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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
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
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
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.
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.
Jutland 3
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!
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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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.
Jutland 8
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.
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
Jutland 10
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.
Jutland 12
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.
Jutland 14
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.
Jutland 15
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
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.
Jutland 17
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.
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.
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.
Jutland 20
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.
Jutland 21
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,
Jutland 59
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).
Jutland 60
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
Jutland 61
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.
Jutland 66
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.
Jutland 68
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
Jutland 69
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
Jutland 70
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
Jutland 71
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
scenarios and add-ons created in this manner for Storm Eagle Studios games, unless
otherwise specified.
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
evaluation period of the Product, you will have limited access to the use of the contents
of the product as designated by Storm Eagle Studios or its assigns.
All remaining contents and features of the Product shall only be accessible by purchasing
a Use License via the designated method determined by Storm Eagle Studios. Each
License purchased will have a specified access level to the contents and features of the
Product. After the evaluation period has expired, you may not use the product unless you
have purchased a Use License. You may share the unregistered product with other people
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
whatsoever, including but not limited to loss of revenue of profit, lost or damaged data or
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.
1. INSTALLATION AND USE RIGHTS. You may install and use any number of copies
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
expressly permitted in this agreement. In doing so, you must comply with any technical
limitations in the software that only allow you to use it in certain ways. You may not
* 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;
* publish the software for others to copy;
* rent, lease or lend the software;
* transfer the software or this agreement to any third party; or
* use the software for commercial software hosting services.
3. BACKUP COPY. You may make one backup copy of the software. You may use it
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
software and support services.
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
laws, and in tort.
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
rights under the laws of your country. You may also have rights with respect to the party
from whom you acquired the software. This agreement does not change your rights under
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
WARRANTIES, GUARANTEES OR CONDITIONS. YOU MAY HAVE
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
third party Internet sites, or third party programs; and
* claims for breach of contract, breach of warranty, guarantee or condition,
strict liability, negligence, or other tort to the extent permitted by applicable law. It also
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)