . . 11
          6 on keypad - Fires Stbd Turrets (RIGHT arrow) . . . . . . . .  8
          8 on keypad - Fires Forward Turrets (UP arrow) . . . . . . . .  7
          A - Display Parameters for Particular Ship . . . . . . . . . . 11
          Alt-S - Turns sound effects on or off  . . . . . . . . . . . .  9
          B - Bearing and range to friendly ships  . . . . . . . . . . .  7
          DOWN Arrow - Fires Aft Turrets (2 on keypad) . . . . . . . . .  8
          E - Engine Telegraph (Change Speed)  . . . . . . . . . . . . .  7
          F - Fire assigned turrets  . . . . . . . . . . . . . . . . . . 11
          G - Assign turrets to target . . . . . . . . . . . . . . . . . 11
          H - Helm (Change Course) . . . . . . . . . . . . . . . . . . .  7
          I - Prevent Maneuvers/Attacks  . . . . . . . . . . . . . . . . 10
          LEFT Arrow - Fires Port Turrets (4 on keypad)  . . . . . . . .  8
          M - Display color map (CGA only) . . . . . . . . . . . . . . .  7
          N - Change map scale . . . . . . . . . . . . . . . . . . . . .  7
          O - Change Game Options  . . . . . . . . . . . . . . . . . . . 11
          Q - Quit/Save  . . . . . . . . . . . . . . . . . . . . . . . .  9
          RIGHT Arrow - Fires Stbd Turrets (6 on keypad) . . . . . . . .  8
          S - Status Report (Own Ship) . . . . . . . . . . . . . . . . .  6
          T - Bearing and range to sighted enemy ships . . . . . . . . .  6
          U - Torpedo Status . . . . . . . . . . . . . . . . . . . . . . 10
          UP Arrow - Fires Forward Turrets (8 on keypad) . . . . . . . .  7
          W - Incoming Torpedo Status  . . . . . . . . . . . . . . . . . 11
          X - Switch Sides . . . . . . . . . . . . . . . . . . . . . . .  9
     Commands, Scenario Editor
          Add Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
          Change # of Ships  . . . . . . . . . . . . . . . . . . . . . . 22
          Copy Ship  . . . . . . . . . . . . . . . . . . . . . . . . . . 21
          Edit Ship  . . . . . . . . . . . . . . . . . . . . . . . . . . 14
          Erase All Ships  . . . . . . . . . . . . . . . . . . . . . . . 23
          Move Ships . . . . . . . . . . . . . . . . . . . . . . . . . . 21
          Pick Sides . . . . . . . . . . . . . . . . . . . . . . . . . . 21
          Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
          Read File  . . . . . . . . . . . . . . . . . . . . . . . . . . 14
          Save Scenario  . . . . . . . . . . . . . . . . . . . . . . . . 14
          Select Land  . . . . . . . . . . . . . . . . . . . . . . . . . 22
          Ship List  . . . . . . . . . . . . . . . . . . . . . . . . . . 21
          Write File . . . . . . . . . . . . . . . . . . . . . . . . . . 14
     Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . . .  1, 15

                                                                    Page 24

                                                    SEA BATTLE INSTRUCTIONS
                                                                      INDEX


     Fire Turrets  . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 8
     Heavy Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
     Information Sources . . . . . . . . . . . . . . . . . . . . . . . . 13
     Installation  . . . . . . . . . . . . . . . . . . . . . . . . . . .  4
     Land  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
     Light Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
     Order Form  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  3
     Parameters
          bearing  . . . . . . . . . . . . . . . . . . . . . . . . . . .  1
          course . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1
          distances  . . . . . . . . . . . . . . . . . . . . . . . . . .  1
          speed  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  1
     Red Sounding  . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
     Scenario editor . . . . . . . . . . . . . . . . . . .  1, 2, 4, 13, 14
     Scenario selection  . . . . . . . . . . . . . . . . . . . . . . . .  5
     Spread  . . . . . . . . . . . . . . . . . . . . . . . . . . . .  9, 10
     Spread angle  . . . . . . . . . . . . . . . . . . . . . . . . .  9, 10
     Status display  . . . . . . . . . . . . . . . . . . . . . . . . 11, 12
     To Start  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  5
     Turn sequence . . . . . . . . . . . . . . . . . . . . . . . . . . .  6
     Turns   . . . . . . . . . . . . . . . . . . . . . . . . . . .  1, 8, 9
     Yellow Sounding . . . . . . . . . . . . . . . . . . . . . . . . . . 12





























                                                                    Page 25

