MANUAL FOR BATTLESHIP BISMARCK
EXERCISE RHINE May 1941
General Quarters Software
(First Edition - August, 1987)
===============================

Historial Note

The battleship bismarck was the pride of the new German Navy.  The Bismarck,
which was launched on 14 February 1939, had a full load displacement of
over 50,000 tons and was nearly 830 feet long.  Her main battery consisted
of eight 38cm guns mounted in four turrets.  Each of these guns could fire
a shell weighing over 1800 pounds nearly 20 miles.  The Bismarck's power
plant generated 150,000 horsepower which provided a top speed of 30 knots.
Her vitals were protected with up to 14 inches of specially processed steel.
Her first and only captain was Ernst Lindermann.

The Bismarck's primary role was one of a commercial raider.  She was designed
for long endurance cruises in the Atlantic.  The Bismarck had her first and
only chance in late May, 1941.  Under overall command of Fleet Admiral
Gunther Lutjens, she set sail for the North Atlantic with the newly
commissioned heavy cruiser Prinz Eugen.  The British were well aware of
Lutjens' plans through the interception of coded messages.  Initially, they
sent bombers to destroy her off the Norwegian coast.  However, due to
inclement weather she escaped into the North Atlantic.  The Bismarck was
rediscovered by two British heavy cruisers which led to the classic
confrontation between the HMS Hood and HMS Prince of Wales and the German
task force.  After destroying the Hood and chasing away the Prince of Wales,
the Bismarck steered a course for France in order to repair her damage.
Ultimately, she was intercepted and sunk by British forces under command of
Admiral Sir John Tovey on May 27, 1941.

More information on this famous naval battle can be found in 'Battle Bismarck'
by Baron von Mullenheim-Rechberg and 'Pursult: The Chase and Sinking of the
Bismarck' by Ludwig Kennedy, The Viking Press, New York.

TABLE OF CONTENTS

 1. INTRODUCTION
 2. GENERAL INSTRUCTIONS
 3. OPERATIOHNAL COMMANDS
 4. WEATHER
 5. SHIP MOVEMENT
 6. LAND BASED AIR OPERATIONS
 7. AIRCRAFT CARRIER OPERATIONS
 8. SHIP SEARCH
 9. SHADOWING
10. SUBMARINE OPERATIONS
11. CONVOY OPERATIONS
12. INTELLIGENCE
13. SHIIP RESUPPLY & REPAIR
14. SHIP COMBAT
15. SHIP CHARACTERIZATION
16. VICTORY CONDITIONS
17. GAME STRATEGY
18. COMPUTER GRAPHICS

 1.0 INTRODUCTION
      1.1  Overview
      1.2  Minimum Equipment Configuration
      1.3  Program Loading Instructions
      1.4  Password
      1.5  Game Description
      1.6  Playing Time
      1.7  Computer Interface
 2.0 GENERAL INSTRUCTIONS (Strategic)
      2.1  Time Period
      2.2  Search Board
      2.3  Forces
      2.4  Ship Identification
      2.5  Order of Battle
      2.6  Starting Positions
 3.0 OPERATIONAL COMMANDS (Strategic)
      3.1  Patrol/Port (P)
      3.2  Change Course & Speed (C)
      3.3  Data Report (D)
      3.4  Scuttle (K)
      3.5  Air Search (S)
      3.6  Air Attack (A)
      3.7  Submarine Movement (M)
      3.8  None (N)
      3.9  Quit Game (Q)
      3.10 Save Game (X)
 4.0 WEATHER
      4.1  Weather Zones
      4.2  Weather States
 5.0 SHIP MOVEMENT
      5.1  Movement
      5.2  Ship Speed
      5.3  Illegal Movement
      5.4  Course Diagram
      5.5  Termination
 6.0 LAND BASED AIR OPERATIONS
      6.1  Search
      6.2  Attack
      6.3  Limitations
 7.0 AIRCRAFT CARRIER OPERATIONS
      7.1  Offense
      7.2  Defense
 8.0 SHIP SEARCH
 9.0 SHADOWING
      9.1  Procedure
      9.2  Detection
10.0 SUBMARINE OPERATIONS
     10.1  Forces
     10.2  Combat
11.0 CONVOY OPERATIONS
     11.1  Course & Command
     11.2  Interception
12.0 INTELLIGENCE
     12.1  German
     12.2  British
13.0 SHIP RESUPPLY & REPAIR
     13.1  Fuel Availability
     13.2  Repairs
14.0 SHIP COMBAT
     14.1  No Change (N)
     14.2  Change Course & Speed (C)
     14.3  Target Guns (T)
     14.4  Fire Guns (F)
     14.5  Launch Torpedoes (L)
     14.6  Display Course & Speed (R)
     14.7  Damage Control Report (D)
     14.8  Disengage (S)
     14.9  Scuttle (K)
     14.10 Smoke
     14.11 Termination
15.0 SHIP CHARACTERIZATION
     15.1  Gunnery
     15.2  Ship Subdivision
     15.3  Damage Control
16.0 VICTORY CONDITIONS
     16.1  Strategic Simulation
     16.2  Tactical Simulation
17.0 GAME STRATEGY
     17.1  Strategic Simulation
     17.2  Tactical Simulation
18.0 COMPUTER GRAPHICS
     18.1  Strategic Simulation
     18.2  Tactical Simulation

INTRODUCTION

1.1 Overview

This battle manual describes the basic rules and operational command for
BATTLESHIP BISMARCK.  This game simulates the breakout and pursuit of the
German Battleship Bismarck that occurred during the early stages of World
War II.  The computer performs most of the tedious calculations and exhibits
the results on the screen.  Play balance and variability are assured through
the random placement of forces.  The use of the computer permits truly
"blind" play.

The game provides for both solitaire and two player action.  In the Apple ][
solitaire version, you are the admiral in command of the German forces and
the computer moves the British forces.  In the IBM solitaire version, you must
indicate which side you wish to control.  The German player always moves first.

1.2 MINIMUM EQUIPMENT CONFIGURATION

Apple Version: The game runs on the Apple ][ series with a minimum of 48k
memory and one 5 1/4" floppy disk drive.  A color monitor and a parallel
printer (port 1) are optional.  DOS 3.3 is required for formatting saved
game diskettes.

IBM Version: The game runs on the IBM PC series and true compatibles with a
minimum of 128k free memory and one 5 1/4" floppy disk drive.  PC-DOS (or
MS-DOS) monochrome graphics card which is compatible with standard IBM CGA
is also required.  A printer is optional.

1.3 PROGRAM LOADING INSTRUCTIONS

Apple Version: The game program is located on an auto-boot diskette:

- Place the game diskette into the #1 drive
- Turn on the power to the computer.

IBM Version: Your operating system must be running before the program disk
will run.  The game diskette has been formatted so that you can transfer a
copy of your DOS to the diskette and use it as an auto-boot diskette.

To prepare diskette (1st use only):

1) Insert your PC-DOS 2.1 (or greater) diskette into drive A.  Turn on the
   power to the computer.  If you have a second floppy disk drive, put the
   game disk in drive B.
2) Type: SYS B:, press <enter>, and follow any system prompts.
3) If you have a single floppy disk drive, put the DOS disk back in drive A.
   Type: COPY COMMAND.COM B: PRESS <enter>, and follow any system prompts.

To start game:

1)  Put game diskette in drive A.
2a) If system is running: Type ACTION and press <enter>
2b) If system is off, turn power on.

If you are planning to use a nonparallel printer, output normally intended for
LPT1 must be redirected to your device before you start the game.  Check your
printer manual and the DOS manual (see MODE, variation *3) for details.

1.4 PASSWORD

The computer will request a password before the game is completely loaded.
The password may be any one of the five passwords (identified by Greek
characters) listed on the inside of the rear cover of this battle manual.
When requesting a password, the computer will supply the code (e.g., alpha)
for the password.  You msut respond by typing the characters shown next to
the code on the password page.  The characters must be entered exactly as
shown (i.e. uppercase letters) on the password page.

1.5 GAME DESCRIPTION

The tactical option simulates a ship to ship surface engagement involving
2-12 warships, and using 1 to 80 turns.  You may select the participants in
the battle.  The default configuration is the K.M. Bismarck and Prinz Eugen
against the HMS Wood and HMS Prince of Wales.

The Strategic option simulates a five to 15 day operation of the K.M. Bismarck
and Prinz Eugen into the North Atlantic for the purpose of disrupting Allied
commerce.

1.6 PLAYING TIME

Tactical combat can be completed in less than 20 minutes.  The strategic battle
requires about two hours.  Both versions contain commands which permit an
early exit.

1.7 COMPUTER INTERFACE

The computer starts each turn by requesting operations orders from the German
player, then the British player.  Responses to computer inquires are input
via the keyboard.  Responses that do not correspond to a valid command will be
disregarded, and the request will be repeated.

Most of the interaction with the game consists of single character commands
(e.g., press the C key to change course and/or speed).  Usually you DO NOT
have to press the ENTER (or RETURN) key to complete your command: the
computer responds as soon as it detects entry of a valid character.  Generally,
the computer will let you know when you need to press ENTER or (RETURN) to
complete an entry.  This occurs only when your command could be more than one
character long (e.g. entry of the number of degrees for a new course).  IBM
users may enter all responses in either UPPERCASE or lowercase (except the
password).

GENERAL INSTRUCTIONS (Strategic Game)

2.1 TIME PERIOD

The simulation takes place over a five to 15 day period.  Each turn constitutes
four hours.  There are six turns per day (i.e., 0400, 0800, 1200, 1600, 2000,
and 2400).  Darkness occurs during the 0400 and 2400 time periods.  The
maximum number of turns for a five day simulation is 30.

   +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
 1 |#|#|#|#|#|#|#|#|#|#|#|#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
 2 |#|#|#|#|#|#|#|#|#|#|#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
 3 |#|#|#|#|#|#|#|#|#|_|_|_|_|_|*|*|*|*|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
 4 |#|#|#|#|#|_|_|_|_|_|_|_|_|*|*|*|*|*|*|_|_|_|_|_|_|_|_|_|_|_|_|_|_|
 5 |#|#|#|#|_|_|_|_|_|_|_|_|_|R|*|*|*|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|
 6 |#|#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|
 7 |#|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*|
 8 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|G|*|*|
 9 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|S|_|_|_|_|_|*|*|*|
10 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|_|_|_|_|_|_|_|_|_|
11 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*|_|_|_|_|_|_|_|#|
12 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|_|_|_|_|_|_|_|#|
13 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|_|_|*|*|_|_|_|_|_|_|_|
14 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|_|_|L|*|*|*|_|_|_|_|#|W|
15 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*|_|_|*|*|*|*|*|_|_|#|#|#|
16 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|*|*|*|*|_|_|#|#|#|#|
17 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|#|#|#|#|#|
18 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|#|#|#|#|#|#|#|#|
19 |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|B|#|#|#|#|#|#|#|#|#|#|

    1   3   5   7   9   1   1   1   1   1   2   2   2   2   2   3   3
                        1   3   5   7   9   1   3   5   7   9   1   3

    (* and # are Land and the Letters are the Ports)


2.2 SEARCH BOARD

The search board consists of a map of the North Atlantic.  A two dimensional
coordintate system (i.e., X,Y) is used for locating ships on the search board.
The search board is divided into sea squares.  A sea square is approximately
70 miles in length.  Each sea zone can be identified from the coordinate
system and can accommodate an unlimited number of warships.  The map also
contains the following ports or anchorages:

German                   Location          British          Location

Brest (B)                23,19             Liverpool (L)    24,14
Wilhelmshaven (W)        33,14             Scapa Flow (S)   25,9
Bergen (G)               31,8              Reykjavik (R)    14,5

Each port area also contains an airbase.  German warships are not premitted
in British ports or Reykjavik, and British warships are not permitted in
German ports.  German warships may not enter Brest from the northeast
(sea square 24,18).

2.3 FORCES

The following table identifies the warhips available:

SHIP                      TYPE            GUNS          TARGET & MAP ID

German
 1. Bismarck               BB              8x15"               B
 2. Prinz Eugen            CA              8x8"                P

British
 3. Sheffield              CL             12x6"                F
 4. Manchester             CL             12x6"                T
 5. Brimingham             CL             12x6"                I
 6. Edinburgh              CL             12x6"                G
 7. Suffolk                CA              8x8"                U
 8. Norfolk                CA              8x8"                N
 9. Dorsetshire            CA              8x8"                O
10. Victorious             CV             16x4"                V
11. Ark Royal              CV             16x4"                A
12. Hood                   BC              8x15"               H
13. Renown                 BC              6x15"               R
14. Repulse                BC              6x15"               E
15. Rodney                 BB              9x16"               D
16. King George V          BB             10x14"               K
17. Prince Wales           BB             10x14"               L

BB - Battleship                 CA - Heavy Cruiser
BC - Battlecruiser              CL - Light Cruiser
                                CV - Aircraft Carrier

The forces also include land based reconnaissance and attack aircraft, and
submarines.  German forces include four submarines.  British forces include
two intelligence from three trawlers stationed between Norway and Iceland.

                                     MAXIMUM
SHELL(*)    RATE OF FIRE (**)     SPEED    RANGE         MAXIMUM POINTS (***)

   9              1                 30     25,000              200
   2              2                 32     18,000               60

   1              2                 32     18,000               40
   1              2                 32     18,000               40
   1              2                 32     18,000               40
   1              2                 32     18,000               40
   2              2                 32     18,000               40
   2              2                 32     18,000               40
   2              2                 32     18,000               40
   1              1                 30     14,000              150
   1              1                 30     14,000              150
   9              1                 32     25,000               90
   9              1                 29     25,000               75
   9              1                 29     25,000               75
  10              1                 21     25,000              100
   8              1                 29     25,000              110
   8              1                 29     25,000              110

*      Effective damage per hit. (The damage rate for secondary guns (on BCs,
       BBs) is one).
**     Per turn.
***    For sinking ship.

German forces also include two tankers which are stationed in the NE and SW
areas of the map.  The German commander may refuel from a tanker (1500 tons
per ship per turn) by using the "R" command when the weather is calm and a
warship is located in the same sea square as a tanker.

2.4 SHIP IDENTIFICATION

Ships are represented by their target & map id symbol on the various play
screens.  Most references to ships are also by map id.  A list of symbols will
be visible whenever you are taking an action that requires selection of a ship.

2.5 ORDER OF BATTLE

The following lists the order of battle for the strategic game:

 1. German Air Search.
 2. German Air Attacks (if any).
 3. German Submarine Search.
 4. German Sea Search.
 5. Sea Combat (if any).
 6. German Warship Movement.
 7. British Air Search.
 8. British Air Attacks (if any).
 9. British Submarine Search.
10. British Sea Search.
11. Sea Combat (if any).
12. British Warship Movement.
13. British Sea Search.
14. Sea Combat (if any).
15. Convoy Movement.

2.6 STARTING POSITIONS

Each player has the option of either assigning their forces to specific sea
squares or allowing the computer to determine the initial starting positions.
In the later case, the German warships are located at Wilhelmshaven and the
British forces are strategically placed throughout the map board.  Initially,
the Sheffield, Renown and Ark Royal are located at Gibraltar.  This task force
will arrive at the bottom of the strategic board approximately 2 days after
the simulation begins.

OPERATIONAL COMMANDS (Strategic Game)

The following summarizes the operational commands for the strategic game:

                             OPTION

Ship Level:

                        P    Patorl/Port
                        C    Course & Speed
                        D    Data Report
                        K    Scuttle

Command Level:

                        S    Air Search
                        A    Air Attack
                        M    Sub Movement
                        N    None
                        Q    Quit Game
                        X    Save Game

3.1 PATROL/PORT (P)

Warship remains in its current sea zone.  Patrol mode improves chance of
discovering enemy ships.

3.2 CHANGE COURSE & SPEED (C)

Player enters desired change in course and speed.  Various ship speeds are
possible depending on weather and ship damage.  A change in course is given
in degrees.

3.3 DATA REPORT (D)

Displays warship location and damage status.

3.4 SCUTTLE (K)

A warship may be scuttled to prevent sinking by enemy forces.  In these cases,
the maximum point level is reduced by ten percent.

3.5 AIR SEARCH (S)

Either player can conduct air search operations during daylight hours (except
during fog).

3.6 AIR ATTACK (A)

Either side can conduct air attacks during daylight hours (except during fog).

3.7 SUBMARINE MOVEMEN (M)

Submarine(s) can be moved by indicating course in degrees.  Submarines can
move one sea square per turn.  Submarines automatically search their current
sea square.

3.8 NONE (N)

No command level action is requested.

3.9 QUIT GAME (Q)

Either player can quit the current game.  The results to that point are then
reported.

3.10 SAVE GAME (X)

Either player can save the current game for later play.  Games should be
stored on a separate, pre-formatted data diskette.

WEATHER

4.1 WEATHER ZONES

The vagaries of weather have been included in the game.  The search board is
divided into four weather zones.  Weather conditions can change every other
turn.

4.2 WEATHER STATES

The following table summarizes the various weather states and their impact:

WEATHER STATE    CONDITION     PROBABILITY OF OCCURRENCE     IMPACT

     1           Calm Seas                40%                None

     2           Rough Seas               40%                Reduced Speed
                                                             Reduced Visibility

     3.          Fog                      20%                No sea search
                                                             No air operations
                                                             Max speed 15 knots
                                                             No shadowing


SHIP MOVEMENT

5.1 MOVEMENT

Each warship can move once per turn.

5.2 SHIP SPEED

The most economical cruising speed is 15 knots.  A speed of 15 knots moves a
warship approximately one sea square per turn.  Speeds above or below 15 knots
yield proportional results.  High speed movement consumes fuel at a rate of
approximately four times the cruising speed.

The maximum speed for a warship is a function of the weather and midship
damage.  The maximum speed for a warship is 15 knots when leaving port or
during periods of fog.

5.3 ILLEGAL MOVEMENT

A warship may not move if it is out of fuel.  German warships may not move into
an British port and British warships may not move into a German port.

Movement off the board or on to land is not possible.  The ship involved in an
illegal move is returned to its previous location, and the ship loss its turn.
Attempting to move off the board or on to land also results in the following
message:  * ILLEGAL MOVE *.

5.4 COURSE DIAGRAM

The following presents the course diagram used in moving:


                             0 or 360
                                (N)


                    315                       45
                    (NW)         |           (NE)
                                 |
                                 |
               270         ----- + -----            90
               (W)               |                  (E)
                                 |
                    225          |           135
                    (SW)                     (SE)

                                180
                                (S)

In addition to remaining in its current sea square a warship may be moved into
or through one of the eight adjacent sea squares.  For example, to move into
the sea square above your current position simply enter 0 or 360.

5.5 TERMINATION

The simulation is automatically terminated if the Bismarck reaches Brest or is
sunk.

LAND BASED AIR OPERATIONS

6.1 SEARCH

Air search can be carried out from German and British air bases during daylight
hours (except during fog).  All sea squares in the immediate vicinity of
England, France and Norway are automatically searched.  Both sides can also
search two additional sea squares per turn per base.  The maximum range is
seven squares from the base.  Allied air search also occurs in the western
edge of the strategic board.  The chance of locating an enemy warship is a
function of the weather and time of day.

6.2 ATTACK

Initially, both the German and British (except Reykjavik) air bases contain
40 operational attack aircraft.  Attack aircraft have a maximum range of five
sea squares.  Air attacks may be launched each daylight turn.

To launch an air strike, each player indicates the sea square and the number
of planes involved in the attack.  Attacking aircraft can be shot down by
either naval gunfire or fighter aircraft.

6.3 LIMITATIONS

Air Seach or attacks are not possible during darkness or fog.

AIRCRAFT CARRIER OPERATIONS

7.1 OFFENSE

The British side has two aircraft carriers.  Each has the capability of
searching a two square radius around itself.  Each carrier operates 24 torpedo
and 12 fighter aircraft.  The maximum number of torpedo aircraft that can be
launched from a single carrier is 16 per turn.  The maximum attack range for
carrier aircraft is two sea squares from the carrier.

The probability of locating the enemy is a function of the weather.  Air search
or attacks are not possible during darkness or during fog.  The probability of
obatining a torpedo hit is a function of the number of attacking aircarft and
the enemy warship's speed.

7.2 DEFENSE

Air defense dramatically improves the chances of destroying incoming enemy
aircraft.  Each carrier can provide defense for itself as well as other British
warships within the same sea square of the carrier.

German warships have the opportunity to directly shoot down incoming aircraft.
Anti-aircraft fire is controlled from the keyboard.

SHIP SEARCH

Each warship can search its current sea zone during daylight hours (except
during fog).  The HMS Suffolk is equipped with long range radar which permits
sea search during darkness and fog.  In general, the probability of detecting
and enemy warship is a function of the weather and time of day.

SHADOWING

9.1 PROCEDURE

After locating German warship(s), the British player has the option of either
engaing or shadowing until additional forces arrive.  In order to shadow, the
British warship's current maximum speed must be greater than or equal to that
of the German warship.

9.2 DETECTION

The probability of a successful shadow is a function of weather, time of day
and the number of warships located in the same sea zone.  A successful shadow
results in locating the German warship(s) after its next move.  In the
solitaire version, an inferior British force will shadow a German warship(s)
until the arrival of additional forces.

SUBMARINE OPERATIONS

10.1 FORCES

The German side has four operational submarines and the British side has two.
Submarines can search their current sea square for warships and convoys during
each daylight turn (except during fog).  Submarines may also search for convoys
at night.

10.2 COMBAT

Submarines can attack warships and convoys.  The probability of obtaining a
torpedo hit is a function of weather and the enemy warship's speed.  British
warships and convoys are accompanied by destroyers which can sink any attacking
German submarines.

CONVOY OPERATIONS

11.1 COURSE & COMMAND

Convoys sail from Liverpool (24,14) towards the bottom of the strategic board.
Convoys move at a speed of 10 knots.  A new convoy departs Liverpool
approximately every 3 days.  Each convoy ranges in size from 20 to 40 ships.

11.2 INTERCEPTION

German warships automatically attack any British convoys discovered.  If the
convoy is escorted, the Germans must engage the escort before firing at
merchantships.  Approximately 50 percent of the merchantships will be sunk if
the convoy was unescorted; 30 percent if an escort was defeated, 10 percent
if an escort was driven off.  The remaining merchantships will scatter and
return to England.  Convoys may also be attacked by German aircraft and
submarines.

INTELLIGENCE

12.1 GERMAN

German Intelligence operatives in England have an approximately 50 percent
chance of discovering the sailing of a convoy.  German wireless intelligence
will report the approximate location of a British warship every few days.

12.2 BRITISH

British intelligence operatives in Norway have an approximately 75 percent
chance of discovering the existence of German warships at Bergen.  British
wireless intelligence will report the sortile of a German warship from Bergen
approximately 60 percent of the time.  Trawlers (located between Norway and
Iceland) report on the sighting of enemy warships.

SHIP RESUPPLY and REPAIR

13.1 FUEL AVAILABILITY

When in port, warships are automatically by the beginning of the following
turn.

13.2 REPAIRS

Warships undergo repari while in port at a rate of once damage unit per
section per turn.  Warships undergo repair at sea at a rate of one midship
damage unit per turn.

SHIP COMBAT (Stragtegic & Tactical)

The standard tactical game pits the K.M. Bismarck and Prinz Eugen against the
HMS Hood and HMS Prince of Wales.  Both sides have the option of selecting
other warships for tactical engagement.  Warship selection can be made during
the initialization phase of the game.

Ship combat can occur whenever German warships are located in the same sea
zone with British warship(s); except during darkness.  During ship combat
each side can select from a number of tactical options as outlined below:

TACTICAL COMMAND SUMMARY

INPUT           DESCRIPTION

  N             No Change
  C             Change Course and Speed
  T             Target Guns
  F             Fire Guns
  L             Launch Torpedoes
  R             Display Course & Speed for Selected Ship
  D             Damage Control Report
  S             Disengage
  K             Scuttle Ship


14.1 NO CHANGE (N)

Maintains warship's current heading and speed.

14.2 CHANGE COURSE & SPEED (C)

The computer will display the maximum speed possible for the ship.  Player
then indicates course heading in degrees (0-360) and speed in knots (0-max).
Invalid input (e.g., -1) aborts the command and returns control to the
tactical command menu.

If bridge has been "knocked out" then steering is transferred to aft control,
and no change in course or speed is possible during this period.

14.3 TARGET GUNS (T)

Player selects target for main and secondary guns from among available
warships.  The Maximum range for targeting is 25,000 yards.  An input of 0
aborts the command and returns control to the tactical command menu.

14.4 FIRE GUNS (F)

Guns are fired at the selected target.  Guns will not fire if they are not
targeted, are out of action, or if the target is out of range.  The Maximum
range for battleships and battlecruisers is 25,000 yards.  The maximum range
for the cruisers is 18,000 yards.  The maximum effective range for secondary
guns is 6,000 yards.

14.5 LAUNCH TORPEDOES (L)

Player selects target from among available warships.  The maximum range is
5,000 yards.  Torpedoes can be launched every 10 turns.  Only cruisers carry
torpedoes.  Launching torpedoes does not use a turn.

14.6 DISPLAY COURSE & SPEED (R)

Displays selected ship's course, bearing, speed, and range from the selected
warship to a maximum of 25,000 yards.  This command does not use a turn.

14.7 DAMAGE CONTROL REPORT (D)

Displays warship's damage status for each station and compares with the maximum
limits.  This command does not use a turn.

14.8 DISENGAGE (S)

Either side may disengage if the range between the closest enemy warships is
greater than 25,000 yards.

14.9 SCUTTLE (K)

A warship may be scuttled to prevent sinking by enemy forces.  Enemy is awarded
90% of maximum possible points.

14.10 SMOKE

Either side may make smoke during the course of combat.  Making smoke reduces
the effectiveness of gunnery on both sides (approximately 10 percent for the
ship making smoke and up to approximately 30 percent for enemy warhips).  When
a ship makes smoke, it's symbol disappears from the tactical sea square board.

14.11 TERMINATION

Tactical ship combat is terminated if all German warships are sunk, or if all
British warships are sunk, or if either side has withdrawn, or if the time
limite has been exceeded (tactical option).

SHIP CHARACTERIZATION

15.1 GUNNERY

The probability of obtaining a hit is a function of enemy speed, enemey range,
number of guns firing, wind direction, and status of fire control.  Warships
that are windward of their opponent have an advantage.  As damage to a
warship's fire control increase, the probability of obtaining a hit decreases.
Warships carry sufficient munitions to engage in an unlimited number of
tactical battles.  The probability of obtaining a torpedo hit is a function
of the enemy warship's speed and range.  Torpedo hits are assigned to the
midship section at a rate of between 12 and 25 damage points.

15.2 SHIP SUBDIVISION

Each warship is divided into 10 damage stations.  Each station is assigned
a maximum damage level.  Damage received above the maximum level is assigned
to the midship section.  A warship is sunk when the maximum level has been
reached.  The basic stations for all warships consist of forward, fire
control, bridge, midships and aft.  Ship speed is affected by damage to the
forward, midship or aft sections.  Secondary guns are only available on
battleships and battlecruisers.

15.3 DAMAGE CONTROL

Limited repairs to a warship's fire control and bridge sections are \
automactically made.  Repair occurs at a rate of one damage unit per every
three turns.

VICTORY CONDITIONS

16.1 STRATEGIC SIMULATION

A point system based on the following criteria is used in determining the
winner of a strategic simulation:

GERMAN SIDE

- Sinking enemy cruisers                       40 points per ship
- Sinking enemy battlecruisers                 75 to 90 points per ship
- Sinking enemy battleships                    100 to 110 points per ship
- Sinking enemy carriers                       150 points per ship
- Damaging enemy warships                        1 point per midship hit
- Sinking merchantships                          5 points per ship
- Avoiding sinking of Bismarck                  25 points
- Bismarck reaching Brest                      100 points

BRITISH SIDE

- Sinking Bismarck                             200 points
- Sinking Prinz Eugen                           60 points
- Damaging enemy warships                        1 point per midship hit
- Successful passage to Southern end of map      3 point per merchantship

The maximum point total for a scuttled warhip is reduced by ten percent.

16.2 TACTICAL SIMULATION

A point system based on the following criteria is used to determine the
winner of tactical simulation.  The German side receives 40 points for each
enemy cruiser sunk, 75 to 90 points for each battlecruiser sunk, 100 to 110
points for each battleship sunk, 150 points for each carrier sunk, or one
point for each midship hi (on unsunk warships).  The British side receives
200 points for sinking the Bismarck, 60 points for sinking the Prinz Eugen,
or one point for each midship hit (on unsunk warships).

GAME STRATEGY

17.1 STRATEGIC SIMULATION

The German side must be aggressive to win since the British side accumulates
points for successfully sending convoys to the southern edge of the strategic
board.  Maintaining a "force in being" by the German commander will not prove
effective in this simulation.  The German player should try to employ both
warships together for maximum effectiveness.  If an escorted convoy is
discovered, the Bismarck can be used to engage any British capital ships while
the Prinz Eugen attacks any cruiser screen.  The German player should avoid
combat with British heavy units if outnumbered.  In particular, if the Prinz
Eugen is discovered by British battleships, she should attempt to escape with
her superior speed.  the use of submarines can be decisive.  Once a convoy has
been discovered, submarines that are nearby should be directed toward the
projected convoy route.  The Germans should use their air power to neutralize
the British carrier forces in the event they come within range.

The British commander should place maximum emphasis on guarding the convoys.
The British carriers should be used aggressively including the possibility of
attacking Bergen.  British carriers should be escorted by at least one heavy
unit.  The British player may also wish to "lay a trap" for the Germans with
one of the convoys.  In the two-player version, the British player can direct
the course of each convoy.  After discovering the Bismarck, the British player
should direct all available warships to intercept and destroy her.

17.2 TACTICAL SIMULATION

The German player should concentrate all available gun fire on the Hood with
the hope of causing an Internal explosion.  If the Hood is sufficiently
damaged then the German Player should shift fire to the Prince of Wales.  The
German player should, in general, attempt to escape when out numbered.  The
German player should consider scuttling heavily damaged warships when there
is little chance of escape.

The British player should aggressively attack the Bismarck with all available
warships.  Cruisers, when available, should be used to attack the Prinz Eugen,
allowing the heavier units to concentrate on the Bismarck.  The British
cruisers should attack from all sides in order to maximize the opportunity for
launching a torpedo attack on either the Bismarck or Prinz Eugen.  Heavily
damaged British warships should be moved away from the battle.

COMPUTER GRAPHICS

The simulation provides a number of graphic aids to enhance game realism.
Computer sounds are also enacted during phases of the simulation.  The
following describes the basic graphic boards:

18.1 STRATEGIC

A strategic board displays a map of the North Atlantic.  Ship location is
depicted by the assigned ship symbol (e.g., B for Bismarck).  When an enemy
warship is located by air search its symbol is placed on the board.  The
strategic board also displays the time of day, the date, and the number of
merchantships sunk by the Germans.

18.2 TACTICAL

For the solitaire version, the tactical board displays a silhouette of either
the Bismarck or Prinz Eugen, range map, view from binoculars, movement data,
wind direction and targeting data.  The tactical board is used for both sea
combat and air attacks.  For the two-player game, the tactical board for sea
combat consists of a sea battle area, movement data and targeting data.

The IBM Version contain sillhouettes for all ships; which retain damage as
sustained throughout the course of battle.  For the sea square screen,
silhouettes of the opponents appear when a ship fires or launches torpedoes.

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

YOUR PASSWORD IS

BATTLESHIP BISMARCK

Alpha         = SPEED8TOWN
Beta          = WINDS2PASS
Gamma         = STAND3CODE
Delta         = PLANT7BOOK
Epsilon       = COVER5HEAD

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

Software License

The Bismarck game simulation and manual are property of General Quarters
Software.  You have purchased the right to use these materials, and are only
entitled to make copies of the diskette for your own use.  Genearl Quarters
Software reserves all distribution, licensing, and reproduction rights.  Use
of this product signifies acceptance of the foregoing.

Credits

Software copyrighted by Omen P. Hall, Jr.

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

SECRET COMMANDS

The IBM versions of GQS naval war games contain secret options which are not
listed on the menu or explained in the battle manual.  These options require
the use of the <ALT> key (used just like <SHIFT> key) in conjunction with a
letter key.  An * signifies that option is not available in all scenarios.

RECONGNIZED BY STRATEGIC COMMAND LEVEL MENU AND BY TACTICAL COMMAND MENU

<alt> Q            quit immediately, do not go through conclusion routine,
                   exit to DOS.

<alt> C            change color of background... cycles through 24 colors,
                   some of which may be identical on some hardware
                   configurations.

<alt> S            toggle sound on/off.  Computer beeps immediately after
                   sound toggled on.

<alt> T      *     change amount of time messages stay on the screen.  Time
                   can be from 0 to 9999, with 0 = minimum delay,
                   9999 = longest pause.

<alt> P            instruct computer to take over and play the current side.
                   Advisory messages are displayed if both sides are simulated.

<alt> X            instruct computer to switch sides: play current side and
                   turn opposition over to user.  Player configuration must be
                   a solo simulation.

S                  stop a simulation... can be pressed any time during a
                   simulated player's turn.  If both sides are simulated, there
                   will be a short pause and the configuration will change to
                   a solo simulation.  If only one side is simulated, this
                   command must be given IMMEDIATELY after issuing the last
                   command for the team not being simulated.

RECONGNIZED BY TACTICAL COMMAND MENU

<alt> F            displays a firing summary for tactical combat.  Summary
                   report includes the number of hits and misses for both
                   sides and relative effectiveness.

<alt> R            either restarts tactical combat or, if a strategic game
                   is in progress, returns to strategic level without
                   completing tactical combat.

RECONGNIZED BY ANTI-AIRCRAFT ATTACK WARNING MESSAGE (PREPARE TO REPULSE)

<alt> D      *     decrease the size of the hit area on the incoming torpedo
                   bombers.

<alt> I      *     increase the size of the hit area on the incoming torpedo
                   bombers.

==============================================================================

Scenarios may contain additional secret commands.  For example: The boot screen
requests <enter> to continue.  If <space> is pressed instead, the bosun's
whistle (that follows password acceptance) will be silenced.  Feel free to
experiment with the keyboard.

==============================================================================

ANTI-AIRCARFT GUN FIRE IS CONTROLLED FROM THE KEYBOARD BY POSITIONING THE
GUNSITE ON THE TARGET (FIRING IS CONTINUOUS).

APPLE Control Keys:

              1
              up
              |
   3 - left --+-- right - 4
              |
            down
              2

IBM Control Keys:
(use the arrow key)

              ^
              |
              up
              |
   <-- left --+-- right -->
              |
            down
              |
              v

==============================================================================

More Simulations by General Quarters Software

Action in the North Atlantic
Action off the River Plate
Banzai
Battle Stations
German Raider Atlantis
Midway
Prelude to Jutland
The Rising Sun
War in the Falklands
War at Sea
The Warship that Changed History

==============================================================================

