jutland player’s guide player manual.pdf · jutland ii jutland .....1 dedications ..... 1

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Jutland i Jutland Player’s Guide Copyright Albireo Studios LLC, 2001-2008. Storm Eagle, Storm Eagle Studios, and Jutland are Trademarks of Albireo Studios LLC. All Rights Reserved. Last edited: March 21, 2011

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Page 1: Jutland Player’s Guide Player Manual.pdf · Jutland ii JUTLAND .....1 Dedications ..... 1

Jutland i

Jutland Player’s Guide

Copyright Albireo Studios LLC, 2001-2008. Storm Eagle, Storm Eagle Studios, and

Jutland are Trademarks of Albireo Studios LLC. All Rights Reserved.

Last edited: March 21, 2011

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Jutland ii

JUTLAND ............................................................................................................. 1

Dedications .................................................................................................................................................... 1

System Requirements ................................................................................................................................... 2

Launching the Game .................................................................................................................................... 3 Registration and Trial Limits ..................................................................................................................... 4

STARTING A GAME ............................................................................................ 6

Loading a Game ............................................................................................................................................ 7

Assigning Players .......................................................................................................................................... 8

Multiplayer Games ....................................................................................................................................... 9 Setting Up a New Multiplayer Game......................................................................................................... 9

Multiplayer Session Setup (Host) Dialog ............................................................................................. 9 Joining an Existing Multiplayer Game .....................................................................................................10

Multiplayer Session Setup (Join) Dialog .............................................................................................10 Select Session Dialog ...........................................................................................................................11

Multiplayer Player Assignments Dialog ...................................................................................................12 Differences between Multiplayer and Single Player Games .....................................................................13 Multiplayer Assignment Inheritance.........................................................................................................13 Multiplayer Information Dialog ................................................................................................................14

BATTLE GAMES ................................................................................................ 14

The Battle Screen .........................................................................................................................................15 The Point of View .....................................................................................................................................15

Point of View Controls ........................................................................................................................15 Screen Edge Controls ...........................................................................................................................16 Main Control Flyout Panel ...................................................................................................................17 Main Control Flyout Panel ...................................................................................................................17

Time, Date, and Event Reports .................................................................................................................18 Information and Prompts ..........................................................................................................................18 The Microview Map .................................................................................................................................18 Battle Space Controls ...............................................................................................................................19

Selected Ships ......................................................................................................................................19 Mouse Selections with No Ships Selected ...........................................................................................19 Mouse Selections with One or More Ships Selected ...........................................................................20

The Battle Game Orders Flyout Panel ......................................................................................................21 Ship Information Group Buttons ..........................................................................................................21 Maneuver Group Buttons .....................................................................................................................22 Course Change Flyout Panel ................................................................................................................22 Targeting Group Buttons .....................................................................................................................25 Selection Group Buttons ......................................................................................................................27 Sticky vs. Non-Sticky Flyouts (Advanced) ..........................................................................................27

Miscellaneous Controls (Battle Games) ...................................................................................................29 Window Controls ......................................................................................................................................30 Shell-cam ..................................................................................................................................................30 Ship Information .......................................................................................................................................31

Ship Status Indicator ............................................................................................................................31 Ship Information Popup .......................................................................................................................31

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Jutland iii

Ship Information Screen ......................................................................................................................32 Situation Information ................................................................................................................................32

The Weather Report .............................................................................................................................32 The Situation Report ............................................................................................................................33 The Mission Objectives Report ............................................................................................................33 The Campaign Map(Battle Game) .......................................................................................................34

Playing the Battle Game .............................................................................................................................34 What‟s Going on Under the Hood – The Short Version ...........................................................................34 Command..................................................................................................................................................34

Leaders .................................................................................................................................................35 General Quarters ..................................................................................................................................35

Maneuver ..................................................................................................................................................36 Maneuver Orders .................................................................................................................................36 Collisions .............................................................................................................................................37 Entering Naval Bases ...........................................................................................................................38

Weapons ...................................................................................................................................................38 Firing ....................................................................................................................................................38 Ammunition .........................................................................................................................................38 Centrally Controlled Weapons Fire .....................................................................................................39 Locally Controlled Weapons Fire ........................................................................................................39 Guns .....................................................................................................................................................40 Torpedoes.............................................................................................................................................41 Mines ...................................................................................................................................................41 Shore Batteries .....................................................................................................................................42

Weapon Effects .........................................................................................................................................42 Damage and Damage Control ...................................................................................................................42 Sinking ......................................................................................................................................................42 Environment and Fog of War ...................................................................................................................43

Weather and Lighting ..........................................................................................................................43 Visibility and Weapons ........................................................................................................................43 Sea State Effects ..................................................................................................................................44 The Edge of the World .........................................................................................................................44

The Battle Editor .........................................................................................................................................44 New Scenarios ..........................................................................................................................................44

Location and Environment ...................................................................................................................45 Selecting Forces ...................................................................................................................................45 Setting Force Starting Positions ...........................................................................................................46 Initial Orders ........................................................................................................................................46 Saving the Battle ..................................................................................................................................46

Editing Existing Battles ............................................................................................................................46

A Short Tutorial – Opening moves at Trial Scenario ...............................................................................46 Introduction ..............................................................................................................................................47 Starting Up ................................................................................................................................................47 Finding Our Way Around .........................................................................................................................47 Making Things Happen ............................................................................................................................47

CAMPAIGN GAMES .......................................................................................... 47

The Campaign Screen .................................................................................................................................48 The Campaign Map ..................................................................................................................................48

Campaign Map Overlays .....................................................................................................................48 Campaign Map Controls ...........................................................................................................................49

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Main Campaign Control Flyout Panel ......................................................................................................49 Time, Date, and Event Reports .................................................................................................................50 Information and Prompts ..........................................................................................................................50 Campaign Space Controls .........................................................................................................................50

Selected Task Forces ............................................................................................................................50 Mouse Selections With No Task Force Selected .................................................................................50 Mouse Selections With a Task Force Selected ....................................................................................51

The Campaign Orders Flyout Panel ..........................................................................................................51 Control Group Buttons .........................................................................................................................51 Mission Group Buttons ........................................................................................................................52 Organization Group Buttons ................................................................................................................53

Task Force Information ............................................................................................................................53 Task Force Status .................................................................................................................................53 Task Force Information Popup ............................................................................................................54

The Weather Report ..................................................................................................................................54

Playing the Campaign Game ......................................................................................................................54 Task Forces ...............................................................................................................................................54

Task Force Organization ......................................................................................................................55 The Task Force Organization Screen ...................................................................................................55 Task Force Missions ............................................................................................................................56 Fuel and Sailing Range ........................................................................................................................56 Maintenance and Supply ......................................................................................................................57 Sailing ..................................................................................................................................................58 Basing ..................................................................................................................................................58 Patrols ..................................................................................................................................................58 Area Patrols ..........................................................................................................................................59

The War ....................................................................................................................................................59 Time .....................................................................................................................................................59 Weather ................................................................................................................................................59 Battles ..................................................................................................................................................59 Fog of War ...........................................................................................................................................59 News ....................................................................................................................................................59 Mine Warfare .......................................................................................................................................60 Reinforcements ....................................................................................................................................60

Battles .......................................................................................................................................................61 Beginning a Battle................................................................................................................................61 Initial Battle .........................................................................................................................................61 Special Disengagement ........................................................................................................................61 Ending a Battle .....................................................................................................................................61 After Action .........................................................................................................................................61 Victory in Battle ...................................................................................................................................62 Cargo Shipping ....................................................................................................................................62 Campaign Victory ................................................................................................................................62

APPENDICES..................................................................................................... 62 Orphan Policy ...........................................................................................................................................62

Appendix – Mouse Controls ......................................................................................................................63

Appendix – Battle Game Hotkeys .............................................................................................................63

Appendix – Campaign Game Hotkeys ......................................................................................................64

Appendix – Display Options ......................................................................................................................65

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Appendix – Sound Options ........................................................................................................................68

Appendix – Damage and Damage Control ................................................................................................68 Ship systems .............................................................................................................................................68 Temporary and Permanent Damage..........................................................................................................69 Fire ............................................................................................................................................................69 Damage Control ........................................................................................................................................69

Appendix – Concepts ...................................................................................................................................69

Appendix – Copyright, EULA, and Credits ..............................................................................................70

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Jutland 1

Jutland

Dedications

Welcome to Jutland. This game would not have been possible without the efforts

and support of many people who were not directly a part of the development team.

Jim Rose:

Mr. Cook, my 5th

Grade teacher for getting me hooked on military history using

the Hittites as bait. I apologize for not returning you Jacques Cousteau book.

Jim Dunnigan for luring me into the world of serious wargaming in 1970 with that

2 page ad for SPI‟s Winter War in Boys Life Magazine, setting me on a path to

the greatest job in the world, and for creating the his first game “Avalon Hills‟

Jutland” in 1967.

My Mom for buying me my first real wargame, Avalon Hills‟ D-Day.

My wife Barbara for putting up with my incessant chase to an ever higher

mountain.

All of the customers that have supported Norm and myself since 1988. You are

the reason that we have to surpass our previous offering every time out.

To all those who laughed at my dreams and said I would never make it. Look

who‟s laughing now.

Norm Koger:

My family, who pretty much had to do without me for the last few months of the

Jutland project.

All of you, who make it possible for me to make a living out of obsessing over

things like armor layouts in early 20th

century Russian gunboats and forage

requirements for 19th

century Austrian Hussar regiments.

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Jutland 2

System Requirements

Minimum PC Requirements

Windows XP or Vista

Internet Connection with a valid email account

1.5 GHz Intel or AMD PC Compatible

1 GB of RAM

3D Video Card capable of running Direct X 9

1.5 GB of Hard Drive Space

You may, of course, experiment with the trial version of Jutland on any computer of your

choice. These requirements outline the lower limits of computers and operating systems

that are supported by Storm Eagle Studios. The game may work on other systems, but we

do not offer troubleshooting or other support for systems not meeting our minimum

requirements.

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Launching the Game

With StormPowered all of your games are accessible from one location. Launch

StormPowered and go to the My Games tab, then launch the game by double clicking on

its entry in the My Games list, or highlight it by clicking it once and press the „Launch‟

Button.

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Registration and Trial Limits

When you first install the game, it will appear in the My Games tab and it will

show whether it‟s in a trial mode or capable of being played online or offline.

The trial version of the game can only play a selection of scenarios (battles) to

completion. Most other scenarios are available in a time limited mode, allowing you to

play them for a limited time before they end. There are no other restrictions.

License purchase and registration authorizes you to play all of the battle

scenarios, as well as the May, 1916 and (pro edition) full year 1916 campaign scenarios.

See the “Campaign Games” section of this manual for details. You can check your

authorizations by using the “About” dialog in the game.

If you wish to change the game to be playable offline, simply highlight the game

and click the „Change to Offline Capable‟ button. Now you can play your game

whenever you want whether or not you‟re connected to the internet!

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Jutland 5

Main Menu Screen

The Main Menu Screen is where you do most of your game management.

Everything is done from the row of buttons along the right side of the screen. Some

buttons are not always available. From top to bottom, these buttons are:

Exit – Exit the game.

About – Windows style “About” dialog.

Begin New Campaign – Begin a new campaign game, selected from a list of

available scenarios.

Begin New Battle – Begin a new battle (tactical) game, selected from a list of

available scenarios.

Computer Generated Battle – Begin a new, somewhat randomly constructed

battle game based upon your selections for approximate force strength and time of

day.

Join Multiplayer Battle – Join a multiplayer battle game hosted by another

player.

Load Saved Game – Load a previously saved campaign or battle game.

Battle Editor – Edit or create a new battle scenario.

Save Game – Save the current game.

Sound Options – Control game sound.

Display Options – Control game video and rendering settings.

Return – Return to the current game. This button is only present if you came to

the Main Menu Screen from within a battle or campaign game.

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Jutland 6

Starting a Game

If you want to begin playing immediately, select the fourth button down from the

top left on the Main Menu Screen: Begin New Battle. Select your game using the Load

Game Dialog, and pick which side to play using the Select Players Dialog. You can use

the tutorial based on the Trial scenario to help you learn how to play the game.

In trial mode, the game limits you to playing on the Trial scenario. Once the game

is registered, additional battles may be selected for play.

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Loading a Game Whenever you begin a new game, or load a saved game, you can select from a list

of available games using the Load Game Dialog.

The currently selected game is described in the history pane at the top of the

dialog box. A list of available games is below. Both panes can be scrolled using the scroll

controls at right, and the lower pane can be scrolled using a mouse wheel button. At the

bottom of the dialog box are Accept and Cancel buttons. Use the Accept button to load

the selected game, and the cancel dialog to back out of the dialog without loading a game.

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Assigning Players Before you begin a new game, you need to choose which forces are controlled by

which players. Either side (German or British) can be controlled by local human,

computer (“AI”), or remote human players.

To begin a multiplayer game, select the Multiplayer button in the center of the

dialog. For single player games, you can select either Human Player or Computer Player

buttons for each side, below the national flags. When you are happy with your player

selections, select the Accept button at the bottom of the dialog. You can back out of the

dialog using the Cancel button.

Typically, you will want to play single player games as a human player vs. the

computer. To do this, select human player for the side you wish to play and computer

player for the other side. You can also select human player for both sides, generally so

you can examine the scenario in detail within the game. Or you can select computer

player for both sides to watch the computer play against itself.

Except in multiplayer games, selecting the Accept button will immediately launch

the new game. If you have selected a multiplayer game, there is a bit more setup to do

before your game begins.

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Jutland 9

Multiplayer Games

Jutland battles (not campaign games) can be played in a multiplayer mode. Play

can be either by LAN or TCP/IP. Generally you will use LAN to play games on your

local network, and TCP/IP to play games with other players at remote locations over the

internet. Select the center button in the Select Players Dialog to begin a new multiplayer

game. This will begin the process of setting your computer to host a game for other

players to join. If, instead, you wish to join an existing multiplayer game being hosted by

another player, use the Cancel (lower right) button to return to the Main Menu Screen and

select the Join Multiplayer Battle button.

If your computer is protected by a firewall, it may be necessary to configure it so

that Jutland multiplay is allowed. In most cases your firewall software should detect the

game‟s attempts to connect to remote locations, and will prompt you to allow Jutland to

by “unblocked”. If you do choose to “block” the game, usually the default selection,

multiplay will not be possible. The specific language and procedure depend upon your

firewall. In some cases, it may be necessary to open a port as well. If so, the Jutland

default UDP port is 5113.

Setting Up a New Multiplayer Game

Multiplayer Session Setup (Host) Dialog

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This is the first dialog you will see when you choose to host a new multiplayer

game for other players to join. From here you choose whether to play via LAN or

TCP/IP, your player name, and the session name others will see when they are looking

for a new game to join. Click on any of the options in the dialog to select or modify them.

Your local and external TCP/IP addresses are displayed in the Connection Type pane of

the dialog. If your computer is connected directly to the internet, or using TCP/IP over

your LAN these are the addresses other players will use to join your game. Internal IP

addresses are used for local games, and external IP‟s are used if your players will be

joining over the internet.

When you are happy with your setup, select Accept to continue on to the

Multiplayer Player Assignments Dialog. You can Cancel to back out of the dialog.

Joining an Existing Multiplayer Game

Multiplayer Session Setup (Join) Dialog

This is the first dialog you will see when you choose to join a multiplayer game.

From here you choose whether to play via LAN or TCP/IP, and your player name. Click

on any of the options in the dialog to select or modify them.

When you are happy with your setup, select Accept to continue. You can select

Cancel to back out of the dialog.

If you choose to play a TCP/IP game, you need to specify the IP address of the

host machine in a separate small dialog that pops up after you accept your session setup.

Your host will provide this address for you.

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Select Session Dialog

This is where you select which game session to join. Select Search for Games to

look for games on your LAN or at the IP address you have chosen. You may select any

session listed. Unless you are on a large LAN, there will generally only be one session

available on the LAN or at any particular IP address. Each session is described by session

name, scenario, number of players, and ping time. When you have selected the desired

session, click Accept to join. You may cancel by selecting Cancel.

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Multiplayer Player Assignments Dialog

This is the last step required for setting up a Multiplayer game. At this point, your

game is available for others to join (If you are hosting) or you have successfully joined a

game hosted by a remote player. A list of all players fills the center pane of the dialog.

Each player is listed by name, assignment, and whether they are ready to begin playing.

The number of allowed players for a scenario is dependent upon the number of divisions

present, from a minimum of two up to a maximum of ten. As host for this new game, you

can choose individual assignments or eject players before the game begins. Each player

has control over their own “ready/not ready” status. As individual players join, the

“Waiting for player to join” notes are replaced by names, assignments, and ready/not

ready indicators.

If you are hosting a game, you select a player name to eject that player from the

game. To change assignments, for any player, select the assignment next to that player.

This will open a dialog allowing you to give the player a new assignment. If only two

players will be playing, one must be the British force commander and the other the

German force commander. If there are more than two players, some may be assigned

individual divisions of ships. Assignments may only be changed if at least two players

are present. Regardless of the number of players and division assignments, the player

assigned the top division on each side is considered the overall force commander. He

controls all divisions not directly assigned to other players, and he will inherit divisions if

other players on his side drop out of the game while it is in progress.

When you are happy with assignments and all players (including yourself) have

selected “ready”, you can continue by selecting the Begin Game button. You can back

out of the dialog (canceling the game) by selecting the Cancel button. If you wish to

broadcast a chat message to all players, select the Chat button.

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Differences between Multiplayer and Single Player Games

Game pauses and some option changes are not allowed during multiplayer games.

Multiplayer Assignment Inheritance

If a player drops out of the game, his force has to be inherited by another player.

This is handled automatically. Individual divisions are inherited by the force commander.

If the force commander drops out of the game, another force commander is automatically

selected. Finally, if all players on a side have dropped out, that side‟s force will come

under computer control on the host computer.

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Multiplayer Information Dialog

This dialog gives information regarding other players in your multiplayer game.

Each player‟s name, host or remote player status, number of assigned ships, and national

affiliation are shown. You may select “Private Chat” to send a message to a particular

player. If you are hosting, you may select “Eject” to eject a player from the game. Select

the Multiplayer Information Button on the Main Control Flyout Panel to use this dialog.

Battle Games

The Battle Game is a 3d, realtime, naval combat simulator. Battles can be as small

as two opposing ships, or as large as the largest battles of the war. In the trial version of

the game, only a limited number of battle scenarios are available for play through to

completion. Jutland Battle Set 1 (included with the registered version of the game)

includes a variety of scenarios drawn from campaigns in the North Sea area during World

War I.

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The Battle Screen

This screen is a window into the 3d, realtime battle space. The battle space is 200

kilometers on a side, initially centered on a point between the two opposing naval forces

present in the scenario. Everything visible to your forces is potentially visible to you,

though you may have to move your point of view to bring distant objects into view.

The Point of View

This is the virtual camera that shows you the world of the battle space. The point

of view is sometimes called “the view” or “the camera”. You generally have complete

control over the point of view. It can be moved forward, back, left, right, zoomed in or

out, raised, lowered, panned left or right, and tilted up or down. The current position and

orientation of the point of view is available by moving the mouse cursor over the point of

view indicator at screen lower left. If the Microview map is visible, a crosshair and arc

within the map show the position and orientation of the point of view in the battle space.

Point of View Controls

Only the arrow keys and mouse cursor are really needed to control the point of

view. The shift key, if pressed, increases the speed of any selected point of view

movement.

Left Arrow Key: move point of view left

Right Arrow Key: move point of view right

Up Arrow Key: move point of view forward

Down Arrow Key: move point of view back

Moving the mouse to any screen edge will pan or tilt the camera in that direction,

depending upon your choice of screen edge controls.

Rolling the mouse wheel zooms in or out.

Additional controls are available if you wish to use them:

Page Up Key: raise point of view

Page Down Key: lower point of view

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Jutland 16

Number Pad 1 or 7 Key: pan point of view left

Number Pad 8 Key: tilt point of view down

Number Pad 3 or 9 Key: pan point of view right

Number Pad 6 Key: move point of view right

Number Pad 2 Key: tilt point of view up

Number Pad 5 Key: move point of view forward

Number Pad 0 Key: move point of view back

Number Pad – Key: zoom point of view out

Number Pad + Key: zoom point of view in

Number Pad * Key: raise point of view

Number Pad / Key: lower point of view

Mouse Wheel Forward: Zoom in

Mouse Wheel Back: Zoom out

Screen Edge Controls

As gamers, we all have different ideas about what should happen when the mouse

cursor touches the edge of the game screen. Rather than settling on a compromise set, we

decided to offer the following options:

Pan and tilt without delay – The point of view tilts up and down at the top and

bottom edges, and rotates left or right at the left and right screen edges, as soon as

the cursor touches the edge.

(Default) Pan, tilt, or move without delay – The point of view tilts up and down

at the top and bottom edges, and rotates left or right at the left and right screen

edges, as soon as the cursor touches the edge. Touching near the center of each

edge will move the point of view in that direction.

Pan and move without delay – The point of view moves forward or back at the

top and bottom edges, and rotates left or right at the left and right screen edges,

as soon as the cursor touches the edge.

Pan and tilt with delay – The point of view tilts up and down at the top and

bottom edges, and rotates left or right at the left and right screen edges, beginning

about half a second after the cursor touches the edge.

Pan and move with delay – The point of view moves forward or back at the top

and bottom edges, and rotates left or right at the left and right screen edges,

beginning about half a second after the cursor touches the edge.

You can switch the controls using the F2<control> key, and you can view the current

control overlay using the F2 key.

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Main Control Flyout Panel

At screen upper right is a single control. This is the control flyout panel rollover.

When you move your mouse over this control, the main control flyout panel becomes

available. A short time after you move the mouse cursor off any button of the flyout

panel, the panel will again roll up to show only the single control.

Controls in the flyout are arranged in columns. Depending upon context, some

controls may not be available. To select a control, move the mouse cursor over it and left

click.

The home column is directly below the rollover spot. It includes the following:

About: Show Jutland credits, registration, and copyright information.

Options: Go to Main Menu Screen.

Weather Report: Show a report of current weather and visibility conditions.

Weather has a strong effect on play. You should always check the Weather Report

as soon as possible after a battle begins.

Situation Report: Show a report of the current battle situation. Things are not

always as they seem. You should check the Situation Report as soon as possible

after a battle begins.

End Battle: End the current battle.

Campaign Map: Show a large scale map of the North Sea and surrounding area.

If a campaign game is in progress, movements of forces not directly involved in

the battle can be monitored here.

Exit: Exit the game.

To the left of the home column is the view lock column. These controls are used to free

or impose certain constraints on the movement of the point of view.

Free View: Set the point of view as free to move. (Default)

Follow View: Set the point of view to keep pace with a ship, moving to keep it at

a constant distance.

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Jutland 18

To the left of the view lock column is the display and sound option column. These

controls are used to bring up dialogs allowing you to change display and sound options.

Sound Options: Show the sound options dialog.

Display Options: Show the display options dialog.

In multiplayer games, there is also a multiplayer game option column. These controls are

used to manage various multiplayer game options.

Multiplayer Player Information: Show the Player Information dialog.

Multiplayer Chat: Send a chat message visible to all players.

Multiplayer Fleet Chat: Send a chat message visible to all players in your fleet.

Multiplayer Exit: Exit this multiplayer game.

Time, Date, and Event Reports

At screen upper left is a layer of text showing the current time and date, lighting

information, view mode, and (potentially) several lines of notifications of recent

significant battle events. By default, up to 16 lines of notifications can be visible under

the time / date / view lines. The size of the text can be increased, at the cost of fewer

visible lines, or turned off altogether.

N Key: toggles between standard, large, or no time and event display.

Information and Prompts

At the bottom center of the screen are two lines of context sensitive prompt and

information text.

The Microview Map

At screen lower right is a small map showing all or a portion of the battle space.

All friendly and known enemy ships and shore batteries are shown as blue (German) or

red (British and allied) icons overlaid on the map. The location and orientation of the

point of view within the battle space are shown as a crosshair and arc. More than a simple

map, the microview is also a game control. As the mouse cursor is moved over the map,

the location under the cursor is shown in a “spyglass” view. If you left click within the

map, the point of view will rotate to face the location you clicked upon. Any friendly ship

there will be selected as the selected ship. Right clicking within the map will move the

point of view to the selected location.

Most orders that can be issued in the 3d world can also be issued using the

microview.

You can change the appearance of the microview using the keyboard. Number

keys refer to the keys across the top of your keyboard, not the num pad keys. If the map

magnification is set higher than 1x, the map will be centered on the point of view.

1 Key: Set microview map magnification to 1x, showing the entire battle space.

(Default)

2 Key: Set microview map magnification to 2x.

3 Key: Set microview map magnification to 3x.

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Jutland 19

4 Key: Set microview map magnification to 4x.

5 Key: Set microview map magnification to 5x.

M Key: Toggle between standard display at lower right, full screen display at

center, or microview map display off.

Battle Space Controls

The battle space controls are the heart of the battle game. All orders to your forces

are issued by left or right clicking within the battle space.

The 3d world shown in the battle screen is “hot”. As the mouse cursor is moved

over the screen, distance and elevation data are shown for the spot under the cursor. If a

friendly or enemy ship is under the cursor, the cursor will change to a cross and

information on the ship is displayed.

Any visible location can be selected by left or right click. The effects of mouse

clicks depend upon whether any ships are currently selected.

Selected Ships

Any orders you issue will only affect the ships you have selected. Ships are

selected by using the left mouse button. See Mouse Selections with No Ships Selected.

Once selected, ships are highlighted by either a red (British) or blue (German) halo on

screen. You can deselect your ships by using the escape key or right clicking anywhere

on the screen selecting the Close Flyout / Deselect button in the Orders Flyout Panel.

Mouse Selections with No Ships Selected

If no ship is selected, a left or right mouse button click will move the point of

view toward the selected location, and any selectable friendly ship at the location will be

selected. You can select more than one ship by left clicking, holding, and dragging a

selection rectangle. When you release the button, any selectable ships within are selected.

Under certain conditions, some friendly ships may not be selectable.

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Mouse Selections with One or More Ships Selected

If one or more ships are selected, a left mouse click on a selected ship selects

ships belonging to the next command level of the force. Clicking on a lone selected ship

selects that ship‟s parent division. Clicking again selects the friendly entire fleet. Clicking

again on the ship selects back down to just that ship, so repeated clicking on selected

ships results in a circular rotation through all levels of command.

A left click in the water deselects all selected ships.

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The Battle Game Orders Flyout Panel

All orders to ships can be given using the orders flyout panel. The buttons that

appear, and their appearance, are dependent upon how many ships are selected, their

state, and whether any movement plots are on screen. Each button is fully described using

on-screen prompts. As with the Main Control Flyout Panel, the buttons are divided into

columns, and unless the mouse cursor is within the column only the top button of each

column is displayed. Selecting the Close Flyout button will close the flyout, leaving any

selected ships still selected. You can select the Close Flyout / Deselect button to close the

flyout while releasing selected ships.

Ship Information Group Buttons

Close Flyout – Close the flyout.

Close Flyout and Deselect – Close the flyout and deselect the currently selected

ships.

Ship Information – Call up detailed Ship Information Screen.

Zoom In – Focus the point of view on the selected ship.

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Maneuver Group Buttons

Use maneuver group buttons to issue maneuver orders to your ships. Depending

upon the game situation, some buttons may not be displayed.

Change Course – Begin issuing a course change order for the selected ships. This

will bring up the Course Change Buttons.

Guide on Other Division – The selected division will follow the division of the

ship under the mouse cursor. This button will only appear if a division leader is

the currently selected ship, and the mouse cursor is over a ship belonging to

another division when you right click to bring up the flyout.

Guide Independently – The selected division will no longer follow the division it

is currently following. This button will only appear if the selected division is

currently following another division.

Set Speed – Set the ordered speed for the selected ships. Note that ships “formed

on” other ships will set their speed automatically to maintain proper interval

within their formation regardless of individual speed orders, so this setting only

has a direct effect if issued to division lead ships or ships that are not formed.

Course Change Flyout Panel

Selecting the Change Course button starts movement plotting. Yellow arcs and

lines are drawn from the selected ships and any ships in their parent divisions. These lines

are potential ship movements that you can order. As you move the mouse cursor, the

lines will change in an attempt to plot moves toward the world location under the mouse

cursor. You will probably find that it is helpful to be at least 1000 meters from the

selected ship when plotting moves, as most ships require large areas to complete turns.

Point of view controls remain active during plotting, and you will frequently find yourself

moving the point of view while setting up movement orders. It can also be helpful to set

the magnification of the microview to 2x or higher, particularly if the selected ships are

close to enemy forces. Projected plot lines extending from division leaders are slightly

brighter or bolder than other lines. Note that the plot lines are constantly changing. If you

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are not playing a multiplayer game, you may wish to pause the game while plotting

movement. To cancel the course change, right click and select the Cancel Course Change

button. The yellow lines will disappear.

You may set waypoints for course changes by pressing the “w” hotkey. In this

way it is possible to set fairly complicated course change orders. Be aware that complex

course changes with large numbers of ships, under enemy fire, are quite likely to result in

disordering your ship formations.

When the projected plot lines are where you want them to be, or if you wish to

issue non-movement related orders, right click. This brings up the Course Change Flyout

Panel buttons listed below.

These buttons are displayed only when a course change is requested. Some

buttons may not be available depending upon the selected ships.

Change Course – Use this to free up the plot calculator if you don‟t like where

the lines are when you right clicked to bring up this button group.

Cancel Course Change – Close the flyout without issuing a course change order.

Division Turn by Succession – The division leader will immediately execute its

plotted turn (indicated by the bold line). Each other ship in the division that is

formed on the leader will follow to the point where the leader turned, then execute

its own turn to continue following the leader. Once completed, this maneuver

leaves the division line intact and facing the plotted direction. It can take quite a

while for a division to complete this maneuver, and results can be a bit messy if

you change orders before the maneuver is complete. This option may not be

available if the division is not in line (formed up on a lead ship). This was by far

the most common order issued to ships in battle, because it is the easiest way to

maneuver while maintaining formation. Any other maneuver order can introduce

disorder in your formations.

Selected Ships Turn by Succession – The lead selected ship will immediately

execute its plotted turn. Each other selected ship will follow to the point where the

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leader turned, then execute its own turn to continue following the leader.

Following this maneuver, ships will not necessarily be considered as formed on

any particular ship.

Division Turn Immediately – All ships of the division will immediately execute

the plotted turns. After the turn, all ships will attempt to maintain their positions

relative to their leader. This command can be used to turn from line astern

(column) to echelon or line abreast. If the ships maintain their relative positions, it

can easily be reversed back to line astern. Example: A division moving north

executes a 90 degree immediate turn to starboard, moves some distance, and 90

degree immediate turn to port. This would result in a division going from line

astern headed north, to line abreast headed east, back to line astern headed north.

Each ship would execute an “s” shaped course. If perfectly executed, all ships of

the division will once again be considered formed on the division leader.

Frequently, particularly in combat, this will not be the case.

Ship Turn Independently – This is very similar to Immediate Turn, except that

only the selected ships will execute the maneuver. Non-selected ships of the

division will continue their original movement, and will maintain their “formed

on division leader” status. Because of this, using this order when the division

leader is selected will effectively issue the order to the entire division, though it

will be performed slightly differently than if one of the division orders had been

issued.

Division Reform Line on Best Lead Ship – This is your best bet for restoring

order to a scattered formation. Ships will attempt to return to their position astern

of a division leader, at the same interval as at the beginning of the scenario. The

leader chosen will depend upon the arrangement of the ships. It will not

necessarily be the original division leader. The prompts will inform you of the

selected “best leader” for a quick reformation. If the division is scattered, this can

take some time. It can also result in unpredictable maneuvers by individual ships.

In many cases you can speed things up by tidying the ship positions manually

(making sure they are already in something like line formation, in their original

order, facing more or less in the same direction, and not in imminent danger of

collision), prior to giving this order. It can be helpful to set the speed of the lead

ship a couple of knots below the speed of the slowest ship in the division, so ships

attempting to take trailing positions can accelerate to catch up with the leader.

Division Reform Line on Selected Ship – All selected ships will attempt to

return to their position astern of the selected ship as division leader, at the same

interval as at the beginning of the scenario. If the division is scattered, this can

take some time. It can also result in unpredictable maneuvers by individual ships.

In many cases you can speed things up by tidying the ship positions manually

(making sure they are already in something like line formation, in their original

order, facing more or less in the same direction, and not in imminent danger of

collision), prior to giving this order. Your division will reform most easily if you

pick a leader that appears to be in front of most of the other ships in the division.

Be careful with this command. If you choose a ship toward the apparent rear of

the division, individual ships can spend considerable time looping around trying

to line up. It can be helpful to set the speed of the selected lead ship a couple of

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knots below the speed of the slowest ship in the division, so ships attempting to

take trailing positions can accelerate to catch up with the leader.

Division Turn Immediately and Reform – All selected ships will immediately

execute the plotted turns as in a normal immediate turn. When the turns are

completed, the division will reform on whichever ship is nearest the head of the

formation at that time. This order is frequently given to order simultaneous 180

degree turns, with the originally trailing ship becoming the new lead ship for the

formation. If all goes well, you can usually predict which ship will be at the head

of the reformed division. Turns of less than 90 degrees will tend to retain the

original leader, and turns of more than 90 degrees tend to reverse the order of the

division line. This is usually a fairly safe order unless the enemy is near enough to

disrupt it, or the paths of the ships (as indicated by the yellow lines) are such that

it isn‟t easy to determine who will be in the lead after the turn.

Targeting Group Buttons

Use Targeting Group buttons to control ship targeting orders.

Target Specific Ship – This button will only appear if an enemy ship is under the

cursor when you right click to bring up the flyout. The selected ships will target

the specific ship under the cursor. When that ship is no longer a valid target

(visible, not sinking), the selected ships are free to retarget on the nearest enemy

ship.

Target Nearest Leader – The selected ships will target guns on the nearest

enemy division leader. When that ship is no longer a valid target, the selected

ships are free to retarget on the nearest enemy ship.

Target Free – The selected ships may pick their own gun target, generally the

nearest enemy ship.

Target Nearest Leader Torpedo – The selected ships will target torpedoes on

the nearest enemy division leader. When that ship is no longer a valid target, the

selected ships are free to retarget on the nearest enemy ship.

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Target Free Torpedo – The selected ships may pick their own torpedo target,

generally the nearest enemy ship.

Cease Fire – The selected ships will cease fire.

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Selection Group Buttons

Use Selection Group buttons to select other ships besides those currently selected.

Select Division Leader – Select the division leader.

Select Division – Select all ships in the division.

Select Task Force – Select all friendly ships in the battle space.

Form New Division – The selected ships will be detached from their parent

division or divisions, and will form into a new division. This command can of

course be used to rejoin divisions previously divided using the form new division

command. It can also be used to split individual ships from a division if they

become damaged and are unable to maintain their place in formation.

Assign Division to Player – The division to which the selected ships belong will

be re-assigned from the force commander to a friendly player selected from a

force assignment dialog box. This button will only appear in multiplayer games,

and is only available to force commanders. The option can be used to fine tune

assignments in multiplayer games, or to assign new forces to players who have

lost their starting force.

Sticky vs. Non-Sticky Flyouts (Advanced)

By default, orders flyouts are “sticky”. That is, they remain on the screen until

you select one of the close options to close them.

Non-sticky flyouts offer experienced players a faster, more streamlined way to

issue orders. Unlike sticky flyouts, non-sticky flyouts remain on the screen only as long

as the right mouse button is depressed. If you want to issue an order to your selected

ships, press and hold the right mouse button. The flyout appears. While holding the right

mouse button, move the cursor over the flyout until you reach the option you want to

select, then release the right mouse button. Non-sticky flyouts allow you to issue any

flyout order with a single click, rather than the three usually required using the standard,

sticky flyouts.

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Press the “x” key to toggle between sticky and non-sticky flyouts.

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Miscellaneous Controls (Battle Games)

These controls perform miscellaneous game functions:

, <shift> Key: Select previous friendly ship.

, Key: Show previous friendly ship.

. <shift> Key: Select next friendly ship.

. Key: Show next friendly ship.

A Key: Selected ships target nearest leader.

B <shift> Key: Reselect last selected ship.

B Key: Show last selected ship.

C <shift> Key: Send chat message to all friendly players (multiplay).

C Key: Send chat message to all players (multiplay).

D Key: Show situation report.

F Key: Follow mode for point of view on / off.

G Key: Multiplay player management and direct message dialog.

H Key: Change Shell-cam option (off/selected ships/all ships).

I Key: Show the ship information screen.

K Key: Show next enemy ship.

K Key: Show next enemy ship.

L Key: Show previous enemy ship.

L Key: Show previous enemy ship.

M <shift> Key: Turn world information tooltips on / off.

N Key: Set notifications large / small / off.

O Key: Show battle objectives.

P Key: Pause the game (not in multiplay).

Q Key: Selected ships target specific ship. If this key is pressed while your mouse

cursor is on an enemy ship, your selected ships will be given orders to target that

enemy.

R Key: Level the point of view.

S Key: Set ship status on near / on distant / off.

S Key: Toggle ship status display on/off.

Space Key: Selected ships cease fire.

T Key: Toggle telescope (ship information) views on/off.

V Key: Show last viewed ship.

W Key: Pick waypoint during course change.

X Key: Turn “sticky” orders flyouts on / off

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Z Key: Selected ships target free.

Space Key: Pause the game (not in multiplay).

Space <control> Key: Selected ships cease fire.

F1 Key: Toggle hotkey list on / off.

F2 Key: Toggle point of view control help overlay on / off.

F2 <shift>Key: Change point of view control mode.

F2 <shift><control>Key: Set the standard ship view to the current distance and

orientation, relative to the selected ship.

F3 <shift><control>Key: Set the standard battle space view to the current

elevation and orientation.

F4 Key: Toggle frame rate display on/off.

F5 Key: Binocular View

F6 Key: Quick Save Game

F7 Key: Increase time rate (not in multiplay).

F8 Key: Decrease time rate (not in multiplay).

F8 <shift> Key: Capture screenshot.

F9 Key: Set time rate to 1x.

F12 Key: Reset all game defaults. Some changes may not be visible until the next

time you start the game.

F12 <shift> Key: Store game license with Storm Eagle Studio server.

You can always bring up a screen overlay of all currently active hotkeys by pressing F1.

Window Controls

If you are playing in windowed mode, the game screen may be moved or resized

using standard Windows ™ conventions.

Shell-cam

Shell-cam is a special display mode that takes control of the battle screen window

to show the flight of a shell fired from a gun. In order for a shell-cam view to become

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active, no game controls may have been activated in the previous 10 seconds. Any time

any control is activated (including simply moving the mouse), a running shell-cam

display is immediately ended. Shell-cam views will only be shown for large weapons

fired with times of flight over three seconds. You can select from three options for

controlling the shell-cam display.

H key: toggles between Shell-cam for any ship (default), any selected ship, or off.

Ship Information

There are three levels of information available for any ship involved in a battle:

status indicator, information popup, and information screen.

Ship Status Indicator

The most heavily used ship information level is the ship status indicator. This

usually takes the form of a general status light, followed by the ship‟s name, rudder

setting, and speed in red (British) or blue (German). Ships at anchor (and unavailable for

most orders) show a small anchor symbol rather than the status light. Ships not at anchor

but belonging to forces that have not been issued a general quarters order, will show

green text. The status light color ranges from green (general status very good) to red

(general status very poor) and finally black (sinking – crew is abandoning ship). If a ship

is turning, the rudder indicator between the ship name and speed shows the rudder

setting. A + or – symbol will follow the speed setting if the ship is speeding up or

slowing down. Very distant ships will show only a triangle with the lower tip just above

the location of the ship.

Ship Information Popup

Moving the mouse cursor over a ship either in the microview or the main battle

space display will bring up a ship information popup. The popup is displayed as long as

the cursor remains over the ship. Quite a bit more information is available in the popup

than in the status indicator. If a ship is the lead vessel for a formation, a command flag

will show in the popup background. Organizational, navigation, and general damage

levels are shown. The exact information displayed depends upon whether you own the

ship, and any special circumstances that might apply. If you don‟t understand why a ship

is doing something, check the popup.

The image in the telescope display is more than just eye-candy. If the image is

overlaid by a faint crosshair graphic, the ship can be targeted by your currently selected

ships. If the image is very dark, the ship is not currently visible to your forces.

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Ship Information Screen

Bring up the Ship Information Screen for any particular ship by selecting the Ship

Information button from the Orders Flyout, or by pressing the “I” hotkey when the mouse

cursor is over a ship. Every bit of information recorded for a ship is accessible from this

screen, although some information is restricted if you are viewing an enemy ship. A text

area between the name at the top and the image of the ship in the center gives general

information on the ship. Each weapon mounted on the ship is represented as a colored

status light at or near the mounted location on the ship image. Passing the mouse cursor

over a weapon mount light will display the detailed status and arcs of fire for the weapon

mount. Three rollover controls below the exit button at screen upper right bring up a

complete weapons inventory, organizational information, and navigation data.

Situation Information

The Weather Report

This dialog gives information on current weather and visibility conditions, and

indicates whether visibility is increasing or decreasing. Since most battles begin with

ships at distances near the limits of visibility, you can use the prediction to help decide

whether to close with the enemy or attempt to flee. Extreme weather or lighting

conditions tend to favor some kinds of ships over others. For example: Small, torpedo

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armed ships are at their best if visibility is poor. But those same ships are at a severe

disadvantage in high seas.

You should always check the Weather Report as soon as a battle begins.

The Situation Report

This dialog gives a brief description of the current situation, including relative

strengths, losses, historical notes, order of battle, and tactical hints. You should always

check the Situation Report as soon as a battle begins.

The Mission Objectives Report

This dialog is only available by pressing the “O” key. It shows a quick summary

of mission objectives scenario victory conditions.

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The Campaign Map(Battle Game)

This screen shows the entire Russo-British war theater of battle. All ports, naval

bases, and significant locations are displayed. German and British owned locations are

shown using Blue or Orange icons, respectively. Locations controlled by major neutral

powers are shown using yellow icons. Minor neutral locations are shown using white

icons. Anchor icons indicate ports, and circled anchor icons are naval bases. The

boundaries of the current battle are shown using a yellow square.

In battle games, this screen is used simply to show context. Campaign games are

played from a more active version of this screen.

Playing the Battle Game

What’s Going on Under the Hood – The Short Version

The battle game is a simulation of early twentieth century naval combat. You

don‟t really need to know all the gritty details of the simulation underlying the game any

more than the commander of a real task force needs to know the details of keeping his

ships‟ engines running. For those who are interested, there is a detailed description of the

simulation in the appendices. This section of the manual covers the basics of what‟s

going on, and what you need to keep in mind when playing the game.

Command

Your task is to keep your force intact, organized, moving in the right direction,

and firing at the enemy. All action takes place in real time, and in as realistic a 3d

environment as we could create. This means things can be pretty difficult to manage in

large fleet actions. Please, do yourself a favor and start with smaller battle scenarios.

Large battles are very complex. Commanders with years of experience lost effective

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control of their forces in several cases during the actual war. Fortunately; unlike real

world commanders, you have the option to pause the action (except in multiplayer

games). Feel free to pause the game frequently as you learn to play.

Leaders

Divisions begin a battle with at least one leader on board one of the ships in the

division. If a division is split up into groups of two or more ships, a ship commander will

be “promoted” to leader status so that all portions of a division have leaders. Ships sailing

independently as single ship divisions generally do not have leaders on board. Any ship

sailing beyond visual range of at least one friendly leader may become unavailable for

orders.

General Quarters

This is a generic term for combat readiness. Ships will only be available for

orders if the general quarters order has gone out. In most cases this happens automatically

for both forces at the beginning of a scenario. But some scenarios begin with one side

unaware of the presence of an enemy force. The worst case is when a ship is at anchor.

Ships at anchor are generally completely unready for combat, and will take at least

several minutes to become ready even after the general quarters order has sounded.

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Maneuver

Maneuver Orders

Unless you tell them otherwise, your ships are constantly moving. Ships do not

turn on a dime (generally, it‟s more like half a kilometer). Ships do not speed up or slow

down quickly. Individual ship captains have minds of their own. These simple facts have

substantial implications. You simply will not believe how much a mess you can create

until you‟ve managed to do it a couple of times.

There are a number of simple rules of thumb that may keep you out of trouble:

Maneuver by division

Keep your ships formed on division leaders

Keep your divisions apart

Do not combine radically different ship types in your divisions

While it is possible to issue independent turn orders to your ships, you will find that

keeping them both concentrated and out of each others‟ way while operating

independently will be a major pain. The only times you should consider moving ships

independently are if they are needed for scouting, making torpedo attacks, or are too

damaged to remain in formation. Scouts and damaged ships should be detached as

separate divisions using the “Form New Division” order. Independent turn orders to

divisions can be useful, but be aware that ships not “formed on” other ships will follow

their last ordered course and speed. It is very difficult to keep unformed ships in any

semblance of a formation once the shooting starts. Issuing “Immediate Turn” orders to

your ships will cause them to become “unformed”.

Ships that are “formed on” other ships will follow the ships they are formed on,

adjusting speed and heading as necessary, and will seek to find their way back to their

spot in formation if temporarily forced to maneuver to avoid collisions, torpedoes, or

whatever. Issuing “Turn by Succession” orders will keep your ships formed on their

division leaders. In turns by succession, the division leader turns first. Each following

ship moves to where the division leader made her turn, then turns to follow the division

leader.

There are times when you want a division to remain formed, but you don‟t want to

wait for a turn by succession. The “Turn Immediately and Reform” order can be useful

here. In “Turn Immediately and Reform” orders, all ships will perform immediate turns

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exactly as if you had ordered a standard “immediate turn”. After all ships have completed

their turns, the commanders will reform the division into line after the ship furthest

forward in the new direction of travel. Be aware that this can be unpredictable if your

formation is scattered, or if the positions of the ships after their turns makes selection of a

new leader difficult. This command is most effective for relatively shallow (less than 45

degrees) or relatively deep (more than 120 degrees) turns, where the position of the

leader after the turn has been completed is easy to determine. In particular, this command

is very useful for reversing the direction of travel of a division while keeping the ships in

formation.

If a division becomes scattered, you can order selected ships to “reform line”. When

you do this, you are effectively ordering the individual ship captains to use their best

judgment to reform. The selected ships will determine the furthest forward ship and form

line behind it. In truly chaotic situations, you may want to do a bit of manual tidying up

before issuing a “reform line” order. Fairly ugly things can happen if you order a

randomly scattered cloud of ships to reform line. They will eventually succeed, but it can

take a while.

Advanced: If you have a large fleet (several divisions), there may be times when you

want several individual divisions act as a single, large formation. You do this by selecting

a division leader, then right clicking on any ship of the formation you want the selected

division to follow, and selecting the “Guide on division” order. You can form a chain of

divisions by doing this with successive division leaders on ships of preceding formations.

If you order a division to guide on a division that another division is already guiding on,

the new division will insert itself into place in line between the original two divisions.

You can break any division free by selecting its division leader and issuing a “Guide

Independently” order.

Try to make sure that divisions have enough room to maneuver without interacting.

Any two divisions should usually be kept as far apart as the length of the longer division.

You can form ships into new divisions, or split up original divisions during play using

the “form new division” order. If you do this, avoid placing ships of very different

capabilities in the same division. Divisions in formation tend to operate at the level of the

poorest performer in the division.

You can select more than one ship by using a selection rectangle. Left click and drag.

A box will appear. Any ships within the box when the mouse button is released will be

selected. This is the only way to concurrently select ships of different divisions.

Your captains will attempt to avoid collisions with other ships, land, minefields, and

torpedoes. Don‟t be surprised to see a ship move briefly out of its location in line in order

to avoid a collision. If the ship is “formed” it will maneuver back to its position in the

formation when the danger is past.

Collisions

Your captains will do their best to avoid collisions, but they will sometimes occur.

They are particularly common at night, during torpedo attacks, and in situations where

many ships are in proximity. Ships can collide with other ships or with land. The damage

caused by a collision is based on the speed and displacement of the ships involved, and

the angle of impact. Damage can be severe. Avoid giving your ships orders that may lead

to collisions – crossing formations, entering restricted bodies of water, etc.

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Entering Naval Bases

Ships may enter friendly naval bases. Naval bases are marked in the battle space

with colored, circled anchor graphics on the water surface. German ships may enter blue

bases, and British ships may enter red bases. To enter a base, a ship need only sail into

the area marked in the battle space with a circled anchor symbol. Any ship entering a

base is considered to have disengaged and left the battle. Heavily damaged or sinking

ships are considered to have been saved if they manage to enter the base. Ships in such

dire condition will in fact leave your command and attempt to sail for base under their

own command

Ports, designated by white anchor symbols in the battle space, do not provide the

same kind of protection as bases. Ships will simply sail through port areas. In some

scenarios, victory may be awarded if a ship enters or stops in a port area, but the ships

will remain on the map and vulnerable to enemy action.

Weapons

You can order your ships to fire on specific targets, nearest ships, nearest leader,

or cease fire. These orders will apply to all weapons mounted on the affected ships.

Weapons are either centrally directed or locally controlled. Your locally controlled

weapons provide defense against nearby threats. Check the ship information popup to see

which weapons are locally controlled.

Firing

Weapons will fire if loaded, their view of the target is unobstructed, and the target

is within range. Once fired, weapons need to reload. This requires time and ammunition.

Some weapons have very long reload times.

Ammunition

All weapons require ammunition (ammo) in order to fire. Ships can easily run out

of ammo. Shore batteries have unlimited ammo. Ammunition cannot be replenished

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during battles. Ammo is maintained on a per mount basis, so it is possible to run out of

ammo at one mount while having plenty for another. If this happens, ammo will be

transferred from mounts with excess to mounts without. Ammo transfer may happen

slowly, particularly if crews are heavily engaged in damage control.

Centrally Controlled Weapons Fire

Centrally controlled weapons will always fire only on a ship‟s ordered target.

Ships may be ordered to cease fire, target freely, target nearest enemy leader, or target a

specific ship. Separate orders are given for guns and torpedoes.

Cease Fire orders prevent a ship from firing its centrally directed weapons. This

order is generally given to conserve ammo.

Target Free orders allow a ship to independently select a target. This will

generally be the nearest appropriate target. Ships selecting targets under Target Free

orders will select targets based on both range and combat value. An armored cruiser, for

example, will generally ignore a nearby destroyer to target on a more distant cruiser or

battleship.

Target Nearest Leader orders restrict a ship‟s independent targeting to leaders of

enemy formations, if any. If no leader of an enemy division is visible, this order works

identically to a target free order.

Target Specific Ship orders order a ship to target a specific enemy ship. If

effective fire on the target is no longer possible, or if the target begins sinking, this order

reverts to a target free order. You can only issue a target specific ship order if you right

click on the intended target to open the orders flyout.

All selected ships are affected whenever a targeting order is issued.

Once a target is selected, a ship will continue to fire on that target as long as

effective fire is possible, or until the target begins to sink. When that happens, ships

without cease fire orders will select another target. Targeting will not skip around from

target to target as relative positions change.

Locally Controlled Weapons Fire

Locally controlled weapons are generally used for close defense against small

ships, or for quick torpedo shots at nearby major vessels other than the ordered target.

Locally directed weapons will usually fire on a ship‟s ordered target, but if another target

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is within ½ of the maximum range of a locally directed weapon, the weapon will instead

fire on the nearest target. A ship‟s locally directed weapons may independently fire on

several targets. This means you don‟t have to manually retarget your battleship on those

destroyers the other fellow is trying to swarm you with. While your centrally controlled

weapons will continue to fire on some more appropriate target, the locally directed

weapons will automatically target approaching smaller ships.

Guns

Most of the weapons mounted on your ships are guns. Generally speaking, bigger

guns are longer ranged and more powerful than smaller guns. Unfortunately, power isn‟t

everything. Accuracy is a major factor. Most larger ships are equipped with some form of

central fire direction. Some director technologies are more effective than others. At a

minimum, centrally controlled weapons will be aimed and fired together. Ships without

advanced directors, generally built prior to 1910, will fire all main battery guns at the

same time. The shots will be fairly tightly grouped, but aiming accuracy is not as good as

with more advanced director systems. More modern large British ships will have one of

two director systems, with lighter ships generally being only somewhat better off than

those relying on earlier technologies and heavier ships acquiring targets faster and doing

a better job of staying on target. Most German ships with directors use a superior system

which acquires targets very rapidly and does an excellent job of staying on target.

Weapons fired under director control will generally fire only one tube per mount at any

given time, but will fire more frequently than if they were firing full salvoes.

Beyond a few thousand meters, the targeting capabilities of non centrally

controlled mounts simply not up to the task of accurately aiming big guns at moving

targets. If ships with directors are not present, limits of effective ranges to a few thousand

meters mean that smaller guns with high rates of fire are relatively more effective than

they might seem. You can, of course, order fire at ranges beyond effective limits. In fact,

there are frequently good reasons to do so. But don‟t expect much damage beyond the

effective ranges of your weapons. And don‟t shoot up all of your ammo at long range, or

you may find that you have handed your enemy a significant advantage.

Gun accuracy is also heavily dependent upon muzzle velocity, and can be affected

by visibility, wind, sea state, whether the firing ship is under heavy fire, and firing and

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targeted ship speeds. Accuracy improves somewhat after the first few rounds fired at any

particular target.

Torpedoes

Much was expected of the torpedo at the beginning of the last major war (Russo-

Japanese War 1904-05). Peacetime tests had suggested that the torpedo could be a

devastating weapon. As a result, almost all warships had torpedo launchers. Even

battleships tended to carry a dozen or more torpedoes. In actual use, torpedoes were quite

disappointing during the Russo-Japanese war. Development continued after the war, with

improved ranges, speeds, reliability, bigger warheads, and improved targeting systems.

By 1914, the torpedo had finally recognized its full promise as a potentially devastating

weapon system.

Torpedo accuracy can be affected by visibility, sea state, and firing ship speed.

Torpedoes are also subject to several different types of malfunctions that can decrease

range and / or speed, running depth, and chance of detonation on contact.

You may order your ships to pick different targets for torpedoes and guns.

Mines

Most of the time, mines are deployed in large fields maintained by specialized

ships. For practical reasons that go beyond the scope of battle scenarios, these minefields

are generally located near ports and naval bases. Most of the time you will know exactly

where all minefields are, but if the scenario takes place within a few kilometers of a port

or naval base there is always the possibility that additional random minefields may be

placed. If this is the case, one player will be notified and the other will not. Known

minefields are indicated on the sea surface by a faint mine graphic. There is no such thing

as a friendly minefield. Any ship entering a minefield is subject to attack.

Naval base defenses are similar to minefields, except that they are friendly to the

owner of the base. They are indicated by graphics similar to minefields. This is

appropriate in that the defensive areas consist, primarily of carefully maintained contact

and electrically controlled minefields. Only the owner of the base may freely enter base

defensive areas. Outer defensive areas are functionally similarly to relatively light

minefields, while inner defensive areas are similar to very dense minefields. Except for

special “brander” or “block” ships, your ships will refuse to enter known minefields, and

enemy base defensive areas. Base defensive areas are always known to both players, and

generally extend several kilometers out from the main base anchorage.

What do you really need to know about minefields and enemy base defense areas?

Stay away from them.

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Shore Batteries

Shore batteries operate independently. Neither player controls them. If enemy

ships come within range, shore batteries will automatically open fire. Shore batteries tend

to be a bit more accurate than floating guns. They also tend to have unlimited

ammunition supplies, so expect that they will be more effective at longer ranges.

Weapon Effects

Propulsion systems, conning towers, magazines, and many weapons are typically

protected by armor on heavier ships. Heavier, faster shells are more likely to penetrate

armor than lighter or slower shells. Torpedoes and mines tend to strike below the primary

armor protection, and are always considered to have penetrated armor. Protected areas

will not be damaged by weapons that do not penetrate armor. Regardless of whether a

weapon penetrates armor, it will do damage to unarmored areas of the ship near the

impact point. Weapon damage is dependent upon shell weight, velocity at impact, and

location of impact. Impact locations below the water line are particularly damaging.

Weapon impacts can cause direct damage to the structure or systems of a ship, and can

start fires.

Damage and Damage Control

Ships can be damaged by weapons, collisions, and severe weather. Ships are

complex machines. Different systems produce power, aid communication or command

and control, keep the ship floating, and target enemy ships. Damage to any part of a ship

may reduce the ship‟s ability to function effectively. Excessive damage can sink a ship.

Fire is the most serious danger to your ships, and can interfere with operations even if

other damage is limited. In addition to direct damage, fire tends to draw crew away from

their normal weapon tending and general damage control duties. Serious fires will rapidly

cause serious casualties among your crews.

When ships are damaged, the crews will try to effect repairs. Damaged weapons

and propulsion systems can be repaired, fires are fought, and flooding is brought under

control. Damage is repaired most rapidly by full strength, high quality crews.

Sinking

When damage accumulates beyond the capacity of a ships‟ structure, or if

flooding exceeds any possibility of pumping, a ship will begin to sink. Once you receive

word that a ship is sinking, the process is irreversible. Sinking ships can remain floating

as a hazard to navigation for quite some time.

Sinking ships will automatically attempt to beach (run aground) or head for a

nearby port or naval base if there is any chance of reaching shallow water before sinking.

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Beached ships, or those reaching port, will disengage as soon as they reach their

destination.

Ships may sink suddenly if struck by very large weapons, or if a weapon

penetrates to the ship‟s magazine.

Environment and Fog of War

Weather and Lighting

Most of the time, the primary impact of weather will be on visibility. You will

only be able to see what your ships could see given current visibility conditions. The

distance your ships can see is determined by lighting and fog or rain: the higher the sun

or moon, the brighter the light. Maximum clear weather visibility is 36000 meters when

the sun is at least a few degrees above the horizon. Even if lighting is at maximum,

clouds and rain or fog can cut visibility to zero. Visibility affects both fog of war

calculations and the appearance of the 3d battle space display. For playability purposes,

display visibility is always restricted to the range of 3600 to 40000 meters, even if actual

visibility is more or less. Weather can change more or less randomly, though it tends to

remain constant. Fog generally burns off as a day progresses, but may close in as the sun

is going down.

You will see any known enemy ships within visibility range of one of your ships

or shore batteries. At the beginning of a battle, some ships may not be visible until

spotted. This generally happens only at night. The chance of spotting a ship depends upon

the size of the unspotted ship and the height or elevation of the spotting ship or battery.

Each ship or battery has a chance of spotting an enemy, so ships will tend to be spotted at

greater distances by larger forces. Once one enemy ship is spotted, all others will quickly

follow. Only known enemy forces are shown on the Microview map.

It is possible for enemy ships to become so distant from your ships that none of

your ships can see them. If that happens, the enemy ships will remain visible on the

microview and in the battle space for a short time before disappearing altogether from

your perception.

Friendly ships operating beyond visual range of a division leader may at times

become unavailable for orders. This includes ships operating independently as single ship

divisions.

A battle ends if no ship or shore battery can see any enemy ship or shore battery.

A player who wishes to escape combat may be able to do so by simply fleeing until

visibility decreases.

Visibility and Weapons

Weapons are less accurate in low visibility conditions. Poor visibility due to low

light can be increased somewhat by use of searchlights and star shells. Many ships have

at least some searchlight capability. Only German ships will use star shells. You do not

have to order the use of searchlights. Ships with undamaged searchlights will use them as

necessary to improve the accuracy of weapons fire if lighting is poor.

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Sea State Effects

Except for internal torpedo launchers, weapons mounted near a ship‟s water line

may be impaired by rough seas. If waves are higher than the height of a weapon above

the water line, the weapon will not be able to fire. Rough seas can also decrease the

accuracy of torpedoes. Most of the time, waves will not interfere with your weapons.

Rough seas can decrease a ship‟s maximum speed. The effect becomes noticeable

for any particular ship when wave heights are comparable the ship‟s height. In extreme

cases (you may never see this) rough seas can actually damage smaller ships.

The Edge of the World

Battles are not limited to the original boundaries of the battle space. If a battle

wanders too far toward the edge of the visible world, the battle space will re-center to

keep as many ships as possible within the battle. Should the battle spread so that some

ships are more than 200km from others, some ships will be forced to leave the battle.

The Battle Editor Jutland includes a full featured battle editor.

To launch the Battle Editor, select the “Battle Editor” button on the main menu

screen. You can either load an existing battle scenario file, or select “New Scenario” from

the Load Game dialog.

New Scenarios

When the new battle first loads, you will find yourself in the battle space. The

action will be paused. Point of view and most other controls work identically to what you

see in a normal battle game. In fact, you can actually play a battle game to completion

within the Battle Editor.

Creating a battle allows you to select the location, time of year and time of day,

environmental conditions, and the forces assigned to both fleets. The battle can be saved

at any time using the “Save Scenario” button on the main control flyout. Unlike normal

saved games, created in the battle game, these files will be loaded as new games – even if

saved after the action has begun. So your scenarios can feature ships that are already

damaged, or low on ammunition.

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Location and Environment

Before anything else, you should set your starting location and environment. You

can always change some environmental settings, but once a ship has been placed in the

battle space, you will no longer be able to change the location of the battle.

To set the location of the battle, select the “Campaign Map” button from the main

flyout. This will take you to the familiar campaign map screen. The currently selected

battle location will be outlined by a yellow box. Left click any open water on the map to

set the new location. You can do this as many times as you wish, until the battle

boundaries are where you wish. Select the “Return” button at upper right to return to the

battle space at the newly chosen location.

Next, you will want to set the environment for your new battle. Left click on the

“Environment” button in the main flyout. You may set the following:

Wind Speed

Wind Direction

Sky Overcast Level

Fog

Rain

Time of Day

Date

Month

Year

Effects are immediate. Unlike the location, these may be changed at any time.

Since visibility is dependent upon most of the settings, it is best to try to set the levels

near where you are going to want them before you start placing ships. Battles end if there

is not at least one ship visible to the other player‟s forces, so you place your forces too far

apart for the conditions, the battle will end very rapidly when you try to play it.

Selecting Forces

Next you can choose which ships you want present in your battle. Select the

“Order of Battle + Shiplist” button from the Main Control Flyout. This will bring up a

two column display with the Order of Battle (originally empty for a new scenario, except

for fleet names) on the left, and a list of all selectable ships on the right.

Drag ships from the right column to one of the fleet names on the left to begin

including them in your battle. To drag, left click and hold on the desired ship; then move

the cursor over to the fleet name and release the mouse button. The first ship added to

either fleet will be placed in the world just in front of your point of view. Following

friendly ships assigned to the same division are placed behind the first, in column. The

keyboard point of view controls are active, so you can move the point of view around

while the OOB / Shiplist overlay is displayed. The overlay is closed by selecting the

“Exit” button near the bottom center of the screen. You can always reopen the list if you

want to add more ships.

Ships dragged to a fleet name will begin new, single ship divisions. If you want to

add a ship to an existing division, drag it instead to the division name – or the name of

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any ship already assigned to the division. To remove a ship from a division, left click on

the name.

Once at least one ship has been added to your new order of battle, a new button

will be added to the main control flyout. If you select the “Order of Battle” button, it will

bring up a two column overlay similar to the OOB / Shiplist overlay. The difference is

that this display has the order of battle in both columns – making it easier to make

significant changes to the organization of large forces. Ships may be dragged from

column to column, or within columns.

You may rename divisions and division commanders by left clicking on names. If

an entry has a + symbol next to it in either list, it can be expanded by selecting the

symbol.

Setting Force Starting Positions

Once you have the ships you want, you can move them within the battle space.

Close the order of battle overlay if it is still open. Ships are selected by left clicking, as in

the battle game. You may select individual ships, divisions, or entire forces. The standard

battle game Orders Flyout has three new buttons in the Maneuver Group column:

Teleport – Move all selected ships to the selected location. If more than one ship

is selected, the leader is placed at the new location and the others are placed

relative to the leader.

Rotate Ships – Rotate all selected ships individually to face the selected location.

Rotate Formation – Rotate a formation of ships so that it faces the selected

location.

Initial Orders

All normal battle game controls are active, and can be used to set initial speeds,

targets, etc.

Saving the Battle

You can save the battle at any time. When you save from the Battle Editor, the

battle is saved so it can be loaded as a new game. You can always reload it into the editor

if you want to make changes. The save game function will not allow you to overwrite

official Storm Eagle Studios scenarios. If you try to save over an official scenario, your

battle will be saved with a “1” extension.

Editing Existing Battles

Any Battle Game scenario file can be loaded and edited using the Battle Editor.

A Short Tutorial – Opening moves at Trial Scenario [Tutorial needed]

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Introduction

Starting Up

Finding Our Way Around

Making Things Happen

Campaign Games

Where Battle games recreate individual battles in a real-time, 3d environment,

campaign games deal with longer periods of time. Campaign games are played from the

Campaign Screen, where you organize your fleet into task forces and issue orders to

those task forces to meet your goals. When one of your task forces encounters an enemy

force, the encounter is resolved as a standard battle game. After a battle has been

completed, you will return to the campaign screen.

The standard campaign game, 1916, covers the entire year of 1916. A shorter,

May, 1916 Campaign covers the events of May, 1916. The map covers the North Sea and

approaches to the British Isles - an area of over 2 million square kilometers.

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The Campaign Screen

This screen is a 2d window capable of showing the North Sea theater of

operations for World War I. Everything known to you is potentially visible. Enemy

forces not recently encountered by your forces will not be visible. An icon at lower right

shows the currently active player, and a display above that shows details on the currently

selected task force.

The Campaign Map

The map can be zoomed in or out using the mouse wheel (if available) or the Page

Up (zoom out) and Page Down (zoom in) keys. If the map is zoomed in, it can be scrolled

by moving the mouse to the edge of the screen, or by using the arrow keys. Some details,

such as lighthouse and lightship locations, are only shown if the map is zoomed in a bit.

Campaign Map Overlays

You can use the F3 key to toggle through information overlays on the campaign map.

Overlays may be off, or they may show shipping lanes or territorial ownership.

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Shipping Lane Overlay – British and German shipping lanes are shown on the

map. The density of shipping through each location is indicated by the brightness

of a dot shown over the location. Brighter dots indicate heavier traffic. These

shipping lanes are recalculated from time to time, and reflect actual routes

recently used by shipping. You will also see the location and nationality of all

cargo ships, as well as the current locations of individual warships performing

area patrols.

Territorial Ownership Overlay – Territorial ownership is shown on the map. This

shows which side controls what territory at any given time, and gives a good

general indication of the progress (if any) of the land war in Europe.

Campaign Map Controls

Left Arrow Key – Scroll map left

Right Arrow Key – Scroll the map right

Up Arrow Key – Scroll the map up

Down Arrow Key – Scroll the map down

Page Up – Zoom out

Page Down – Zoom in

Mouse Wheel Forward – Zoom in

Mouse Wheel Back – Zoom out

F3 – Change map overlay

Main Campaign Control Flyout Panel

At screen upper right is a single control. This is the main control flyout panel

rollover. When you move your mouse over this control, the main control flyout panel

becomes available. A short time after you move the mouse cursor off any button of the

flyout panel, the panel will again roll up to show only the single control.

Controls in the flyout are arranged in columns. Depending upon context, some

controls may not be available. To select a control, move the mouse cursor over it and left

click.

The home column is directly below the rollover spot. It includes the following:

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About: Show Jutland credits, registration, and copyright information.

Main Menu: Go to Main Menu Screen.

Weather Report: Show a report of current weather and visibility conditions.

Exit: Exit the game.

To the left of the home column is the display and sound option column. These

controls are used to bring up dialogs allowing you to change display and sound

options.

Sound Options: Show the sound options dialog.

Display Options: Show the display options dialog.

Time, Date, and Event Reports

At screen upper left is a layer of text showing the current time and date, lighting

information, a running victory projection, and (potentially) several lines of notifications

of recent significant battle events. By default, up to 16 lines of notifications can be visible

under the time / date / view lines. The size of the text can be increased, at the cost of

fewer visible lines, or turned off altogether.

N Key: toggles between standard, large, or no time and event display.

Information and Prompts

At the bottom center of the screen are two lines of context sensitive prompt and

information text.

Campaign Space Controls

The campaign space controls are the heart of the campaign game. All orders to

your forces are issued by left or right clicking within the campaign map. The campaign

map is “hot”. As the mouse cursor is moved over the map, location data and context

specific information related to the spot under the cursor are shown. If a task force is

under the cursor, information on the task force is displayed. If more than one task force is

under the cursor, a selection box drops down to allow you to examine all forces in the

location. The effects of mouse clicks depend upon whether or not a task force is currently

selected.

Selected Task Forces

Any orders you issue will only affect the task force you have selected. Task forces

are selected by using the left mouse button. See Mouse Selections with No Task Force

Selected. A selected task force is detailed on the right side of the screen, and highlighted

with a blinking status light on the map. You can deselect a task force using the Campaign

Orders Flyout Panel.

Mouse Selections With No Task Force Selected

If no task force is selected, a left click on a map location will select any friendly

task force under the cursor. If no force is under the cursor, the previously selected task

force will be re-selected.

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Mouse Selections With a Task Force Selected

If a task force is selected and that task force has no sailing orders, left clicks on

the map will place mission waypoints. Clicking on an existing waypoint before sailing

orders have been issued removes the waypoint from the map. You can also place or

remove waypoints by pressing the “w” hotkey. Once you define the path for sailing

orders by placing waypoints, right click to bring up the Campaign Orders Flyout Panel.

The Campaign Orders Flyout Panel

The Campaign Orders Flyout Panel is used to issue orders or reorganize your

forces.

Control Group Buttons

Close Flyout – Close the flyout

Close Flyout – Deselect – Deselect the selected task force and close the flyout.

Zoom In – Zoom into the campaign map.

Zoom Out – Zoom out of the campaign map.

Center – Center the campaign map on this point.

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Zoom Full Out – Zoom the campaign map all the way out.

Mission Group Buttons

Sail – Order the task force to sail the path you have selected on the map. The task

force will automatically return to base after sailing through the last point you

specified.

New Sailing Orders – Cancel any existing sailing orders and prepare to issue

new sailing orders.

Mine – This has the same effect as sail, except that the task force will deploy

mines (as many as it can carry, to a maximum of 600) in the last selected location.

Bombard – This has the same effect as sail, except that the task force will

bombard the last selected location. Only named locations can be bombarded.

Make Ready – Order the task force from Rest to Ready status. A ready force can

sail on two hours notice.

Rest – Order the task force to rest. A resting task force can perform maintenance

and repairs, but may require to 48 hours to sail if you issue sailing orders.

Patrol – Stop in the selected location and wait. A time dialog will appear. You

can choose how long you want the task force to remain on station in the location.

Once the time on station has expired, the task force will continue on through the

rest of its mission path before returning to its home base/

Assign Base – Select the base under the cursor as the new base for the task force.

Area Patrol – Order the task force to perform area patrols from home base.

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Organization Group Buttons

Task Force Organization – Use this to bring up the Task Force Organization

Screen.

Task Force Information

There are two levels on information available for any visible task force: the status

indicator and the information popup.

Task Force Status

The most heavily used task force information level is the status indicator. This

usually takes the form of a general status light and a national naval flag. If both players

have forces in the location, a mixed naval flag appears. The status light color ranges from

green (general status very good) to red (general status very poor). More information is

available as you zoom in on the location. When space allows, a silhouette of the force

flagship appears above the light and flag, and a strength bar appears below. Stronger task

forces have longer strength bars. If more than one force is in the location, the number of

forces may appear to the left of the status light, and any information presented reflects the

strongest task force present. Finally, the name of the strongest task force in the location

may appear above the strength bar.

In some cases, more than one task force may be present in a location. If you move

your mouse cursor over a location with more than one force, a drop down selection box

will appear. You can use this to examine individual task forces in the location.

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Task Force Information Popup

This is similar to the Ship Information Popup in the Battle Game. The popup is

displayed as long as the mouse cursor remains over the task force. Quite a bit of context

sensitive information is available, although your information regarding enemy task forces

will be limited.

The Weather Report

This is similar to the Battle Game Weather Report. It reflects general, theater

wide conditions. Actual conditions, particularly regarding lighting, will vary at individual

locations.

Playing the Campaign Game

Task Forces

Your entire fleet is organized into task forces. A task force can comprise a single

ship, your entire fleet, or anything in between. Your role as naval commander is to

organize your forces and order them to perform missions with the goal of meeting your

campaign objectives. It can be quite difficult to closely coordinate the actions of two or

more task forces. If you want a portion of your fleet to act in close coordination with

another, all of the ships and divisions involved should be combined into a single task

force.

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Task Force Organization

Up 30 divisions may be assigned to a task force. A division is a group of up to 20

ships. So, in theory, a task force could have as many as 600 ships assigned. In the

campaign game, individual ships always sail in formation within their divisions.

Individual divisions have assigned locations within the task force formation.

The Task Force Organization Screen

Task Forces are created and organized using the Task Force Organization Screen.

The Task Force Organization Screen is organized into three panels: Task Force

Selection Panel, Task Force Formation Panel, and the Division Panel. You organize your

forces using drag and drop operations. To drag a ship icon you simply left click and hold

the mouse button, then move the mouse to where you want to drop the icon and release

the left mouse button. Depending upon where the icon originated, it can represent a ship,

division, or task force. Ship icons can be dragged from place to place within panes, or

from pane to pane to organize your forces.

To screen left we have the Task Force Selection Panel. This lists all friendly task

forces in the same campaign map location as the task force you had selected before

launching the Task Force Organization Screen. The status light of the currently selected

task force blinks. To select another task force, you only have to roll the mouse over

another force in the Task Force Selection Panel. No mouse click is necessary. Dropping

an icon into this panel will create a new task force.

The largest panel, in the center of the screen, is the Task Force Formation Panel.

Ship icons in this panel represent divisions, and their position in the panel indicates their

position in the task force formation. Each space in the panel represents 1000 meters,

although divisions in line will frequently take more space than this. Divisions represented

by icons lined up in a column will be lined up directly behind one another if the task

force becomes engaged in combat. Any open space in a column will show up as a 1000

meter gap in the formation. If there is any confusion, actual spacing is shown in the

information area at the bottom of the screen. Divisions dragged from one spot to another

in this panel are assigned new positions within the task force formation. Divisions

dragged into the Selection Panel to the left will become new task forces. Ships dragged

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from the Division Panel into this panel will be assigned as single ship divisions within the

task force. Left click and release to select a division to appear in the Division Panel.

At screen right is the Division Panel. This shows the order of ships within the

division selected on the Task Force Formation Panel. This is the actual order in which

ships assigned to the division will line up if the task force becomes engaged in combat.

You can drag ship icons within this panel to change the order of the division. If you drag

a ship icon out of this panel into the Formation Panel, the ship will be assigned as a new

division. Dragging a ship all the way over to the Selection Panel on the left side of the

screen will create a new task force with just the one ship.

You can rename divisions and task forces by right clicking on their icons in this

screen.

Task Force Missions

The entire task force will perform any assigned mission as a unit. Unless the task

force is performing an area patrol mission, all ships and divisions will be present in the

same location. Available missions are rest, ready, sail, mine, and area patrol.

Rest – The task force is resting. Individual ships are undergoing maintenance.

The force is not ready to sail, and may take up to 48 hours to leave base if you

issue a sailing order. Individual ship “at sea” days are reduced on a daily basis.

Major repairs (including repairs to “permanent” damage and “destroyed” weapons

mounts) are accomplished.

Ready – The task force is ready to sail. Only limited maintenance is being

performed. The “at sea” days for individual ships remain unchanged, although

ammunition and Fuel supplies are restocked and replacement crew will be

boarded. Except for repairs normally possible in Battle Games, no repairs are

performed. “Permanent” damage and “destroyed” weapons mounts are not

repaired.

Sail – The task force is at sea, sailing along a path that may include a patrol point.

If a patrol point is specified, the task force will delay in the specified patrol

location for the number of hours you order. Sailing orders always end in the task

force home base. You will not be allowed to order missions that exceed the range

of the force.

Mine – This is identical to standard sailing orders, except that the task force will

deploy mines at the specified location.

Bombard – Similar to a mining mission, except that your ships will bombard the

specified location. The usefulness of this order depends upon campaign victory

conditions.

Area Patrol – The task force will disperse and patrol a given area. See Area

Patrols.

Fuel and Sailing Range

Each ship in the game has a specific Fuel carrying capacity and rate of fuel

consumption. This is used to calculate the ranges shown in the ship appendices. The

range of a task force is a fairly complicated calculation. The game, of course, performs it

for you. You don‟t need to worry about the details, but it can be helpful to understand a

few points.

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Small ships, particularly destroyers and torpedo boats, tend to have very short

ranges. A force including these ships may have a very short range. Unlike the practice in

the Russo-Japanese War, fuel is not shared as necessary when a task force sails. This

means that the inclusion of even a single small ship can greatly reduce the range of a task

force. It also means that if you want to plan a long range mission, you may not wish to

include any small ships in your task force.

Ships burn fuel at very high rates when in combat. At the end of any battle, the

fuel supply of the task force is checked. Regardless of orders, if the task force fuel state is

critical, the task force will immediately sail directly to base.

The game limits ranges and may sometimes override your orders to return a task

force with low fuel directly to base, but you do not have to worry that your ships will find

themselves lost at sea for lack of Fuel.

Maintenance and Supply

Ships on missions other than Rest and Ready burn Fuel and accumulate “sea

days” (one per day) as they sail. They expend ammunition and accumulate combat

damage when they fight. Without maintenance and re-supply, their capabilities will be

reduced.

Any “resting” or “ready” task force will automatically load ammunition and Fuel.

This process is fairly fast, generally taking less than six game hours to fully restock a

fully depleted task force.

A “ready” task force is effectively frozen at its current state of repair. The task

force will not perform repairs to destroyed weapons or “permanent” damage. Sea days

will not be added or reduced.

A “resting” task force will perform repairs to “destroyed” weapons and

“permanent” damage. Permanent damage is repaired at a rate of 1% per day. The chance

of repair for a destroyed weapon mount is dependent upon the size of the weapon. Some

destroyed weapons may remain destroyed for days, weeks, or months of rest time. Each

day of rest will reduce the sea days of every ship in the task force by 6 days, so a force

with the maximum accumulation of 120 sea days will be reduced to zero in 20 days of

rest.

Accumulated sea days affect crew quality (and all the checks dependent upon it,

such as damage control and weapon accuracy) and ship maximum speed. The first 30

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days have no effect. Accumulations of from 30 to 120 days will have progressively

greater effects on ship performance.

Sailing

Once sailing orders have been issued to a task force, the force will begin moving

toward the selected destination along the path you specify. After the last selected point on

the path is reached, the force will automatically return to base. If your force is not already

sailing, there may be a delay between the time the orders are issued and the time when

movement begins. Any delays will be detailed in the task force information popup.

The speed at which a task force sails is dependent upon the speed of the slowest

ship in the force. If the slowest speed is greater than 10 knots, the force moves at a speed

halfway between the slowest ship‟s best speed and 10 knots. If the slowest speed is less

than 10 knots, the task force will move at the speed of the slowest ship unless towing is

possible (and it generally is, unless the slowest ship is much larger than anything else in

the force). Towing, if necessary, is preformed automatically.

Although task force locations are plotted on the map in 25 kilometer cells,

movement and task force locations are actually tracked very precisely. At any given

time, the game knows the location of every ship to a precision well under one meter. Two

task forces passing through a displayed map location may actually be up to 25 kilometers

distant. Contact between opposing forces will only occur if at least one ship in each force

is within visible range of one ship on a potentially opposing force.

Basing

Every task force has an assigned base. The assigned base must be a friendly naval

base or a port. You may reassign task force bases by right clicking on a friendly base

within one way range, and selecting the “Assign Base” button. Once a new base is

assigned, a task force will sail to that base as soon as possible.

Patrols

When a task force sails (with normal sailing orders, or a mine mission), you may

specify a single point along the path as a patrol point. You can do this at any time by right

clicking on any point of the selected task force mission path. Upon reaching this point,

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the task force will delay for the number of hours you specify. You can use this to

maintain forces on station at critical locations: near enemy bases you wish to monitor,

critical shipping lanes, etc.

Area Patrols

A task force with Area Patrol orders effectively becomes a small, independent

navy – managing its own missions and maintenance. Individual ships are assigned sailing

missions designed to maximize the chance of locating enemy forces sailing within range.

The task force will manage all individual ship maintenance and sailing orders. This order

is generally given to special purpose task forces composed of Zeppelins or “auxiliary

cruisers” – ships not generally useful for much besides reconnaissance.

The War

Time

The rate at which time passes in the campaign game is player selectable. Allowed

rates of time are 1x (real time), 10x, 100x, 1000x, 10,000x, and 100,000x. You change

the rate of time by use of the keys. If any known task force is currently sailing (one of

yours, or a recently spotted enemy force), the maximum rate of time will drop back to

1000x for a minimum of 30 real world seconds. This way you can use higher rates of

time without worrying that you will miss something critical as forces move.

Weather

Weather is tracked on a theater wide basis, but details will vary somewhat in

individual locations. Most of the time, the variations are not visible. They do come into

play when battles occur.

Battles

When any ship of one of your task forces comes within visible range of any ship

of an enemy task force, a battle will begin. Campaign game battles are resolved as

standard Battle Game battles. Initial force deployments depend upon where the involved

task forces where at the time of contact, and the formations you have created using the

Task Force Organization Screen.

Fog of War

You will only be able to see your own task forces on the map. Enemy forces will

not be visible unless they have been spotted by a friendly force with the last six hours.

You can also see the locations of all cargo vessels carrying your cargos, including

neutrals, if the shipping overlay is active on the campaign map. Ships carrying enemy

cargoes are ordinarily not visible to the enemy player.

News

Some news events have a direct influence on the naval campaign. You can view

all of the news stories that have appeared so far by use of the News dialog (F2 key).

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Mine Warfare

Mine warfare was a major feature of World War I. Both sides deployed large

numbers of mines, and both sides experienced painful losses to enemy mines.

Defended naval bases are always heavily mined. These minefields are permanent,

and only affect enemy shipping.

Mines outside of naval base defensive areas are deployed in two ways. You may

assign a mine mission to a task force. A task force with a mine order will sail normally,

but will lay mines in the selected location as it passes through. Any task force resting in a

base will deploy mines in the base campaign map location at a rate of once every seven

days. Mines deployed by your forces will not affect your ships when they are sailing on

the campaign map. Only mines deployed by enemy forces will affect your ships.

The number of mines a force can carry is shown in the task force information

popup, and is dependent upon the ships in the force. Some ships (particularly, the two

German minelayers) can carry very large numbers of mines.

The maximum number of mines in a given campaign map location is 600. Any

enemy ship operating in a mine field of this density will have up to a 5% chance per day

of striking a mine. The chance is dependent upon the size of the ship. A large ship has a

much greater chance of striking a mine than a smaller ship.

Mines do not last forever. They fail over time, are broken from moorings during

storms, and may be swept by enemy forces. 50% of mines located in the same cell as an

enemy naval base will be destroyed per week. The attrition rate is lower at other

locations. 50% of mines located in cells without enemy naval bases will be destroyed per

month. In other words, mines have a half life of one week near enemy naval bases, and

one month elsewhere.

If mines are present in a campaign map location, mine fields will be located in the

Battle Space should a battle occur there. During a battle, mine fields are dangerous to

ships of both sides. Your only advantage regarding minefields deployed by your forces is

that you will know where the fields are at the start of the battle. Your enemy will have to

find out the hard way.

The Germans maintained large barrier fields near their fleet base area. These

fields are maintained automatically without any need for attention by the German player.

Reinforcements

From time to time, new naval vessels will enter the game. The appearance of

these ships will be mentioned in news reports.

Withdrawals

You may occasionally be notified that a ship or ships will be withdrawn for any of

a number of reasons. The notification will give you some warning that the ship will be

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withdrawn. Whatever the ship is doing at the time of its scheduled withdrawal, it will be

withdrawn.

Battles

Beginning a Battle

Any time two ships from opposing forces spot one another, and at least one is

armed, a battle will take place. These battles are played exactly like the historical battle

scenarios included with the game. Battles will only occur if ships from opposing forces

can see each other. It is entirely possible for opposing forces to sail through a campaign

map location without spotting each other, particularly at night and in bad weather. You

can maximize the chance that your task force will spot an enemy force by deploying

individual ships or divisions far out on the flanks of your force. You can minimize the

chance of being spotted by packing your task force into a single column. Keep this in

mind when deciding your task force formations.

Initial Battle

Campaign games may begin with a pre-set initial battle. After the initial battle is

complete, you will be returned to the campaign game and any campaign briefing.

Special Disengagement

In the campaign game, there are a number of special cases of ship disengagement

from a battle. Normally, if a ship runs aground, it is destroyed. In campaign game battles,

ships running aground within 5000 meters of a friendly base are instead considered to

have disengaged. Ships entering a friendly base are also considered to have disengaged.

This applies even if the ship involved was sinking at the time. As long as a ship makes it

into base or manages to run aground near base, it will be saved and can eventually be

repaired. Ships entering major neutral ports (this will happen very rarely) are considered

interned – effectively lost for the duration of the war.

Ending a Battle

When playing the campaign game, all battles must be fully resolved before you

return to the campaign screen. If for any reason you wish to skip a particular battle, you

have the option of selecting the “End Battle” button on the battle screen. This will cause

the battle to be fought in a computer vs. computer mode at 120x real time. In most cases,

the computer will try to fight a battle pretty much the way you would probably fight –

fleeing superior forces unless an ambush is possible, or attempting to overtake and

destroy weaker forces. For small battles, the result will be almost immediate. For larger

battles, a full resolution could take several minutes. Important events during the quick

resolution are displayed as event reports. Remember that the battle is being resolved very

quickly, and that when the action is heavy the event reports will scroll by very quickly.

After Action

After a battle has ended, you will be presented with a brief after action report

summarizing the results of the engagement. When you exit this report, you can examine

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the situation just as after a standard battle game. Select the battle game Main Control

Flyout Panel “Return to Campaign” button to return to the campaign screen. It is a good

idea to pause the action on return to the campaign screen to examine the state of the

forces that just engaged in a battle. In many cases you will want to reorganize the forces

or issue new orders in light of battle results.

Victory in Battle

In the campaign game, you determine whether you have won or lost any particular

battle. There is no arbitrary calculation of victory. Your goal is to win the campaign.

Cargo Shipping

Your success in protecting friendly and attacking enemy shipping lanes is an

influence on victory in the standard campaign game.

The day to day commerce necessary for the maintenance of your wartime

economy is, for the most part, carried by neutral merchants. These ships primarily operate

along known shipping lanes waters. If an armed warship ship with a crew of more than

100 comes within 10000 meters of an unarmed neutral merchant carrying an enemy

cargo, and no friendly armed ship is within view, the neutral will surrender and be taken

prize by the warship. Naval vessels may not fire upon neutral ships. (Submarines are

covered by special rules.)

Any ship sunk or taken will have a negative effect on the enemy land campaign.

The effect is based upon the size of the cargo vessel (displacement).

Campaign Victory

As naval commander, you have no direct influence over the course of the land

campaign. Armies will advance or retreat, and battles will be fought – all beyond the

scope of your control. News of the land campaign will appear from time to time, and all

news stories can be viewed using the News dialog.

Although you have no direct influence on the land war, you do have a decisive

indirect effect. Every soldier, weapon, and round of ammunition used by the British

Army in France has to be shipped from Britain to the European mainland. The German

economy is dependent upon critical materials brought in by neutral blockade runners.

Cutting enemy merchant shipping is one way to win the campaign. The exact, critical

tonnage of ships required for victory is unknown to you, and will vary from game to

game.

How do you know how you are doing? There is a running victory projection at the

upper left corner of the screen. This is your most direct gauge.

Appendices

Orphan Policy

In the event that Storm Eagle Studios server becomes unavailable for transfers,

we will release a global code allowing off-line activation using your password and

license ID.

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Appendix – Mouse Controls

Left or Right Click: General selections.

Cursor at Screen Edge: Pan or tilt point of view.

Wheel Forward: Zoom in

Wheel Back: Zoom out

Appendix – Battle Game Hotkeys

Left Arrow Key: move view left

Right Arrow Key: move view right

Up Arrow Key: move view forward

Down Arrow Key: move view back

Page Up Key: raise view

Page Down Key: lower view

Number Pad 1 or 7 Key: pan left

Number Pad 8 Key: tilt down

Number Pad 3 or 9 Key: pan right

Number Pad 6 Key: move right

Number Pad 2 Key: tilt up

Number Pad 5 Key: move forward

Number Pad 0 Key: move back

Number Pad - Key: zoom out

Number Pad + Key: zoom in

Number Pad * Key: raise view

Number Pad / Key: lower view

, <shift> Key: Select previous friendly ship.

, Key: Show previous friendly ship.

. <shift> Key: Select next friendly ship.

. Key: Show next friendly ship.

A Key: Selected ships target nearest leader.

B <shift> Key: Reselect last selected ship.

B Key: Show last selected ship.

C <shift> Key: Send chat message to all friendly players (multiplay).

C Key: Send chat message to all players (multiplay).

D Key: Show situation report.

F Key: Follow mode for point of view on / off.

G Key: Multiplay player management and direct message dialog.

H Key: Change Shell-cam option (off/selected ships/all ships).

I Key: Show the ship information screen.

K Key: Show next enemy ship.

K Key: Show next enemy ship.

L Key: Show previous enemy ship.

L Key: Show previous enemy ship.

M <shift> Key: Turn world information tooltips on / off.

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N Key: Set notifications large / small / off.

O Key: Show battle objectives.

P Key: Pause the game (not in multiplay).

Q Key: Selected ships target specific ship. If this key is pressed while your mouse

cursor is on an enemy ship, your selected ships will be given orders to target that

enemy.

R Key: Level the point of view.

S Key: Set ship status on near / on distant / off.

S Key: Toggle ship status display on/off.

Space Key: Selected ships cease fire.

T Key: Toggle telescope (ship information) views on/off.

V Key: Show last viewed ship.

W Key: Pick waypoint during course change.

X Key: Turn “sticky” orders flyouts on / off

Z Key: Selected ships target free.

Space Key: Pause the game (not in multiplay).

Space <control> Key: Selected ships cease fire.

F1 Key: Toggle hotkey list on / off.

F2 Key: Toggle point of view control help overlay on / off.

F2 <shift>Key: Change point of view control mode.

F2 <shift><control>Key: Set the standard ship view to the current distance and

orientation, relative to the selected ship.

F3 <shift><control>Key: Set the standard battle space view to the current

elevation and orientation.

F4 Key: Toggle frame rate display on/off.

F5 Key: Binocular View

F6 Key: Quick Save Game

F7 Key: Increase time rate (not in multiplay).

F8 Key: Decrease time rate (not in multiplay).

F8 <shift>: Capture screenshot

F9 Key: Set time rate to 1x.

F12 Key: Reset all game defaults. Some changes may not be visible until the next

time you start the game.

F12 <shift> Key: Store game license with Storm Eagle Studio server.

1 Key: microview map 1x

2 Key: microview map 2x

3 Key: microview map 3x

4 Key: microview map 4x

5 Key: microview map 5x

M Key: microview display (lower right/center large/off)

Appendix – Campaign Game Hotkeys

Left Arrow Key: scroll map left

Right Arrow Key: scroll map right

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Up Arrow Key: scroll map up

Down Arrow Key: scroll map down

Page Up Key: zoom out

Page Down Key: zoom in

F Key: Turn task force icons on / off

N Key: Set notifications large / small / off.

P Key: Pause the game

Space Key: Pause the game

F1 Key: Hotkey help toggle (show this list)

F2 Key: Show news reports

F2 <shift> Key: Show battle history

F3 Key: Change map information overlay

F4 Key: Toggle frame rate display on or off

F6 Key: Quick Save Game

F7 Key: Increase game time rate

F8 Key: Decrease game time rate

F8 <shift> Key: Capture screenshot

F9 Key: Set game time rate to 1x

F11 Key: Show last briefing

F12 Key: Reset all game defaults. Some changes may not be visible until the next

time you start the game.

F12 <shift> Key: Store game license with Storm Eagle Studio server.

Appendix – Display Options As with most 3d games, Jutland includes a number of options for fine tuning

display quality. The default settings for display quality represent a reasonable

compromise between display quality and frame rate. If the game display seems jerky or

slow, try setting some quality settings lower. If you think you may have the necessary

head room, feel free to experiment with higher quality settings. We feel that the choice to

experiment with the full range of settings should be yours, rather than restricted to a

“safe” set, and have placed no restrictions on any of these features. If DirectX reports to

our code that your system is capable of a feature, we allow you to select it; but not all

computer systems are actually capable of running at high frame rates and high resolutions

and high detail, etc.

Some settings are marked with an asterisk (*). Changing these settings will cause

a reset of the 3d display, which may take a few seconds.

Anti-aliasing (*): This value is hardware dependent. Setting any value higher than

1x will force the game to render in anti-aliasing mode. Typical allowed values

range from 2x to 4x in windowed mode and higher in full screen modes. Higher

values give better displays, but require more memory and may have a substantial

impact on frame rates. Turn “off” for highest frame rate.

Anisotropic Filtering (*): This value is hardware dependent. Setting any value

other than “off” will force the game to render using anisotropic texture filtering.

Higher is generally better, but the most noticeable effect comes at the 2x level.

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Depending upon your 3d hardware, anisotropic filtering may have a substantial

effect on frame rates. Turn “off” for highest frame rate.

3d Detail Geometry: This controls display of 3d ship detail sets. The best looking

display value is “full”, but the extra geometry may cause slower 3d cards to bog

down. Set to “basic” for highest frame rate.

Smoke and Wake Quality: This controls the number and duration of smoke and

wake related 3d objects. Best looking display value is “full”, and highest frame

rate value is minimal. Default value is “medium”.

High Resolution Effects: This controls display of blast shock waves, searchlights

(at night), shell objects, shoreline related effects, explosion lighting effects, and

shadows. Best looking display value is “on”, and highest frame rate value is “off”.

Default value is off.

Visibility Limiting: This imposes a mid distance fog and battle space view cutoff

in high visibility settings that affects only the display without affecting game play.

There is no effect on the distance at which ships spot each other, etc., but display

rendering is done as if the visibility were lower. Best looking display value is

“off”, and highest frame rate value is “on”. Default value is “on”.

Texture Quality (*): This sets allowances for texture loading resolutions. At the

“full” quality setting, textures up to 1024x1024 are loaded. At “basic” quality,

textures are limited to 256x256 pixels and smaller textures are halved in size. Best

looking display value is “full”, and highest frame rate value is “basic”. This

setting will only have a significant effect on your frame rates if your 3d hardware

has less than 64MB of available memory. Default value is “full”.

Display Type (*): The game can be played in windowed or one of a range of set

full screen resolutions and color depths. The allowed values are hardware

dependent, as detected by DirectX. Some 3d hardware will run much slower in

windowed mode than in full screen mode. Windowed mode allows easier access

to other applications that may be running. Default is value full screen, 1024x768,

32 bit color depth.

Adaptive Default View: If “on”, the point of view will “remember” its orientation

whenever you tilt, pan, raise, or lower the camera. If off, the set values for

elevation, and tilt, and pan are used. There is no performance difference between

settings.

Animated Ocean Surface (*): If “off”, the ocean surface is textured using a fixed

texture and fixed wave geometry. At “medium” the ocean is displayed using a set

of animated meshes and textures. “Full” is similar to medium, but with a slightly

smoother animation (more frames, changing more frequently). Turn “off” for

highest frame rate.

Lens Flare: If “on”, a lens flare effect will be displayed when the sun is visible

within the battlespace view. If “off”, no flare is displayed. Depending upon your

3d hardware, there may be no performance difference between settings.

Trilinear Texture Filtering: If “on”, distant objects may appear a bit clearer. The

exact effect depends upon your graphic adapter and drivers. Turn “off” for highest

frame rate.

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Water Surface Geometry: This controls the distance to which wave geometry is

displayed before fading out to a distant, flat, ocean surface. Turn “off” for highest

frame rate. Set “high” for best display.

V Synch (*): If “on”, screen refreshes occur only during vertical scan interrupts.

The visual effect depends heavily upon your monitor, graphic adapter, and

hardware drivers. Most users will want to leave V Synch on for highest quality

display. This can lower your frame rate if your video refresh rate is lower than or

near your current frame rate, but the effect is usually very small. With v synch

“off” you may notice occasional, single frame (appearing briefly, then

disappearing) glitches in the game display.

Visible Damage Effects: Display ship damage skins. If “on”, ship damage will be

visible. This is memory intensive, and can lower your frame rates. Turn “off” for

highest frame rate.

Frame Rate Adaptive Detail: If “on”, the game program will monitor your frame

rate. If the frame rate falls below certain thresholds, some quality settings will be

temporarily reduced in an attempt to keep the frame rate up. When the frame rate

increases, your selected quality settings are restored. Turn “on” for highest frame

rate.

Render Optimization: This controls whether certain hardware based optimizations

are used during 3d rendering. If you experience problems, you may be asked by

our customer service folks to turn this option off. Otherwise, it should always

remain on.

Display Language: This controls the language currently displayed in the game.

Fonts: Fonts used in the game may be either thin or bold.

Help and Prompts: If you find the game prompts distracting, you can reduce them

by turning help and prompts to the “limited” settings.

Displayed Names: Names (generally ship names) can be displayed in either short

or long form – your choice. Short names generally used abbreviations like “BB”

for battleship, or “DD” for destroyer.

Our development machines (Intel Core Duo 6700/ nVidia GeForce 8800 GT)

typically played at 30+ frames per second even under high-load conditions (Late in the

Jutland scenario) with the following settings: Anti-aliasing: 4x, Anisotropic Filtering: 2x,

3D Detail Geometry: Full, Smoke and Wake Quality: Full, High Resolution Effects: On,

Visibility Limiting: Off, Texture Quality: Full, Display Type: Windowed (generally at

1600x1200x32 bit), Adaptive Default View: On, Animated Ocean Surface: Full, Lens

Flare: On, Trilinear Texture Filtering: On, Water Surface Geometry: Full, V Synch: Off,

Visible Damage Effects: Full, Frame Rate Adaptive Detail: On, Render Optimization:

On.

Most players will probably prefer frame rates of 20fps or higher. Some of our testers

surprised us by opting for very high resolutions and detail settings at the expense of

frame rates on modest test systems. The choice is yours. You can check your frame rate

by enabling the frame rate display. Press the F4 Key to toggle the frame rate display

on/off.

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Appendix – Sound Options

Music: Turn music on or off.

Appendix – Damage and Damage Control

Ship systems

As a glance at a ship report screen suggests, ships are complex machines. There

are several important systems that can be damaged, reducing the effectiveness of a ship.

Steering: Any time a weapon hit damages the steering system, there is a chance

that the rudder will become jammed. A jammed rudder can cause a ship to circle

to one side or another, or to continue straight ahead. A ship with a jammed rudder

can not turn to follow your orders.

Conning Tower: This is where the captain and his staff fight a battle. It is

frequently heavily protected. Damage to the conning tower can result in the injury

or death of either the ship‟s captain or any higher level commander on board. This

can cause temporary loss of control of the ship or division until a new commander

takes command.

Propulsion: Hits on the propulsion system will decrease the maximum speed of

the ship as well as its ability to pump water. Propulsion damage has both

temporary and permanent components.

Flotation: Hits on the ship‟s hull cause holes, allowing flooding to occur.

Flooding damage has both temporary and permanent components. Flooding itself

will not sink a ship. If the propulsion system is intact, water accumulation due to

flooding can usually be controlled. But if a ship‟s pumping capacity is reduced

below the rate of flooding, water will accumulate until the ship sinks. Flooding

damage is divided to port and starboard components. Excessive accumulation of

water on one side of a ship can introduce a list, or lean, to the ship. Counter-

flooding to control the list is automatic, but has its limits. A list can impact

weapon accuracy, and in severe cases can cause a ship to capsize. Heavily flooded

ships will have their maximum speed reduced even if the propulsion system is

undamaged.

Searchlights: Searchlights aid in targeting at night. Damaged or destroyed

searchlights will not perform this function.

Magazines: Ammo is stored in the ship‟s magazines. Any hit penetrating to the

magazines has a chance of causing a catastrophic explosion.

Masts: Normally, you can control any ship within visible range of a ship with a

commander on board. If the commander‟s ship‟s masts are destroyed, the control

range drops to ½ the visibility radius.

Weapons: Damaged or destroyed weapons will not fire. Damaged weapons may

be repaired during a battle. Destroyed weapons may only be repaired at a naval

base during a campaign game.

Armor: Armor protects many vital ship systems. In order to damage a system, any

armor protecting it must be penetrated. Some weapons are protected by armor.

Conning towers are frequently heavily protected. Belt armor protects a ship‟s

internal systems from hits impacting the center half of a ship below 1/3 the ship‟s

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height. Hull armor protects a ship from hits above the belt to 2/3 the ship‟s

height, as well as hits to 1/3 the ship‟s height extending most of the way from

bow to stern. Deck armor protects a ship‟s internal systems from shells impacting

in a downward direction. In some cases, the deck armor is angled down toward

the water line at the edges so that it forms a second, sloped layer of protection

behind the main belt area. Where this is the case, the angled thickness of the slope

is added to the ship‟s belt armor protection.

Crew: The crew operates the ship. Reductions in crew result in declining rates of

fire for weapons and reduced damage control capacity. Crew can be killed by

direct weapon effects or by fire.

Temporary and Permanent Damage

The damage reported on the ship report screen is temporary damage. Temporary

damage can be repaired during a battle, but only down to ½ the highest previous level of

temporary damage. This repair limit is a permanent damage level. Any time a ship

receives flooding or propulsion damage, permanent damage levels are raised if necessary

to equal ½ the temporary damage. Permanent damage can only be repaired at a naval

base during a campaign game. This means that if a ship‟s propulsion system receives

40% damage during combat, repairs can only reduce the damage level to 20%.

Fire

Any weapon hit has the potential to cause or spread fires on a ship. Larger

weapons are more likely to start larger fires. Weapons and propulsion systems can be

directly damaged, and crewmen can be killed by fires. Fires are self perpetuating. Once

begun, even a small fire can flare out of control. Fires are a serious threat to a ship, so a

portion of the crew will drop whatever they are doing to fight fires. Firefighting will

continue until all fires are extinguished. Crew commitments to firefighting can have a

serious impact on other damage control efforts and weapon rates of fire.

Damage Control

When ships are damaged, the crews will try to effect repairs. Damaged weapons

and propulsion systems can be repaired, fires are fought, and flooding is brought under

control. Damage is repaired most rapidly by full strength, high quality crews. Fires,

particularly if they are out of control, and crew losses interfere with repairs.

Appendix – Concepts Selected Ship – If a ship is selected (by left click or area selection) it is highlighted with

a colored halo. More than one ship can be selected. Only the selected ships, or other ships

in their divisions, are affected by orders given using the flyout control panel.

Formed on division leader – In this period, ships usually maneuvered by division. There

are a number of reasons for this. One reason will immediately become apparent if you

scatter your formations. It is difficult to coordinate the actions of scattered ships. You

will also only be allowed to issue orders to ships that can see their division leader or are

currently formed on the division leader. Once outside the control radius from the division

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leader, ships not formed on their division leaders will act independently. In most cases,

they will attempt to sail toward the division leader for orders. The control radius is

usually equal to the scenario visibility distance, but can be reduced by smoke or if the

division leader suffers mast damage. All ships in line astern behind their division leaders

at the beginning of a tactical scenario are considered formed on their division leader.

They will remain formed on their division leader unless battle damage forces them out of

line, a maneuver order other than “Turn by Succession” is issued to them, or they fail a

quality check if a turn by succession order is interrupted before it is complete.

Maintaining formation – You can easily maintain your division formations as long as

you are careful and your ships are not damaged. Use “Turn by Succession” whenever

possible. Do not interrupt maneuvers in progress. Try to use “Immediate Turn” only

outside of effective engagement range from the enemy and return to line astern by use of

“Return to Line” before you get too close. If you start noticing significant damage

accumulations, you are probably too close to safely use immediate turns. Do not use

“Independent Turn” unless you really don‟t care about maintaining formation. Avoid

closing to within 2000 meters from other formations, whether friendly or enemy. Your

ships will usually maneuver to avoid imminent collisions, and this will disrupt your

formation. Keep an eye on your ships‟ maximum speeds. If battle damage reduces a

ship‟s speed below that of the division leader, it will not be able to maintain its position

in the division formation. It will remain “formed on the division leader”, and it will

continue to try to reach its position. Note that ships heavily dependent upon torpedo

armament will have to come close enough to the enemy that their formations will almost

certainly be disrupted. Also note that an armored cruiser will not bother to avoid a

collision with a destroyer.

Appendix – Copyright, EULA, and Credits Copyright Notice

Storm Eagle Studios

END USER LICENSE AGREEMENT

December 05, 2008

This agreement covers all Software Use Licenses purchased from Storm Eagle Studios,

including , but not limited to, all titles listed herein. “Jutland”, and “Distant Guns”,

hereafter known as “the Product”, are copyright Albireo Studios L.L.C., 2001-2008, used

under license by Storm Eagle Studios, All Rights Reserved. Distant Guns, Storm Eagle

and Storm Eagle Studios are a trademark of Albireo Studios L.L.C. Jutland is a pending

trademark of Albireo Studios, L.L.C.

Using the product indicates your acknowledgment that you have read this end user

license agreement and agree to its terms.

The Product is intended solely for your personal non-commercial home entertainment

use. Albireo Studios L.L.C. and its licensors or assigns retain all right, title and interest in

the Product, including all intellectual property rights embodied therein and derivatives

thereof. The Product, including, without limitation, all code, data structures, characters,

images, sounds, text, screens, game play, derivative works and all other elements of the

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Product may not be copied, resold, rented, leased, distributed (electronically or

otherwise), used on a pay-per-play, coin-op or other for-charge basis, or for any

commercial purpose. Any permission granted herein is provided on a temporary basis and

can be withdrawn by Albireo Studios L.L.C. at any time. All rights not expressly granted

are reserved. Any and all scenarios created by Storm Eagle Studios software products,

including, but not limited to, Random Battle Generators and Scenario Editors, are the sole

property of Storm Eagle Studios. Scenarios and any add-ons created in this manner can

be freely distributed by the end user, providing that no monetary gain be received for said

distribution. Storm Eagle Studios or its assigns, reserves all rights to distribute any and all

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The product is trial ware. You may evaluate it for an unlimited period of time or until

Storm Eagle Studios declares the evaluation period terminated, whichever occurs first.

Notification shall occur by any method selected by Storm Eagle Studios. During the

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All remaining contents and features of the Product shall only be accessible by purchasing

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only if the product is distributed in its original setup package. You may use only one

copy of the registered product on one single computer, provided that the product is in use

on only one computer at any time. Because the product is trial ware and that means it is

freely available, you may create unlimited number of copies for Archive or backup. You

may not reverse engineer, decompile or disassemble the product and modify the

computer program or merge all or any part of it in another program. The License for this

Product is bound to the computer that it is purchased on and can only be authorized or

transferred in conjunction with the officially designated Storm Eagle Studios Game

Severs. In the event of a transfer to another computer by the End User, Storm Eagle

Studios is not responsible for any compatibility issues for functionality problems arising

for using the Product on the new transfer installation. If such an event occurs, Storm

Eagle Studios reserves the sole right re-activate the Use License in question. The end user

agrees that they are aware that major hardware changes to their computer system after the

purchase and activation of the Use License for the Product, such as listed in the game

documentation and FAQ, made before using the designated License Transfer method

involving Storm Eagle Studios game servers, may result in deactivation of the License

agreement. In this event, Storm Eagle Studios, or its assigns, reserves the sole right and

discretion to re-activate the Game License. A software update may be required in this

event.

This product requires the use of Storm Eagle Studios License Check Technology to

function properly. The License Check Time Interval between the required

implementation of each instance of the License Check shall be determined solely by

Storm Eagle Studios, or its assigns, and can change at Storm Eagle Studios discretion. If

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the product has exceeded the pre-determined License Check Time Interval, it will cease

to function until such time as it is able to successfully complete an instance of the License

Check Technology. At anytime during usage of the Product, Storm Eagle Studios, or its

assigns, may require the application of software updates to the Product for its continued

usage by the End User for continued use. In this event, the End User agrees that failure to

install these updates, as designated by Storm Eagle Studios or its‟ assigns, will result in

termination of their Use License.

Liability: The product is provided on an "as is" basis, without any other warranties, or

conditions, express or implied, including but not limited to, warranties of merchantable

quality, merchantability, fitness for a particular purpose, those arising by law, statute, or

usage of trade or course of trading.

The entire risk as to the results and performance of the product is assumed by you.

Albireo Studios L.L.C, its subsidiaries, and partners shall not have any liability to you or

any other person or entity for any indirect, incidental, special or consequential damages

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other commercial or economic loss, even if we have been advised of the possibility of

such damages or they are foreseeable; or for claims by a third party. Our maximum

aggregate liability to you shall not exceed the amount paid by you for the registration of

the product.

Unless otherwise specified in the product description, all software licenses purchased are

entitled to a 90 Day tech support warranty and (1) One year of software updates, should

these become available during this period. The need for updates will be determined solely

by Storm Eagle Studios, or its' assigns, and made publicly available to end users. Unless

specifically specified, these updates do not include scenario add-ons, game expansions,

campaign games, or anything of this nature. Storm Eagle Studios reserves the right to add

any updates or additions to its products without notification to end users. Tech support

must be obtained by the end user using the Storm Eagle Studios Tech Support Ticket

System available on its website. Using the product indicates your acknowledgment that

you have read this end user license agreement and agree to its terms.

Microsoft

DIRECTX END USER LICENSE AGREEMENT

MICROSOFT SOFTWARE LICENSE TERMS

MICROSOFT DIRECTX END USER RUNTIME

These license terms are an agreement between Microsoft Corporation (or based on where

you live, one of its affiliates) and you. Please read them. They apply to the software

named above, which includes the media on which you received it, if any. The terms also

apply to any Microsoft

* updates,

* supplements,

* Internet-based services, and

* support services

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for this software, unless other terms accompany those items. If so, those terms apply.

BY USING THE SOFTWARE, YOU ACCEPT THESE TERMS. IF YOU DO NOT

ACCEPT THEM, DO NOT USE THE SOFTWARE.

If you comply with these license terms, you have the rights below.

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of the software on your devices.

2. SCOPE OF LICENSE. The software is licensed, not sold. This agreement only gives

you some rights to use the software. Microsoft reserves all other rights. Unless applicable

law gives you more rights despite this limitation, you may use the software only as

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* work around any technical limitations in the software;

* reverse engineer, decompile or disassemble the software, except and only to the extent

that applicable law expressly permits, despite this limitation;

* make more copies of the software than specified in this agreement or allowed by

applicable law, despite this limitation;

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* transfer the software or this agreement to any third party; or

* use the software for commercial software hosting services.

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only to reinstall the software.

4. DOCUMENTATION. Any person that has valid access to your computer or internal

network may copy and use the documentation for your internal, reference purposes.

5. EXPORT RESTRICTIONS. The software is subject to United States export laws and

regulations. You must comply with all domestic and international export laws and

regulations that apply to the software. These laws include restrictions on destinations, end

users and end use. For additional information, see www.microsoft.com/exporting.

6. SUPPORT SERVICES. Because this software is “as is,” we may not provide support

services for it.

7. ENTIRE AGREEMENT. This agreement, and the terms for supplements, updates,

Internet-based services and support services that you use, are the entire agreement for the

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8. APPLICABLE LAW.

a. United States. If you acquired the software in the United States, Washington state law

governs the interpretation of this agreement and applies to claims for breach of it,

regardless of conflict of laws principles. The laws of the state where you live govern all

other claims, including claims under state consumer protection laws, unfair competition

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b. Outside the United States. If you acquired the software in any other country, the laws

of that country apply.

9. LEGAL EFFECT. This agreement describes certain legal rights. You may have other

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the laws of your country if the laws of your country do not permit it to do so.

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10. DISCLAIMER OF WARRANTY. THE SOFTWARE IS LICENSED “AS-IS.” YOU

BEAR THE RISK OF USING IT. MICROSOFT GIVES NO EXPRESS

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ADDITIONAL CONSUMER RIGHTS UNDER YOUR LOCAL LAWS WHICH THIS

AGREEMENT CANNOT CHANGE. TO THE EXTENT PERMITTED UNDER YOUR

LOCAL LAWS, MICROSOFT EXCLUDES THE IMPLIED WARRANTIES OF

MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-

INFRINGEMENT.

11. LIMITATION ON AND EXCLUSION OF REMEDIES AND DAMAGES. YOU

CAN RECOVER FROM MICROSOFT AND ITS SUPPLIERS ONLY DIRECT

DAMAGES UP TO U.S. $5.00. YOU CANNOT RECOVER ANY OTHER

DAMAGES, INCLUDING CONSEQUENTIAL, LOST PROFITS, SPECIAL,

INDIRECT OR INCIDENTAL DAMAGES.

This limitation applies to

* anything related to the software, services, content (including code) on

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applies even if Microsoft knew or should have known about the possibility of the

damages. The above limitation or exclusion may not apply to you because your country

may not allow the exclusion or limitation of incidental, consequential or other damages.

Credits

Game Design – Norm Koger, Jim Rose

Programming, 2d and 3d Art – Norm Koger

3d Ship Models, Building Textures – Steve Estes

Historical Research, Battle Scenarios – Norm Koger, Jim Weller

Playtest – Jess Norris, Richer Mercer, Josh Rose, Ed Friskey, Paul Johnson, Enoch

Silverman, Norm Koger, Jim Weller, Jim Rose, Sylvester the Wonder Cat (Keyboard

Tester)