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5th Fleet (PC)

Rules of Play, Version 1b, October 2001
Adapted from the printed version by Robert Morss, 5th Fleet Support Page

CONTENTS

1. START-UP
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
14. COMBAT
15. COMBAT EFFECTS
16. TACTICAL DISPLAY
17. REPLENISHMENT
18. DOCKING
19. NEUTRAL SHIPS
20. PLAYING BY EMAIL
21. VICTORY POINTS
22. HOT KEYS

1. START-UP

LOGGING IN

When 5th Fleet starts, it asks you to identify a ship class from the reference manual that came with the game.

login

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.

PageBowAOBClassNote
10clemenceau
119:0090enterprise
3:0080hermeselevated shot
1210:00100invincible
7:3015kievhull no. 137
134:3030kitty hawk
3:0090kuznetzov
149:0090majesticbmp with clouds
9:0095nimitz
157:3020iowa
168:3080belknap
1710:00100kara
8:3080kirovhull no. 092
183:0095kresta I
10:00120kyndaelevated shot
193:0045slavahull no. 031
4:3045ticonderogaelevated shot
20virginia
21adams
223:0045animosowater level
3:0085arleigh burke
233:0075delhibmp with clouds
8:3050f70 (asw)hull no. D643
244:0045kiddhull no. 993
5:0020manchester
253:0080modified kashinhull no. 054
2:30100sovremennyyelevated shot
268:0045spruancehull no. 968
3:0045suffrenhull no. D602
277:3045udaloyhull no. 659
9:0090udaloy ii
28amazon
295:0020cornwall
8:0030dukebridge in background
303:3050f2000shull no. F702
9:0080f67
319:0085fatahillah
3:0090gepard
324:3015godavari
9:0085krivak ihull no. 955
333:0045krivak iihull no. 942
2:00100krivak iiioverhead shot
349:0085lupohull no. F565
9:00120maestrale
353:0045neustrashimyhull no. 712
8:0045o. h. perryhull no. 30
3610:00135van speijkhull no. 353
3:0085vosper mk5
37grisha
383:0050khukri
389:0095nanuchkaoverhead shot
39al siddiq
403:3050badrhull no. 612
2:3095combattante
419:00100fpb45
9:0090osaelevated shot
429:0080province
1:00170tarantul
43anchorage
444:3030austinhull no. 5
8:3050iwo jima
457:3030tarawano. 2 on tower
4:3045wasp
46whidbey island
47avenger
488:3060hunthull no. M33
3:0090lericielevated shot
499:00120natya ihull no. 458
5:3015sandown
50tripartite
51berezina
523:0090boris chilikin
9:0090cimarron
532:00135dubnawith tender
10:00170durancestern shot
545:3010fort victoria
9:00kaiserhull no. 189
553:0090kaliningradelevated shot
2:00120kilauea
568:0045lama
4:0045nitrohull no. E23
573:3045sacramentoflattop in background
9:00100supplyat the dock
583:0090suribachi
4:3040uda
59bobo
604:0045fast convoy
9:0090hauge
613:3040kocak
8:0045slow convoy
62tanker

2. COMBAT INFORMATION SCREEN (CIC)

CIC

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.

3. TACTICAL REFERENCE SCREEN

Reference

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).

4. CONFIGURATION (COMNET) SCREEN

Comnet

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.

5. SCENARIOS SCREEN

Scenario

On the Scenarios screen players choose sides and select one of the scenarios to play.

Choosing a scenario:

If you want to choose a different scenario, click on the Scenario button again and follow the same procedure.

Choosing sides:

AI Level and Aggression:

Weather:

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.

Starting play:

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.

Scenario Score Margin

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.”

6. OPERATIONS (OPS) DISPLAY

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.

phase

There are two versions of the OPS Display.

OPS

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 MAP

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.

MISCELLANEOUS OPS DISPLAY FEATURES

7. HOW A TURN IS PLAYED

Scenarios have a variable number of turns. Each turn equals eight hours of real time, and three turns make up a day.

PHASES

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).

phase select

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.

STEPS

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.

8. STRATEGIC DISPLAY

strategic

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.

9. THE SURFACE PHASE

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.

THE MOVE 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).

Movement orders:

  1. Select the unit to which movement orders will be issued by clicking once on that unit. The unit will be highlighted (i.e. surrounded by a white hexagon). Alternately, you may click repeatedly on the surface ship icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer will select an eligible unit to which orders may be issued. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previous unit. The computer places this unit in the center of the OPS Display map. Note: At the start of a phase, the computer will select a unit of the appropriate type automatically. You do not have to issue orders to this unit; you may issue orders to another surface unit if you wish.
  2. Point the mouse at the selected unit on the map, hold down the left mouse button, and drag a path on the map in the direction you wish it to move. The computer will not let you move a unit in excess of its maximum 8-hour allowance, nor will it be allowed across land or blocked hexsides. When you release the mouse button, a series of arrows will appear, showing the path of movement. If the arrows are red, the unit is moving at full speed and is using up fuel quickly. If the arrows are gray, the unit is using fuel at normal or minimal levels. The computer moves the ships in straight directions. However, you may designate an exact movement path, changing directions in the middle of movement, by dragging to an intermediate hex, releasing the mouse button, and then dragging from the intermediate hex to a new location. Note: Ships move at different speeds, so their movement capabilities on the OPS display will vary. Also, the weather may affect movement. The movement order can be cancelled by pressing the ESCape key when the unit is highlighted.
  3. After you have decided upon movement order for a particular unit, select other units and issue movement orders as you wish. Movement is not executed until you click the EXECUTE button, so you may go back to a unit which has already been given orders if you wish. When assigning movement orders, arrows will appear charting the route the unit will take when moving. Also, remember that movement and combat orders may be issued to surface units in the Move step.

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:

  1. Select the unit to which a combat order will be issued as described in movement orders.
  2. Click the ATTACK button atop the OPS Display — it will flip to the open position.
  3. Select the enemy unit or base you wish to attack by click on it. The Combat screen will appear. See Section 14.
  4. After you have decided upon combat orders for a particular unit, select other eligible units and issue combat orders to them as you wish. The Move step is brought to an end when the player clicks the EXECUTE button. Although combat is resolved during the Move step, the results are not displayed until the end of the phase; so, you will not see the results of your attacks immediately.

THE COMBAT STEP

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).

ENDING A SURFACE PHASE

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).

10. THE SUBMARINE PHASE

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.

THE MOVE 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.

Movement orders:

  1. Select the sub to which movement orders will be issued by clicking once on that unit. The unit will be highlighted (i.e. surrounded by a white hexagon). Alternately, you may click repeatedly on the sub ship icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer will select an eligible unit to which orders may be issued. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previous unit. The computer places this unit in the center of the OPS Display map. Note: At the start of a phase, the computer will select a unit of the appropriate type automatically. You do not have to issue orders to this unit; you may issue orders to another submarine if you wish.
  2. Point the mouse at the selected unit on the map, hold down the left mouse button, and drag a path on the map in the direction you wish it to move. The computer will not let you move a unit in excess of its maximum 8-hour allowance, nor will it be allowed across land or blocked hexsides. When you release the mouse button, a series of arrows will appear, showing the path of movement. If the arrows are red, the unit is moving at full speed and is using up fuel quickly. If the arrows are gray, the unit is using fuel at normal or minimal levels. The computer moves the ships in straight directions. However, you may designate an exact movement path, changing directions in the middle of movement, by dragging to an intermediate hex, releasing the mouse button, and then dragging from the intermediate hex to a new location. Note: Ships move at different speeds, so their movement capabilities on the OPS display will vary. Also, the weather may affect movement. The movement order can be cancelled by pressing the ESCape key when the unit is highlighted.
  3. After you have decided upon movement order for a particular unit, select other units and issue movement orders as you wish. Movement is not executed until you click the EXECUTE button, so you may go back to a unit which has already been given orders if you wish. When assigning movement orders, arrows will appear charting the route the unit will take when moving. Also, remember that movement and combat orders may be issued to sub units in the Move step.

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:

  1. Select the unit to which a combat order will be issued as described in movement orders.
  2. Click the ATTACK button atop the OPS Display — it will flip to the open position.
  3. Select the enemy unit or base you wish to attack by click on it. The Combat screen will appear. See Section 14.
  4. After you have decided upon combat orders for a particular unit, select other eligible units and issue combat orders to them as you wish. The Move step is brought to an end when the player clicks the EXECUTE button. Although combat is resolved during the Move step, the results are not displayed until the end of the phase; so, you will not see the results of your attacks immediately.

THE COMBAT STEP

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).

DEEP MODE

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.

ENDING A SUBMARINE PHASE

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).

11. THE AIR PHASE

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.

STRATEGIC MISSIONS

During the Air phase, the active player may assign eligible air units to strategic missions. See Section 12.

ATTACK MISSIONS

During the Air phase, the active player may attack enemy units and bases with his eligible air units using the following procedure:

  1. Select a friendly airfield or carrier containing the air unit. Alternately, you can click repeatedly on the aircraft icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer will select an eligible unit to which order may be issued. Clicking the left mouse button selects a new unit; clicking the right mouse button selects the previous unit. The computer places this unit in the center of the OPS Display map. Note: At the start of a phase, the computer will select a unit of the appropriate type automatically. You do not have to issue orders to this unit; you may issue orders to another submarine if you wish.
  2. Click once on the ATTACK button at the top of the OPS display, flipping it to the open position.
  3. Select the enemy unit or base you wish to attack by clicking on it. The Combat screen will appear. See Section 14.
  4. After you have decided upon an attack mission for an air unit, select other eligible air units and issue attack missions to them as you wish. The Air phase ends when you have assigned all the air missions you want (both strategic and attack).
  5. Return to the OPS display from the Combat screen and click the EXECUTE button to carry out all assigned air missions.

12. STRATEGIC AIR MISSIONS

During the Air phase, the active player may assign eligible units to strategic air missions. There are three types of air missions:

CAP MISSION

Air units on CAP (Combat Air Patrol) circle over a specific location, protecting their parent carrier or base from enemy attack.

INTERCEPT MISSION

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.

RECON MISSION

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.

HOW TO ASSIGN UNITS TO MISSIONS

  1. Select a friendly carrier or airfield containing the air unit. The selected carrier/airfield will be highlighted (i.e. surrounded by a white hexagon). Alternately, you may click repeatedly on the aircraft icon in the Phase Indicator box at the top of the screen. Each time you click on this icon, the computer will select an eligible carrier or airfield with at least one unit which may be assigned a mission. Clicking the left mouse button selects a new carrier/airfield; clicking the right mouse button selects the previous carrier/airfield. The computer places this carrier/airfield in the center of the OPS Display map. Note: At the start of a phase, the computer will select a carrier/airfield automatically. You do not have to assign missions to air units in this hex; you may assign other units to missions first if you wish.
  2. From the OPS display, click the AIR MISSIONS button to access the Strategic Air Missions Screen. This screen, which is similar in appearance to the Strategic Display, shows the entire map.
  3. The selected carrier/airfield is shown in the lower right, and its location is indicated by a flashing red circle on the map. Directly above the selected carrier/airfield is a list of all the air units situated at this location. Individual air units may be selected from this list. Clicking the name of a unit will turn the name from gray to white, and the selected air unit will appear in the Selected unit box above the list.
  4. After an air unit is selected from the list, it may be assigned a mission using one of the buttons at the top of the screen: CAP (red), Intercept (green), or Recon (yellow). Missions that the selected unit is eligible to perform will have their names appear in color — if ineligible for a mission, the mission name will appear in white.
  5. If you wish to assign a strategic mission, you must designate the zone where the selected unit will perform its mission. Click on one of the white squares on the map and a light blue X will appear in the selected zone.
  6. Now select the type of mission by clicking the name of the mission at the top of the screen. (Be sure to click the name and not the light above the name.) The light above the selected mission will illuminate. Also, the name of the unit in the list will change color to reflect the selected mission type.
  7. When you have finished assigning missions at this carrier/airbase, click once on the carrier/airbase in the lower right. The computer will move to the next carrier/airbase with eligible units. Repeat steps 3 through 7 as desired.
  8. When you have finished assigning air missions, return to the OPS DISPLAY. Click the EXECUTE button only when you are finished assigning air missions (strategic and attack) in the current air phase.

Zone Range of Air Units

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.

DISPLAY BUTTONS

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).

TOTAL CAP AA

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.

LENGTH OF MISSIONS

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.

13. SCROLLING THROUGH UNITS

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:

  1. Click on a hex containing multiple units. It will be highlighted (i.e. surrounded by a white hexagon).
  2. Click within the hex with the left mouse button to cycle through all the pieces in the hex. Each click brings the next piece to the top of the stack, and the piece appears as the selected unit in the upper right of the screen.
  3. The individual ships comprising a task force (TF), task group (TG) or stack (STK) are viewed as follows:
  4. The individual air units assigned to a carrier may be viewed as follows:

RED AND GREEN UNITS IN THE SAME HEX

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.

14. COMBAT

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.

combat

TYPES OF COMBAT

There are six types of combat:

HOW TO PERFORM 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 Combat

SSM attacks by air units are undertaken in a different manner, as described in the Air Strikes section below.

Torpedo Combat

Cruise Missile Combat

ASW Combat

Air Strike Combat

Gun Combat

WHEN COMBAT IS EXECUTED

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).

DAMAGE / KILL PROBABILITIES

IF COMBAT CANNOT TAKE PLACE

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.

15. COMBAT EFFECTS

THE BATTLE RESULTS DISPLAY

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.

COMBAT DAMAGE

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.

16. TACTICAL DISPLAY

tactical

The Tactical Display is used for grouping and ungrouping ships, docking, and replenishment.

THE GROUPING TEMPLATE

Most of the Tactical Display consists of the grouping template, representing a single hex, and consisting of 22 sections.

GROUPS

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.

HOW TO GROUP

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.

Identifying Groups

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.

Forming a Group from Ungrouped Ships

  1. Select an ungrouped ship from the VESSELS list.
  2. Drag the selected ship from the small blue hex to a space in the grouping template.
  3. Repeat for each ship to be added to the group.
  4. When finished, click the FORM button. The computer will form the group and adjust the Tactical display lists accordingly.

Adding Ungrouped Ships to a Group

  1. Select the group from the GROUPS list — it will appear on the grouping template.
  2. Follow steps 1 through 4 from the “Forming from Ungrouped” procedure above.

Disbanding Groups

  1. Select the group from the GROUPS list — it will appear on the grouping template.
  2. Click the DISBAND button. The computer will disband the group and adjust the Tactical display lists accordingly.

Removing a Ship from a Group

  1. Select the group from the GROUPS list — it will appear on the grouping template.
  2. Drag a ship in the template to any space off the right side of the grouping template. The computer will ungroup the ship and add it to the VESSELS list.
  3. Repeat step 2 for each ship being removed from a group. If the group falls below the minimum requirements for a Task Force, Task Group, or Stack, the computer will automatically adjust it.

Combining Groups

  1. Select one group from the GROUPS list and disband it. The ships in this group will be added to the VESSELS list.
  2. Select another group from the GROUPS list and add ships from the first group (now in the VESSELS list) to the second group as in the “Adding Ungrouped Ships” procedure above.

Adjusting the Formation of a Group

  1. Select the group from the GROUPS list — it will appear on the grouping template.
  2. Drag any ship to an empty section of the template.

HOW FORMATIONS AFFECT COMBAT

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.

17. REPLENISHMENT

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.

AT-SEA REPLENISHMENT

Only surface ships may replenish at sea, and only during the Move step of a Surface phase, before the replenishing ships execute any movement.

Supply Ships

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.

How to Perform At-Sea Replenishment

  1. Select the hex containing the replenishing ship and the supply ship, then click the TACTICAL DISPLAY button.
  2. Group the supply ship with the replenishing ship, if necessary.
  3. Drag the replenishing ship to the template section containing the supply ship. (This is the only time two or more ships may occupy the same segment of the grouping template.)
  4. A clipboard will appear to confirm the replenishment. Click OK
  5. Repeat as desired for each ship in the group you wish to replenishment.

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.

At-Sea Replenishment Limitations

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.

Applying At-Sea Replenishment

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.

Effects of At-Sea Replenishment

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 Ship Limitations

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.

IN-PORT REPLENISHMENT

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.

How to Perform In-Port Replenishment

  1. Select a port containing at least one ship or sub to be replenished, then click the TACTICAL DISPLAY button.
  2. Select any ship or sub (grouped or ungrouped) and drag it to the Replenishment box in the lower left of the Tactical Display.
  3. A clipboard will appear confirming the replenishment. Click OK.
  4. Repeat step 2 for each ship you wish to replenish.

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.

Applying In-Port Replenishment

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.

NOTES ON REPLENISHMENT

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.

18. DOCKING

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.

HOW TO DOCK

  1. Select a port hex containing at least one ship or sub to be docked, then click the TACTICAL DISPLAY button.
  2. Select any ship or sub (grouped or ungrouped) and drag it to the DOCK box at the bottom of the Tactical Display.
  3. Repeat as desired for each ship to be docked.

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.

HOW TO UNDOCK

Un-docking takes place on the Tactical Display, and may only be performed in the Move step of a Surface or Submarine phase.

  1. Select a port hex containing at least one docked ship or sub, then click the TACTICAL DISPLAY button.
  2. Select a docked ship or sub and drag anywhere off the right side of grouping template. The unit is now undocked and may move normally on the OPS Display.
  3. Repeat as desired for each ship to be undocked.

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.

19. NEUTRAL SHIPS

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.

UNKNOWN CONTACTS

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).

NEUTRAL CONTACTS

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.

20. PLAYING BY EMAIL

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.

GETTING STARTED

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.

First Player:

  1. Start 5th Fleet, go to the Scenario screen and select the name of the scenario.
  2. Under COMBATANTS set the color for Player 1 (you), and set Player 2 to E-MAIL.
  3. Select WEAX if playing with weather. Ignore the AI settings.
  4. Click the COMMIT button. The scenario will start with the Phase Selection screen for Player 1. Select a unit type and proceed normally to issue orders and execute them.
  5. When you complete the phase, the program will determine who gets the next phase. If the other player has been selected for the next phase you will be prompted.
  6. Make a note of the filenames being saved when the program displays them. There will be an .eml file, and if there was combat during your turn there will also be a .rpt file.
  7. When you click OK to dismiss the prompt, you will be back at the CIC screen. Exit 5th Fleet at this point.

SENDING 5TH FLEET FILES

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.)

RECEIVING 5TH FLEET FILES

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.

  1. Start 5th Fleet, go to the Scenario screen, and select the name of the scenario.
  2. Under COMBATANTS set Player 2 to E-MAIL.
  3. The setting for Player 1 makes no difference at this point, nor does the WEAX setting, since the program will get this info from the .eml file.
  4. Click the COMMIT button.
  5. If there is an .rpt file, combat results from your opponent’s attacks will be displayed. After any combat report, the scenario will resume with the Phase Selection screen for your side.
  6. Pick an available phasing unit type and continue the game.

PBEM TIPS

21. VICTORY POINTS

Victory Points are awarded for destroying enemy units and accomplishing objectives.

DESTROYING ENEMY UNITS

Enemy UnitVictory Pts.
INT, ATK, BMB air units3 VPs per unit
All other air unitsNo VPs
SSN/SSGN5 VPs per unit
SS3 VPs per unit
Surface unitDefense 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.

REACHING OBJECTIVE HEXES

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.

DESTROYING / DAMAGING BASES

In some scenarios, airfields or ports are listed as objectives for destruction. If you destroy or damage these structures, you receive VPs.

THE VICTORY POINT DISPLAY

victory

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.

22. HOT KEYS

CIC Screen

CConfiguration Display
SScenario Display
TTactical Reference Display
EExit

Scenario Display

RRed Side
GGreen Side
AAI Opponent
TTwo-player option
ME-Mail Option
1,2,3AI Level
N,HAI Aggression Level
CStart Game
EscReturn to CIC
WWEAX

Tactical Reference Display

AAir Units
SSurface Units
USub Units
NNext Item
PPrevious Item
EscExit

Strategic Display

AAir Units toggle
SSurface Units toggle
USub Units toggle
WWeather toggle
MAir Missions toggle
EscExit

Tactical Display

FForm Group
DDisband Group
EscExit

Air Missions Display

EscExit

Phase Selection

AAir Units
SSurface Units
USub Units
PPass
Alt-SStrategic Display
Alt-QQuit game

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Operations Display

SStrategic Display
TTactical Display
MAir Missions Display
VVictory Points Display
EExecute
AAttack button toggle
NNext active unit
PPrevious active unit
RTactical Reference Display
DDeep mode toggle
IAI toggle
EscCancel move order of selected unit
ArrowsScroll map
CCenter map on selected unit
Alt-GHexgrid toggle
Alt-FSound FX toggle
Alt-MMusic toggle
Alt-AAnimation toggle
Alt-SSave
Alt-QQuit

Configuration Console

QSet IRQ number
ASet soundcard address
FSound FX toggle
MMusic toggle
EscExit

Combat Display

Ctl-PSubtract one primary SSM
Alt-PAdd one primary SSM
Ctl-SSubtract one Secondary SSM
Alt-SAdd one Secondary SSM
Ctl-TSubtract one torpedo
Alt-TAdd one torpedo
Ctl-CSubtract one cruise missile
Alt-CAdd one cruise missile
GGuns toggle
AASW toggle
BBomb mission toggle
IINT mission toggle
EEW mission toggle
MSSM mission toggle
EscQuit

Battle Results Display

EscExit

Victory Display

EscExit