Rules of Play, Version 1b, October 2001
Adapted from the printed version by Robert Morss, 5th Fleet Support Page
2. COMBAT INFORMATION SCREEN (CIC)
3. TACTICAL REFERENCE SCREEN
4. CONFIGURATION (COMNET) SCREEN
5. SCENARIOS SCREEN
6. OPERATIONS (OPS) DISPLAY
7. HOW A TURN IS PLAYED
8. STRATEGIC DISPLAY
9. THE SURFACE PHASE
10. THE SUBMARINE PHASE
11. THE AIR PHASE
12. STRATEGIC AIR MISSIONS
13. SCROLLING THROUGH UNITS
15. COMBAT EFFECTS
16. TACTICAL DISPLAY
19. NEUTRAL SHIPS
20. PLAYING BY EMAIL
21. VICTORY POINTS
22. HOT KEYS
When 5th Fleet starts, it asks you to identify a ship class from the reference manual that came with the game.
Use this list to look up the ship class when 5th Fleet starts and presents its copy-protection quiz. Since there are only two ships to a page in the reference book, the clues given below should give you enough info to get into the game. You’ve got three tries, so one of them should hit.
Bow = location of the bow of the ship on the perimeter of the picture.
AOB = Angle on the bow (approximate). If you were standing on the bridge of the ship in the picture, the angle between your heading and the camera that took the picture.
|7:30||15||kiev||hull no. 137|
|14||9:00||90||majestic||bmp with clouds|
|8:30||80||kirov||hull no. 092|
|19||3:00||45||slava||hull no. 031|
|23||3:00||75||delhi||bmp with clouds|
|8:30||50||f70 (asw)||hull no. D643|
|24||4:00||45||kidd||hull no. 993|
|25||3:00||80||modified kashin||hull no. 054|
|26||8:00||45||spruance||hull no. 968|
|3:00||45||suffren||hull no. D602|
|27||7:30||45||udaloy||hull no. 659|
|8:00||30||duke||bridge in background|
|30||3:30||50||f2000s||hull no. F702|
|9:00||85||krivak i||hull no. 955|
|33||3:00||45||krivak ii||hull no. 942|
|2:00||100||krivak iii||overhead shot|
|34||9:00||85||lupo||hull no. F565|
|35||3:00||45||neustrashimy||hull no. 712|
|8:00||45||o. h. perry||hull no. 30|
|36||10:00||135||van speijk||hull no. 353|
|40||3:30||50||badr||hull no. 612|
|44||4:30||30||austin||hull no. 5|
|45||7:30||30||tarawa||no. 2 on tower|
|48||8:30||60||hunt||hull no. M33|
|49||9:00||120||natya i||hull no. 458|
|9:00||kaiser||hull no. 189|
|4:00||45||nitro||hull no. E23|
|57||3:30||45||sacramento||flattop in background|
|9:00||100||supply||at the dock|
After the introduction, 5th Fleet opens with the CIC screen, showing a typical US Navy CIC containing a number of computer consoles that allow access to certain game functions. There are four “hot-spots” that will activate when you roll the mouse pointer over them.
The other graphics on this screen are for decorative purposes only.
This screen provides reference information about the military equipment depicted in 5th Fleet.
Units are listed by type — click on the SELECT buttons to choose between Submarine, Surface, or Aircraft.
The VIEW buttons allow you to scroll through the units one by one.
Reference data shown depends on when you access this screen.
The QUIT button takes you back to the OPS Display (if accessed during a game) or the CIC Screen (if accessed while not playing a game).
The controls at the bottom of this screen allow you to set your hardware configuration and whether you want the music and sound effects on or off. The first time the game is run, 5th Fleet will automatically detect your hardware and set itself accordingly. The controls here over-ride the initial configurations.
The controls on the left are used for configuring the play by email settings. The system is now outdated, so ignore these controls and use the PBEM method described later in this manual.
The radar screen is for decorative purposes only.
To return to the CIC Screen click the QUIT STATION button.
On the Scenarios screen players choose sides and select one of the scenarios to play.
If you want to choose a different scenario, click on the Scenario button again and follow the same procedure.
If you wish to have randomly generated weather effects, click the WEAX button. The use of weather may affect the balance of the scenario. If you don’t click the WEAX button, the weather throughout the scenario will be clear in all areas.
Begin the game by clicking the COMMIT button. If you have a previously saved game of this scenario, a clipboard will appear asking whether you want to start a new game or reload the saved game. The Operations Display will soon appear.
If you wish to return to the CIC Screen instead, click the QUIT STATION button.
You will notice in each of the scenarios that one side or the other will start the game with victory points. These points are awarded to the side prior to scenario initiation in order to enhance play balance of the scenario. This is represented on the Victory Points display as the “Scenario Score Margin.”
The OPS Display is the main screen of 5th Fleet. On this screen you control your units and initiate combat. In short, the game is played from this screen.
There are two versions of the OPS Display.
Across the top of the screen (left right) are the 5th Fleet logo, four buttons that take you to different display, the ATTACK button, and the Phase indicator.
Along the right side are the Phase Selection buttons, the EXECUTE button, the Compass, the Game Clock, an Overview Map, the current Victory Points, and the SAVE and QUIT buttons.
The bulk of the OPS display consists of the map, portraying the Indian Ocean/Persian Gulf at a scale of about 50 miles per hex. Only a portion of the entire map appears on the OPS Display. Scroll the map using the COMPASS or the OVERVIEW MAP.
Scenarios have a variable number of turns. Each turn equals eight hours of real time, and three turns make up a day.
A turn is divided into six phases:
At the start of each phase the computer randomly selects an active player (red or green) and prompts that player to select a phasing unit type. The active player must then decide whether to initiate a surface, sub, or air phase (or pass).
To initiate a phase, click on one of the icons in the upper right-hand corner of the OPS display. You may then perform actions on the map with all of your units of the selected type.
After you finish this phase, the computer again randomly selects an active player and prompts him to select a phasing unit type. The process continues until all six phases have been completed.
Instead of selecting a unit type, you may PASS, meaning that the enemy player must select a phasing unit type. Each player may pass once per turn.
Each player must perform precisely one surface, sub, and air phase each turn, for a total of six phases. The computer keeps track of the phases as they are selected, and will not allow a player to select a type more than once per turn.
Each surface and sub phase is divided into a Move step and a Combat step (in that order). These are listed on the top of the OPS display screen. When the Move step is in progress, the words Move and Combat are both shown in green. When the Combat step is in progress, only the word Combat is shown in green.
Air phases have only one step, combining movement and combat functions together.
Movement orders and combat orders may be issued in the Move step. Only Combat orders may be issued in the Combat step. During a step, you may issue orders to as many of your eligible units as you wish. To carry out those orders, click the EXECUTE button. Note: Combat orders issued in a Move step are carried out before the unit moves, but you do not see the results of those combats until the end of the phase.
To open the Strategic Display, click the Strategic Display button at the top of the OPS Display. This display contains a map of the overall strategic situation, showing all 22 map zones.
The positions of the red and green ship and sub units are indicated by corresponding squares on the strategic display. Airfields and carriers are indicated by red or green circles. A solid square or circle indicates units that have already been issued orders in the current turn. A hollow square or circle indicates a unit that has not been issued an order yet in the current turn. Yellow squares are neutral ships; gray squares are unidentified ships.
There are six buttons at the top of the display, controlling what is displayed on the map. These buttons may be toggled on or off as desired.
Along the right side of the display are the Selected Unit box and the Friendly and Hostile Units lists.
Selected Unit: To find out information about one of the squares or circles on the display, move the mouse pointer there and click. The square or circle will flash, the unit becomes the selected unit, and the name of that unit is highlighted on the force list. When you leave the Strategic Display, the OPS Display will center on the currently selected unit.
Force Lists: All friendly units and all detected enemy units. The contents of the list is filtered by the selections of the unit type buttons at the top of the screen.
During the Surface Phase the active player may issue movement and combat orders to his surface units. The phase consists of a Move step and a Combat Step.
During this step the active player may issue move and combat orders to his eligible units. Orders may be issued to one ship at a time (although surface units may be grouped in a task force, task group, or stack, which receive orders together).
Do not click the EXECUTE button until you have issued all the movement and combat orders to your satisfaction in this step.
Combat Orders: To issue a combat order to a surface unit, follow this procedure:
During the Combat step, the active player’s surface units may be issued only combat orders. To issue a combat order, follow the same procedure described in Combat Orders above. However, if a unit performed an attack in the immediately preceding Move step, it may not perform that same type of attack in the current Combat step (see Section 14).
When the active player has completed both the Move step and the Combat step, the Surface phase is over. The computer will randomly select an active player and will prompt him to select a phasing unit type. If the Surface Phase was the sixth (and last) phase of the turn, the computer will begin a new turn (or end the game if the turn was the last of the scenario).
During the Submarine Phase the active player may issue movement and combat orders to his submarine units. The phase consists of a Move step and a Combat Step.
During this step the active player may issue move and combat orders to his eligible units. Orders may be issued to one sub at a time.
Do not click the EXECUTE button until you have issued all the movement and combat orders to your satisfaction in this step.
Combat Orders: To issue a combat order to a sub unit, follow this procedure:
During the Combat step, the active player’s sub units may be issued only combat orders. To issue a combat order, follow the same procedure described in Combat Orders above. However, if a unit performed an attack in the immediately preceding Move step, it may not perform that same type of attack in the current Combat step (see Section 14).
The small rectangular button showing a sub and a downward arrow is used to place a sub in deep mode. You may do this when a sub is the selected unit. A sub in deep mode is very difficult to detect, but its speed is severely reduced, it may not make missile attacks, and torpedo attacks are reduced in strength. Note: Subs with slow speeds, including many diesel subs, may not enter deep mode.
When the active player has completed both the Move step and the Combat step, the Submarine phase is over. The computer will randomly select an active player and will prompt him to select a phasing unit type. If the Submarine Phase was the sixth (and last) phase of the turn, the computer will begin a new turn (or end the game if the turn was the last of the scenario).
During the Air Phase the active player may issue orders to his air units. Unlike the Surface and Submarine Phases, the Air Phase consists of only a single step, which combines movement and combat. You do not actually move the air units on the map. Instead, you may assign air units to one of two activities: strategic missions and attack missions.
During the Air phase, the active player may assign eligible air units to strategic missions. See Section 12.
During the Air phase, the active player may attack enemy units and bases with his eligible air units using the following procedure:
During the Air phase, the active player may assign eligible units to strategic air missions. There are three types of air missions:
Air units on CAP (Combat Air Patrol) circle over a specific location, protecting their parent carrier or base from enemy attack.
Air units on Intercept fly to a zone and attempt to interfere with enemy units performing strategic air missions in that zone. Alternately, they will attempt to protect friendly air units performing missions in that zone.
Air units on Recon fly to a zone and attempt to detect enemy surface and submarine units in that zone. Each air unit placed on Recon increases the chance of detecting and accurately identifying enemy units. Note: Enemy airfields and ports are considered detected at all times throughout a scenario.
An air unit is considered to occupy the zone in which its airfield or aircraft carrier is situated. The Movement Range of an air unit determines the range (in zones) at which it can perform a mission:
Movement Zone Range Range 71+ 3 zones 51-70 2 zones 26-50 1 zone 11-25 Only in zone occupied 10 or less May not perform strategic missions
Important: An air unit will remain on its current mission until you change it in a subsequent air phase. Furthermore, it must remain on a mission for at least three turns. To remove it from its current mission, click the appropriate mission button and the light will go off. The exception to this rule is aircraft flying from carriers — if you move the carrier to another zone, its aircraft on INT and Recon missions will land automatically after three turns.
At the top of the Strategic Air Missions screen are buttons for SURFACE SHIPS, SUBMARINES, AIRCRAFT, and AIR MISSIONS. These buttons toggle on and off the positions of the corresponding units on the map (as with the Strategic Display).
Displays the total Anti-Aircraft (AA) value of all units assigned to CAP over this carrier/airbase. The higher the number, the more effective the CAP mission.
Recon and INT missions last throughout the current turn and the following two turns. In the third turn following a Recon or INT mission, an air unit may be assigned another mission — strategic or attack.
CAP missions last through the current turn. Units CAP may be reassigned the following turn.
An air unit will be automatically re-assigned to the same mission if the player does not alter its assignment.
Units on strategic missions may be forced to return to base early by enemy INT missions.
Surface and submarine units may occupy the same hex as other friendly or enemy units. There is no limit to the number of units that may occupy a hex. You can scroll through all the units and bases in hex using both the left and right mouse buttons as follows:
Hexes containing hostile units have a yellow hex border. The yellow border serves no purpose other than to keep you aware of the location of your ships if they are at the bottom of the stack of units occupying the hex. The only advantage to being in the same hex is to give yourself a chance to use gunfire to attack enemy ships.
When you issue an attack order to a surface, sub, or air unit, the Combat screen is displayed, where you can specify the details of the attack.
There are six types of combat:
When the Combat screen appears, a list of friendly units in the attacking hex, and enemy units in the target hex, is shown in the top center of the screen.
Select a unit from the Friendly Forces list by clicking on its name. Select a target unit by clicking on the name in the Enemy Forces list. Attacks that the Friendly ship is eligible to perform are lit up in red.
SSM attacks by air units are undertaken in a different manner, as described in the Air Strikes section below.
After assigning all combat orders to your eligible units, return to the OPS Display and click the EXECUTE button. Combat ordered during a MOVE step is carried out before movement. Combat ordered during a COMBAT step takes place immediately. Results of all combat are displayed at the end of the phase. All combats, whether successful or not, are animated by the computer on the OPS display, after which a Combat Result screen will appear to give the result of each combat (see Section 15).
If one of your units is not allowed a certain type of attack, click the unlit red light next to the attack type to see an explanation of why it is not allowed.
The computer automatically goes into Battle Results Display at the end of the Combat step if any attacks have been ordered. Each report displays a generic illustration of the combat type, and a report of the results of the attack. If a report is lengthy, use the scroll bar to view the entire report.
Units may be either damaged or destroyed in combat. If damaged, its silhouette in the Selected Unit box will have an explosion symbol behind it. When damaged, a unit’s simulation values (combat capability and speed) on the Tactical Reference display will be reduced accordingly. Damage to air units simply reduces their combat and detection capabilities.
Bases have five damage levels, from 0 (undamaged) to 4 (destroyed). Each port and airfield starts the game undamaged. Damage level increase by one each time the base is damaged in combat. When it reaches 4 the base is destroyed. To view a base’s current damage, select it on the OPS display — the damage level is the one-digit number just below the nationality abbreviation.
The Tactical Display is used for grouping and ungrouping ships, docking, and replenishment.
Most of the Tactical Display consists of the grouping template, representing a single hex, and consisting of 22 sections.
Surface units operate individually unless they are grouped. At the start of a scenario, most surface ships are already grouped. Submarines and air units may never group. There are three types of groups:
Non-combatant ships include amphibious assault, replenishment, minesweeper, and merchant vessels.
All grouping actions (forming, disbanding, combining) may only occur in the Move step of a Surface phase, before any ships participating in the grouping action execute any movement.
On the Tactical display, ungrouped ships appear in the VESSELS list. You may select any ungrouped ship from this list by clicking its name. The selected ship appears in the blue hex above the VESSELS list, and a large silhouette appears in the Selected Unit box.
Grouped ships appear in one of the 22 sections of the Grouping Template. Select a grouped ship by click on it on the template.
Each group has a name and number — i.e. TF 8, TG 2, or Stack 4. Each group in the hex appears in the GROUPS list of the Tactical Display. Click on a group name to examine its formation on the grouping template.
Positions of ships within a group affect the group’s ability to defend against attacks. As a general rule, place your most important ships in the center of the grouping template (or as close as possible). If you fear torpedo attacks, place your ships with good ASW capability on the outer edges of the group. If you fear bombing or SSM attacks, placeyour ships as close together as possible around the center of the template.
To regain fuel and ordnance, surface ships and subs may replenish. Air units may not replenish.
There are two types of replenishment: in-port and at-sea. Both types are carried out on the Tactical Display.
Units may replenish before they are completely exhausted.
Units which replenish may not move or attack in the phase in which they replenish.
Only surface ships may replenish at sea, and only during the Move step of a Surface phase, before the replenishing ships execute any movement.
At-sea replenishment is provided by three types of ships: oilers (AO), ammo carriers (AE), and combat support (AO or AOR). Tanker (FT or ET) are not supply ships. A surface ship may only replenish if in the same group with at least one supply ship.
There is no limit to the number of hexes in which at-sea replenishment may take place each turn. To replenish in other hexes, simply repeat steps 1 to 5.
Each supply ship may provide a maximum of six replenishment actions per turn. There are two types of actions: refueling and rearming. A ship is allowed to refuel only when its fuel capacity is at 80 percent or less. A ship may rearm if it has expended any amount of ordnance. SSM ammunition may never be replaced at sea.
At the end of the phase in which ships have been assigned to replenish, the computer carries out replenishment according to set parameters. Ships are replenished in order of their assignment to a supply ship, with priority given to refueling. Ships that are successfully replenished will be announced on a clipboard. Note: Squalls and storms may prevent at-sea replenishment from taking place.
Replenishing units may not move or attack while replenishing. In addition, a replenishing ship has its defense capability halved for that turn. Upon completion, the resupplied ship is moved to a random empty section of the grouping template.
Supply ships only carry limited amounts of fuel and ordnance. In the event they run out of supplies, they themselves must be replenished before they can provide at-sea replenishment to other ships.
Surface ships and submarines may perform in-port replenishment only if they occupy a friendly port hex, and only during the Move step of a Surface or Submarine Phase.
There is no limit to the number of ports in which in-port replenishment may take place each turn. To replenish in other port hexes, simply repeat steps 1 to 4.
At the end of the phase in which ships have been assigned to replenish, the computer carries out replenishment according to set parameters. Ships are replenished in order of their assignment to the Replenishment box, with priority given to refueling. Generally, a greater amount of replenishment may occur in port than at sea. Ships that are successfully replenished will be announced on a clipboard.
Many ships in the game (including nuclear-powered ships) are considered to have an unlimited supply of fuel. Also, non-combat ships do not carry ordnance.
Although replenishment is allowed in any scenario, there is rarely any need for it in scenarios lasting less than 15 turns. Therefore, do not waste time replenishing in the shorter scenarios.
If you move surface ships at high speed (red movement arrows) fuel is rapidly consumed. If you keep this up you will need to refuel much sooner then if moving at normal speeds (gray movement arrows).
SSMs and torpedoes cannot be replenished at sea, so if you shoot all of them off in one turn, you will be weaponless until you return to port.
Surface ships and submarines occupying a friendly port hex may dock. Docked ships may not be attacked by enemy submarines, nor by enemy SSMs launched from surface ships.
Docking takes place on the Tactical Display, and may only be performed in the Move step of a Surface or Submarine phase, before the unit to be docked has executed any movement.
Docked units may not move.
There is no limit to the number of ports in which docking may take place each turn. To dock in other port hexes, simply repeat steps 1 to 3.
Un-docking takes place on the Tactical Display, and may only be performed in the Move step of a Surface or Submarine phase.
If more than one ship is docked, scroll through the stack in the DOCK box as required to find the ship you want to undock.
During play you may make contact with surface ships whose nationality and affiliation are unknown. In these cases you will not know whether the contact is an enemy ship or a neutral.
Unknowns appear on the OPS display as gray counters. When selected, a large question mark appears in the Selected Unit box. Unknowns appear as light gray dots on the Overview Map. On the Strategic and Air Mission Displays, unknowns appear as small squares with gray borders.
You may attack an unknown unit, but if it turns out to be a neutral merchant ship, your opponent will gain victory points (5 VP for damaging a neutral, 10 for sinking).
At the start of each scenario the computer randomly (and secretly) deploys several neutral merchant ships on the OPS display. Each deployment is different, even if the same scenario is played repeatedly.
Neutral merchant ships appear on the OPS display as yellow counters. When selected you can see their nationality and type. They have no combat capability, and their movement is controlled by the computer. Neutrals appear as yellow dots on the Overview Map. On the Strategic and Air Mission Displays, neutrals appear as small squares with yellow borders.
The PBEM rules in the 5th Fleet manual employ an outdated method of direct modem-to-modem connection. Don’t bother trying to figure out how to use the program’s COMNET system. Here’s how to play 5th Fleet using today’s email software.
The players decide on the scenario, who will play each side, and who will go first. They should also decide which game options to use, i.e. music, sound FX, animation, hex grid, and WEAX.
The First Player automatically gets the first phase of the game, so he is the player who gets the ball rolling.
The file(s) generated by 5th Fleet need to be sent to your opponent as email attachments. However, your operating system may think that any file with the .eml extension belongs to your associated email program and may modify them to the point that they are unrecognizable by 5th Fleet when your opponent tries to load them. So you need to prepare the .eml file before emailing it. Simply change the .eml file extension to something else, such as .elm, for example. This way the file will survive the email transfer without being modified by the email software. (There is no need to modify the file extension of the .rpt file.)
When you receive your opponent’s files, save them to your 5th Fleet directory. Then change the file extension back to .eml and you’re good to go.
Victory Points are awarded for destroying enemy units and accomplishing objectives.
|Enemy Unit||Victory Pts.|
|INT, ATK, BMB air units||3 VPs per unit|
|All other air units||No VPs|
|SSN/SSGN||5 VPs per unit|
|SS||3 VPs per unit|
|Surface unit||Defense value|
Generally, VP value of surface units is equal to its defense value. However, certain ships, such as carriers and battleships, have an enhanced point value.
You will receive VPs if your units reach objective hexes defined in the scenario. Objectives are either primary or secondary, listed in order of priority. Primary objectives are worth more VPs than secondary.
In some scenarios, airfields or ports are listed as objectives for destruction. If you destroy or damage these structures, you receive VPs.
The VP Display appears when you click the red or green point total on the OPS display, and at the end of the scenario. A number of categories are listed, with the current point totals for each player shown.
|T||Tactical Reference Display|
|N,H||AI Aggression Level|
|Esc||Return to CIC|
|A||Air Units toggle|
|S||Surface Units toggle|
|U||Sub Units toggle|
|M||Air Missions toggle|
|M||Air Missions Display|
|V||Victory Points Display|
|A||Attack button toggle|
|N||Next active unit|
|P||Previous active unit|
|R||Tactical Reference Display|
|D||Deep mode toggle|
|Esc||Cancel move order of selected unit|
|C||Center map on selected unit|
|Alt-F||Sound FX toggle|
|Q||Set IRQ number|
|A||Set soundcard address|
|F||Sound FX toggle|
|Ctl-P||Subtract one primary SSM|
|Alt-P||Add one primary SSM|
|Ctl-S||Subtract one Secondary SSM|
|Alt-S||Add one Secondary SSM|
|Ctl-T||Subtract one torpedo|
|Alt-T||Add one torpedo|
|Ctl-C||Subtract one cruise missile|
|Alt-C||Add one cruise missile|
|B||Bomb mission toggle|
|I||INT mission toggle|
|E||EW mission toggle|
|M||SSM mission toggle|