Navedcom 143m
Change 0 ; Jun 1988
Copyright © 1988 MicroProse Software 180 Lakefront Drive, Hunt Valley, MD. 21030 (301) 771-1151
Based on the book RED STORM RISING by Tom Clancy, Larry Bond co-author, Copyright 1986 by Jack Ryan Enterprises Ltd. and Larry Bond. All rights reserved.
RED STORM RISING, the name and stylized mark, Trademark 1988 by MicroProse Software Inc., Jack Ryan Enterprises Ltd., and Larry Bond.
Tandy, Atari, Apple and Macintosh, IBM, Commodore 64 and Amiga are registered trademarks of Tandy Corporation, Atari Inc., Apple Computers Inc., International Business Machines Inc., and Commodore Business Machines Inc.
Preface by Tom Clancy
The submarine tactics with which most of us are familiar never really happened. We've all seen the dramatic movie representations of sweating men in the tight confines of a fleet boat's conning tower. But in fact the most effective work done by submarine commanders in WWII was conducted on the "roof," where they could use their higher surface speed to conduct "end runs," get ahead of their targets, then close in and fire at close range before escaping in the confusion.
Technology has changed all that, even while it was happening in the Second World War. Improved radar sets and continuous aerial surveillance chased the German U-Boats below the surface even at night. This denied them the mobility upon which they depended to close with their targets, and in doing so cost Germany her best chance of winning the Second World War.
Nuclear power and improved sonar technology changed things yet again in the 1950s. A nuclear-powered submarine can now outrun most surface ships, and modern passive sonar can actually out-range the radar used by American WWII submarines. It is not unusual today for a submarine to detect a surface ship, on sonar, at ranges over thirty nautical miles. Torpedoes, once relatively simple machines that ran a straight course until they hit a target or ran out of fuel, are now robotic kamikazes, programmed to search for their targets with active and passive sonars, then close on and destroy it with a half-ton (or nuclear) warhead. Orthe submarine skipper can fire surface-to-surface cruise missiles that easily fly those thirty nautical miles.
But one thing has remained constant: the business of a submarine is stealth. Once detected, the enemy surface commander has more ships and weapons to use than the submarine. Helicopters with sonobuoys and dipping sonars — the submarine's deadliest enemy — can hunt and localize their quarry, then engage it with homing torpedoes of their own. You are safe only so long as you are undetected. Your only real advantage is invisibility. Submarine warfare is ambush, followed by evasion; a game of life and death played in three dimensions of cold, wet, unforgiving darkness.
The submarine's other enemy is another submarine. He lives in your environment, knows everything that you know, is trained, armed and equipped as you are. And enemy submarines are getting better. The Walker spy ring and foreign companies like Toshiba have given the Soviets priceless information and hardware with which they have been improving their ships and their training. Their mission is to sink you, to sink the other ships in your fleet, and to sink the merchant ships without which your country and the NATO alliance cannot survive. Simply put, the job of the United
States Navy is to control the sea. The job of the Soviet Navy is to deny us the use of the sea. You can guess which is the easier mission.
You are the commanding officer of an American SSN, a nuclear-powered fast-attack submarine. The word has only just arrived from National Command Authority: Your country is at war. All during the spring of this year, while you prepared your boat for her next deployment, the media was full of stories about the Spring of Promise, perhaps the long-hoped-for end of the Cold War, as East-West arms-control agreements reached fruition after generations of frustrating effort. Then only three days after you sailed on your deployment, something went wrong. Some disaster changed hopes of lasting peace to fear of a real, shooting war. You do not know what happened — SSN's don't get much in the way of news analysis — but none of that matters. Your country is at war, and war-fighting is what they pay you for.
You are thirty-nine years old. A graduate of the United States Naval Academy, you've worked your way up the ladder of your chosen profession: Nuclear Power School; Prototype School; Submarine Officers Basic School; Prospective Nuclear Engineer Officer School; Submarine Officers Advanced Course; Prospective Executive Officer Course; then, Prospective Commanding Officer School; and along the way you picked up a Masters Degree in Operations Analysis at the Navy's own Post-Graduate School at Monterey, California. You've served both on SSNs and SSBNs — the "boomers", the ballistic-missile submarines — but fast-attack was what you wanted, because fast-attack is where the action is. You've been an engineer, a navigator, then an XO. All this has a price. Endless cruises far from home, separations from your loved ones, mini-wars at AUTEC in the Bahamas, fleet exercises in mid-ocean, too many exams and tests to count, month-long strings of eighteen-hour days. But what that price has bought you is association with and respect from the finest men your country can make. You have spent seventeen years learning your craft, and six months ago you achieve a dream you've held since high school — command of your own SSN.
You are now the commanding officer of a ship of war, the most demanding and most god-like job in the world. You are responsible for the safety of your ship, for the lives of over a hundred men, and most of all, you are responsible for carrying out the missions assigned you by COMSUBLANT and COMEASTLANT. You know why you are here. You know what the job is.
You are about to find out how good you really are.
Contents__
5 A Quick Start
7 Part I: The Operations Manual
8 Starting Options
11 Battle: Engaging the Enemy
12 Navigation 15 Sensors 23 Weapons 31 Evasion
34 Strategic Transit: the Norwegian Sea Theater
38 Part II: The Captain's Manual
39 Captain's Briefing: the Norwegian Sea Theater 44 Strategic Maneuvers
47 Sonar and Other Sensors
54 Stalking the Bear
57 Weapons & Attacks
63 Evasion & Escape
67 Russian Tactics
69 Part III: The Reference Manual
70 US Submarine Weapons 73 US Submarines
77 USSR Submarines
100 Glossary
104 Designers'Notes
107 Credits
Map Insert appears after page 54.
List of US submarine classes and names appears on the reverse of the map insert.
A Quick Start
The Manual: This manual is divided into three sections for What's Where convenient use. Part I gives specific instructions for all simulation displays and controls. Part II provides greater insight into the tactics, tricks and subtleties of the game. Part III provides background data on weapons, ships and boats involved.
When playing your first training scenario, you'll want to frequently reference the "Battle: Engaging the Enemy" section of this manual, on pages 7-36. This explains the meaning of each display, and how to operate your submarine in battle.
The Technical Supplement: The specific keys and other controllers used in RED STORM RISING vary with computer models. All terms printed in italics in this manual are defined in the Technical Supplement. Refer to the supplement for specific controls.
The Keyboard Overlay: This is provided for convenience in Battle. The keyboard overlay does NOT apply to Strategic transit in the RED STORM RISING campaign.
Which Scenario?: We strongly recommend that you try a learning game before you tackle the full RED STORM RISING campaign.
In yourfirst game, you should make the following selections: Learning Games
Year: 1992
Boat: Improved Los Angeles class
Challenge: Introductory
Scenario: Training Action (vs. either a November-class submarine or a Kashin-class destroyer; take your pick).
Getting Started: After a brief introduction, you'll find yourself in battle. Find the pause key (check theTechnical Supplement or your Keyboard Overlay) and use it frequently as you learn. The Replay Battle key is also useful while learning — use it to review what happened to that point.
Experiment with Displays: Try each of the Primary Display and Secondary Display controls.
Find the Enemy: Next start looking for the enemy. Select Tactical Display and View Contacts. Read the section on Sensors (pages 15-23) for more information.
Sail Toward Him: Once you locate the enemy, move toward him. Try the navigation controls, referring to pages 12-15 in the manual for more details.
Fire Weapons: Now try firing weapons at the enemy. A Mark 48 torpedo is suggested. Make sure you're sailing "straight and level" at moderate speed (15 kts or less) before firing. Read the Weapons controls explanation on pages 23-31. Note that you can change commands and even directly control the torpedo unless its wire is cut or lost (page 26).
Further Training: Try a training scenario a few more times. Experiment with a surface ship opponent using Harpoon or Tomahawk missiles (page 29). Also experiment with evasion, learning to escape enemy torpedoes.
Battles & Battles: Once you've cut your teeth in the training
Campaigns scenarios, it's time to fight a "real" battle. Select one of the
Battle simulations instead of a training action. Finding the enemy and identifying him can be challenging. In some cases, he may find you first. In extreme cases, you might sail right Into an enemy attack (i.e., you are ambushed!). Don't get flustered. Evade enemy attacks as they come in, and meanwhile develop your contacts until you have sufficient information to launch a weapon.
After you've experimented with a variety of battles, you can select "a Chance Engagement", where you never know what you're up against. You may find adjusting your boat or the time period makes life more interesting here.
The Campaign: Although individual battles provide interesting, satisfying, and variable engagements, the ultimate RED STORM RISING experience is the campaign game. Here you experience the entire course of World War III.
The campaign includes the additional challenge of Strategic Transit. You receive various missions, must discern the enemy's intentions, which enemy force is your objective, and then maneuver into an advantageous attack position while avoiding detection. How well you maneuver in the Norwegian Sea Theater has a powerful effect on how the battle begins.
The campaign is arranged so that the Warsaw Pact's strategies and actions remain unpredictable. You can play the campaign again and again, experiencing new situations and challenges each time. There are literally billions of possible situations in the campaign game.
Efficiency Rating (ER): After each engagement RED STORM RISING updates your ER (Efficiency Rating) as a US Navy captain. The rating is the average of your performance to date. It takes into account the quality of the opposition including the specific types of ships engaged, as well as the type of boat you command, weapons available, and level of challenge. Successful completion of mission assignments in the "Red Storm Rising" campaign also improves your ER.
Decorations & Medals occur only in the campaign game, rewarding success in action. You need a high ER to qualify for a medal. In order from lowest to highest, the medals are: CM - Navy Commendation; BSV - Bronze Star for Valor; SS -Silver Star; DSM - Distinguished Service Medal; NC - Navy Cross; and CMOH - Congressional Medal of Honor.
Promotions: Modern submarine captains aren't promoted after each battle because a promotion means a new and bigger command. In wartime the navy prefers to keep experienced captains where they are, at their current rank, until either the war is over or a higher position opens up.
The Efficiency Rating, Medals, and Promotions
Part 1
The Operations Manual
Starting Options
RED STORM RISING has many options. To make a selection, move the Controller to highlight your choice, then press the Selector. Not all choices are available in all situations. Typically the Controller is your joystick, mouse, or cursor keys, while the Selector is the button or Return key. See the Technical Supplement for specific details.
The Year You can select one of four time periods.
In 1984 Russian naval forces lack "stolen" western technology. However, your submarine is limited to weapons available at that time: the original Mark 48 torpedo and the Harpoon missile.
In 1988 the new Russian SIERRA and KILO class submarines appear, as well as the first fruits of the stolen technology from the west. However, you have the new Tomahawk missile and the improved Mark 48ADCAP torpedo. This scenario represents the situation at the time of the action in the novel Red Storm Rising.
In 1992 a nuclear aircraft carrier joins the Russian northern fleet, while technological upgrades spread to more of their vessels. Meanwhile, the Sea Lance ASW missile and Stinger SAM masts are available to NATO.
In 1996 the Russian northern fleet continues to expand in size and virtually all frontline ships have received technology upgrades. Fortunately for the West, the first boats in the new Seawolf class are launched, carrying the new silent-launching ("Swim Out") Mark 48 torpedo.
Examine the illustration on the screen, then compare it with the illustrations in Part III (Reference Manual) of this book (pages 77-99). You must correctly identify the picture. If you fail, you're restricted to training scenarios.
If you make a correct Identification, enter your name by typing it on the keyboard and pressing the Return (or Enter) key. Your records will be saved under this name.
Boat Selection You can select which class of nuclear attack submarine you wish to command. Classes are listed in order of completion, from the oldest (at the top) to the newest (at the bottom). As a general rule, the newer boats are quieter and have more weapons space. The Seawolf class is especially powerful, but not available until 1996.
Alternatively, you can allow the NMPC (Naval Military Personnel Command) detailer to give you a boat, as in the real navy. In this case, the type of boat you receive is partly chance, partly related to the number of submarines of that type currently in the Atlantic fleet.
Warship
Identification
Test
Introductory challenge is recommended for your first few games. Compared to reality, enemy ships are easier to find and track, while your submarine is very resistant to damage and your crewmen quite expert.
Normal challenge is recommended for casual gaming. Compared to reality, enemy ships are slightly easier to find and track, while your submarine is fairly resistant to damage.
Serious is fully realistic in all respects. Enemy commanders are smart, and they use their torpedoes and sonars with considerable skill. This produces a complex and difficult game. Do not attempt this challenge unless you're thoroughly familiar and "up to speed" with all features and tactics.
Ultimate challenge is just as realistic as the "serious" level. In addition, we take a less optimistic view of submarine survivability (a single hit is more likely to sink you!), enemy Captains are very sharp, and your sonar crew is always indecisive: they won't make a positive contact identification unless you examine the acoustic signature and make the identification yourself. Do not attempt this challenge unless "Serious" seems like child's play.
There are three groups of scenarios. Training actions Scenarios provide an easy learning environment and a place to test new tactics safely. Battle simulations are short engagements between you and a specific category of enemy force.
Red Storm Rising, the campaign, is the "ultimate" scenario, the "big time" where you take your boat to sea to fight in Tom Clancy's World War III. Like all scenarios, it can be played in various time periods, at various levels of challenge, and with the boat of your choice.
Training Actions are simulated engagements, arranged to make learning easier. In both scenarios Russian weapons do no damage to your boat. You can experiment with the displays and controls, try various tactics, etc., without risk or difficulty.
"vs. a November-class Submarine":This is a sample underwater battle against Russia's oldest front-line nuclear submarine. The level of challenge you select determines the location of the engagement: Introductory - in the open sea, Normal - in drift/floe ice, Serious - beneath pack ice, Ultimate - in the shallows.
"vs. a Kashin-class Destroyer": This is a sample battle against a mediocre Russian anti-submarine destroyer. The level of challenge you select determines the location of the engagement: Introductory or Normal - in the open sea, Serious - in drift/floe ice, Ultimate - in the shallows.
Battle Simulations test your mettle in various tactical actions. Battle Simulations provided include:
"a Duel": You go "one-on-one" with a Russian nuclear attack submarine. At higher levels of challenge, you will
Level of Challenge encounter some of the best subs in the world.
"the Cruise Missile Sub": You seek a cruise missile submarine. Higher challenges often add one or more escorting "guardians".
"the Wolf pack": You must duel with a group of Russian subs. They're operating together, using wolfpack tactics.
"the Boomer Bastion": You must find and destroy a Russian ballistic missile submarine, no easy task. To make matters worse, it's escorted by one or more attack subs.
"a Strike Group": You have intercepted a task force of Russian surface ships. Now you've got to engage them.
"an ASW Group": A Russian anti-submarine task force has been vectored into your area. Can you successfully hunt the hunters?
"a Carrier Task Force": You've stumbled into a submariner's dream: a Russian carrier task force. A chance at a Russian aircraft carrier is an opportunity you don't want to miss.
"a Chance Engagement": One of the above situations is selected randomly. This is a true test of your mettle in battle.
"Red Storm Rising", the campaign, is World War III, from first invasions to victory or defeat. This campaign lasts for many missions and hours. It is the "ultimate" RED STORM RISING scenario, with new and different events occurring each time. Beginners are urged to try a battle simulation or training action first.
Mission Orders After a short introduction, you'll get your first Mission
Orders. Read these orders carefully; they explain your current objective and may describe the enemies you could encounter.
In the Attack Center, the advent of modern computerized display and communications technology gives the captain real-time access to all the information he needs to conduct a tactical engagement. This information is assembled, integrated and streamlined by the computer to provide him with a concise picture of the situation. But even with all this assistance, it's the commander who must analyze the information, resolve ambiguities, fill in the missing pieces using his judgement and experience, and then make the key decisions that spell the difference between success and failure.
Battle: Engaging the Enemy
When your boat meets the enemy, "Battle" begins. The screen displays and controls for battle are sophisticated — modern submarine warfare is quite complex. The keyboard overlay is used here.
If you selected the "Red Storm Rising" campaign game option (see Starting Options, page 10), you begin at port rather than in battle. See the next section, "StrategicTransit", page 34, for details.
To familiarize yourself with the controls, start with a training scenario (enemy hits do no damage, so you can figure things out without being sunk!). Take things one section at a time and ignore those sections marked "Advanced"; you can return to them later.
Due to differences in computer equipment, keys are identified by atitle in italics. Referto yourTechnical Supplement or keyboard overlay to find the specific key on your keyboard. Frequent mention is also made of the Controller, which is usually the joystick, mouse, or cursor keys (depending on computer model), and the Selector, which is usually the trigger, button, orReturn key (depending on computer model).
From time to time you may find suggestions and advice Advice from useful. Your tactical computer can analyze the situation to Your Computer offer ideas at any time. Just press the Help key.
Pause: Press the Pause key to freeze the battle. Press Useful Options this key again to resume the action. Purists should note that the battle runs in slightly accelerated real time; using this key is neither unrealistic nor "cheating".
Replay: This key reviews the entire battle, with each enemy vessel and action listed. At the "Introductory" level replay is available at any time, replaying the action so far. At all other levels of challenge, replay is allowed only at the end of the battle.
These special options are included for convenience and personal preferences.
Action Track Toggle: The animated views of weapon launches and attack runs can be turned off and on again with this key. Purists may wish to turn the track off, but those who play for enjoyment will want it on. Note that weapon launches are shown only at the "Introductory" level.
Aborting Commands: Many activities in battle require multiple key presses, sometimes including the use of the Controller and/or Selector. If you start an activity, then decide against it, there's no problem. Just start a new action. The old activity is "erased" from your computer system automatically if interrupted by a new one.
Of course, sometimes the same key is used in different
Other Options (Advanced)
activities. Then your computer can't discern the intention to change; the original action will continue if the entry is valid.
Attack Center Your computer screen simulates various consoles and
Consoles displaysintheAttackCenterofamodern nuclearsubmarine.
As captain, you have three display areas, into which you can "call up" information from fourteen different parts in the attack center. These three display areas are: the Navigation Display, the Primary Display, and the Secondary Display.
Navigation Display: This information is always present.
Primary Display: You can select one of eight primary displays.
Secondary Display: You can select one of five secondary displays; some primary display selections automatically "bring up" a secondary display. Sensors Functioning: Abbreviations indicate which sensors are operating: A = Active Sonar T = Towed Array R = Radar
Passive sonar operates constantly. ESM (the radar receiver) runs automatically wherever your depth is 55' or less. See "Sensors" below for more details.
Acoustic Volume (AV) of your submarine, a measure of your loudness as you move through the water.
Verbal Reports: Crew reports and confirmation of your orders appear here.
Navigation Navigation is the art of guiding your submarine through the water. This includes controlling your direction of travel, your depth, and your speed.
Navigation This display informs you of how your boat is travelling.
Display Heading: Your heading, in degrees, on the compass.
North is 000°, East is 090°, South is 180°, and West is 270°.
Speed: How fast you're travelling, in knots (kts). A "C" symbol indicates your propellers are cavitating (making large amounts of noise). As you go deeper, you can go faster and faster without cavitation.
Depth: This shows your current depth beneath the surface, in feet. A special symbol indicates whether you're above or below the thermal "layer". The "layer" interferes with sound — keeping the "layer" between you and the enemy is a good way
Sensors Functioning
Navigation Display
Secondary Display
Sensors Functioning
Navigation Display
Secondary Display
Primary Display
Acoustic Volume
Primary Display
Verbal Reports to hide.
Rudder: This shows the current course command. "STEADY" indicates you're running straight ahead.
Planes: This shows the current setting of your diving planes, which control the depth of the boat. "LEVEL" indicates you're running level (not changing depth).
Course: To set a course, press the Set Course key. The helmsman asks what course you desire. Type a three digit number, from 000 to 360, for the new course. The helmsman will acknowledge and turn the submarine onto that course. You can also enter one or two digits and press the Return key.
Instead of entering three digit numbers, you can press one of eight directional keys (see Technical Supplement) to get one of eight standard course settings: 000°, 045°, 090°, 135°, 180°, 225°, 270°, or 315°.
Depth: To change to a new depth, press the Set Depth key. The Helmsman asks what depth you desire. Type a three digit number, from 010 to 999, for the new depth. The helmsman will acknowledge and move the submarine up or down until it reaches the correct depth. You can also enter one or two digits and press the Return key.
Note: Modern nuclear submarines never surface during battle. There is no advantage to surface travel and numerous disadvantages. In fact, surfacing communicates "I surrender" to the enemy. Any captain who surrendered a high technology sub like yours would betray his nation in innumerable serious ways. Therefore, 010' is the minimum depth allowed in battle.
Speed: To change speed, press either the Increase Speed key or the Decrease Speedkey. Your engines have seven power settings, from zero (engines stopped) to six (maximum speed). Each key press changes the power setting one level. The navigation display shows your speed through the water.
Note that a change in power translates slowly into an increase or decrease in speed. Also note that your speed in knots is faster when moving straight than when moving in a tight turn, or when damaged.
Emergency Turns: Instead of giving the helmsman anew course, you can give him specific turning orders. The first time you press the Left Rudder or Right Rudder key, the helmsman puts the boat into a 5° left or right turn. Each additional key press increases the amount of turn by 5°, first to 10°, then to 15°.
A 5° turn at slow or medium speeds is useful for maintaining your towed array (see page 18 for details). A 15° turn is useful in evading or decoying enemy torpedoes. Also, at maximum speed a 15° turn creates a knuckle In the water, useful In confusing torpedoes (see Evasion, page 32, below).
Straight & Level: If you wish to erase all course, depth, and emergency turn orders, press the Straight & Level key.
Navigation Controls
Post a comment