Pacific Theater of Operations

Pacific Theater of Operations

28.09.2013 22:14:06
...
~B
Pacific Theater of Operations
(C)1993 KOEI Corporation


GAME PLAY GUIDE

Overview

As the Commander of Pacific Fleets in P.T.O., you must issue orders to the naval
commanders of up to16 individual fleets through a system of command and
intelligence.

Strategy is crucial to winning. Supply, diplomacy, intelligence, and the
industrial and technological capabilities of your country are as critical to game
play as your tactical skill in warfare. You are responsible for setting naval policy
regarding logistical support, tactics, and diplomacy with allied countries. Your
distribution of budgetary funds will determine the support you receive from
your country and industry, as well as the quality and quantity of your military
intelligence and hardware. Your skill as a tactician will determine the outcome
of the war in the Pacific.

The Command Menus

P.T.O. makes extensive use of an hierarchical command and information
structure (see Example 1). The main command menu is positioned at the top of
the main screen. Commands selected from the menu bar open sub-menus of
commands and information windows for your fleets and bases. The
information portion of the main command menu screen will show the status and
current position of the fleet you are issuing orders to and base information if that
fleet is docked at port. Orders are issued in rotation for each fleet while they are
in port. The # 1 Fleet main command menu will always be displayed during
command rotation.


Game Play

Command of your forces during the game is at high level, you command from
the highest rank in your navy. You do not have direct control of planes and
ships except for those in your # 1 Fleet. Orders are issued to fleet commanders
who execute your directives to the best of their abilities. # 1 Fleet battles may be
DELEGATED or you may choose to take direct control of offensive and defensive
fleet manuevers.

Officers' abilities are crucial to the performance of the fleets under your
command, roll them carefully during game set-up! Roll officers with high ability
in SEA for shipboard duty. Roll officers with high ability in air for carrier duty.
Roll officers with high ability in war for conferences. Officers with low bravery
perform their duties with caution. Officers with high bravery may perform
recklessly. Assign officers with high sea ability and bravery points between 20-
25 to shipboard duty to engage in sea battles, ship based artillery attacks, and to
direct fleet movement. Place officers with high air ability in charge of carrier
groups for air strikes against enemy installations. Officers gain experience points
during the game that will enhance their abilities across the board (though you
will not see ability points changing).


Tricks

There are a few tricks that may be used while playing P.T.O. which will make
game play a bit easier for beginning game players.

Displaying the opposition on the map

1. Your opponent may be displayed on the wide Pacific map by
selecting the Options Menu when you are at the main command screen.

2. Select Participation then change sides for a turn.

3. Select INFO from the Main Command Menu, then select the
command SHOW FLEET from the sub-menu.

4. A listing of all the enemy fleets will be displayed.

5. Select each fleet and change their display status (they should all
be red in color).

6. Return back to the Main Command Menu.

7. Select the OPTIONS MENU once again.

8. Select PARTICIPATION to change back to your side.

9. Opposing fleets will now be displayed on the wide Pacific map
during game play. New fleets created by your opponent after the above process
will not automatically show up on the Pacific map. You'll have to repeat the
process to show the new enemy fleets.


Returning disabled ships for repairs

There isn't any way to tow ships disabled in battle back to port in a normal
game, but there is a way to return disabled ships to port by trickery.

1. Select the OPTIONS MENU at the main command menu.

2. Select PARTICIPATION to change sides.

3. Play a turn on the other side then change back to your original
side by again selecting the options menu and then selecting participation to
change sides.

The fleet with the disabled ship or ships will be back at the Home
Port and you'll be able to discharge them for total repair.


Supplying your fleets

Fleets can be supplied while at port with Fuel and Troops. Planes and Rockets
can only be supplied while at the Home Port. Plan ahead to re-arm your carriers
with Planes at the Home Port. Be sure that your important bases have sufficient
fuel to supply your fleets and be sure to fuel your fleets.

1. Select PORT from the Main Command Menu, then SUPPLY from the
sub-menu. A list of fleets will be displayed from which you can choose fleets to
supply.

2. Select the fleet you wish to be supplied.

3. A new window will open with a list of the ships in your fleet, the
amount and type of equipment loaded on each ship and the number of troops
assigned to each ship.

4. Move the highlighted square to the item on the ship to be supplied (you
are allowed to move the highlight only to those items which are available).

5. Select the item with the control pad. The message 'Furnish with how
many battalions (0-10)?00' will be displayed (if SLDR had been selected).

6. You may then supply that item if it is available. Each ship in your fleet
may be supplied in this fashion.

7. You will be able to fuel your fleets at the following screen. The amount
of fuel is displayed along with the percentage of total fleet fuel capacity. The
message 'Set sufficiency to what (0-100)?000' will be displayed at the bottom
corner of the window. You will be able to fuel the fleet by percentage of total
fleet capacity.
NOTE: The percentile range for re-fueling depends on the amount of fuel
available from the base where the fleet is docked.


Supplying from the National reserve

Items can only be supplied to ships and bases if they are available in the National
Reserve. Items can be made available by allocation through the ORD, BASE,
SUPPLY menu selections as follows:

1. Select the command ORD from the main menu, and the sub-command
BASE.

2. Select the base from which supplies, planes, materials, or troops will be
pulled.

3. An informational screen showing base resources will be displayed.
Select SUPPLY from the menu bar at the top of this screen.

4. Base resources will be displayed with numbers in three columns
showing: the amount currently allocated to the base, what changes you would
like to make, and reserves available to draw from National Reserves, 'SPLY'.

5. Select an item to change.

6. The message 'Set the Amount' will be displayed at the bottom of
your screen. Enter the amount you would like to allocate to this base (either
higher or lower than the amount in 'Goal').

7. If you set a lesser amount the balance will go into SPLY (National
Reserve). These reserve items will then become available for supplying on ships
and bases.

You may also use the above command routine to redistribute Supplies, Men, and
Equipment to bases where they may be needed.


Assigning fleet commanders

Assign a commander to each fleet before undertaking any fleet action. Your
fleets do not have commanders assigned to them at the start of the game. You
have 20 Officers during a game and they will not be replaced if lost with a fleet.

1. Select the command ORD from the main command menu.

2. Select the sub-command ARRANGE.

3. Then select the command FORMATION AT PORT or
FORMATION AT SEA (depending on whether your ships are at port or at sea).

4. Select the command SPLIT from the command choices
presented at the bottom of the screen.

5. Select the fleet for arrangement (to be split in this example).

6. Then select the fleet # of the empty fleet where you will allocate
ships.

7. A graphic screen will be displayed showing the ships in the fleet
in which you are performing this operation and the new (empty) fleet to which
you may transfer ships.

8. Do not make any changes to your fleet. Press the appropriate
button for the game
system you're playing on to finish your fleet changes, without
making any changes, and confirm your changes with Y.

9. A list of your available commanders will be displayed.

10. Select the officer to command.

11. A list of the fleets ships will then be displayed.

12. Select a flagship for the fleet.

13. You will then be returned to the Main Menu.


Supplying bases

Recognize the importance of each base and devise your strategy accordingly.
Important bases provide refueling and repair points across the Pacific Ocean.
Some bases are sources for steel and fuel (example: Sorong and Bandjarmasin)
which may be placed into your National Reserve.

1. Select the command ORD from the Main Menu.

2. Then select the sub-command BASE.

3. A listing of all your bases will appear with statistics denoting the
bases' capacity for: Iron and Oil production, Industry, re-fueling and supplying
fleets. Other statistics display information on Friendliness, Base Endurance, etc.

4. Bases listed can be supplied with Fuel, Equipment, Troops, and
Ships or these bases can supply your National Reserve if they are producers of
Iron, Oil, or have Industrial capacity. Select the base to be supplied or which will
supply an item from the base list.

5. A base status window will open with a small command bar
displayed across the top.

6. Select the command SUPPLY from the command bar.

7. A new window will open showing a listing of items held in the
base inventory. Each line shows the name of an item, how much is currently
held at the base in the first column headed NOW, a second column where
changes may be made to the amount held at the base (either more or less) headed
GOAL, and a third column headed SPLY showing how much of an item is
available in the National Reserve.

8. Use the directional control pad to move the highlight up and
down in the column headed GOAL to select an item to change.

9. Select the item to change and the query 'Set the amount' will be
displayed. Input a number for the item, more to increase the supply, less to
decrease the supply, and place the balance into the National Reserve.

10. Select 'Y' to confirm your item change.


First Fleet involvement

You may either keep the # 1 Fleet docked at Home Port to access CONF
(conference) commands, or take the #1 Fleet out to engage the enemy first hand.
The # 1 Fleet is the only fleet which may access CONF commands while docked
at home port. There are definite advantages to having the ability to issue CONF
commands during game play. In conference you can allocate the budget, invest
in skills and technology, send special forces into action, and spend money on
propaganda to raise support, troops, and additional budget funds for your war
effort.

Fleet orders are carried out as you issue them from the # 1 Fleet or Home Port.
Any fleet may be directed from the #1 fleet menu screen under ORD, FLEET,
DUTY while they are at sea. Orders are issued directly to a fleet if it is on port
call.

1. Select ORD at the #1 fleet command menu, and the sub-
command FLEET. A list of fleets will be displayed.

2. Select the fleet to which you would like to redirect or issue new
orders. Statistics for the selected fleet will be displayed with a menu bar across
the top.

3. Select DUTY. The fleet's current mission will be displayed with
the question 'Mission Change (Y/N)?'

4. Select Yes and the command options will be displayed.

5. Select a fleet command from the list: Attack enemy base, Gather
intelligence, Attack fleet, Port call.

6. A map of the Pacific will be displayed. Move the cursor near the
coordinates of your new objective and select it. A smaller tactical map will then
pop open allowing you to select the objective's coordinates with finer control.

7. You will be returned to the fleet's sub-command screen.

8. You may select another fleet to issue orders to by returning to
the fleet list or by backing out completely through the command menus to the
Main Command Menu.


Moving the #1 fleet

The command TACT will appear on the Main Menu Bar once the #1 fleet has left
port. Movement of the # 1 Fleet is accomplished following these steps:

1. Select TACT from the Main Command Menu, then MOVE from
the sub-menu.

2. A new window will open showing a smaller tactical map of the
Pacific Ocean. The message 'Determine fleet's speed (1-20)?00' will be displayed.
Enter the speed by which you would like your # 1 Fleet to travel.

3. A cursor will appear in the tactical map window once the fleet
speed has been set. Use the cursor to set the distance and the direction you
would like the # 1 Fleet to traverse.
Set your fleet speed. Your top speed is limited by the slowest ship in your
fleet, freighters, troop carriers, submarines, etc.

Note: The # 1 Fleet, unlike your other fleets, must be manuevered around islands
and through channels. The message 'There is Land in the way' will be displayed
anytime you try to cross a land mass during fleet manuevers.

4. Answer Yes to confirm the fleet movement after setting your
course.

5. Select the command REST from the Main Command Menu, once
you've returned to it, then the command ARRIVAL from the sub-command
menu. You will not have to issue further commands to the # 1 Fleet until it has
arrived at the destination selected during fleet movement.


Elements of Strategy

Here are a few hints that can be included in the strategies you devise to win
P.T.O.

Japan has the logistical and offensive advantage at the start of the game,
but lacks the resources and raw materials to keep up a sustained war effort.

The Allies lack logistical and tactical advantages but have access to
resources and material to fuel a sustained military effort once their industrial
potential is harnessed.

Technology is critical. Fuel is a # 1 consideration. Midway, Wake, Truk,
and the Marshall islands are crucial mid-Pacific bases. You must also have
sufficient materials at bases where ships may be repaired.

Freighters attached to fleets extend the range of that fleet by increasing
total fuel capacity.

Troops, Fuel, material, and aircraft are critical to base defense.

Do not allocate Rockets to bases; they will not be used.

Bases will not take direct orders but will use Fighters and Bombers for
defense and attack if they are available.

Bases which have Long Range Bombers will execute bombing strikes
against enemy forces if they are supplied with sufficient quantities of fuel. Long
Range Bombers are effective against inland bases and will be used to take them.

You must have control of a nearby coastal base in order to supply an
inland base.

Some bases actually produce fuel resources and material that may be sent
into your national reserve and used by your industry or distributed to other
bases.

Bases which produce fuel and material are prime targets. Attacking and
taking productive bases held by the enemy will reduce the fuel and material
available to their industry and war effort.

Freighters and troop carriers assigned to bases ship supplies to and from
the Home Port, the National Reserve, and other bases. These ships form supply
convoys which may be attacked by enemy fleets reducing your supplies,
equipment, and men.

Raise your Industry and Technology while in conference at the Home
Port. Make good alliances and request new technologies when they become
available. Gain the technological edge.

Aircraft Carriers can only be supplied with Planes and Rockets when in
the Home Port. Supply Planes to carriers and dispatch new carrier groups as you
bring older carrier groups back to Home Port for repairs and new planes.

(C)1993 KOEI Corporation

FAQ provided by Martin Strohmeier - Martin.Strohmeier@T-Online.de

 
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