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pa c i f i c s t o r m

allies
GAME MANUAL

Buka Entertainment & Lesta Studio

2007 - all rights reserved

contents
1. ABOUT THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2. SYSTEM REQUIREMENTS . .
2.1. Computer . . . . .
2.2. Operating system
2.3. Video . . . . . .
2.4. Sound . . . . . .
2.5. Controls . . . .
2.6. Disk Space. . . .

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3. GAME INSTALLATION. . . . . . . . . . . . . . . . . . . . . . 9
4. GAME SETTINGS. . . . . . . . . . . . . . . . . . . . . . .

10

5. MAIN MENU. . . . . . . . . . . . . . . . . . . . . . . . . . 16
5.1. New Game . . . . . . . . . . . . . . . . . . . . . . 17
5.1.1. Training . . . . . . . . . . . . . . . . . . . 17
5.1.2. Free Campaigns and Historical Campaigns . . . 18
5.1.3. Tactical Missions. . . . . . . . . . . . . . . 18
5.1.4. Tactical Battles Planner . . . . . . . . . . . 18
5.2. Player's Profie . . . . . . . . . . . . . . . . . . . 21
6. GAME DESCRIPTION . . . . . . . . . . . . . . . . . . . . .
6.1. Strategic level . . . . . . . . . . . . . . . . . . .
6.1.1. Homeland Management Menu . . . . . . . . . . .
Resources . . . . . . . . . . . . . . . . . . .
Troops . . . . . . . . . . . . . . . . . . . .
Production . . . . . . . . . . . . . . . . . .
Upgrades Editor. . . . . . . . . . . . . . . .
Technology . . . . . . . . . . . . . . . . . .
6.1.2. Bases Menu . . . . . . . . . . . . . . . . . .
Formations . . . . . . . . . . . . . . . . . .
Commands Menu . . . . . . . . . . . . . . . . .
Warehouse . . . . . . . . . . . . . . . . . . .
People . . . . . . . . . . . . . . . . . . . .
Buildings . . . . . . . . . . . . . . . . . . .
Information . . . . . . . . . . . . . . . . . .
Base Auto-management Options . . . . . . . . .

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contents
6.1.3.Formations and Bases Control . .
Formations Control on Global Map
Fuel . . . . . . . . . . . . . . .
Sorting and Filters . . . . . . .
Battles Menu . . . . . . . . . . .
Base Construction . . . . . . . .
Base Capture and Defence . . . .
6.1.4 Diplomacy . . . . . . . . . . . .
6.1.5 Transport Routes . . . . . . . . .
6.1.6 Launching Ballistic Missiles . . .
6.2. Game Tactical Level . . . . . . . . .
6.2.1 Hit Location . . . . . . . . . . .
6.3. Air Simulation Mode . . . . . . . . . .
6.4. Multiplayer Game . . . . . . . . . . .
6.4.1. Battle Planner . . . . . . . . .
6.4.2. Air Simulator . . . . . . . . . .
6.4.3. Co-operative Game. . . . . . . .
6.5. Game Mechanics . . . . . . . . . . . .
7. REFERENCE MATERIALS
7.1. Units . . . . .
7.2. Buildings . . .
7.3. Science . . . .
7.4. Hot Keys . . .
8. CREDITS

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.. . . 84
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. . . 176
. . . 181
. . . 195

. . . . . . . . . . . . . . . . . . . . . . . . 200

9. LICENSE INFORMATION . . . . . . . . . . . . . . .. . . . . 204

1. about the game


PACIFIC STORM ALLIES is a sequel to Pacific Storm, a unique
game about the war in the Pacific. It has the elements of a
global strategy, tactical naval wargame and an arcade aircraft
simulator. Playing either for the United States, Imperial Japan,
or a newly introduced nation (the UK) you walk through a dramatic
sequence of large-scale naval and air operations. The game covers
the period from 1940 to 1948. As you play, you can develop
new technology, build and deploy new weapon systems and even
change history! Thanks to a smooth and seamless combination of
wargame, real-time-strategy (RTS) and arcade simulator, you are
completely free to take whatever strategic or tactical decisions
you consider best. The gameplay combines the exceptional depth
and scale of the strategic mode, superior authenticity of the
tactical mode and exciting dynamics of the simulator.

main features of the game


PACIFIC STORM ALLIES organically combines three genres into
one coherent whole: strategic wargame, tactics RTS and aircraft
simulator. After attacking your enemy on the strategic level you
can switch to the tactical RTS level and if you want you may take
direct control of almost any of your units.
Realistic 3D models: the game offers 45 types of ships, 80
types of aircraft, 25 types of guided missiles and much more;
Special unit editor, where you can create new units as well as
modify old ones, is available on the strategic level;
Large-scale naval and air operations on the global map of
the Pacific including Australia, Eastern part of North America,
Oceania and part of India from 1940-1948. Possibility to change
history during the Historical campaign;
System of experience gain. The crew now become more and more
experienced with every battle. New possibility of forming elite
squads has also been introduced;
Beautiful Pacific 3D environments and terrain (up to 2000
square miles). Realistic weather (fog, wind, rain) and day/night
effects;
Stunning special effects including nuclear bomb explosions, and
astonishing ocean backgrounds;
A large number of tactical missions with the possibility to
choose the side to play for: Japan, US, or Allies. Tactical
battle deployment mode in which you can create any battle on one
of the 50 tactical Pacific maps, choose weather conditions and the
time of day, as well as units and ammunition; Using this tool you
can reconstruct and take part in any WWII Pacific battle;
4

1. about the game


Besides the strategic Historical Campaign (force composition
at the start is close to the historical deployment of forces) and
Free Campaign (composition of forces is simplified) available in
original game, PACIFIC STORM ALLIES introduce Arcade Mode which
greatly simplifies the strategic and tactical part of the game;
Ability to develop new technology including increasing the
power rating of aircraft engines to guided missile technology,
biological and nuclear weapons;
Switching from strategic to tactical level (and back) keeps all
battle parameters: unit number, ammunition and characteristics,
time of day, weather conditions;
Improved game control in the strategic mode allowing effective
base management, mission planning and supply management; Rich
time control options (slow motion, acceleration and controlled
pause);
Multiplayer for up to 8 players with 3 game modes: tactical
battle deployment mode, simulator mode, and co-operative mode
where two players can join forces on a mission.

add-on features
Besides Japan and USA, PACIFIC STORM ALLIES brings in new
allies and axis nations for each side (Germany for Japan, the UK
and the Netherlands, and the USSR for the USA). For success you
will need to use diplomacy with these new nations;
The UK is now a playable nation with its unique technology and
bases;
Strategic level now offers more zones for establishing new
bases;
The sequel implements a hit location system, which shows
realistic damage to ships and aircraft parts. The level of damage
will have a direct influence on how units function;
Diplomacy has also been added to the game; with its help you
can arrange a joint nations operation or trade technology and
units;
4 new academies are now available to help you train your crew
engineering, army, air force and navy;
Numerous new technological upgrades which will give you more
freedom in creating different weaponry and unit modification;
Long range ground, water and air based ballistic and cruise
missiles can now be launched at the strategic level;
New system of cargo transportation based on the creation of
routes;
Improved graphics engine now offers post-render effects such as
Glow, Blur and more;
5

1. about the game


New mod system allows to you to create different modifications
in the game: add new units, change units skins, create new maps,
missions and even new special effects. You can change the balance
and visual look of the game;
Greatly expanded set of tactical missions;
PACIFIC STORM ALLIES offers you a choice of control of major
and minor calibre, torpedoes and air defence systems, which can
be controlled by the AI as well as the player;
Significantly extended list of units, over 50 new aircraft and
modifications, plus 20 new ships;
Refined landscapes; the world is now full of realistic elements
(seagulls, clouds, detailed terrain);
Saving on the tactical level option is now available;
Hydroplanes can now be stationed on submarines;
Additional sound design added;
New award system and statistics on how you did on a mission.
You gain points for completing tasks, destroying enemies on
strategic, tactical and simulator modes;
New direct ship control mode (3rd person view) allows the
player to control the movement of his ships and its weapons
(major and minor calibre, air defence turrets, torpedoes);
Reworked graphics engine;
Can control aircraft with a mouse and an extended list of
supported joysticks;
General improvements and corrections.

PACIFIC STORM ALLIES is all about battleships and aircraft


carriers--the giants of naval warfare during WWII--about captains
and admirals, as well as rank-and-file soldiers and sailors of the
two great military powers locked in a life-and-death conflict.
In Pacific Storm Allies you can become the Commander-in-Chief
responsible for the lives of thousands of servicemen and the
destiny of his country; or the commanding officer of a small
squadron; or even an ordinary military pilot fighting in the sky
over the Pacific. Gradually, as you play, from all these separate
pieces will emerge one impressive picture of the great and fierce
battles fought in the Pacific during WWII.

2. system requirements
2.1. computer
Minimum System Requirements:

Recommended System Requirements:

2. system requirements
2.2 operating system
Program works best on PCs with one of the following OS of MS
Windows: Windows 2000 (SP 4) and Windows XP (SP 2). For the game
to work on Windows 2000/XP, the user must have administrator
rights on the PC where Pacific Storm Allies is launched.

2.3 video
For smooth operation at minimal graphical settings you will
need a DirectX 9 compatible video card with 128 MB of onboard
video memory. Examples include GeForce FX5900 or ATI Radeon
9800 Pro video cards. To play with maximum graphic settings
it is recommended to use a 256 MB DX 9 compatible card like
NVIDIA GeForce 7600 or ATI Radeon X1600 or video cards of
a higher performance. Pacific Storm Allies requires DirectX
version 9.0c which is available on the DVD. If you have access
to the Internet you can download the latest version of DirectX
from Microsofts official Website at http://www.microsoft.com/
windows/directx/
Please note that the developers can only guarantee the game
will work properly on graphic chips made by NVIDIA and ATI.

2.4 sound
The game can work with any sound card compatible with DirectX
9, but for the highest quality we recommend using sound cards
that support 3D sound.

2.5 controls
With the exception of the flight simulation mode, all modes of the
game can be controlled by a standard keyboard and 2-button mouse
(3-button mouse with a wheel is recommended). You can see hot
key combinations in the Hot keys section. To play the game in a
flight simulation mode a joystick or gamepad will be required.

2.6. disk space


The game will take 3 Gb of hard disk space. Additional disk space
may be needed for your Operating Systems swap file, for saved
games, game settings and game patches.

3. game installation
3.1. installation
Insert the Pacific Storm Allies game DVD into your DVD drive.
Windows should auto detect Pacific Storm Allies and prompt you
to install the game. If this does not happen double-click My
Computer on the Windows start menu, then the DVD drive which
contains the Pacific Storm Allies DVD . Look for and doubleclick SETUP or SETUP.EXE to commence installation.
Select the Install game option from the menu and follow the
on-screen instructions to complete the installation.

3.2 game start


To launch the game, select Start > All Programs > Buka >
Pacific Storm - Allies and select the game. You can also launch
the game by pressing the Pacific Storm icon on your desktop, by
selecting Launch game in auto run, or running PacificStorm.bat
in the root folder of the game.

3.3 uninstalling
To uninstall Pacific Storm Allies select Start > All Programs >
Buka > Pacific Storm - Allies > Uninstall, or use the Windows
add/ remove programs utility in the Control Panel to uninstall
the game. Otherwise select Uninstall in auto run.

4. game settings
4.0. configuration
To change game options press the Options
button on the main menu. During the game
you can access this option by pressing
the Escape key and selecting Options
on the menu. In the Options menu you
can: change the screen resolution on
strategic and tactical levels, adjust
brightness and contrast, music and sound
volume. These options will be written to
the current players profile. Click on
the Advanced button to see additional
settings. The tabs in the upper part of
the window help you to switch between
the different settings. To adjust the
game graphics quality and the performance of your system you can
choose one of the following variants in the tab General tab:

Best performance: this option adjusts game settings for the


best performance at the expense of graphics quality. This is
recommended for computers close to the minimal requirements. If
you find the game is jerky or takes excessive time to load you
may want to use this option.
Optimal quality: this option balances the game settings and
the graphics quality.
Best quality: this option adjusts the game settings to
display the highest graphics quality but reduces the running
speed of the game. We recommend that this option is only used
on computers that meet or exceed all the recommended system
10

4. game settings
Mouse Sensitivity sets mouse cursor movement speed.
Hint Delay sets hint delay in seconds.
Max ships in a tactical battle: in a battle this sets, for
each side, the number of ships that can take part.
Max planes in a tactical battle: sets the number of aircraft,
for each side, that can take part in a battle.
Joystick sensitivity adjusts reaction time (latency) of the
joysticks X-axis and Y-axis. If you have several joysticks
installed, choose the one you want to use from the dropdown
box. If you want to use a mouse to control aircraft in
direct control mode, turn on Arcade Mouse Mode. You can also
invert the axis for mouse control by using the corresponding
checkboxes (X and Y axis). Auto-reload guns option allows you
to avoid manual reloading each time your gun runs out of ammo.
The Video tab allows you to adjust the game graphics:

Enable VSYNC: synchronizes video buffer swaps with your


monitors refresh rate. With VSYNC enabled, frame rates, for
that particular resolution, will not exceed the monitors
current refresh rate. Using this option is not recommended on
systems with minimal system requirements.
Show intro on startup: this option allows the intro movie to
be shown before the game starts.
3D main menu background: with this activated, the tactical
battle demo is displayed instead of the main menu background.

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4. game settings
Antialiasing: Enables image antialiasing, which improves
graphics quality at the expense of performance. If you suffer
performance problems with the game try turning this feature off.
Fog type: contains the following fog types: default, vertex
fog, pixel fog. By default, pixel fog is selected. The pixel fog
looks better but is not supported by every video card. note: If
your video card does not support pixel fog (water will render
white in the game). We recommend selecting vertex fog.
Disable post-effects: turns off post-effects in the game
(motion blur, defocus, old film effect at mission start, darkening
of screen when in the cockpit of a plane at over-tolerance load.)
The Landscape tab has the following options:

Show trees: trees are displayed. Note that this option may
reduce the performance of your system. When you start the game
this is set to on. If you have a computer that meets only the
minimal specs you may want to turn this off.
Combustible Trees: allows burning trees on landscapes to be
displayed. When you start the game this is set to on. Likewise
this is not recommended for use on low-end systems.
Craters: craters from missiles and bombs on landscape. When
you start the game this is set to on. Again, not recommended
for use on low-end systems.
Fast update method: This is a special method of displaying
objects on the landscape (buildings, trees, etc.). Increases
game performance on your PC by means of optimizing memory
resources. Recommended only on PCs with more than 768 MB of
RAM. When this option is off, game speed will decrease but the
game can then be played on computers with smaller amounts of
RAM.
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4. game settings
Enable LOD switching: this option becomes available when
Fast update method option is off. It is set to on as the
default. When it is off, automatic level of detail change
is inactivated and all ground object models are shown at
maximum quality. This option should only be turned off on very
powerful computers.
Select multisampling level: This is the distance in game
metres in which the automatic level of detail is rendered. At
longer ranges the detail will be less but the game will run
smoother. This level varies from 0 to 1500 game metres.
The Sea tab shows options related to how the sea looks in the game.

Coastline: This option enables the display of the coastline.


Use pixel shaders: Enables pixel shader technology for the
water surface in the game. Selecting this option turns the
Reflection option on automatically.
Reflection: When on, ships and other objects will have their
reflection displayed in the water surface. Turning this option
on opens access to more detailed settings.
Reflection quality: There are three levels of reflection
quality you can select: Good, High, and Maximum -the higher
the quality, the greater the demands on the computer.
Reflect landscape: Turns on landscape reflection on the
waters surface.
Reflect effects: Turns on burning and smoke effects on the
waters surface.
The enabling of all options in this tab will require additional
resources from your system and may cause a decrease of in-game
performance on less powerful computers.

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4. game settings
The Sky tab adjusts the appearance of the sky in the game.

Clouds: Turns on clouds in the game. Note that selecting


this may have an impact on game speed.
Test occlusion: Turns on lens flare occlusion.
Display birds: This option allows for some ornithological
attraction to the tactical level. Two types of bird will
appear in the game: Larus argentatus (silver gull) and
Diomedea cauta (white-capped albatross).
The Misc tab contains options that were not included in the
other tabs.
Screenshot format: This allows you to choose the graphic file
format for saving screenshots (PNG, JPG, TGA, and BMP).

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4. game settings
Texture quality: Allows you to choose a lower texture
resolution mode in PCs with smaller amounts of video memory
(increases performance). The default setting is Good and you
can increase it if you have a good videocard. Try decreasing
texture quality if you experience CTDs (Crash to Desktop) when
a lot of units are on the tactical map.
Shadows: When on, aircraft will cast shadows. Detailed ship
models: Increases detail of ship models (crew, life buoy,
etc.). Note that this can also decrease performance.
Shell trails: When this option is enabled, large projectiles
will leave trails in the air. This option decreases
performance.
Radio transmissions: Turns on background radio talk between
pilots.
Use program sound is an option for PCs that have a builtin or old sound card. This may help to avoid crashes if your
soundcard is not fully DirectX9-compatible.
Visual effects quality: Adjusts special effects quality
(explosions, fires, smoke, etc.).
3D models quality: allows you to change the distance where
the level of detail switches for planes, ships and rockets. It
is not recommended to set it lower than its default level.
Use multithreading: The game uses multithreading on PCs with
multithreading available.
Compress save files: Enables compression of save files.
Switch off specular maps: switching off the reflection map
for the unit will lead to a minor decrease in the models
quality but increase the performance and reduce some game
crashes, notably on the previous-generation video cards such
as Radeon 9500-9800.

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5. main menu
Once the game is loaded you will be directed to the Main Menu
screen.

load game: Loads

previously

saved game.

options: Enters the settings menu.


profile selection: Allows
you to select or create a new
player profile.

exit:

Exits the game.

If you press the game logo in the


upper part of the screen, you
will see the credits.
Game menu allows you to save or
load a game, shows options menu
and allows you to exit to the
main menu or to Windows. You can
press the Esc key in any game
mode to access this menu.
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5. main menu
5.1 single player
The Single-Player Game menu
will appear if you press New
Game>Single Player. You can
select game type, country you
are playing and difficulty
level. The Arcade mode checkbox
completely changes game
play. On a strategic level,
the transportation system
is switched off, units are
constructed and resources
are gathered instantly. On
a tactical level, game play
becomes faster and more dynamic.
Turn this mode on if you
consider the strategic campaigns
of PSA too complex.

5.1.1 training
The training campaign has a number of missions where you can
become acquainted with Pacific Storm Allies. New players or
players that have returned to Pacific Storm should work with the
training campaign before trying to tackle larger missions or
campaigns.

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5. main
5. menu:
main menu
new game
5.1.2 free campaigns and historical campaigns
At the strategic level you can choose to play either a
historical or a free campaign. In the historical campaign
the composition of the forces at the beginning of the game
corresponds to the actual forces fielded at that time. In the
free campaign the forces are almost equal.

5.1.3 tactical missions


There are two types of tactical
missions: historical which covers
some of the real battles of the
Pacific, and free which allows
you to take part in imaginary or
what if style battles. Free
missions are marked in colour and
have a star before their names.

5.1.4 tactical battles planner


The Battle Planner allows you to create a tactical mission on
any game map with any of the available units.

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5. main
5. main
menu:menu
new game
Battle zone editing menu is
used for selecting the battle
map, weather conditions,
game type and timing. At the
top of this menu there is
a mini-map with attacking
forces marked in red and
defending forces marked with
green circles. The game type
list allows you to select the
mission task (destroy all
enemies, hold, capture or
defend bases). If there is
a base on the map, it will
belong to the defending side.
If you select the Neutral
base option, the base on the
map will be neutral. In the
Base size list you can set
the base defence.
Battle settings allows
you to set what nations are
involved, who you will be
playing, whether you will
be attacking or defending
and the level of experience
of the units. To change the
current settings left-click
on the appropriate icon. The icons are; flag (for nation), target or
shield (mission type), stars (experience level).

19

5. main menu
Forces list shows
the units that will
take part in the
battle (both player
and AI). To fill in
the fields of forces
list press Add for
the force you want
to add. The forming
of units that will
take part in the
battle can be made
on a special menu.
With the types filter
you can select
formation size as
well as add separate
units. To add an
individual unit or
unit formations,
press the Add button. To finish list formation, press OK. After
formation is finished, you can edit the quantity and types of
units in the main menu of the tactical battles planner editor.
To view and edit sub-formations and units you can open a tree
on the screen, select its part and left-click on what you want
to edit. In addition you can right-click on the forces list
field you wish to
edit. With the help
of this menu you can
add or remove units,
change modification
and the weapons of
the selected units.
After the forces are
formed, you must click
the Start button of
the planners main
menu. You will then
find yourself on the
tactical level of the
game (more information
can be found later in
this manual).

20

5. main menu
deployment mode
Prior to a battle, deployment mode is available. You can position
your units before the battle using this mode. The units can be
arranged only inside special zones marked with red outlines. The
zones are listed under the mini-map. Additional useful controls:
Selection of a zone in the list centres the camera on that
zone;
With the right mouse button you can change a units position;
Left Ctrl + Middle mouse button rotate selected units as a
group;
Right Ctrl + Middle mouse button rotate selected units
individually;
Alt sets flight altitude.

note: The number of units placed on a tactical map depends on


the number of units you set in game options.
5.4 players profile
In the players profile statistics you will find details about
completed missions and your awards. To select or create a profile,
access the Select profile menu by pressing the appropriate button
in the main menu.

21

6. strategic level
6.1 strategic level

On the strategic level of the game you can play as a commander


of the military forces of Imperial Japan, the United States or
the United Kingdom. During the game you will have to solve a
wide range of problems, both military and economic, create and
upgrade units, conduct research and control battle operations.
The game takes place on a global map of the Pacific region divided
into 127 zones. Some zones allow for the establishment of bases.
The bases can serve as sources of revenue and raw materials as
well as a home for your naval and aviation assets.
To enlarge or decrease the strategic map, use the scroll mouse
wheel or use Page Up/Page Down.
To rotate the map also use the scroll mouse wheel or use <
and > keys.
To move the strategic map you can use the mouse or keyboard.

22

6. strategic level

Key:
1 Resource indicator showing money, aluminium, iron and oil that
you have.
2 Base sign
3 Formation markers (blue for the Americans, green for the British,
and orange for the Japanese)
4 Formation state icons
5 Formation control menu
6 Japanese zone (red)
7 U.S. zone (blue)
8 U.K. zone (green)
9 Strategic mode control panel

23

6. strategic level
strategic mode control panel

1 The time of day;


2 Show/hide the information window displaying game events;
3 Show government tasks window;
4 Game menu;
5 Open strategic level options window;
6 Open the country window to control the production and technological
development of the country and view statistics;
7 Formation Filter;
8 Diplomacy window;
9 Pause game;
10 Select minimum or maximum time speed: 1 second of real time
equals to 1 day of game time.

strategic level options


Strategic level options window allows you to set the presence
and functionality of strategic level of the game.

24

6. strategic level
map options
1 Show weather (W);
2 Show visibility range (V);
3 Show base information flags
(Shift+F);
4 Show base icons (Shift+i);
5 Show information flags for
formations (F);
6 Show formation status icons
(i);
7 Show zone and base names
(N);
8 Show zone boundaries (Left
Ctrl+Z);
9 Show zone ownership (Z);
10 Warn if enemy detected;
11 Display only large
battles;
12 Auto save before switching
to tactical level;
13 Select how often the game
will autosave;
14 Show historical messages;
15 Turn on missions from the
government. It is recommended
to keep this option on at the
beginning of the game.

message control
Here you can set how the
different types of events will
be handled and displayed to the
player.

25

6. strategic level
6.1.1 homeland management menu
With the help of the Homeland Management Menu you can control
the extraction of resources, build units, develop new
technology and upgrade your weapons. This menu has several
pages and you can switch between them using the tabs.

6.1.1.1 resources
On this page you can see information about the resources you
have and produce at your bases, costs and profits in current and
previous months. The page is divided in 2 parts: a summary of
the bases information and a monthly report. Money (thousands
of dollars / yen / pounds) is required to create all units and
buildings, for ammo production, and technology development.
Aluminium (tons) is used for aircraft and certain types of ammo
production. Iron (tons) is used for units and certain types of
ammo production. Oil is used as fuel by all units and it should
be stored at bases to refuel units. The screen shows:

base name
money
aluminium
iron
oil

On the top line you


can see the amount of
the resource at the
base. After the /
sign you can see how
many warehouses are
available for this
type of resource. On
the lower line you can
see the amount of the
resource that is being
extracted at this base per month.
On the lower part there is a report for the current and
previous month. It contains several lines: the upper line
shows a summary of the countries profits, the second line-summary expenses. Other lines contain different expense
categories (Navy, aviation, etc.). All figures have a / sign,
separating the previous and current month.
26

6. strategic level
6.1.1.2 troops
The Troops tab contains an interactive list of all the
formations under your command. You can see which units form
any formation and its structure. To view these formations,
press the + icon to the left of formation. Note: that there
are some multi-level formations. For example an aircraft
carrier fleet usually contains several aircraft carrier
divisions. If you select any formation and right-click it, you
will see a menu with the following options:
Send to base: Sends the selected formation to the nearest
friendly base. This option is disabled if the formation is at
the base.

Switch: If it is at sea the screen centres on this formation,


otherwise you are shown the base screen where the formation is.
In both cases the formation will remain selected.
Information: displays the formation menu on the screen. This
menu is covered in the Production section.
Set transport routes: assigns transports and tankers on the
routes.

27

6. strategic level
To the right of the names of the formation are the
following icons:
This icon shows whether the ship is at sea (waves) or
docked at the base (an anchor);
Numbers next to the ship icon show the number of
ships in the formation;
Numbers next to the aircraft icon show the number of
aircraft in the formation;

Numbers next to the face icon show the number of the


crew in this unit or formation;

Numbers next to a red cross shows the units or


formations health;
Numbers next to the canisters icon show the
percentage of fuel remaining;

The percentage next to the bomb and shells icon shows


the level of ammunition the formation has;

Next to the 2 faces icon, there is a percentage


representing the units morale (the higher the
better);
Figure next to the Medal icon shows the experience
level.

28

6. strategic level
6.1.1.3 production
In the Production tab
you can order different
units, equipment and
weapons for battlefield
operations. There are
four groups of items
available for production.
Under the Ships and
Planes tab you can order
any ships and aircraft
that you need. Under the
Weapons and equipment tab
you can order different
types of weapons and
equipment for the special
buildings constructed at
bases, such as radar and
coastal defence. Under the Weapon
tab you can order different
weapons such as guided and nonguided torpedoes, guided missiles
and bombs. All other weapons,
such as bombs, missiles and
shells are produced by weight.
Selecting the upper button in
the weapons column orders these
items. If a unit is unavailable
for construction, click on the
gear icon to see the technology
missing for this kind of unit. To
begin production select the icon
corresponding to the item you
require. After that you will see
a production warehouse which will
allow you to set the amount of
the product that you want, its
cost (the higher the cost, the
higher the production speed) and
the priority level of resource
allocation used for this product.
After all the parameters are set
press the Apply button to add the
selected product to the queue.
To close the window without
ordering, press Cancel.

29

6. strategic level
Orders are placed in a queue in a special line based upon
their priority. After the order is completed, it is removed
from the orders list.
All queued orders are made simultaneously and resources are
being spent during production (if there are enough of them).
If there are not enough resources, the orders will be made
according to their priority. You can control your orders
through the menu that appears if you right-click the product
icon in the orders queue.
For the most important orders you can turn on the advise
when ready option. In this case after the order is ready,
a special information window will appear on the global map.
Messages about all other orders are shown in the information
window at the bottom right-hand corner of the screen in the
strategic game mode.
WARNING: if an order is
cancelled, resources
and money will not
be returned to your
nation. All produced
units and products are
placed at the Main
Base warehouses. Note:
Remember that all newly
constructed units may
join formations that
have available empty
slots in them.
.

6.1.1.4 upgrades
editor
For all unit types in the game there are a number of upgrades.
Also you can install additional equipment and weapons, which
increases the units combat effectiveness. You can create new
upgrades as you develop technology in the game. You should
take into account that adding or removing equipment, as well
as the installation of additional armour, influences both the
units cost and characteristics.

30

6. strategic level
To open the upgrades editor
menu select the Production page
in the Homeland Management
Menu, then select the unit
which you are going to upgrade
and press the wrench icon to
the right of it. To create
your own upgrade, select the
original unit in the bottom
right-hand corner of the
editor.
Remember you can only upgrade prototypes marked in white. If
a prototype is marked in red, such units already exist or are
being built and cannot be changed. In this case, use the menu
that appears if you right-click the selected line and select
the Copy option. The name of the copy can be edited in the
context (right-click) menu.
After the prototype is selected, left-click the slot you want
to upgrade. In the equipment list to the right, available
weapon types, engines, etc. will appear; left-click to select.
To clear the slot, right-click on it. After all changes are
made to the unit, its characteristics will be changed. To
start a new upgraded units production you need to return to
the production menu and order new units.

31

6. strategic level
6.1.1.5 technology
During the Pacific War the best scientists of Japan, the UK and
the USA worked to create new types of weapons and military
technology. During this time many discoveries were made that
completely changed the strategy and tactics of aerial and
naval battles. In Pacific Storm Allies all the well-known
inventions of military science during WWII are available to
you. The Technology window is similar to the units and weapon
production window. It is divided into 5 groups:

The Engines column contains the various engine types needed to


create and upgrade different kinds of aircraft and rockets.
The Electronics column contains devices such as radar, sonar
and equipment for winged, tactical and ballistic missiles.
The Ammo column contains different devices allowing the
development of new guided weapons types: missiles, bombs and
torpedoes. Also in this column you can order new types of
cannons and machine-guns.
The Facilities column contains technology to allow
improvements in aircraft and ship construction.

32

6. strategic level
The Misc column contains
technology for development
of advanced or experimental
aircraft.
The Purchase button displays
a window with a list of
technology that can be
purchased from friendly
countries. Technology appears
at the time when they were
invented in these countries.
Technology marked in yellow is available for development. If
a technology is in red, you need to conduct some preliminary
research before you can begin development. Developed technology
is in green. To start developing a technology, left-click on
its icon. Right-clicking on it will show a menu where you can
control the technology development queue similar to the units
production queue. You can mark technology as `important.
In this case after its development is finished you will see a
message. Messages about all other technology is shown in the
strategic mode log.

6.1.2 bases menu


Naval bases allow; formations to be set, assign commanders,
repairs to damaged aircraft and ships, fuel and weapon supply,
areas for resource extraction. In the game, bases are the main
place of support for the Naval and Air Force and are also the
focus of offensive and defensive operation. On the strategic
map, active naval bases are represented by these icons:

Japan, the USA, the UK, the USSR, the Netherlands, and Germany

33

6. strategic level
All game bases are divided into mainland bases and auxiliary
bases. Japan, the UK, and the USA have their mainland bases:

Built units appear on the Main Base. All playable nations have
only one Main Base. You can change the Main Base in the base
menu. The Main Bases icon will appear differently: .

Main Bases: Japan, the USA, and the UK


At the start of the game all the nations top commanders are
placed on the Main Base. You can move them to other bases
and assign them as commanders for aerial and naval troops at
those bases. All the other nations bases are classified as
auxiliary.
To expand the bases functionality you can add different
facilities. To see the control window of a base, left-click on
its icon on the strategic map or use the menu appearing when
you right-click on the icon. If the base icon has a formation
icon, press Ctrl+Left Click to access the base control window.

34

6. strategic level
6.1.2.1 formations
Formations allows you to group units together into a division
that can move and fight on the strategic map. Ships and aircraft
can be placed in formations at 3 levels:
battalion (squadron) lowest level
division (regiment)
fleet (corps or aero-group) highest level

On the strategic map each formation is shown as a single


ship marker based on a class of ship in the formation. High
level formations consist of several lower level formations:
for example a destroyer division consists of 2 battalions
of destroyers. Higher level formations can add lower level
formations whatever the units class. This means you can add
a battleship battalion to a destroyer division and on the
strategic map it will look like a destroyer division. Also, a
ship formation may carry an aircraft formation.

35

6. strategic level
commands menu
Creation, disbandment and redistribution
of formations are made with the help of
the Formations tab in the bases menu. On
the left hand side of this menu there is
a formations tree. Right-click on any
formation in the tree to see a commands
menu.
Leave base: the formation will leave
the base (L).
Separate: makes selected formation
independent (S). Available only for
subformations.
Join formation: a mode for joining the
selected formation (J) to another formation. The joined formation
is marked green and the joined-to formation, white. Right-click to
join, left-click to cancel.
Join for transportation: joins a selected aircraft formation to
an aircraft carrier for transportation. During transportation,
aircraft are not assembled. If an aircraft carrier is shown in red
it means the carrier is currently full and cannot accept any more
formations. To cancel use Disband transportation formations.
Reinforce: the detachment will be reinforced, if there are
appropriate units on the base (E).
Change modification: you can then change a unit, i.e. to refit
them (M). First, you need to create a new modification (see
Formations Control on Global Map). You can only change unit
modification on the your countrys bases. This requires money and
the formation will not be available for some time.
Select ammo: chooses the type of ammunition. This allows you to
choose the ammunition that the unit will use in the next battle
(A).It is especially important when you plan a bombing attack.
For example if you plan on attacking a base, you should install
high explosive or incendiary bombs, while naval attacks should
use armour-piercing bombs and torpedoes. When a new and upgraded
weapon appears, you should install it on your aircraft manually in
this menu.
Rest: gradually increases the morale of the unit (R).
Disband: to break-up a formation. The units will remain on the
base and will be ready for the next formation (Delete).
Info shows the formation info window (I).
Set transport routes: shows route assignment interface for
transports and tankers.
36

6. strategic level
To create a new formation, you need to select its type in the
window Formations types list. To the right of this window
there are formations types filters: the 3 upper buttons serve
for naval formations, while the three lower buttons are for
aircraft formations. By default the All Types filter is on,
showing formations of all available types. Above the Formations
types list window, there is a Units list window which shows
free units currently at the base. To the right of this window
there are also units types filters. After you have selected
the line with the formation type you want to create, press the
Create button. After that you will see a new formation creation
window:
If you want to create a formation from certain units, select
the lines with their names in the window Suitable units and
press Form from the selected button. If you press the Form from
all button, a formation will be created from all suitable units
in equal proportions. If needed, you can rename any formation
by selecting its name and pressing the F2 button.

37

6. strategic level
6.1.2.2 warehouse

Warehouses serve as the major unit responsible for resource


distribution between the bases, units equipment storage and
procurement. Warehouses also allow the transfer of personnel
between bases. You can transport resources and weapons on
transports. Transports may also be used for the transfer of
people. Tankers are dedicated ships designed to transport
oil. The transportation of people and goods can be conducted
manually (loading and route designation) or the computer
can handle it automatically. Also, you can utilize a semiautomatic delivery mode using the buttons: Send people and
Send goods on the Warehouse page on the base menu. To send
goods or people manually, the base must have the necessary
units or formations available (tankers for oil and dry cargo
ships for all other goods). Press the Warehouse tab, select
the goods you want to transport and the name of formation that
will be used for the mission. Once selected, press the Load
button. After you have selected the goods quantity, press
Order. Note that loading is made in real time so time will
pass as your troops or goods are loaded.
If the base does not have the necessary transport for goods
transportation, you can use the
semi-automatic goods transportation
mode. Select the resource you want
to send in the Base window, and
then press Send goods at the bottom
of the page.

38

6. strategic level
If you need to keep track of loading/unloading work, you can
turn on the Display message on finishing loading/unloading. This
check-box is an option for an individually selected formation so
dont be afraid of being flooded by these messages. If the base
does not have the necessary transport for goods transportation,
you can use semiautomatic goods transportation mode. Select the
resource you want to send in the Base window, and then press
Send goods at the bottom of the page. After that you will see
the following window:

Select cargo and the base to (or from) which you want to
transport your cargo. The map will show the transportation
route. A green arrow points the direction from your base, a
red arrow shows the route to your base. Click on the Order
button to make a cargo transfer order. You will see a menu
that will allow you to choose the amount of cargo to transfer.
The AI of the game will automatically find the nearest suitable
transport, divert it to the base (if it was elsewhere) and
start loading goods. After that, it will automatically send it
to the destination base and unload the goods when they arrive.

39

6. strategic level
6.1.2.3 people

As it is commonly known, it is the soldiers that actually


fight; not their commanders. The People tab is used to control
troop resources at bases and troop movement to other bases. In
addition, you can assign commanders and separate a divisions
commanders. At the top of the page you can find the main game
characters icons: these are well-known names of people from the
Pacific war. If you left-click on any of them, you will receive
detailed information about them. Troops commanded by famous
commanders have better results.
You can move commanders between the unit and the base by right
clicking on the commanders icon to display a menu. Under the
list of leaders there is a list of all military personnel at
the base: sailors, pilots, soldiers and engineers. To the right
of the soldiers name there is a coloured ruler denoting the
individuals experience. Red represents recruits, yellow for
trained, green for experienced, blue for veterans and dark blue
for elite. You can train unit personnel(see Formations section).
To move personnel to any formation, select the formation name
and press the button with the arrow image pointing downwards.
You will see the following window:
40

6. strategic level
To transfer people from the unit to the base, select the
formation or units name from which you want to move people and
press the arrow pointing upwards.

6.1.2.4 buildings
The Buildings tab serves for
base structures and buildings.
This tab has a similar
interface to the Production tab
described in the Formations
Control on the Global Map section. Note that to build some of the
structures you will have to make the order at your home country

and ship the necessary equipment (e.g. radar) to the base. When
you point at a building icon, a hint will display explaining
the buildings function and its construction method. Every
building can be upgraded or repaired the cost equals the cost
of the building. It enhances all characteristics of this type of
building at the base. A description of the upgrade will appear
in a hint if you place the mouse over the building you want to
upgrade.
Upgrade and Repair icons

41

6. strategic level

6.1.2.5 information
The Information tab contains a summary of information about
units, warehouses, buildings and personnel at the base.

6.1.2.6 base auto-management options


This menu appears after you left-click the Options button on the
base menu. Here you can adjust all auto-management settings for
your bases:
Aerial Reconnaissance: how often your reconnaissance plane
will fly from the base. The more recon flights you fly the higher
the chance you will detect enemy forces approaching your base.
Air Strike Frequency: sets how often aircraft will fly from
your base to bomb enemy bases.
Air Strikes on detected enemy: authorizes air strikes on
detected enemys ships. The weapon is automatically selected.
Automatic building: computer will build facilities on this
base automatically.
Automatic buildings upgrade: The computer will automatically
upgrade buildings.
Automatic buildings repair: The computer will automatically
repair damaged buildings.
42

6. strategic level
Maintain oil amount not
less than: If the oil amount
on the base falls to a
lower level than your set
amount, the computer will
automatically order an oil
delivery from your country.
Automatic resource
transportation to mainland
bases: The computer will
automatically transfer
extracted resources to bases
of your country.
Automatic ordering of personnel: The computer will place
requests for people.
Automatic order of conventional ammunition: The computer will
order conventional ammunition for the base.
Automatic order of large/expensive ammunition: The computer
will automatically order large/expensive ammunition.
Automatic reinforcement of formation units: The computer will
automatically reinforce missing formation units.
Automatic replenishment of formation units: The computer will
automatically equip units with missing weapons and oil if the
base has these resources.
Automatic training of units at base: Each units complement
will undergo training while they are on the base.
Maintain money amount not less than: The computer will
maintain a minimum amount of money at a base and will freeze
construction if money falls below the set amount.
You can apply these changes for a selected base by pressing the
Apply button or apply them to all bases by pressing the Apply
for all bases button.

43

6. strategic level
6.1.3. formations and base control
6.1.3.1 formations control on global map
As stated earlier, the strategic map is divided into zones.
Events take place in real time, so after you send formations
to some place on the global map, it will start moving in that
direction. Formations are shown as icons on the global map
showing the ship class around which the formation was built:

3
1

1.
2.
3.
4.
5.
6.
7.
8.
9.

Battleships formation
Aircraft-carriers formation
Cruisers formation
Destroyers formation
Submarines formation
Transports formation
Bombers or torpedo-bombers formation
Fighters or scouts formation
Tankers formation

The icon usually shows the formations position. If there are a


large number of formations in the same place, the formations
exact position is shown with a small cone connected to the
formation icon by a dotted line.
44

6. strategic level

If in the strategic level settings options, Show formations


status icons and Show bases status icons are on, then these
icons can appear:

45

6. strategic level

46

6. strategic level
To obtain detailed
information about a formation
call up the Information menu
by right-clicking on it. Also
on the menu are:
Reconnaissance frequency:
time in days showing the
frequency of scouting
missions by aircraft
Air Strikes on detected
enemy: Sets whether a
formation will attack when it
comes in range of an enemy
formation or base.

fuel
When you order a unit to
proceed to a certain point on
the map its way is marked by a dotted line. Yellow dots indicate
the unit will be able to get to a friendly base to refuel. On
reaching a red dot the unit will not have enough fuel to get to
a friendly base. Once units leave base they start using fuel.
Aircraft that run out of fuel crash into the sea and their crews
die. Ships out of fuel stop moving and become easy prey for the
enemy. When units run low on fuel you will see a small oil can
icon. To refuel, order your units to proceed to the nearest
friendly base. You may increase the flight range of your aircraft
by replacing weapons with additional fuel tanks. Ships can
refuel on the move in the open sea. To refuel your ships add one
or more tankers to the formation
you want to refuel. Ships refuel
automatically. However, you can
not add a large formation to
a lower level formation or a
separate ship. To do so you need
to select the Escort option in
the transport formations rightclick menu and after that right
click on the formation you want
to refuel.

47

6. strategic level
sorting and filters
To help control, on the strategic level, a large number of
formations PS Allies introduces a system of filters which allow
the monitoring of your fleet and bases. It also helps find a unit
and displays the condition of your force.

To use this sorting system you need to select the tab Forces in
your Homeland management window and select the type of sorting
you want from a dropdown box: by name, by size, by hierarchy, by
crew experience, by the amount of personnel.
To enter the filter window you need to click the Statistics
button on the main panel of the strategic level.

You can filter units by type and status. The status filter allows
filtering by condition. The statistic window shows the number
of units that are currently in the state you are filtering by.
Markers on the strategic map show where formations are selected
from filter interface.

48

6. strategic level

Filtering by type allows seeing where and in what condition units


of that type are. When you are filtering by type, large red arrows
appear on the strategic map and the statistics window shows how
many units of that type you have at your disposal.

49

6. strategic level
time of arrival
If you want two or more formations to
arrive at the same place at the same
time and report their arrival, press
Alt and right click on the place you
want to send your formations to.
note: If your units happen to run
into a storm your ships may get
damaged and your aircraft may crash.

mouse cursor
The mouse cursors appearance depends on the type of formation
selected and what formation the cursor is over.

50

6. strategic level
6.1.3.2 battles menu

At the start of a battle, the Battles menu will appear. Formations


are on the left of the menu along with the list of units that
take part in the battle from the American side. On the right side
there is information about the Imperial Japanese force.
The battle can take place in either automatic or tactical mode.
You can enter or leave the tactical screen at any time. The
battle takes place in real time and is shown on the strategic
map with the following green sign.

1. Green: battles with player's units involved;


2. Grey: battles involving other factions.
You can adjust the auto-battle settings at the bottom of the
Battle menu. To command your troops on a tactical level, leftclick the Battle button. To fight in automatic mode, press the
Autobattle.
After the battle is over, you will see a window with the outcome
along with detailed statistics about the battle.
51

6. strategic level
6.1.3.3 base construction
On the strategic level map there are locations where bases can
be built. In the historical campaign most of them belong to
you or your enemy. To build a base, the formation must have
at least 10 engineers. In addition you will need some money to
begin construction. To send a formation to capture an area in
a free zone, call up the formation right-click menu and select
Found base.

6.1.3.4 base capture and defence


The base capture and defence menu is similar to the Battles
menu but the process of capture is different. The operations
success depends on enemy troop strength, your troop strength
and the strength of the bases defence. So before you land your
troops it is recommended to bombard the base several times with
the Destroy base infrastructure. However this causes damage to
the base which will have be repaired and money will have to be
spent, so if you want to take an enemy base with the minimum of
damage, you need to use superior well trained soldiers.

6.1.4 diplomacy
When you start a new game you can choose one of three countries:
Japan, the USA, or the UK. You then become the commander-inchief of that country.
The relationship between nations will govern your actions in
the game. In the Historical campaign the relationship between
countries is similar to the real relationships during WWII. Great
Britain and the USA are allied in their struggle against Japan.
At the start of the Free campaign all nations are neutral which
allows you to change the course of history. Besides the three
main nations you also have USSR, Germany and the Netherlands.
These are all controlled by the AI. Your relationship with these
countries will decide, when war breaks out, whether they are
friend or foe.
Relationships between the nations in the game can be either:
Alliance, Co-operation, Neutrality, Hostility or War. Each of
these are shown as percentages and set what type of pact can be
signed between countries.
52

6. strategic level
diplomacy window interface
To enter the diplomacy window click on the handshake button
which is found on the main menu on the map.
In the diplomacy window you can see a list of the active signed
pacts. By right clicking on a flag you can sign a new pact with
the country that the flag represents.

By clicking on the Sign new pact button or double left clicking


on the flag of a country you would want to sign a pact with you
can choose the conditions of the pact: what you want them to do
and what you can offer in return; you can also see the reaction
of the countries government to the pact.

53

6. strategic level

There are 7 types of pact conditions in the game:


1. CAPTURE A BASE. You can ask them to capture a base (or promise
to capture one yourself) during a specified period of time.
2 ATTACK A BASE: An obligation to attack a base during a
specified period of time is made.
3 GIVE UP A UNIT: A side has to give up a set amount of units
to the other sides control.
4 GIVE UP A BASE: You have to surrender a base to the other
side. This is one of the ways that AI nations (USSR, Germany,
The Netherlands) can gain control over a base.
5 PEACE TREATY: By setting this condition you may prevent war
between you and a selected nation.
6 GIVE UP TECHNOLOGY: The side that receives the technology
may instantly use it to produce new units, weapons and
devices.
7 GIVE UP RESOURCES: This condition makes a nation give up
resources to a different nation or ask for a certain amount of
a resource. Resources are transferred immediately.

54

6. strategic level
Some conditions might be unavailable. For example you can not
sign a peace treaty with a country that is currently not at war
with you. Another example is you can not ask a country to give
up bases, units or resources to you if you do not have a good
relationship with that country.

6.1.5 route assignment system


Allies introduces a new game feature for easy route assignment.
This option allows assigning possible routes for your transport
formations improving the efficiency of your supply services.
Transport routes can be assigned in the route assignment window
which can be reached by selecting the Assign tankers and
transports to routes option in the formations right-click menu.
In the top left hand corner there is a map of the Pacific ocean
showing base icons. This map shows the assigned routes. To the
right of the map there is a list of transport formations which
are currently under your control.

55

6. strategic level
A formation can be selected from this list for further route
assignment. Below the map there is a list of bases under your
control which have not been assigned to the route of the selected
formation. Below the transport formations list there is a list of
bases that have already been assigned to the selected formations
route.
The buttons << and >> between the lists of bases allow you to add
or remove a base from the selected formations route. Bases that
were added or removed from the route are displayed in red until
you press the Assign button. The button Clear closes the route
assignment window without saving changes. After you assign routes
the formation will only dock at the selected bases.

6.1.6 launching ballistic missiles


Before using ballistic missiles you need to develop technology
which allows you to produce missiles and missile launch pads.
After you develop a missile launch pad and build it at a base,
you need to supply the base with the correct type of missile.
Remember that different pads use different types of missile.
To launch a missile right click on the base with the missiles and
select the Missile launch option from the pop-up window. You will
be able to choose the type and quantity of missiles to launch.
Press the Launch button to launch a missile and then right click
on the target which had to be within the range of the missile.

56

6. strategic level

The missile range is shown as a green circle on the strategic


map.

57

6. tactical level
6.2. game tactical level

Tactical level interface. Figures on the picture show:


1.
2.
3.
4.

units groups buttons;


commands menu;
mini-map & battle controls;
selected unit status window.

58

6. tactical level
unit type icons
Since the maps for the tactical combat area are rather large,
for easier recognition of units that are further away there are
different unit type icons. Green icons normally represent that
the unit belongs to the player. Other icon colours are used to
denote the other nations/players in the combat area.

The icons mean:


1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

fighter;
recon aircraft / hydroplane;
bomber;
torpedo bomber;
destroyer / torpedo boat;
transport / tanker;
submarine;
cruiser;
aircraft carrier;
battleship.

note: If you want to turn off coloured unit type icons press
Backspace.

59

6. tactical level
mini-map
In the upper right corner of the
screen there is mini-map showing
geographical landscape of location,
camera position and parties' units:
green dots represent your units,
red dots are enemy's units.
In the upper left corner there is
a list of all your units grouped
by category: destroyers, bombers,
torpedo-carriers, ships, buildings.
Selection of a category sign will
select all units of a certain
category. You can select one or
more units. After that in the
bottom right corner you will see unit control interface.
The mini-map represented below is the tactical level menu
panel. In the mini-map window the following screen buttons are
shown:
Show/hide mini-map;

Attack and weapons


reloading status.
Shows reloading status
for selected units;

Show message
history;

Show landing troops


window;

Call reinforcement;

Show mission
information window;

Show weapons range for selected units. Shows the range


of the heavy guns on each ship. There are 3 ranges:
air defence, main guns range and ideal firing range.

60

6. tactical level
Switch to
strategic level;

Mini-map zoom in;

Pause;

Reduce game speed


by half;

Mini-map zoom out;

Double game speed.

Show universal game


menu (Esc);

When unit or group is selected on the tactical level, in the


bottom right corner of the screen commands menu appears.
However, the buttons will be different for naval and aerial
units.

61

6. tactical level
commands menu
The Commands menu:

Japanese aircraft commands menu

Aircraft carrier take-off menu

Fire distance buttons:

Units tactics:
Passive tactics:
Units move and
fire only on your
command;

Maximum distance;

Medium distance;
Defensive tactics:
Units will fire
without your orders
but will not move
without one;

Active tactics:
Units will
automatically fire
and move in;

Minimal distance;

Attack priority
button.

62

6. tactical level
command buttons
Stop/stop performing
task;

Allow automatic takeoff from aircraft


carriers;

Stop fire;

Return to previous
menu level;

Allow fire;

Set submarines maximum


diving depth;

Allow auto-landing;

Set submarines
periscope depth;

Kamikaze mode on (only


accessible to the
Japanese player);
Escort (selected units
will defend other units
you select);
Attack selected point;

Order aircraft to land;

63

Surface submarines;

Launch aircraft from


ship;

Launch torpedoes (for


ships).

6. tactical level
selecting a unit or a group of units

There are several ways to select units. You can just leftclick on a unit or to select a group of units you should draw a
rectangle around the units by holding the left mouse button down
and tracing around them. After you release the left mouse button
all the units in the rectangle will be selected.
To add the units to the ones you have already selected press
Shift and select the units with a rectangle or left-click
individual units.
To quickly select all units you can use the following hot keys:
Ctrl + A selects all units;
A selects all units shown on screen;
Ctrl + Z selects all units of the same type as have already
been selected;
Z selects all units of the same type on screen;
Ctrl + number saves the selected units in a numbered group;
number selects the group saved by the Ctrl + number
combination.
64

6. tactical level
additional unit selection mode
In case you need to give orders to single units without losing
the selection of a group, there is an additional selection mode.
If you click on a unit holding the Ctrl key, the icon will be
highlighted in white, as will be the unit. This means that the
orders will only be carried out by the units selected. You can
switch off the additional selection by left-clicking with Ctrl
again.

65

6. tactical level
unit interface
The unit interface is situated
in the lower left-hand corner of
the screen. The window shows the
icon of the unit type, experience
accumulated by this unit, health/
damage, the amount of ammunition
and fuel left. The window also
contains the following buttons:
1. Switch to direct control (simulation) mode (e.g. fly a plane or
AA gunner on a ship);
2. Retreat from the tactical map: this button allows the unit to
retreat from the battlefield.
3. Detailed unit information: ppressing this button will give you
detailed info about the unit: its speed, AA systems health,
armour thickness, gun calibre, sonar and radar systems and
their range, and the present task being carried out;
4. Unit damage interface
5. Direct control: In addition to directly controlling aircraft,
Pacific Storm Allies introduces the feature of direct control
over your ships. To do this, you have to: select a ship, press
the direct control button and move this ship using the WASD
keys. To control a ships weapons, use the buttons in the lower
left-hand corner of the screen. You can switch on/off control
over the major calibre, medium calibre and the torpedo tubes.
(hotkeys 7, 8 and 9). To select a target for the weapon
system, hold the Ctrl key and pick the target with the mouse.
While choosing the target, the targeting point and the reload
indicator will be automatically switched on. Press Space or
right-click to fire.

66

6. tactical level
setting attack priorities
There is a button that is common to all types of units: the
button for attack priority (marked 0 on the image below) which
can be found at the top of the commands menu. Clicking on it
allows you to set your units attack priorities. Other unit
control buttons vary by unit type:
1.
2.
3.
4.
5.
6.
7.
8.
9.

fighters;
bombers;
recon aircraft;
aircraft carriers;
batte ships;
destroyers;
submarines;
transports;
returns to the
main unit control
menu.

Ships and aircraft


speed and altitude
can be set using
the Unit interface
displayed by pressing
the Alt button
when the units are
selected.
1.
2.
3.
4.
5.

cruising speed;
maximum speed;
individual speed;
speed slider;
altitude slider.

67

6. tactical level
6.2.1 hit location
Allies gives you a new damage system or hit location. All
units in the game have a unique damage model which follows the
section and system map of the units prototype. Each section and
system has the following parameters: thickness of walls, type of
material, chance of fire and explosion, amount of ammunition and
fuel stored in etc.

The hit-location system in Pacific Storm Allies allows a


realistic depiction of damage units receive in combat and of
the effects that damage will lead to: fire outbreaks, sections
flooding, malfunction of systems and equipment. All damage that
units receive in combat affect the units performance: speed,
manoeuvrability, accuracy, ability to detect enemy ships,
aircraft and submarines. The crew of a unit always reacts to
damage and there is a chance that the fire will be contained, a
breach will be fixed and water is pumped out. Ships also have a
counter-flooding-system that increase their chance of survival.

68

6. tactical level
damage status window
By pressing this button you will receive a detailed
report on the selected units damage status. In the
pop up window you will see the selected ships top and
side projections (only the top projection is shown for
aircraft).
The detailed damage status report for ships and aircraft differ
slightly. For aircraft the damage interface shows the condition
of specific systems (such as gas tanks, status of the crew) and
sections (wings, controls surfaces, and etc.).
However, you can switch off the option that displays system
status by pressing the upper left button on the interface panel.
For ships a different interface is shown, it has two screens:
the side projection allows the monitoring of the most vital
systems of the ship and the top projection provides information
on flooding.You can switch between these screens by clicking the
top left button on the panel.

You can also display both screens at the same time by pressing
the 2nd right button on the upper part of the interface panel.

69

6. tactical level
Also in the upper part of the damage interface panel you can find
info on the ship roll displacement, trim difference, current
keel depth, weaponry and surveillance systems.

Systems and section icons:

internal systems

Engine and propellers;

Ammunition;

Propulsor (ship
propeller);

Aircraft crew;

Equipment;

Ship crew;

Rudder;

Boiler spaces;

Diving plane;

Engines;

Fuel tanks;

Sector flooding;

AA-guns;

Fire breakout in a section;

Universal calibre guns;

Distance finding stations;

Main calibre guns, torpedo


and D-bomb launchers.

For empty sections and sections which dont have any vital
equipment installed there are no special icons, the condition of
those sections can be seen on the damage status interface and
are displayed as colour changing squares. The redder the square
the more damage it has received. To decide how dangerous a fire
or a flood is there is an indicator (a hollow circle opposite
the description of the section, when a fire or a flood becomes
more dangerous the circle fills red, but when the threat level
decreases the circle fills with green).

70

6. tactical level

71

6. tactical level
6.3 air simulation mode
In tactical mode, when an aircraft is selected you have the
option to fly or jump in the cockpit and control the aircraft
or even man the guns!
To take direct control of an aircraft press U
or left-click the screen button.

Having taken direct control you will see the aircraft from
behind and either a crosshair will appear (for aircraft with
machine-guns, cannons or carrying missiles) or bomb sights (for
aircraft carrying bombs or torpedoes). Taking control of a ship
will place you behind an anti-aircraft gun. While it is possible
to control the aircraft with the keyboard or mouse, it is
recommended that a joystick is used. Use the following keys to
switch the control: K (keyboard), J (joystick), and M (mouse).

Keyboard Controls:
up cursor arrow/joystick away from you: drop aircraft nose
down cursor arrow/pull joystick: lift aircraft nose
left cursor arrow/joystick to the left: left bank
right cursor arrow/joystick to the right: right bank
Z/left pedal: flat left turn
X/right pedal: flat right turn
PgUp: engine power increase
PgDn: engine power decrease
72

6. tactical level
When learning the game you might want to use the A key to turn
on autopilot.
If you use a joystick (we recommend using a 3 levels of
freedom joystick) the aircraft control is:

push: down
pull: up
to the left: left bank
to the right: right bank
left rudder (if equipped): left turn
right rudder: right turn
throttle (if equipped): controls engine speed

Most of the aircraft in the game can carry bombs either on


wings or in the bomb bay. If the bomb is in the bay, the
bomb hatch has to be opened hotkey B). Bombs on the wings
may be dropped at any time. To drop bombs or torpedoes press
Control + Space. If the aircraft has several types of weapon
available, you can switch between them by pressing the Tab
key. The selected bomb type is highlighted.

73

6. tactical level
When the target appears in the crosshairs, information
containing the targets name, distance and condition is shown.
To change the camera view in simulator mode use keys 1-4.
1 moves the camera into the aircrafts cockpit for a firstperson view.
2 moves the camera to behind the aircraft. This arcade mode is
useful when attacking.
3 also moves the camera to behind the aircraft, but the
cameras horizon is aligned to the natural horizon. This view
can be useful if you lose your orientation.
4 allows movement of the camera around the aircraft.

Enter key selects targets, Right or Left Shift places the line
of sight on to the designated target. Use Alt if you need to
hold the aim and Ctrl+I to see the units info.

74

6. tactical level
You can also man the
guns on aircraft that
have more than just a
pilot. The bottom righthand corner shows the
available positions
in each aircraft. By
pressing the numbers
shown you will move to
that position in the
aircraft.
If you jump into the cockpit of an aircraft you have the
opportunity to shoot at enemies and drop bombs or torpedoes on
enemy units. Mastering these skills can be challenging and you
will need to practice to become an expert.

75

6. tactical level
6.4 multiplayer game
To start a Multiplayer game create your own game server by
clicking on Create Server in the New Game menu or join an
existing game (Join Game). When creating a server you may
choose one of three game modes: Battle Planner, Air Simulator,
or Co-operative Game. You may play via LAN or the Internet.

To join a server in the New Game menu click on Join Game. In


the Server List you may choose 1 server out of the available
servers. In the Server Info window you will see information
about the selected server. Additional options:
Refresh allows you to refresh the Server List.
Join allows you to join a game.
Cancel button allows you to return to the main menu.

76

6. tactical level
6.4.1 battle planner

Deployment mode for a tactical Multiplayer game of up to 8


players. Choose your country, your team number, your naval
and aircraft units, a map with weather conditions and time of
day and go straight to the action. Press Ready when you are
finished with the settings. In the Players list a small green
light is lit if a player is ready.

Players have their colour and number. The player who starts
the Battle Planner server can add AI players indicated by
small computer icons in the players list. Use the Quick Chat
box to talk to your team members and human opponents. In the
Units windows you can add formations or separate units (Add
Units button). Right-click on a unit in the list to change
its ammunition or modification.
77

6. tactical level
6.4.2 air simulator
In this mode youll be given direct control of one or more
aircraft. Using a joystick is recommended.

Weather combo box has the following options: clear, drizzle,


rain, downpour;
Time of Day has 4 options: day, night, sunrise, sunset;
Game timer sets game duration;
Base size determines how many facilities are on the base;
Aircraft limit sets maximum number of available aircraft for
players (from 1 to 15);
Frag limit: the game is over when it reaches this number;
Enable lead indicator checkbox turns on/off target leading;
Destroyed buildings score: if enabled, every building
destroyed will be added to your score;
Ammo selection: If this option is turned off, all aircraft
will use default ammo;
Neutral base: A neutral base does not belong to anyone, does
not attack anyone, and cannot be captured.

78

6. tactical level
Click on Add unit to choose available aircraft and Change
ammunition if you wish to use different ammo.

6.4.3 co-operative game


For 2 players to play tactical missions use the Co-operative
mode. The interface is similar to the Battle Planner and the
Air Simulator mode.

79

6. tactical level
6.4. game mechanics
In reality Pacific Storm Allies is more than just one game.
The first a strategic game on a global map. This game combines
economic and wargame strategies. The players task on this
level is to develop the economy, build bases and units and
prepare for war. You then need to start the war and destroy
your enemy. In order to do this you need to destroy his bases
and fleets either in the auto-battle mode or by switching to
the tactical (RTS) level. To develop bases, you need to build
facilities and control base personnel.
There is a wide range of auto-management options in the game so
that many of the routine tasks may be left to the computer.
The game has 4 types of military personnel --sailors, pilots,
soldiers and engineers. Engineers construct and repair
buildings. Soldiers capture enemy bases. Sailors crew ships and
pilots fly planes. All personnel in the game have experience and
morale that affect their efficiency. To construct a building on
a base you need to bring enough engineers. How long it takes
depends on the number you bring.
You can transport personnel on any ship but transport ships
can carry the most people. If the base does not have enough
hospitals, monthly mortality rates will be very high. Therefore
dont forget to build and upgrade your hospitals.
A base without a barracks can only support a maximum of 400
people. To have extra people you need to build a barracks. To
speed up the loading and unloading process and to repair ships
you need to build and upgrade your port facilities.
For aircraft to use this base, you need to build an airbase.
Upgrading the base will allow heavier bombers to use it.
Churches are helpful in maintaining unit morale.
To train units you need to build a shooting-range and to make
training more effective you can upgrade it.

80

6. tactical level
The game has four types of resource: iron for the construction
of ships, aluminium for the construction of aircraft, oil for
the units movement and money. Iron and aluminium are extracted
on bases which have this facility.
To start extracting you need to construct industrial buildings
on the base. The more industrial buildings you have the
faster resources will be extracted. Resources are kept in
warehouses. If the warehouses are full, new resources will not
be extracted. Resources should be transported to the mother
country to build new units.
Oil is kept in oil tanks. All other resources are kept in
different warehouses. To earn money you also need industrial
buildings, half of the bases profit comes from taxes and half
from industrial buildings.
Each month your Homeland bases receive recruits. They must be
transferred to the outlying bases.
You should always try to maintain a technological advantage.
Order as much new technology as you can.
When a technology is developed, it gives you a new device or
unit. Watch the development of your technology and upgrade your
units in the upgrades editor--the better equipped your units
are, the easier it is for them to win.
Do not forget about new units and weapons production. It is
a good idea to have tankers and transporters continuously in
production. You should also remember that some weapons, e.g.
torpedoes, must be produced and transported to bases close
to the enemy so that your torpedo-carriers, destroyers and
submarines have them available.
Once you have developed missile technology, they must also be
produced and transported to frontline bases.

81

6. tactical level
In peacetime you can only develop weapons of war. The US cannot
start a conflict. The Japanese will be the instigators. If you
are playing as the Japanese you will be given orders to start
the war.
During the war you also need to develop bases, create units and
weapons, and develop unit upgrades. But at the same time you
need to attack the enemys bases, sink its transport escorts,
and react to attacks. After attacking the base or fleet of your
enemy, you will be offered the opportunity to conduct the
battle automatically or fight it out in the tactical RTS level.
For small battles auto-battle is recommended.
When you enter a tactical battle, you need to allocate your
troops their starting positions. When the battle starts, you
can call for reinforcements, exit to the strategic level and
send reinforcements from neighbouring bases and nearby fleets.
The main goal on the tactical level is to destroy the enemys
units. Some tactical techniques:
Ships shoot better from their side because they can bring
more guns to bear on their target.
Torpedoes have the most destructive power but have to be
launched from a relatively short distance.
Large armoured ships cannot be destroyed by small calibre
weapons. You need large calibre guns that can penetrate through
their armour or launch torpedoes against them. The weaker a
ships armour, the lighter the bombs needed to sink them.
Destroyers are good anti-aircraft escorts. Try to use heavily
AA equipped ships for escort purposes.
Torpedo bombers and dive-bombers are most effective against
ships.
Heavy bombers should be used against ground buildings and
units (nonmoving targets).
Ground batteries attack enemy ships and are well protected
from naval attack. They are best removed by aircraft.

82

6. tactical level
You can increase or decrease game speed with the keys [ and
]. In controlled pause mode (F12 or Pause/Break keys) you can
issue orders. This games unique feature is that having made
necessary orders, you may then place yourself in any plane or
anti-aircraft weapon on a ship and personally take part in the
battle. While you may be more effective individually flying
the aircraft, remember that you cannot give any orders while
in first person mode. That is why you should only take direct
control of units during key moments in the battle. If you jump
into a large aircraft, you can switch between the various crew
positions, controlling the planes flight and dropping bombs or
manning a firing position. Aircraft may be controlled by either
the keyboard or a joystick.
If your ships are attacked by aircraft, you can place yourself
at one of the ships anti-aircraft guns and try to shoot the
aircraft down. The guns are controlled by the mouse.
Guided Missiles fired from aircraft are controlled by using the
keyboard after the direct control mode is turned on.
As well as reading this manual, we strongly recommend that you
start with the training missions. The knowledge you gain will
help you lead your country to victory.

83

7. references
7.1. units
imperial japanese navy

zuikaku
Zuikaku (Crane, bringing good
fortune) aircraft carrier and
its sister ship Shokaku (Crane,
soaring in the sky), were the
largest and newest Japanese
aircraft carriers at the
beginning of the Pacific war.
Zuikakus keel was laid down on
May 25, 1938 and on September
25, 1941 it was commissioned.
Zuikaku was one of the Japanese
ships fighting at Pearl Harbor
and later on May 7 in 1942, it took part in the Coral Sea
battle where for the first time opposing sides fought without
ever closing to visual range.
Because of the heavy damage received in that battle, Zuikaku as
well as her sister ship Shokaku did not take part in the Midway
operation, which is believed to be one of the reasons why Japan
lost this crucial battle. Later, Zuikaku took part in naval
operations in the Indian Ocean, the battle for Guadalcanal
and a number of smaller operations. Zuikaku was sunk off
Eganyo Cape in the Leyte Gulf on October 25, 1944 by American
torpedoes and bombs as it fought in the last major battle of
the Imperial Japanese Navy. The best compliment is a compliment
coming from your enemy--Chester Nimitz, Commander of the U.S.
Pacific Fleet, called the day when these two aircraft carriers
were sunk, the happiest day of his life.
Standard displacement of this aircraft carrier was 25,675
tons. Main engine power - 160,000 hp, speed - 34 knots. Max.
length - 257.5 m, beam - 27 m, flight deck width - 29 m,
average draught 8.9 metres. Weapons: sixteen 127 mm antiaircraft guns, thirty-six 25 mm anti-aircraft guns. Number of
aircraft: 72.
84

7. references
akagi
The history of one of the
best-known Japanese aircraft
carriers began on December 6,
1920 when its construction
started as a battle cruiser.
On February 5, 1922 in
accordance with the Washington
Naval Treaty for the
Limitation of Naval Armaments,
the work was terminated. On
November 9, 1923 a decision
was taken to resume the work
and build an aircraft carrier instead and on April 22,1925 the
Akagi (`Red Castle, a volcano in Kanto province) was officially
launched and on August 1, 1927 commissioned. A sister ship,
the Amagi, was also to become a carrier but was damaged in an
earthquake and a battleship hull was used instead.
Akagi was used in all major operations of the first phase of
the Pacific war. Its aircraft were at Pearl Harbor, raided Port
Moresby and Port Darwin, and attacked British ships in the
Indian Ocean. Akagi was sank in the battle of Midway, taking
with it 221 of its crew. This loss, together with the loss
of three other aircraft carriers was a heavy blow for the
Japanese.
Akagis displacement was 26,900 tons, its power plant was rated
at 131,200 hp, its maximum speed was 31 knots, its cruising
range at 14 knots was 8,000 miles. Its defensive artillery
included ten 203 mm guns and twelve 120 mm guns. Akagi carried
12 fighter planes, 38 torpedo bombers and 19 dive bombers.

85

7. references
taiho
Taiho (`Great Phoenix) was
the most advanced and most
powerful Japanese aircraft
carrier built during the war.
It was destroyed three months
after its commissioning. The
work on this ship started
in 1939. Initially, it was
intended to be an improved
version of Zuikaku but as the
work progressed its design
changed dramatically. Taiho was laid down on 10 July 1941
and launched almost two years later on 7 April 1943. She was
commissioned on March 7, 1944. After that it went to Singapore
and from there to a naval base at the Tavi-Tavi Island. During
the Mariana Islands battle on June 19, 1944 the ship was hit by
a torpedo launched by an American Albacore submarine. After six
hours of fire, there was a powerful explosion caused by leaking
aviation fuel. Taiho sank together with 1650 of its crew.
Taihos total displacement was 37,270 tons; main engine power:
160,000 hp; maximum speed: 33 knots. Flight deck length was 257
metres, width: 30 metres.
It was armed with six new 100 mm twin artillery mounts and 17
three-barrel 25 mm automatic anti-aircraft guns. Its air group
included 18 torpedo bombers, 27 dive-bombers, 3 reconnaissance
planes and 27 fighters.

86

7. references
nagato
Sister battleships Nagato
(Nagato province) and Mutsu
(Mutsu province) were the first
ships designed in a traditional
Japanese shipbuilding style
without any European influence.
These ships were the first of
a new class of battleship,
they had the speed of a battle
cruiser, but their armour
and weapons were those of a
conventional battleship.
The work on Nagato started on August 28, 1917 and it was
commissioned on November 25, 1920. The dates for its
sister ship Mutsu were June 21, 1918 and October 24, 1921
respectively. Both ships were extensively rebuilt in the 1930s
to improve underwater protection against torpedoes and to
modernize anti-aircraft and secondary batteries. The end of the
war found the damaged Nagato in Yokosuka.
During the war Mutsu played secondary roles in naval
operations. On June 8, 1943, after a powerful explosion on
board, it sank in the Hiroshima Gulf, probably caused by the
detonation of artillery shells in the stern magazine.
Nagatos displacement was 39,130 tons; its power plant had
82,000 hp of power allowing it to cruise at 25 knots. Its
armaments included four twin 410 mm guns, twelve 140 mm, 12 x
127 mm, 4 x 76 mm and 98 x 25 mm guns.

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yamato
The Yamato (Yamato province,
the ancient Japanese name for
Japan) still remains the largest
battleship in history. The
work on this ambitious project
started in 1934. The theory
behind this colossal battleship
and the whole Marusai programme
was by increasing the size
of a ship its military might
increases faster than its cost
and in any future military conflict the winner
would be the country that has fewer but larger battleships.
Yamatos keel was laid down on November 4, 1937 at Kurey naval
base and that of its sister ship Musashi (Musashi province) in
Nagasaki in March 1938.
Yamato was launched on August 8, 1940, Musashi in November of
the same year. Yamato was commissioned in December 1941, nearly
7 years after its conception and Musashi in August 1942. The
lives of Yamato, its sister ship Musashi and the third ship of
this series, Sinano (Sinano province) later converted into an
aircraft carrier, ended tragically. They were unable to use their
formidable firepower during the war, playing only a secondary role
in naval operations.
It was the time of aircraft carriers and huge battleships without
adequate protection against air attacks were easy prey for the
American naval aviation. Musashi went down on October 24, 1944 in
the Leyte Gulf battle. Yamato was sunk on April 7, 1945 when it
made a suicidal dash to help Okinawa besieged by American forces.
Sinano, converted into an aircraft carrier, was sunk on November
29, 1944 by an American Archer-Fish submarine, only nine days
after it was commissioned.
Yamatos displacement was 70,000 tons; its main engine had
150,000 hp of power, allowing it to cruise at up to 27 knots. Its
armaments were: 3 x 3 x 460 mm, 4 x 3 x 152 mm, 6 x 2 x 127 mm,
24 x 25 mm, 8 x 13 mm guns.

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mogami
Heavy cruisers of the Mogami
(Mogami river) class were
notable in that despite their
relatively small displacement,
they possessed a lot of
firepower. Under the terms of
the London Naval Agreement,
Japan was only allowed to build
a limited number of heavy
battleships. They worked around
the Agreement by building heavy
cruisers under the guise of
light ones.
Mogami was the first of four ships of this type and was finished
in 1934. It had a standard 12,400 tons displacement and its
152,000 hp power plant allowed it to cruise at 34.75 knots. It
was armed with 10 x 203 mm guns, 8 x 127 mm anti-aircraft guns,
8 x 25 mm anti-aircraft guns, 4 x 13 mm anti-aircraft guns and
12 torpedo tubes.
After just two years of service, the Mogami ships were modified
to reduce their huge weight. During the war, Mogami and
other heavy cruisers took part in a number of battles playing
secondary roles. They were sunk in 1944 by American aviation
and submarines.

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agano
The Agano class light cruiser
project (`River running
downhill in the city of
Matsusasaki) was developed in
the second half of the 1930s.
The cruiser, similar to all
earlier Japanese ships of this
class, was designed to serve as
a squadron leader to groups of
destroyers. All four Agano type
cruisers were built within the
framework of the Fourth Fleet Reinforcement Program of 1939.
The first of the series, Agano, was commissioned on October 31,
1942, and the final one, the Sakawa, one of only two out of 43
Japanese cruisers remaining at the end of the war, in November
1944.
Agano cruisers had a 7,710 tons displacement, power plant rated
at 100,000 hp, maximum speed: 35 knots. They were armed with
6 x 152 mm guns, 4 x 100 mm anti-aircraft guns, 61 x 25 mm
automatic anti-aircraft guns and 2 x 4 x 610 torpedo launchers.

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kagero
Kagero type destroyers
(`Swirling fog rising at
dawn on a hot day) belong
to the so-called `special
type of destroyer, whose task
it was to disrupt the enemy
battleship force before the
major battle broke out. To
achieve this they had to break
through the enemy screening
ships by using their powerful
artillery and rapid torpedo reloading system. At the beginning
of the Pacific war, Kagero destroyers were far superior to their
American counterparts. Kagero class destroyers were built
according to the production programmes of 1937 (fifteen units)
and 1939 (three units) and were commissioned between 1939 and
1941.
Kageros displacement was 2490 tons, maximum speed: 35 knots,
armaments included 6 x 127 mm guns, 4 x 25 mm automatic antiaircraft guns and 2x4 torpedo launchers.

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akizuki
Japanese Akizuki destroyers
(`Autumn Moon) were the
largest mass produced vessels
of this class in the Imperial
Japanese Navy. Originally, they
were designed as anti-aircraft
escort destroyers. Hence, the
eight 100 mm dual-purpose guns,
featuring excellent ballistics
and a very good optical antiaircraft fire control system.
The losses from enemy air
attacks among these destroyers were among the lowest in the
Japanese navy. A distinguishing feature of an Akizuki destroyer
was a single smokestack accommodating smoke ducts from all the
ships boiler plants. Twelve ships of this class were built and
six of them were sunk during the war. The Akitsuki destroyer,
the first in this series, was sunk on October 25, 1944.
Akitsuki displacement was 2,700 tons, maximum speed: 33 knots,
armaments included four twin 100 mm dual-purpose guns, two
twin 25 mm automatic anti-aircraft guns and a four-tube 610 mm
torpedo launcher.

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shimushu
Shimushu escort ships were
designed to escort and protect
transports and tankers from
attacks by enemy submarines and
aircraft. The Japanese realized
the importance of this class
of ship far too late and the
number produced was nowhere
near the number required to
protect their cargo ships.
It was one of the reasons
why between 1943-1945 the Japanese merchant fleet was almost
completely wiped out by American submarines.
Shimushu displacement was 860 tons, its power plant was rated
at 4200 hps allowing it to cruise at up to 20 knots, and the
cruise range was 6500 miles. It was armed with 3x120/45 mm
guns, 2x2x25 automatic guns and carried depth charges for antisubmarine warfare.

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i-58
Otsu-Gata B3 is a typical
Imperial Japanese Navy
submarine of the World War
II era. The I-58 submarine
belonging to this class is
interesting in that together
with others it was converted
to a Kaiten: a carrier of
human torpedoes. According
to unconfirmed reports, the
American Indianapolis heavy
cruiser was sunk by such a
human torpedo after it delivered the key components for the
atomic bomb at Tinian, a base for B-29 bombers. The Commander
of the sub, Motisura Hasimoto, maintains however, that he sunk
the Indianapolis using ordinary torpedoes.
Displacement of Otsu-Gata B3 was 2607 tons surfaced and 3688
tons submerged. Maximum surface speed: 16 knots. Armaments
included 6 x 533 mm torpedo tubes, one 140/40 mm gun and two 25
mm automatic anti-aircraft guns.

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kazahaia
The Japanese tanker and cargo
fleet was extremely important
for the countrys economy. The
Japanese industry depended
greatly on uninterrupted
supplies of many strategically
important resources, the chief
one being oil. The Kazahaia
tanker was a typical Japanese
fuel transportation vessel. Its
displacement was 18,300 tons,
maximum speed: 20 knots. It could carry up to 15,000 tons of
oil.

hokoku maru
Hokoku Maru was a typical
Japanese dry cargo ship,
scores of which were
travelling the oceans
all through the war. Its
displacement was 10,500 tons,
maximum speed: 21 knots. A dry
cargo ship which could carry
any type of resource except
oil, people, and armaments.

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7. references
myoko
Myoko was the name ship of
the 4 member Myoko class of
heavy cruisers of the Imperial
Japanese Navy. The other ships
of the class being the Nachi,
Ashigara, and Haguro. The ships
of this class were 204 metres
long, they carried one aircraft
and were capable of 36 knots
(67 km/h). Myoko was laid down
at the Yokosuka Naval Arsenal on October 25, 1924, launched and
named on April 16, 1927, and commissioned into the Imperial Navy
on July 31, 1929. She was named after a volcano in Niigata. She
survived the war as a floating battery in Singapore Harbour, and
was subsequently towed to the Strait of Malacca and scuttled off
Port Swettenham, Malaya near submarines I-501 and I-502.
Displacement: 10,000 t Speed: 35,5 knots Armament: 10x203mm,
8x127mm, 8x25mm, 4x13.2mm, 16x610mm TT

i-400
I-400 submarine (Sen Ioku)
is one of the most original
military shipbuilding projects.
Unable to strike the USA
mainland, Japan designed a
submarine capable of carrying
several attack seaplanes.
Each boat was to carry four M6
Seiran bombers, the largest
pre-nuclear submarines, about
the size of a light cruiser.

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kaiten
Super small manned torpedoes
Kaiten were naval variants of
the kamikaze planes, loaded
with explosives for suicidal
attacks. Kaiten design was based
on a Long spear, Japanese 610mm
torpedo, and the most powerful
one at that time. Loaded with
1,550 kgs of explosives Kaiten
was expected to inflict huge
losses on enemy naval forces.

daihatsu
Daihatsu assault boats were
designed to carry landing
troops and their armaments
from transport ships to enemy
held shores. These boats were
lightly armoured and their
armaments included several
heavy machine guns. One boat
could carry up to 60 troops.

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7. references
imperial japanese air service

ki-43 hayabusa
Ki-43 `Hayabusa (`Peregrine,
`Jim) fighter plane designed
by the Nakajima firm was one
of the successs of the
Japanese Air Force during the
first months of World War II.
Although by December 1941, the
Japanese army aviation had only
40 of these fighters, their
capabilities were a shock to
the Allied forces. This success
seems incredible for a machine
designed back in 1937 and which by all accounts should have
been out of date before production began.
The first prototype of Ki-43 was finished on December 12, 1938
but flight test results were thought unsatisfactory and the
work on the plane was nearly terminated. The designers made
the necessary modifications, and in September 1940 the Air
Headquarters gave Ki-43 the green light for mass production.
On January 9, 1941 Ki-43, dubbed Type 1 Fighter Model 1A
`Hayabusa was officially put into the Air Force inventory.
Deliveries to the Air Force began in June 1941. By the end of
the war Japanese industry produced 5,917 of this aircraft.
The Oscar combined incredible manoeuvrability with a long range
and fast climb rate. It outclassed the Buffaloes and Hawks that
it fought against early in the war. However it suffered from
a weak construction and relatively poor armament. As American
fighters became faster and better armed its superiority faded.
Ki-43s maximum speed was 530 km/hr, maximum range - 3200 km,
ceiling - 11200 metres. It was armed with two 12.7 mm machineguns and could carry either two 250 kg bombs or suspended fuel
tanks.

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7. references
ki-61 hien
The frontline Ki-61 `Hien
(`Flying Swallow, The allied
code name was `Tony) fighter is
interesting because it was the
first Japanese aircraft designed
in a European style based on
lessons learnt on the western
front. Features included armour
protection for the pilot as
well as protective lining for
fuel tanks. The Ki-61 looked so
un-Japanese that at first the Allies mistakenly believed it to
be a licensed version of the Messerschmitt Bf. 109 or a unknown
German or Italian aircraft. The Ki-61 did share the same engine
(a Daimler Benz DB 601) as the well-known German Fighter.
The Kawasaki firm was awarded a contract for the development
of a new fighter with a liquid-cooled engine, the plane made
its first test flight in December 1941. It immediately became
clear that the new aircraft significantly exceeded its design
specifications and in 1942 it was put into the Air Force
inventory under the designation of Type 3 Army fighter plane
Model 1A. Powerful weapons, good survivability and high dive
speed made Hien an effective weapon against Allied fighters,
whose preferred tactic in fighting this highly manoeuverable
Japanese aircraft was the hit-and-run tactic where Americans
climbed and then dived as they attacked to gain higher speed.
Japanese pilots soon began to have complete faith in the
aircraft although its liquid-cooled engine was very difficult to
maintain in the heat and humidity of the tropics. In all, Japan
produced 3,078 Ki-61 fighters.
Hiens maximum speed was 610 km/
hr, maximum range 1,600 km,
sealing - 11,000 metres. It was
armed with two 12.7 mm machine
guns mounted on wings, two 12.7
mm synchronous machine guns and
carried two 250-kg bombs.

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7. references
ki-84 hayate
Ki-84 Hayate (Frank) fighter
planes first appeared in air
combat over China in 1944.
This aircraft had not only
much better performance than
any other Japanese fighter but
surpassed comparable American
aircraft as well. It was a
complete surprise to the Allies
and only the Allies more
significant numbers allowed
them to hold on to their air
supremacy.
Development of the Ki-84 started at the beginning of 1942 at a
Nakajima plant in Ota. The first prototype was built at the end
of 1943. Everything connected with the aircraft was shrouded
in secrecy. It took off on its first test flight from Ojima
airfield a month after its completion. Following successful
test flights, Ki.84 was put into the army inventory and the
Nakajima firm started its production at its plant in Ota under
a designation Type 4 Army fighter plane Model 1A Ki.84-Ia. The
first production aircraft appeared in April 1944. The aircraft
was in production until the end of the war and was the only
Japanese fighter that could stand up to modern American fighter
aircraft.
Hayates maximum speed was 631 km/hr, maximum range -2,168 km,
ceiling - 10,500 metres. It was armed with two 20 mm cannons
mounted on wings, two 20 mm synchronous cannons and carried two
250-kg bombs.

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7. references
n1k-j shiden
Development of N1K-J (`Purple
Lightning, George) started
in December 1941. Kawanishi
designers were at the time
working on a fighter on floats
dubbed N1K1 and a decision
was made to develop a landbased version of the aircraft.
At first they only wanted to
exchange the floats for a
retractable landing gear but
gradually the list of changes grew and the first prototype N1KJ finally took off on its first flight in December 1942. By the
end of 1943, after successful test flights, 17 evaluation N1K1Js were commissioned and soon afterwards the first production
aircraft appeared. The plane was designated as Shiden Maritime
fighter interceptor Model 11. The designers prepared a new
aircraft modification at the same time because the first model
had an unreliable chassis with a long landing gear. So an
almost new aircraft appeared only resembling the first model by
its wing shape and armour. The aircraft was put into service
under the name of the Naval fighter-interceptor Model 21. There
was a string of problems connected with the poorly designed
landing gear, unreliable engine and maintenance personnel
training issues but Shidens combat characteristics were
excellent: experienced Japanese pilots easily outperformed
their opponents and Allied pilots believed Shiden to be one
of the best Japanese aircraft. By the end of the war Japanese
industry produced 1,435 machines of all types.
Shidens maximum speed was 585 km/hr, maximum range - 1,700 km,
ceiling - 10,760 metres. It was armed with 4x20 mm wing-mounted
cannons and could carry up to 500 kg. of ordnance.

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j7w shinden
Japanese designers were
finishing work on a unique
one-seat jet interceptor
Kyushu J7W Shinden (`Bright
Lightning) designed in a
duck style (stabilizer being
in front with wings being
behind). It was supposed to fly
with a reactive engine thus
being capable of reaching the
speed of 800 km/h. The first
test flight was performed on
August 3, 1945.
However, as the war soon ended, the programme was cancelled.
Shinden was to be equipped with a MK9D two-row radial engine
with a takeoff output of 2,130 horsepower, its maximum speed
was 750 km/hr, service sealing - 12,000 metres, operating range
850 km. The aircraft was to be armed with four 30 mm Type 5
cannons.

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7. references
p1y1-s byakko
Night fighter Yokosuka P1Y1S `Byakko (`White Light) is
a fighter version of a highspeed P1Y medium bomber. The
P1Y1S model was powered by more
reliable 1850 hp, 14-cylinder
air-cooled Mitsubishi Kasey 25a
engines. The fighter retained
its bomb bay and there were
plans to use it as a nightbomber. The nose cannon was
removed and replaced with two Type 99 20mm cannons mounted
at an angle. The self-defence 20 mm cannon at the back was
retained. The P1Y1-S made its first flight in June 1944 and
soon afterwards it was launched into production under the
designation of Maritime night fighter P1Y2-S `Kekko (`Dawn).
However, the combat performance of this new fighter proved to
be less than satisfactory and a decision was taken to revert
all 96 P1Y1-S fighters produced up until then back to the bomber
role, these bombers were designated Model 16 P1Y2.
P1Y1-Ss maximum speed was 550 km/hr, maximum range - 4,650 km,
ceiling - 9,400 metres.
.

103

7. references
a6m reisen
Mitsubishi A6M `Rei Sentoki
or `Reisen (`Zero fighter,
`Zeke) better known as Zero
was one of the best aircraft of
World War II. It is a symbol
of early Japanese victories in
the Pacific. At the beginning it
was vastly superior to anything
the Allies could put up against
it and this advantage was
maintained until the middle of
the war.
Like the Ki43 the Zero possessed excellent speed,
manoeuvrability and range and could engage and disengage allied
fighters at will. Its relatively poor dive speed lack of armour
and self-sealing fuel tanks were its major drawbacks. The F6F
was developed directly as a result of experiments with a
captured A6M2a.
The A6M fighter was developed by the Mitsubishi Jukoge company,
Jiro Horikoshi being the chief designer. The first experimental
A6M took off on April 1, 1939. Mass production started in 1940.
In July the aircraft was officially put into the Japanese Navys
inventory under the designation of A6M (Type 0). Production of
various versions of the aircraft continued up until Japans
surrender in 1945 at Mitsubishi works in Nagoya, Nakajima
plants in Okawa, Hitachi Kokuki 21st Air Arsenal in Okawa.
There were 10,938 machines produced of all types.
A6M5s maximum speed was 555 km/hr, maximum range - 1910 km,
ceiling - 11,740 metres. It was armed with two 7.69 mm machine
guns and two 20 mm cannons.

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7. references
a7m reppu
In 1940 a new sea based
fighter, the Mitsubishi A7M
`Reppu (`Hurricane, `Sam)
was planned to replace the
famous A6M Zero. But due
to lack of experienced
engineers, unfinished work
on the Mitsubishi MK9A
engine and the necessity to
produce A6Ms caused the first
experimental plane to be only
ready in April of 1944. By which time, the Zero had lost its
superiority to new US fighters and Japan desperately needed
the Reppu to regain control of the skies.
The A7M1 had its first flight on May 6, 1944. Except for minor
problems with the landing gear, the first plane did well and
after only 3 weeks was given to the Navy for battle tests.
The Navy pilots were satisfied with the new plane and its
stability during flight, but the planes engine had to be
replaced with a more powerful one. The final model was created
by October of 1944. But the A7M never fulfilled its mission:
first a strong earthquake in Nagoya region occurred, and
then massive Allied attacks on the motor-building plant in
Dayboy, which produced the Mitsubishi MK9A engines, delayed
production, and by the end of the war only 3 more planes
from the test lot and only the serial plane passed tests.
Also, towards the end of the war the Japanese had no real
need for sea-based fighters. The main production capabilities
were thrown into fighter-interceptors and kamikaze aircraft
construction.
A7M had the maximum speed of 620 km/h, altitude limit of
10,900 metres. It was planned to be equipped with 4x20 mm
wing guns type 99 model 2, and 2x250kg bombs
.

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7. references
ki-21
The battle debut for the
Japanese bomber Mitsubishi Ki-21
(Heavy army bomber type 97 model
1A, `Sally) was its attack
on Chunking and other Chinese
centres in December 1938 in
the course of the slow-flowing
conflict between Japan and China
which began in July of 1937.
This plane greatly help Japan
in its fight for air superiority
with the Allies.
The Ki-21s advantages included perfect aerodynamics and
construction, while disadvantages included poor defensive
weaponry, which is typical for Japanese aircraft. Also armour
for the protection of crewmembers and fuel tanks was missing.
But for its time and class this machine had phenomenal speed
and flight range. The first experimental Ki-21 flew on December
18, 1936 only 10 months after development started. In spring
of 1938 mass production began. The Ki-21s total production
with test and pre-serial units was 2,064 planes. In 1944 this
model was removed from service and replaced with more up-to-date
aircraft.
Ki-21 had the maximum speed of 486 km/h, maximum flight range
of 2,700 km and altitude limit of 10,000 metres. Ki-21DII was
equipped with one 12.7 mm machine-guns Type 1 in the upper
turret and 4x7.7 mm type 89 in the nose, lower and board plants.
Bomb load was up to 1,000 kg.

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7. references
g4m hamaki
Mitsubishi G4M Type 1 Maritime
bomber (Japanese name `Hamaki
or `Sigar, `Betty) was
the primary Japanese medium
bomber of World War II. These
bombers were seen all over the
Pacific region, from Australia
to the Aleutians and served
throughout the entire war.
The range of this aircraft
was increased at the expense
of safety which gave it the
ability to carry out long-range operations but proved fatal to
many of the bombers crew.
The work on the G4M as a replacement for the outdated G3M
bomber started in September 1937. The mock-up of the aircraft
was finished in August 1938 and the following month work
started on the prototype. The Flight-test model G4M1 made
its maiden flight on October 23, 1939. During subsequent army
testing the aircraft reached the speed of 440 km/hr and flew
to a distance of 5,500 kilometres. Although these figures were
significantly better than design goals, its production was
only started a year later. The G4M bomber was only built by
Mitsubishi, which produced 2,446 of them.
G4M2s maximum speed was 430 km/hr, maximum range - 6,000 km,
ceiling - 8,950 metres. The aircraft was armed with a 20 mm
cannon in the top turret, 20mm cannon in the back turret and
two 7.7mm machine guns on the side turrets. It could carry up
to 2,200 kg of ordnance.

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7. references
g8n1 renzan
Japanese designers, like their
German counterparts, were
very late starting on a heavy
strategic bomber. The Japanese
efforts in this field resulted
in Nakajima G8N1 `Renzan
(`Mountain Range, `Rita)
experimental bomber powered
by four 2,000 hp air-cooled
Nakajima Homare-24 engines
that allowed it to cruise at
8,000 metres at 592 km/hr. Its maximum range was 7465 km. The
aircraft was armed with six 20 mm cannons mounted in pairs on
top, belly and tail turrets all electrically controlled, two 13
mm machine guns in the nose turret and two 13 mm machine guns
at the sides. It could carry up to 4,000 kg of ordnance to a
distance of 3,700 km. Its first test flight was made on October
23, 1944 and by June 1945 only four additional pre-production
aircraft were constructed. Flight-testing had shown that the
new bomber could successfully compete with such heavy bombers
in the Allied inventory as the B-17 and B-24. But by 1944 the
Japanese industry was weakened to such a degree that it could
not produce any significant numbers of these bombers.

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p1y ginga
Yokosuka P1Y `Ginga (`Milky
Way, `Frances) bomber first
flew in August 1943. It was
designed as a fast medium
bomber with low-altitudebombing, dive-bombing and
torpedo-carrying capabilities.
It was a whole-metal midwing monoplane powered by
two radial Nakajima NK9B
Homare 11 engines. Flight
characteristics of this aircraft were quite good but all
through the war it suffered from maintenance problems which
reduced its operational life. Multiple technical problems
caused repeated delays in its production, which only started
in early 1945.
This bomber did not prove to be very effective mainly because
it was often used for tasks for which it was not designed. By
the end of the war Japanese industry had produced 1,098 of
these aircraft.
P1Ys maximum speed was 550 km/hr with 4,650 km maximum range
and ceiling of 9,400 metres. It was armed with two 20 mm
cannons and could carry up to 1,000 kg of ordnance or one 800
kg torpedo.

109

7. references
d3a
Ichi D3A or Type 99 Naval
bomber (`Val) dive-bomber was
in the first wave of Japanese
aircraft that on December 7,
1941 started to bomb American
ships and land targets.
It was, perhaps, the most
effective dive-bomber of its
time. Its phenomenal bombing
precision was a surprise to
the Americans. Lightning-swift
attacks by these bombers combined with attacks by torpedo
bombers brought many spectacular victories to the Imperial
Japanese Navy.
The first prototype of D3A aircraft outfitted with a 710 hp
Nakajima Hikari-1 engine was finished in December 1937 and made
its first flight a month later. In March 1939, after making
some design changes, work started on the first six experimental
production aircraft. In December 1939, after army flighttesting, the aircraft was launched into mass production. It
was designated Type 99 Naval bomber, Model 11. The aircraft
continued to be manufactured at the Aichi works in Funtake,
south of Nagoya, until August 1945. By that time, 1,495 of the
aircraft were built.
D3A2s maximum speed was 430 km/hr, maximum range - 1,350 km,
ceiling - 10,500 metres. It was armed with a Type 92 7.7 mm
turret-mounted machine gun, two Type 97 7.7 mm synchronous
machine guns and carried one 250 kg bomb and two 60 kg bombs.

110

7. references
d4y susei
Yokosuka D4Y `Susei (`Comet,
`Judy) dive-bomber was one
of the most beautiful aircraft
of World War II. Although a
bomber, it was also used as a
reconnaissance aircraft and
later a night fighter.
Its design was strongly
influenced by the decision of
the Imperial Japanese Navy
Command to start production of
a modified version of Germanys
Heinkel He-118 aircraft.
Later, the Japanese decided not to proceed with Heinkel after
all. The work on the new aircraft moved slowly and the first
prototype made its initial test flight in December 1940 in
Yokosuka. The flight test programme was very successful, the
aircrafts performance exceeded all expectations but it was
only three years later, in December 1943, that after a large
number of improvements the D4Y was finally put into production.
It continued to be intermittently produced until the end of
the war. It was this aircraft that on the morning of October
24, 1944 made the famous attack against the Princeton aircraft
carrier causing a huge fire in which more than 200 Americans
died.
D4Y2s maximum speed was 575 km/hr, range - 3,600 km, ceiling 10,700 metres. It was armed with one self-defence Type 1 7.92 mm
machine-gun, carried one 500 kg bomb in a bomb bay and two 30 kg
bombs suspended under the wings.

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7. references
b5n
Nakajima B5N Type 97 Naval
bomber torpedo carrier
(`Kate), the Japanese torpedo
bomber of the first phase of
the Pacific war. It was far
superior to the American
Douglas TBD Devastator not to
mention the British Swordfish
and Albakore biplanes. This
bomber was instrumental
in the sinking of three
American aircraft carriers: Lexington, Yorktown and Hornet.
B5N aircraft were successfully operated from both aircraft
carriers and land. They were used extensively in the Pacific.
However, B5N was by no means a new design - the work on the
aircraft began a full six years before Pearl Harbor. The
first prototype, designed by Katsuzi Nakamura, was built
in December 1936. The overall design of the aircraft was
rather conventional but at the same time it featured some
of the latest aeronautical innovations such as Fowler flaps,
hydraulic wing-folding mechanism and varying angle-of-attack
propellers. The skeptics, who were questioning the advantages
of such a large number of innovations, were silenced after
the very first test flight of the machine in 1937. The aircraft
performance and handling characteristics were beyond all
expectations. The aircraft continued to be produced until the
end of the war. In all, 1,149 aircraft were built.
Its maximum speed was 378 km/hr, ceiling - 8,260 m, range
- 1,990 km. It was armed with a 7.7 mm machine gun and could
carry up to 800 kg of ordnance or one torpedo.

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b7a ryusei
Ichi B7A `Ryusei (`Shooting
Star, `Grace) was larger
than other Japanese torpedo
bombers since it was designed
for newer and larger aircraft
carriers and the earlier 11metre limitation on aircraft
length, so that it could
fit into a lift, no longer
applied. Morisige Mori and
Yasusiro Ojawa with Norio
Ozaka as Chief Engineer
designed the aircraft.
The first prototype was built in May 1942. Despite technical
problems connected with its engine, the aircraft demonstrated
excellent performance and handling characteristics and after
introducing a number of design improvements it was added to
the Japanese Navy inventory. This aircraft was much better
than other Japanese torpedo bombers but it appeared too late
to turn the outcome of the war. In all, there were 114 B7A
aircraft built, including the prototype models and at the
later stages of the war, when all Japanese aircraft carriers
were sunk, these aircraft continued to operate from land
bases.
B7As maximum speed was 565 km/hr, maximum range - 3,300 km,
ceiling - 11,250 metres. The bomber was armed with two Type
99 Model 2 20 mm wing cannons and Type 1 7.92 mm self-defence
machine-gun. It could carry one torpedo or up to 800 kg of
ordnance.

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7. references
f1m reikan
Despite its outdated design,
Mitsubishi F1M Type 0
Maritime reconnaissance
seaplane (or `Reikan,
Pete) possessed every
characteristic that a shortrange maritime reconnaissance
plane needed. Its excellent
manoeuvrability also made it
a viable interceptor, divebomber and a patrol aircraft.
Such a wide range of capabilities together with its large
numbers - 1,118 of the aircraft were produced - made this
machine very special amongst other seaplanes of World War II.
The Mitsubishi company started to develop this reconnaissance
aircraft as early as 1934 and the first flight-test aircraft
dubbed F1M1 started to fly in June 1936. During the Pacific war
it was flown from: aircraft carriers, battleships, cruisers
as well as land bases. Its tasks were by no means limited to
surveillance, reconnaissance and convoy protection. Despite
its insufficient firepower, this seaplane was successfully used
as a fighter plane and dive-bomber especially in support of
invasions.
F1M2 maximum speed was 365 km/hr, ceiling - 9,440 metres,
range - 730 km. It was armed with two Type 97 7.7 mm
synchronous machine guns, one self-defence Type 92 7.7 mm
machine-gun mounted at the back of the cockpit and carried up
to 120 kg of ordnance.

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7. references
h8k1 (emily)
The Kavanishi Kokkuki KK
company in the summer of
1938 won a contract for the
development of a four-engine
seaplane to replace the
outdated Type 97 aircraft.
Design work started in August
1938.
The first experimental
Kavanishi H8K1 Type 2
Sea flying boat (`Emily) was built on December 31, 1940.
In January the aircraft made its first flight and after an
extensive flight test programme and a number improvements,
at the end of 1941 the Navy gave the green light for its
production. During the war the H8K1 proved itself as one of
the best Maritime reconnaissance aircraft - good crew and
fuel tank protection together with high speed and powerful
weapons made it a formidable adversary even for fighter
aircraft. According to Allied pilots, this was the most
difficult seaplane to shoot down. Gradually, the H8K1 became
the most widely used seaplane in Japan. Some of the aircraft
manufactured during the later stages of war were equipped with
radar systems which greatly increased their effectiveness.
This flying boat was used by the Japanese throughout the Pacific
war. In all, there were 167 aircraft built. Some of them were
modified to carry troops, this troop-carrying variation was
designated H8K2B.
H8K2s maximum speed was 460 km/hr, range - 7,050 km, ceiling
8 ,850 metres. It was armed with three Type 99 Model 1 20 mm
cannons and Type 92 7.7 mm machine-guns in the cockpit, at the
sides and under the fuselage. The aircraft could carry two 800
kg torpedoes or up to 2,000 kg of ordnance.

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7. references
m6a sairan
Submarine-based bomber M6A.
Sairan was a boat seaplane
developed specifically for
submarine aircraft carriers
- giant submarines, capable of
transporting bombers to
attack large cities on US
mainland. The aircraft was
designed to be a small but highspeed long range bomber. By July
1945, Japan only managed to produce three submarine aircraft
carriers.
Speed: 452 km/h.
Range: 2,213 km.

ki-96
Ki-96 was a twin-engined heavy
fighter based on the Ki-45
fighter bomber design. Ki-96
was developed for the Japanese
defence against B-29 bombers.
After the prototype was created
in 1943, the air force command
changed its plans, changing the
aircraft into a ground attack
twin-seater.
Speed: 600 km/h.
Range: 1,600 km.

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7. references
ki-100
Ki-100 fighter appeared in
1945. Its design was based
on a airframe belonging to
Ki-61 coupled with an aircooled radial cylinder engine.
This resulted in improvements
in manoeuvrability and
reliability, while slightly
reducing its speed. Ki100-I fighter was capable
of intercepting B-29 Super fortress bombers, as well as
challenging F6F Hellcats in dogfights.
The model Ki-100-II was to have a new turbo-supercharged engine
with water-methanol injection to allow the aircraft to operate
at higher altitudes, however, production never began.
Speed: 590 km/h.
Range: 1,800 km.

a5m claude
A5M was the first deck-based
monoplane fighter. It first
appeared in 1935. During the
war against China in 1937, the
Japanese air force sustained
considerable losses and the
newly produced A5M replaced
the lost aircraft. These new
fighters proved their worth
during dogfights; later they
fought against Soviet I-15bis,
I-16 and SB that were transferred to China. In 1940, A6M Zero
started appearing in the air force. A5M were then transferred
to air defence and flight schools. Near the end of war, some of
the old A5M were used for kamikaze attacks.
Speed: 430 km/h.
Range: 1,200 km.
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7. references
h8k2b seiku
Kavanisi H8K2B Seiku(`Clear
Sky) was a transport variation
of the famous Japanese
hydroplane and allowed the
transportation of 64 assault
troops over great distances.
Speed: 460 km/h.
Range: 7,050 km.

g6m1l2
A cargo aircraft whose design
was based on the twin-engine
G4M heavy bomber, it could
carry up to 50 troops over
long distances.

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7. references
ki-67 hiryu (peggy)
Ki-67 Hiryu was a medium
bomber, considered `heavy
in Japan. A fast and wellprotected tactical bomber
with armoured fuel tanks and
cockpit. Hiryo was technically
superior to most Allied planes
of its class and was used by
both the Air Force and Navy (as
a torpedo bomber).
Speed: 537 km/h.
Range: 3,800 km.

g10n fugaku
Long range bomber G10N was
designed as an intercontinental
bomber capable of attacking the
US mainland. This six-engine
giant was expected to have
powerful defensive armament,
exceptional speed for a heavy
bomber and a range of about
19,000km. Still, by the end of
war this project was still not
finished.
Speed: 590 km/h.
Range: up to 22,200 km.

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7. references
u.s. navy

lexington
The USS Lexington and her sister
ship the Saratoga started out
as the first of six 35,000-ton
battle cruisers for the US Navy.
After the Battle of Jutland, the
design was changed: displacement
increased to 44,300 tons and the
speed decreased to 33 knots.
Construction of the first ship
in a series of six Lexington class battle cruisers began in
1920. After two years all design changes were completed however
work was frozen in accordance with the terms of the Washington
Naval Treaty. Conversion of the two battle cruisers into
aircraft carriers with the same names commenced in 1920 and
by December 1927 the Lexington and Saratoga aircraft carriers
were commissioned. These ships were built as independent
battle units, which could engage in fleet battles as well as
perform independent raids. For the first time in history their
flight deck, so as to protect them from enemy shells, was not a
superstructure but an integral part of their hull.
The Lexington was sunk by the Japanese on May 8, 1942 in the
famous battle of the Coral Sea. After taking two torpedoes
and at least one bomb strike, the ship appeared to shrug off
the attack. The ship was speeding out of the area and began
recovering her aircraft when aviation fumes escaping from
a broken line caught fire and the ship exploded. After the
decision was made to abandon the ship, 2,735 of its crew were
evacuated, making it the largest rescue operation in history.
Saratoga was luckier: it survived the war and was disposed of
in 1946 after taking part in nuclear testing at Bikini Atoll.
Lexingtons displacement was 39,000 tons, its 184,000 hp power
plant allowed it to cruise at up to 33 knots. It was armed with
8x203 mm guns, 12x127 mm anti-aircraft guns and its air group
numbered 90 aircraft.

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7. references
casablanca
Casablanca was the first in
the largest ever series of
50 escort aircraft carriers
that were built in the United
States from November, 1942
to March, 1944. In 1942
the owner of a shipyard in
Vancouver, Kaizer, declared
that his firm would undertake
to build up to one hundred
escort aircraft carriers a year. This company was a world-class
expert on large-scale production of merchant ships and offered
to use the same technology for the production of navy vessels.
President Roosevelt was fascinated by this bold offer and gave
instructions to place an order for 50 aircraft carriers. The
order was completed, as promised, on time.
Casablanca carriers were widely used for pilot training,
together with other ships they took part in search and strike
missions and from the summer of 1943, numerous invasion
operations. Just like the Essex carriers, the Casablanca
carriers represented the enormous economic might of the United
States, which was channeled into building a huge military force
that ensured the countrys ultimate victory in the war with
Japan.
Casablanca displacement was 10,902 tons; its power plant was
rated at 9,000 hp allowing this ship to cruise at up to 19
knots. Flight deck size was 145 by 24 metres, hangar height:
5.35 metres. Among its armaments were one 127 mm gun, 8 x 40
mm and 12 x 20 mm anti-aircraft automatic guns. Its air group
consisted of 10-12 torpedo bombers and 9 fighters.

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7. references
essex
Essex class aircraft carriers
are among the best-known ships
of the Pacific war; they played
a huge role in defeating the
Japanese. Twenty-four of these
huge ships were built in just
a few years thus creating a
precedent - never before had so
many large vessels been built
over such a short space of
time.
Design work on Essex began in 1939. The Essex differed from its
predecessor by a larger displacement, more powerful weapons,
advanced engines and a number of other modifications.
The first of this series, Essex, was launched on April 28, 1941
and was commissioned on December 21, 1942. The final one on May
11, 1946. From the spring of 1943 Aircraft carriers of this
class participated in all of the major sea battles.
Displacement of this Essex carrier was 34,881 tons, the power
of its plant - 150,000 hp, maximum speed: 33 knots. Flight
deck size: 263 by 33 metres, hangar height: 5.35 metres. Its
armaments included 12x127 mm guns and 32x40 mm and 46x20 mm
automatic anti-aircraft guns.
Its air group included (Essex, November 1943): 18 torpedo
bombers, 36 dive-bombers and 36 fighters.

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7. references
iowa
Design work on Iowa class
battleships started in 1938.
They were designed to accompany
fast aircraft carrier groups
and provide protection from
Japanese heavy cruisers and
battleships. By that time the
London Naval treaty was in its
final stages and the refusal
of Japan to follow the treaty
automatically raised the maximum tonnage allowed to 45,000
tons. Removal of these limitations allowed the US to create a
much stronger ship. New battleships were built very quickly
so that in 1943 the first pair, Iowa and New Jersey, were
completed and in 1944 the second pair (Missouri and Wisconsin)
were finished. The Missouri battleship will remain in history
forever. On board this ship on September 2, 1945 the Japanese
Surrender Treaty was signed.
Iowa battleships had 48,430-ton displacement and their 212,000
hp power plant allowed them to cruise at up to 32 knots. These
battleships were armed with 3x3x406 mm guns, 10x2x127 mm dualpurpose guns as well as 60x40 mm and 60x20 mm automatic antiaircraft guns.

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7. references
baltimore
The Baltimore heavy cruiser
project was developed as an
alternative design to the
Cleveland light cruiser.
Both ships are very similar
in design and share many of
the same components. This
made construction and upkeep
much easier. By extending
Clevelands length by 20
metres and its beam by 1.2 metres, arming it with nine 203 mm
(8 inch) guns and giving it an amazing amount of anti-aircraft
fire power, the Americans got Baltimore: the strongest and
in many peoples opinion the best heavy cruiser of World War
II. The Baltimore was launched on July 28, 1942 and in the
next two and a half years thirteen followed. Many of these
ships remained in service for close to 30 years and some were
converted into the first guided missile cruisers.
Baltimores displacement was 17,070 tons; its power plant was
rated at 120,000 hp allowing it to cruise at up to 33 knots.
It was armed with 9x203 mm guns, 12x127 mm multi-purpose guns,
48x40 mm anti-aircraft guns and 22x20 mm automatic antiaircraft guns.

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7. references
colorado
Colorado class battleships
belong to a generation of
warships designed in the
prewar period. Their design
concept was based on World
War I lessons. The main
distinguishing features of
standard U.S. Navy battleships
were 356 mm guns in twin guntowers at bow and stern and
an armour protection scheme
called `all or nothing.
The Keel of the first Colorado battleship was laid down on May
29, 1919 and the ship was commissioned in August 1923, the
next -in July, 1921 and the final one in October 1923. The
Colorado class included the Maryland and the West Virginia.
Colorado battleships had a standard displacement of 34,560
tons and a 28,900 hp power plant allowing them to cruise at up
to 21 knots.
Colorado class battleship armament consisted of 4x2x406 mm
guns, 10x127 mm dual-purpose guns, 8x127/25 mm anti-aircraft
guns, 4x76 mm anti-aircraft guns, 4x4x28 mm automatic antiaircraft guns and eight to eleven 12.7 mm machine guns.
Two of these ships were present at Pearl Harbor. The West
Virginia was so badly damaged in the attack that by the time
they finished rebuilding her she looked very different from her
two sisters.

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7. references
benson
American Benson class
destroyers, unlike previous
models, had two engine-rooms
to improve their chance of
survival. This made two smoke
stacks necessary - the same as
in World War I warships. In
all, 96 Benson destroyers were
built from 1939 to 1943. The
last 64 were of an improved
design known as Livermore class destroyers. Benson destroyers
had 1620 ton displacement, cruise range of 5000 miles, speed of
37 knots.
Their armaments included five 127 mm (5 inch) guns, two five-tube
533 mm torpedo launchers, 2x2x40 mm and 8x20 mm automatic antiaircraft guns. With each new ship the number of anti-aircraft
weapons increased.

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7. references
cleveland
Like her semi-sister the
Baltimore class, the Cleveland
type cruisers were manufactured
in unprecedented numbers. The
U.S. Navy ordered 52 ships of
the class. Of that 29 ships
were commissioned as cruisers
including 2 with a modified
design. Nine were completed and
commissioned as light aircraft
carriers.
The decision to build such a large number of these light
cruisers was forced by the need to build up the Navy as fast
as possible and because there was no time to develop new ship
designs. The first two ships of this type, CL-55 and CL-56, were
ordered on March 23, 1940. Subsequent production orders were
made until 1943. These ships with various degree of success
fought all over the world and participated in all the major
operations in the Pacific.
Cleveland cruisers had 10,000-ton displacement and a power
plant rated at 100,000 hp, which allowed them to cruise at up
to 31.5 knots. Cruise range was 11,000 miles. Each cruiser was
armed with 4x3x152 mm guns, 6x2x127 mm dual-purpose guns as
well as 4x2x40 mm and 13x20 mm automatic anti-aircraft guns.

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7. references
fletcher
July 4, 1942, the day USS
Nicholas was commissioned,
became a special day for the
United States Navy. The very
first out of 175 Fletcher
class destroyers was put into
active service. These ships
were the new word in military
shipbuilding; they proved
themselves very effective and
became a stepping-stone to the
next, more advanced types of destroyers. The Fletchers
proved themselves to be one of the longest lasting ship
designs, with some ships remaining in service until the late
1970s and others serving under a foreign flag until the 1980s.
Fletcher type was based on the design proposed by the
Shipbuilding Bureau in January 1940 and approved by the Navy
Department on January 27, 1940. The Fletcher destroyer was a
2,100-ton displacement ship with a 60,000 hp power plant. Its
length was 112.5 metres and it could cruise at up to 38 knots.
The weapons were to include two five-tube torpedo launchers,
five 127 mm single-gun artillery installations, one 28 mm fourbarrel anti-aircraft installation, four 12.7 mm machine guns
and twenty-eight depth charges. Later, the anti-submarine
versions were equipped with two depth charge launchers with
eight depth charges and three bomb launchers (K-guns) on each
side of stern deck.
From 1941-1945 Fletchers were repeatedly modified to
accommodate changing war requirements. Their anti-aircraft
capabilities were gradually increased by installing additional
40 mm cannon and 20 mm machine gun turrets.

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7. references
pt-boat elco
Electric Boat Company (ELCO)
boats were built in large
numbers (348). They saw
service in the US Navy and
in other Allied countries.
ELCO PT-boats were known for
their high speed and good sea
performance.

Displacement: 35 t
Speed: 42 knots
Armament: 4x533mm TT, 4x12.7mm, DC

gato
Gato was the typical U.S. Navy
submarine of the World War
II era. During the war the
American submarine fleet scored
a number of successes: from
almost denying the Japanese
any sea transportation from
1943 to sinking such modern
aircraft carriers as Tayho and
Sinano.
It helped that the Japanese never did take anti-submarine
warfare as seriously as the Allies and by the time they
realized their mistake it was too late.
Its surface displacement was 1825 tons, submerged 2410 tons,
the power plant was rated at 6500 hp allowing it to cruise at
up to 20 knots on the surface and at up to 10 knots submerged.
Operating range was 12,000 miles (22,236 km) cruising at 10
knots on the surface. Size: 95mx8.3mx4.6m. Armaments included
ten 533 mm torpedo launchers, two 127 mm dual-purpose guns, and
two 40 mm automatic anti-aircraft guns.

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7. references
evarts
During WWII the need for
anti-submarine escorts for
convoys meant the need for a
ship dedicated to the task.
Destroyers were the most
capable but were expensive
and were needed as escorts
for Allied battle groups. The
Americans saw the success the
British had with their Flower
class corvettes and decided to build a Destroyer Escort (DE)
along similar lines.
The end result was the Evarts class DE. Allies realized the
importance of this type of ship much earlier than the Axis
countries and by the middle of the war were able to provide
reliable cover for their cargo fleets.
Evarts escort ships displacement was 1,360 tons; its power
plant was rated at 6,000 hp allowing it to cruise at up to
21 knots. It was armed with three 76 mm guns, one twin 40 mm
anti-aircraft artillery installation, 9x20 mm automatic antiaircraft guns and carried depth charges.

cimarron
The Cimarron is a typical
American fuel tanker of the
World War II era. Hundreds of
such tankers were sailing the
oceans during the war.
Its displacement was 24,830
tons, maximum speed: 18 knots.
One tanker of this kind could
carry up to 15,000 tons of
fuel.

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7. references
victory
Victory is a typical American
merchant dry cargo ship. Such
ships were routinely used
during the war to transport
all kinds of military hardware
and even troops during
invasion operations.
Its displacement was 11,300
tons, maximum speed: 15.5
knots. A transport ship can
carry any type of resources
except oil, personnel, and
armaments.

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7. references
u.s. air force

p-38 lightning
The highly unusual design of
this aircraft was requirementsdriven. To achieve the required
speed, range and climb rate the
designers of the P-38 Lightning
adopted a twin-engine, doublegirder, mid-wing design with
engines installed at the front
of each girder. The first experimental P-38 made its maiden
flight on January 27, 1939. The flight tests ended in a crash
but an order was still placed for an additional thirteen preproduction P-38s. There were 10,037 of the aircraft built and
the U.S. Army Air Corps used it extensively. This aircraft
scored a number of notable wins including the famous fight when
some 885 kilometres from its base at Guadalcanal it intercepted
and shot down a Mitsubishi G4M bomber with Japanese Admiral
Isoroku Yamamoto on board.
The P-38Js maximum speed was 650 km/hr, maximum range -3,637
km, ceiling - 13,410 metres.
It was armed with four Browning M2 12.7 mm machine-guns and one
Hispano M1 20 mm cannon, it could also carry up to 907 kg of
ordnance.

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7. references
p-39 aircobra
Bell P-39 Aircobra fighter
occupies a unique place among
other American fighters of the
World War II because of its
engine and unconventional
landing gear. It also had, at
the time a far greater fire
power than other fighters. Bell
won a development contract for
a fighter that later became known as Bell XP-39 on October 7,
1937. The aircraft made its first flight on April 6, 1938. The
first order for 369 P-39 fighters was placed in September 1940
and seven months later the U.S. Army Air Corps took its first
delivery of the new fighter. This aircraft was manufactured in
large numbers during World War II and like other mass produced
American aircraft was used in fighting all over the world. In
all, there were 9,558 cobra fighters produced. From that number
4,773 machines were supplied to the Soviet Union. France and
Italy each received 150 Cobras at the concluding stages of the
war. The P-39Ds speed was 571 km/hr, ceiling - 7315 metres,
range - 740 km. It was armed with a 37 mm Browning M4 cannon,
four 12.7 mm Browning M2 machine-guns and one 227-kg bomb.

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7. references
p-40 warhawk
When the US joined the war, the
Curtis P-40 Warhawk was the
primary U.S. Army Air Corps
fighter plane. The P-40 was in
production from the summer of
1939 through to December 1944.
Its design was always being
improved and it was used in
virtually all theatres of war.
Over 15 thousand P-40s of all types were produced. Its
popularity was due to its relatively low production cost,
reliability and being easy to maintain. In the beginning
its performance was poor, but was greatly improved in later
versions thanks to the flexibility of its basic design. The P40Cs maximum speed was 555 km/hr, operating range - 1,287 km.
It was armed with two synchronized 12.7 mm Browning M2 machine
guns and four 7.62 mm Browning machine guns.

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7. references
p-47 thunderbolt
The single-seat P-47
Thunderbolt fighter was made by
Republic. It was extensively
used during World War II and it
is one of a family of aircraft
originating from the P-35.
This aircraft made its first
flight on May 6, 1941 with very
promising results. However,
its full potential was only
realized in later versions. The first production Thunderbolts
started to roll off the lines in March 1942. The war in Europe
and dogfights with German fighters revealed certain weaknesses in
the P-47: its manoeuvrability and flight performance at low and
middle altitudes was not strong and its range did not allow it
to be used as an escort fighter. These weaknesses were corrected
in the next version of the aircraft. It was used, in the later
stages of the war, for close air support.
The P-47D-22s maximum speed was 700 km/hr, ceiling - 12,800
metres, range - 2,776 km. It was armed with eight Browning M2
12.7 mm machine-guns and could also carry up to 1,134 kg of
ordnance.
.

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7. references
p-51 mustang
The North American P-51 Mustang
was one of the most effective
fighters of World War II. Built
to British specifications it
started, in April 1940, as a
NA-73X for close air support.
Despite the urgency caused by
the war in Europe, because of
multiple technical problems, the
first prototype only made its
first flight on October 26, 1940. The first production model of
the 320 NA-73s ordered started flying on May 1, 1941. Officially
known as Mustang Mk I this aircraft demonstrated remarkably
good flight performance in various flight regimes, especially at
low altitudes. At higher altitudes, above 3,660 metres, the
performance was not so good because of a sharp drop in engine
power. After installation of the new Packard V-1650 engine -a
licensed version of the famous British Merlin - the aircraft
became what it was best used for - an excellent escort fighter.
Mustangs were used by the US Army Air Corps and Royal Air Force
in Europe as well as in the Pacific as a tactical reconnaissance
plane, attack aircraft and escort fighter.
During the war years the United States manufactured 15,386
Mustangs. Some of the later variations of this fighter were
manufactured after the war to be sold as race aircraft.
P-51Ds maximum speed was 703 km/hr, ceiling - 12,770 metres,
range - 2655 km.
It was armed with six Browning M2 12.7 mm machine-guns and
could carry up to 907 kg of ordnance.

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7. references
p-80 shooting star
The multi-role P-80 Shooting
Star aircraft first flew on
January 8, 1944.
A streamlined low-wing
monoplane with tricycleequipped retractable landing
gear, the P-80A was first
delivered to U.S. Army Air
Corps fighter squadrons at the
beginning of 1945. The maximum
speed of this first ever American production jet fighter was 898
km/hr and its operating range was 2,320 km. The P-80A was armed
with six 12.7 mm Browning M2 machine guns and could carry two
454-kg bombs.

f6f hellcat
The Grumman F6F Hellcat was
designed to counter the famous
Japanese Zero fighter. The F6F
combined good manoeuvrability
comparable to the Zeros, good
survivability characteristics
and high speed.
Hellcat went into production
in August 1943 and was
produced until November 1945,
in all 12,275 aircraft of this aircraft were produced. The F6F5s operating ceiling was 11,369 metres and its maximum speed
was 612 km/hr. Its armament included six Browning M2 12.7 mm
machine guns and up to 1,134 kg of ordnance.

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7. references
f4f wildcat
The carrier based Grumman F4F
Wildcat was the primary Navy
and Marine Corps fighter at the
beginning of the Pacific war.
The F4F was put into the U.S.
Navy inventory at the end of
1939 and by the end of World
War II 7,815 of the aircraft
were produced. The aircraft was
reliable and easy to maintain
but there was nothing very special in its performance.
The Wildcat was much less manoeuverable than the Japanese
aircraft and pilots flying it did not try to engage Japanese
fighters in tight turns preferring to dive-attack, which gave
them an advantage in speed and allowed immediate escape after
the attack.
One major disadvantage of the F4F was that it had a manually
extendable landing gear whose tread was not wide enough.
The F4F-4 was armed with six fixed 12.7 mm Browning M2 machine
guns and two 45 kg bombs. Its maximum speed was 512 km/hr,
service ceiling was 10,363 m and operating range was 2,012 km.

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7. references
f4u corsair
The Vought F4U Corsair was
the best American carrierbased fighter of World War II.
These machines scored 2,140
air victories. Corsairs were
used in combat for the first
time on February 13, 1943 at
Guadalcanal. The first naval
combat squadron of Corsairs VF-17 squadron, was formed in
April 1943. This aircraft was far superior to the main Japanese
naval fighters and a total of 12,571 Corsairs were produced.
The Corsair was armed with six Browning M2 12.7 mm machine guns
mounted on the wings and 907 kg of bombs or rockets carried
externally. The F4U-4s maximum speed was 718 km/hr, service
ceiling was 12,649 metres, and maximum range was 2,425 km.

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a-20 havoc
The Douglas A-20 Havoc was
an
American
twin-engine,
three-seat bomber and attack
aircraft. It was in service
from the beginning of July 1941.
Fast, manoeuverable and wellarmed, it was used in military
operations all over the world
and was supplied to France,
Britain and Russia. In addition
to its main bomber role, the aircraft was also used as a ground
attack and night attack plane.
The A-20G-20 could carry up to 1,814 kg of bombs and rockets.
Its other weapons included 4 forward-facing fixed machine guns
and 3 self-defence machine guns - all 12.7 mm Browning M2s. Its
maximum speed was 546 km/hr, ceiling was 7,224 m and maximum
range was 3,380 km.

f5u skimmer
F5U Skimmer was a Fighter
plane, built using a nontraditional scheme. It sported
a low aspect wing and lowspeed propellers, allowing
for vertical take-off, and
helicopter-like hovering with a
high flight speed.
Given its powerful armament, this aircraft could have become a
tough combatant, but the development was finished after the war
and after the appearance of jet fighters. .
Speed: 811 km/h.
Range: 550 km.

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b-25 mitchell
The North American B-25
Mitchell was an American
twin-engine, five-crew medium
bomber. It performed best
in the Pacific theatre. It
was widely used during World
War II, being manufactured
not only in a classic bomber
configuration but also as a
strike aircraft. It is best
known for the role it played in the famous Jimmy Doolittle
Tokyo bombing raid conducted on April 18, 1942 which was also
the birthday of the Japanese Emperor. This date was an American
response to a Japanese subs shelling of the American coast not
far from San Francisco on president Roosevelts birthday. 16 B25B were modified so that they could take off from an aircraft
carrier, becoming the heaviest carrier based aircraft of their
time.
The B-25C was able to carry up to 1,452 kg of bombs and
missiles and its self-protection armament included 5 Browning
M2 12.7 mm machine guns.

Its maximum speed was 457 km/hr, ceiling was 6,462 m, and
maximum range was 4,345 km.

141

7. references
b-17 flying fortress
The Boeing B-17 Flying
Fortress was an American 10crew heavy bomber and longrange reconnaissance plane.
It joined the airforce in
1940. B17s were used in all
military conflicts involving
America. In the Pacific, the
aircraft proved very useful
as a maritime patrol aircraft
and long-range reconnaissance plane.
All attempts, however, to bomb enemy ships from high
altitude were ineffective. It was very hard for Japanese
pilots to shoot down such a plane: its survival rate was
very high and its self-protection fire power enormous.
The B-17Gs weapons included 7,983 kg of ordnance in the
bomb bay and at external hard-points plus 13 self-defence
Browning M2 12.7 mm machine guns. 12,731 of this type of
aircraft were produced in all. Its maximum speed was 462
km/hr, service ceiling was 10,851 metres and maximum range
3,219 km with 2,722 kg payload.

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b-24 liberator
The Consolidated B-24
Liberator was an American
four-engine heavy long-range
bomber and scout. Several
types of this aircraft began
flying in the U.S. Army Air
Corps and British RAF in 1942.
It appeared to be cumbersome
and slow but it was built,
during the war, in greater
numbers than any other
aircraft.
It could carry up to 5,443 kg of ordnance. Armaments included
ten Browning M2 12.7 mm self-defence machine guns. The B-24Js
maximum speed was 483 km/hr, its service ceiling was 9,144
metres and its maximum range was 5,311 km.

143

7. references
b-29 superfortress
The Boeing B-29 Superfortress
was an American four-engine,
ten-crew, strategic bomber and
extended range reconnaissance
plane. It was used in combat at
the beginning of June 1944 and
operated from air bases in China
and India. It performed highaltitude bombing missions in the
daytime. It was the aircraft
used in the atomic bomb raids against the Japanese cities of
Hiroshima and Nagasaki. Despite its advanced design it was
plagued by technical problems such as engine overheating and
stalling.
It could carry up to 9,072 kg of ordnance. Its self-protection
armaments included 10 Browning M2 12.7 mm machine guns and one
Hispano M2 type B cannon mounted in remote control turrets. Its
maximum speed was 576 km/hr, its service ceiling was 9,708 m
and its maximum range was 9,382 km.

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7. references
sbd dauntless
At the beginning of World War
II the Douglas SBD Dauntless
was the main American divebomber. Some of its performance
characteristics were considered
inferior even before Pearl
Harbor; despite this, it won
the title of the best American
dive-bomber of World War II. It
was a group of Dauntless divebombers at the battle of Midway
that sunk three Japanese aircraft carriers whose fighter planes
were unable to intercept them. Production of the SBD Dauntless
started in 1940 and by the time its production stopped in 1944,
3,500 of the aircraft had been made.
The SBD Dauntless was armed with two 12.7 mm machine
guns,
two 7.62 mm machine guns and carried 725 kilograms of ordnance.
Its maximum speed was 410 km/hr, its service ceiling was 7,782
metres and its maximum range was 2,519 km.

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7. references
sb2c helldiver
The dive-bomber Curtiss SB2C
Helldiver became the third
series production model
designed by the Curtiss
Company. The first production
Helldivers were put into
service with the U.S. Navy
in the summer of 1942. Its
performance was quite good but
the plane was too difficult to
handle and pilots disliked it.
The U.S. Navy bought about
7,000 of the aircraft.
Its standard armament included four 12,7 mm machine guns
mounted on the wings, two 7,62 mm machine guns in the rear
cockpit and up to 1,361 kg of ordnance in the bomb bay and on
external hard points. The SB2C-1Cs maximum speed was 452 km/
hr, its service ceiling was 7,376 metres and its maximum range
was 2,213 km.

146

7. references
tbf avenger
The Grumman TBF Avenger was
developed by early 1940 as
part of a Navy sponsored
competition for an advanced
torpedo bomber. After flight
and qualification tests in
December 1941 this aircraft
won the contract. This
aircraft became one of the
best torpedo bombers of World
War II and until its production lines were closed in June
1945, 7,546 of the aircraft were made. The Avenger was armed
with three 12.7mm machine guns, a 7.62-mm machine gun and
1,135 kg of bombs and torpedoes.
The TBF-1Cs maximum speed was 414 km/hr, its ceiling was
6,523 metres and its maximum range was 4,321 km.

147

7. references
os2u kingfisher
The catapult launched scout
Vought OS2U Kingfisher was added
to the U.S. Navys inventory
in August 1940. This reliable
aircraft was used as a scout
and spotter plane throughout
the war and not only in the
Pacific theatre. One hundred
aircraft, designated Kingfisher
Mk I, were given to the Royal
British Navy as trainers and scout planes. More than 1,150 of
all types of this aircraft were made.
The Kingfisher was armed with two 7,62 mm machine guns (one
in front and one at the rear of the cockpit) and two 45 kg
or one 147 kg bomb carried externally. The OS2U-3s maximum
speed was 260 km/hr, its service ceiling was 5,550 metres and
its maximum range was 1,390 km.

pv-1 ventura
PV-1 Ventura is a patrol and
attack seaplane, based on the
civilian airliner design.
With the advantage of a long
range, it proved to be a fast,
reliable and efficient combat
plane. Ventura was used for
patrol, anti-submarine and
light bomber missions from
1942 until the end of war by
the British RAF and Navy over the Atlantic and Pacific.
Speed: 518 km/h.
Range: 2,189 km.

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pby catalina
The flying boat Consolidated
PBY Catalina was so good in
its class that though it was
first put into the U.S. Navy
inventory in 1936, various
versions of it continued to
fly right through World War
II. The aircraft was used
primarily for reconnaissance
missions, maritime patrol and
search and rescue operations; sometimes it carried inflatable
rubber boats under its wings. At the same time, its powerful
weaponry - one 7.62 mm and four 12.7 mm machine guns as well
as up to 2,041 kg of ordnance allowed the aircraft to hold its
own against single enemy fighter planes and take part in bombing
missions.
The PBY-5As maximum speed was 288 km/hr, its service ceiling
was 4,481 metres and its maximum range was 4,096 km.

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7. references
f2a3 buffalo
F2A3 Buffalo is a carrier-based
fighter developed in the mid
30s, which at the beginning
of the war soon became out of
date. The Buffalo was gradually
removed from service on
aircraft carriers, but remained
in the British and Dutch
Air Force. In 1941, Buffalo
participated in battles at
Singapore, Malaya and Indonesia
as well as at Midway.
Speed: 542 km/h.
Range: 1,550 km.

f2a2 buffalo
F2A2 Buffalo is a carrierbased fighter developed in
the mid 30s, which became
out of date by the beginning
of the war. The Buffalo was
gradually removed from service
on aircraft carriers, but
remained in the British and
Dutch Air Force. In 1941,
the Buffalo participated
in battles at Singapore, Malaya and Indonesia as well as at
Midway. It was not very successful against experienced Japanese
pilots flying more advanced aircraft.
Speed: 520 km/h.
Range: 1,600 km.

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7. references
tbd devastator
TBD Devastator was created
in the mid-30s, It was very
advanced for its time using
several new technological
ideas. Devastator was a main
deck-based torpedo bomber for
the US. Despite its low speed,
Devastator was able to achieve
certain successes, but there
was a major drawback - low
quality torpedoes. At the battle of Midway many Devastators
were lost due to tactical mistakes, but the aircraft was blamed
for most of them.
Speed: 322 km/h.
Range: 700 km.

f8f1 bearcat
F8F1 Bearcat was designed during
1943-45 as a replacement for
the Hellcat and Corsair fighters
in anti-aircraft defence. The
emphasis of the design was
maximum manoeuvrability at the
cost of reduced speed. The
initial armament consisted
of four machine guns, later
replaced by 20mm cannons (model
F8F-1B), which reduced manoeuvrability. The production of this
plane began in 1945 but it did not actually manage to take part in
the war.
Speed: 680 km/h.
Range: 795 km.

151

7. references
royal navy of the u.k.

hood
Built at the end of WWI to
oppose German battle cruisers,
the Hood became the embodiment
of the might of the Royal Navy.
Its strong protection and
powerful armament made the Hood
a tough opponent for any battle
cruiser, while its high speed
allowed it to prevent most
ships from fleeing the battle.
The Hood was only inferior to Iowa class cruisers, the first of
which was launched in 1940.
Displacement: 42,750 t
Speed: 31 knots
Armament: 8x381mm, 14x102mm, 24x40mm, 16x12.7mm

king george v
Created under a heavy
financial crisis, King George
V battleships were the only
ships built before the WWI that
measured up to the treaty to
contain naval arms. Despite the
strict limitations, the British
designers managed to create a
well-balanced ship with good
combat abilities. The main
calibre guns, while being smaller in calibre than those of the
Bismarck type battle cruisers, had the shells of about the same
mass.
Displacement: 36,000 t
Speed: 28,5 knots
Armament: 10x356mm, 8x133mm, 32x40mm, 16x12.7mm

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dorsetshire
Dorsetshire type heavy
cruisers were built in Britain
between the two wars and were
the third and last series
of County type cruisers.
They had additional armour
but unfortunately almost no
defence against torpedoes.
Like the other County
cruisers, such as the Norfolk,
Dorsetshire cruisers generally had a good performance with a
long range although they did have inferior weapons power and
speed compared to the ships of the same class.
Displacement: 9,830 t
Speed: 31 knots
Armament: 8x203mm, 8x102mm, 4x40mm, 8x12.7mm, 8x533 TT

tempest
These submarines were designed
for disrupting enemy sea
communications. The main
advantage of T-type submarines
were 10 aft torpedo tubes which
were partially located outside
the pressure hull.

Displacement: 1,290 t surfaced 1,560 t submerged


Speed: 15.5 knots surfaced, 9 knots submerged
Armament: 6 internal forward facing torpedo tubes, 4 external
forward facing torpedo tubes, 6 reload torpedoes, 1x100 mm deck
gun

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7. references
fiji
Fiji type cruisers were an
advancement over the previous
Southampton design. They were
created to fight Japanese Mogami
type cruisers (before they were
refitted to heavy cruisers). Being
cheap and easy to produce, Fiji
cruisers were produced in large
numbers; they had a good sea
performance, decent protection
and a powerful armament making a
wide array of missions possible.
Displacement: 8,250 t
Speed: 32 knots
Armament: 12x152mm, 8x102mm, 8x40mm, 16x12.7mm, 8x533 TT

eclipse
A typical example of British
pre-war destroyers. This type
did not have any exceptional
features except being cheap
and reliable. The Eclipse type
still retained a decent range,
performance, weapons and speed.
The first months of war showed its
vulnerability to aircraft attacks
due to weak AA weaponry; because
of this, most destroyers were used for convoy protection; some were
later refitted for anti-submarine duties.
Displacement: 1,375 t
Speed: 36 knots
Armament: 4x120mm, 8x12.7mm, 8x533 TT, DC

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7. references
tribal
Tribal type ships were the
British Admiraltys response
to the appearance of new
larger enemy destroyers which
were superior in armament to
British ones. Equipped with
added artillery and AA guns the
Tribal type destroyers proved
to be a multipurpose ship
capable of carrying out a wide
array of tasks. They are considered the best British destroyers
of the WWII.
Displacement: 2,170 t
Speed: 36 knots
Armament: 8x120mm, 8x40mm, 16x12.7mm, 8x533 TT, DC

illustrious
A series of British Royal Navy
heavy aircraft carriers - the
first to use armour protection
for the flight deck. These
aircraft carriers displayed
outstanding toughness, the
price for which was a reduction
in the number of aircraft
carried.

Displacement: 22,350 t
Air group: 50-60 planes
Speed: 31 knots
Armament: 16x114mm, 48x40mm

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7. references
raf of the u.k.

seafire
The Seafire was a carrierbased version of one of the
best British fighters of WWII.
Its unique wing design and
powerful engine gave the
plane high speed, exceptional
manoeuvrability, good firepower
and reliability. The only
real drawback was limited
operational range. Seafires saw
service on aircraft carriers in the Mediterranean, Atlantic,
Indian and Pacific.
Speed: 594 km/h.
Range: 1,170 km.

walrus
Multipurpose deck-based and
general seaplane - a shortrange scout, search and
rescue, anti-submarine and
patrol aircraft. Created in
1935, it became the main
catapult-launched recon
aircraft on large British
ships. After the introduction
of radio locators in 1943,
Walrus was used as a general
seaplane.
Speed: 217 km/h.
Range: 966 km.

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beaufighter
Initially designed as a heavy
bomber, it was later modified
into a general purpose Navy
fighter-plane, light bomber,
attack plane and torpedo
bomber. Beaufighter proved
efficient against submarines
and small ships and saw
service until the end of the
war.
Speed: 488 km/h.
Range: 2,366 km.

lancaster
This heavy bomber was
considered one of the best of
its class. The Lancaster was
able to carry large bomb loads,
including super heavy bombs.
This bomber was extremely
durable, but (compared to the
Flying Fortress) had weak
defensive armaments at low
altitudes which meant the plane
was of limited use during the daytime. It was mainly used at
night for carpet bombing and other operations. The Lancaster
still had a good reputation with its crew and remained in
service several years after WWII.
Speed: 462 km/h.
Range: 4,312 km.

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7. references
sea fury
The Sea Fury was one of the
fastest fighter planes in the
world. It was created towards
the end of the WWII as a fighter
for the British Royal Navy. The
Sea Fury was later modified to
serve as a fighter-bomber. This
outstanding plane did not take
part in WWII, but participated
in the Korean War, attacking
ground and naval targets with
cannons, bombs and missiles.
Speed: 735 km/h.
Range: 1,120 km.

spitfire
This British fighter was
manufactured in large numbers
during the WWII. Its unique
wing design and powerful
engine gave the aircraft
great speed, exceptional
manoeuvrability, good
firepower and reliability.
The only drawback is its
limited operational range.
Spitfires have been used as
interceptors and frontline fighters in every theatre of war:
Europe, Africa, Pacific. The deck-based version, Seafire, was
widely used on British aircraft carriers.
Speed: 605 km/h.
Range: 726 km.

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blenheim
The main British bomber for
the prewar period, Blenheim
was faster than most fighter
planes. It was widely used
in all theatres of war as a
bomber; later a night fighter
version equipped with radar was
produced.

Speed: 428 km/h.


Range: 2,350 km.

barracuda
Multipurpose carrier-based
aircraft designed to replace
the obsolete Swordfish biplanes.
The development took longer
than expected and the aircraft
ended up being unsuccessful.
The Barracuda did not make a
good torpedo bomber due to
having a short range and a low
thrust-to-weight ratio. It was
better, because of its advanced wing flaps, as a dive-bomber.
Speed: 338 km/h.
Range: 1,165 km.

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swordfish
Multipurpose carrier-based
aircraft, created in the
1930s. Despite its archaic
construction, the Swordfish
proved its worth during the
war destroying more enemy
ships than any other Allied
aircraft. The Swordfish was
obsolete by 1942; however, it
was still used until the end
of the war as an anti-submarine and reconnaissance aircraft.
Speed: 222 km/h.
Range: 1,700 km.

hurricane
The first British monoplane
fighter, Hurricane, became
well known after the Battle
of Britain. Originally only
equipped with machine guns,
it later received four 20mm
cannons. Hurricanes started
becoming obsolete by the
middle of the war and were
used as bombers. For the tank
destroyer version the four
20mm cannons were replaced
with two 40mm ones.
Speed: 529 km/h.
Range: 1,480 km.

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vampire
One of the first jet aircraft.
Created shortly before the
end of WWII, it surpassed
all other jet aircraft in
manoeuvrability. Vampire was
first produced as a general
fighter, but later modified to
serve as a fighter-bomber.

Speed: 860 km/h.


Range: 1,880 km.

161

7. references
kriegsmarine & allied navy

bismarck
Bismarck type battle cruisers
were Germanys largest battle
ships. They had extremely
powerful weapons, tough
armour, a high speed plus high
durability (a standard feature
for the Kriegsmarine). These
battle cruisers were created
not only for general battles
but also for intercepting enemy
convoys whilst raiding their lines of communication.
Displacement: 45,200 t
Speed: 30 knots
Armament: 8x381mm, 12x150mm, 16x105mm, 16x37mm, 20x20mm, 8x533
TT

narvik
The Zerstorer 1936A, or as they
were known to the Allies - the
Narvik class destroyers, were
in terms of armament closer to
light cruisers than a typical
destroyer. Their heavy firepower
made them perfect for closecombat but heavy armament
resulted in lower speed and
manoeuvrability.
Displacement: 2,603 t
Speed: 37 knots
Armament: 4x150mm, 4x37mm, 5x20mm, 8x533 TT, DC

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vii-c
Type VII series submarines are
the most famous submarines of
WWII. With high speed, a long
range, decent dive depth, good
manoeuvrability and weapons,
the type VIIs were tough,
reliable and cheap to produce.
During wartime they were
built in large numbers and
were used almost everywhere
by the Kriegsmarine. During the first years these U-Boots were
extremely successful, but as the Allies developed advanced
anti-submarine technology type VIIs started sustaining heavy
losses.
Displacement: 769 t
Speed: 17 knots
Armament: 1x88mm, 1x37mm, 20x20mm, 5533 TT

schnellboot
Schnellboot, S-type fast
torpedo boats, had good
sea performance and range.
But being larger they were
slower than the corresponding
Allies vessels. During the
war, Schnellboots proved to
be multipurpose boats, able
to carry out tasks under
difficult weather and climate
conditions.
Displacement: 93 t
Speed: 39 knots
Armament: 2x533 TT, 2x20mm

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7. references
kirov
During the period 1930-1940
Type 26 and 26-bis cruisers
were the largest combat ships
built in the USSR. The project
was developed with a partner
Ansaldo, an Italian company;
which is why these cruisers had
a lot in common with Italian
ships of the same class - high
speed, poor armour and short
operational range. These cruisers were given very powerful, for
their class, long-range 180mm guns which allowed them to stand
against the heaviest cruisers.
Displacement: 8,177 t
Speed: 36 knots
Armament: 9x180mm, 6x100mm, 6x45mm, 23 TT

sch pike
Sch (Schuka `Pike) was a
medium Soviet submarine.
Produced in large quantities,
most of the Soviet submarine
fleet was made up of them.
Displacement: 586 t
Speed: 14 knots
Armament: 2x45mm, 7x62mm,
6533mm TT

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de ruyter
De Ruyter, a light cruiser,
was initially intended to
serve in the colonial EastIndian fleet. Being laid down
as a third Java type cruiser,
it was later refitted with high
calibre turrets, a seaplane and
advanced fire control system. A
good general purpose ship, but
which became clearly inferior
to the same type of ships
produced later in the war.
Displacement: 6,440 t
Speed: 32 knots
Armament: 7150mm, 1040mm, 812,5mm

165

7. references
allied air force & luftwaffe

la-5
La-5 was created by redesigning
the airframe of the LaGG-3 so
it could use an air-cooled,
radial cylinder engine. While
keeping its predecessors
toughness, La-5 received a
marked improvement in speed and
agility. The first fighters were
transferred to the frontlines
in September 1942 and managed to achieve some considerable
successes. In 1943 a new version with a high-powered engine was
developed. The new La-5FN then proved to be one of the best
fighter planes in the world. Later the La-7 was built which
turned out to be an even more faster and powerful fighter.
Speed: 648 km/h.
Range: 1,000 km.

yak-9
In WWII the fighter plane that
the Soviets produced the most
of was the Yak-9. There were
around 15 variations in design
- frontline fighters, fighterbombers, long range escorts,
anti-tank and light bombers,
high-altitude interceptors and
photo reconnaissance.
Speed: 597 km/h.
Range: 735 km.

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7. references
yak-3
Yak-3 fighter was one of the
best Soviet planes of WWII and
one of the worlds fastest
fighters. With a lightweight
construction and a highpowered engine compared to
other Yakovlev planes, such
as the Yak-1 or Yak-7, the
Yak3 had outstanding speed and
manoeuvrability.
Speed: 646 km/h.
Range: 648 km.

i-16
I-16 was an early high-speed
monoplane fighter. The first
flight of the I-16 took place
in 1933 and before WWII had
began this fighter managed to
see action in several local
conflicts. During its years of
service, the I-16 underwent
many modifications, such as
new, more powerful engines
and upgraded weaponry. By the beginning of the WWII, it was
the main fighter of the Soviet air force. By 1941 it started to
become out of date. However experienced Soviet pilots still
managed to win dogfights using the planes only advantage excellent horizontal manoeuvrability.
Speed: 462 km/h.
Range: 440 km.

167

7. references
il-2
Ilyushin-2 was a WWII plane
designed for supporting
ground troops. Often called a
flying tank, Il-2 is a heavily
armoured attack plane, used to
attack, from low altitudes,
enemy vehicles and infantry.
Originally designed with a
one-man cockpit, Il-2 was
vulnerable to enemy fighters, so
in 1942 a new version was created -Il-2M, with a rear gunner
seat added for additional protection. Il-2 was also used in the
Navy, sometimes it was modified to be a torpedo bomber.
Speed: 450 km/h.
Range: 638 km.

il-4
Developed in 1936, the
Ilyushin-4 bomber was designed
as an improvement to the DB3 long-range bomber. At the
very beginning of WWII these
aircraft carried out bombing
raids over Berlin. Il-4 was
also used as a torpedo bomber
by the Soviet Navy.

Speed: 398 km/h.


Range: 4,000 km.

168
168

7. references
fokker d.xxi
The Fokker D.XXI fighter was
designed specifically as a
plane for use by the colonies.
Fokkers engineers created an
aircraft that would be cheap
to produce, simple, sturdy and
easy to fly. By the beginning
of the war, D.XXI was already
out-of-date. Its low speed
and poor weapons meant it
struggled against the more advanced fighters and bombers of the
day.
Speed: 410 km/h.
Range: 880 km.

ju 87
Dive bomber Ju-87 was one of
the first massively produced
dive-bombers. After the
invasion of France and Poland
Ju-87, earned the reputation
as a wonder-weapon. The
reason for its success was
more down to how it was used
rather than its performance.
The aircraft itself was slow
and poorly armoured and relied heavily on fighter protection
to survive. Ju87 was used as an anti-tank bomber and general
ground attack aircraft. .
Speed: 400 km/h.
Range: 1,535 km.

169
169

7. references
ju 88
Ju-88 is a fast medium bomber,
with its main advantage being
speed. During 1942-1944, Ju88 remained the main bomber
plane of the Luftwaffe and
took part in combat all over
the world. Several versions
were developed, with different
armament and slight upgrades to
the engine.
Speed: 467 km/h.
Range: 2,710 km.

ar 234 blitz
Scout-bomber Ar 234 Blitz was
one of the first jet aircraft in
the world. Initially designed as
a high-speed recon plane, the Ar
234 was used as a bomber from
February 1945. Only the fastest
Allied fighters were able to
intercept the Blitz and it would
have caused real problems for
the Allies if it had appeared
earlier in the war.
Speed: 740 km/h.
Range: 1,420 km.

170
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7. references
bf 109
At the beginning of the WWII
the Luftwaffe had the best
fighter plane in the world the Messerschmitt BF 109E. In
1941 a modified version, the
BF 109F, which proved to be
the best of all the 109s, was
produced. However the Allied
air force kept developing
improved aircraft and the BF
109 lost its early advantage. In the subsequent BF 109 versions
manoeuvrability was sacrificed in order to gain more speed and
weapon power. BF 109G and K remained a dangerous adversary for
any Allied aircraft and were produced throughout the war.
Speed: 650 km/h.
Range: 545 km.

ar 196
The Luftwaffe produced more Ar
196 than any other seaplane
and was one of the best in its
class. It was widely used on
ships and at coastal bases.
Scout seaplanes were generally
launched from catapults, while
for coastal defence a special
version was developed, Ar196A-2, which had a powerful
cannon, machinegun armament and could carry bombs. Due to low
speed Ar 196 was an easy target for any enemy fighters.
Speed: 320 km/h.
Range: 800 km.

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7. references
rewards
During PS Allies you must successfully perform different missions
and fulfil special tasks set by the government. Youll be awarded
medals and given a new rank which you will see in the players
profile. You can also receive awards for destroying enemy
formations on the tactical level, as well as - when in direct
control of an aircraft - sinking ships and downing aircraft.

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173

7. references

174

7. references

175

7. references
7.2. buildings
note: upgrades to buildings increase their performance.

port
The speed of loading/unloading increases to
3,000 tons per day (without a port - 1,000
tons/day). With each upgrade the speed of
loading/unloading increases by 500 tons per
day.

airfield
An airfield gives aircraft with a wheeled
landing gear somewhere to land. An airfield
created by US engineers can receive aircraft
weighing up to 9 tons, while an airfield
built by Japanese engineers can only receive
aircraft weighing up to 4 tons. To fly heavier
aircraft you need to upgrade the airfield.
There are 3 upgrades, each increasing the
maximum weight of the aircraft to 15, 30 and
70 tons for the USA, and 9, 15 and 70 tons
for Japan.

coastal artillery
With coastal artillery you can protect your
base from enemy ships and invasion. To
construct this fortification you must ship
some artillery to the base.

bomb shelter
Construction of special bomb shelters
decrease personnel losses from enemy bombing
and shelling. Each bomb shelter accommodates
1,000 people.

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radar
With a radar station you can detect enemy
ships or aircraft sooner. To construct it
you must ship radar equipment to the base.

tank
Oil storage tanks are designed for storing
fuel. Capacity - 50,000 tons. The leakage
rate is 20% a month. With each upgrade the
leakage rate is reduced by half.

warehouse
Warehouses are used for storing up to
100,000 tons of dry cargo. Monthly loss due
to the climate is 20%. With each upgrade the
rate of loss is reduced by half.

shooting range
At the start you can only practice basic
shooting skills but subsequent upgrades
allow you to conduct exercises closely
simulating real combat. This increases the
experience of your personnel up to the third
level without them having to take part in a
real battle.

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7. references
church/temple
These increase morale of
base personnel and crews of
docked ships. Each building
serves 100 people.

industrial building
The industrial buildings are used to produce
resources. These increase the speed of
resource mining and provide half of the
entire regions income. To obtain the maximum
profit from the region you need to build
industrial buildings. With each upgrade
production increases by another 10%.

hospital
The closer a base is to the equator, the
larger the mortality rate due to disease.
Construction of a hospital will greatly
reduce losses to your personnel and the local
population. The first upgrade decreases the
mortality rate by 50%, the second by 66%, the
third by 75%. The construction of a second
hospital also decreases mortality by 50%, a third by 75% and a
fourth by 80%.

missile system
A missile system is the most effective weapon
against enemy targets. To construct it you must
manufacture and ship launchers and missiles to
the base. Launchers can handle surface-to-air,
cruise or ballistic missiles.

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7. references
defence structures
The system of coastal defence fortifications
include minefields, barriers, hedgehogs,
anti-aircraft obstacles and is designed to
protect the coast from an enemy invasion
force.

air defence
Anti-aircraft guns are used to repulse air
attacks. To construct anti-aircraft batteries
you must deliver the necessary artillery
equipment.

barracks
Each barrack has accommodation for 1,000
additional personnel at the base. A base
without barracks can accommodate only up
to 400 people but their morale, because
of poor living conditions, will gradually
deteriorate.

radio station
A radio station can detect the presence of
distant enemy aircraft - it detects their RF
emitters. To construct a radio station you
must deliver the necessary equipment to the
base.

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7. references
new bulding types
You have to train your military personnel. There are four types
of academies: air force, navy, army and engineering corps.
After an academy is built, it begins training specialists. With
upgrades the training is completed even faster. You still have to
provide accommodation (barracks) and medical care (hospitals) for
your newly-trained personnel.

navy academy
Trains recruits for the navy (increases their
experience). Every academy can train up to 100
specialists per month. Subsequent upgrades
increase the number of recruits you can train.

air force academy


Trains recruits for the airforce (increases
their experience). Every academy can train
up to 100 specialists per month. Subsequent
upgrades increase the number of recruits you
can train.

army academy
Trains recruits for the army (increases their
experience). Every academy can train up to
100 specialists per month. Subsequent upgrades
increase the number of recruits you can train.

engineering academy
Trains engineers (increases their experience).
Every academy can train up to 100 specialists
per month. Subsequent upgrades increase the
number of recruits you can train.

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7. references
7.3 science
technology

low thrust liquid-fuelled rocket


engine
Liquid-fuel rockets create thrust by
expelling a hot gas. The hot gas is formed
as the two propulsion components (fuel and
oxidizer) burn in the combustion chamber.
The propulsion components are carried inside
the flight vehicle itself; the thrust does
not depend on the speed of the vehicle and
only marginally changes with altitude.
Development of a low-thrust liquid rocket
engine is the first step in the development
and production of liquid-fuel missiles.

average thrust liquid-fuelled


rocket engine
Average-thrust liquid rocket engines are
an advance on the low thrust version.
Application of this technology allows you
to increase the range and effectiveness of
your surface-to-air, cruise and ballistic
missiles.

high thrust liquid-fuelled


rocket engine
High-thrust liquid rocket engines are an
advance on the average-thrust version.
Development of this technology enables you
to maximize the performance of your most
powerful ballistic missiles.

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7. references
low thrust solid fuelled rocket
Solid rocket fuelled motors generate their
energy by burning solid fuel. This has been
known to man since the 10th century AD. But
only recent advances in solid fuels and
rocket aerodynamics have made the use of this
technology for missiles possible. Development
of an advanced solid-fuel motor allows you to
start production of the first solid fuelled
missiles.

average thrust solid fuelled


rocket
The average-thrust solid-fuel motors are
an improvement over the low-thrust version
and improve the performance characteristics
of cruise, surface-to-air and ballistic
missiles.

high thrust solid fuelled rocket


The high-thrust solid-fuel rocket motor
is state-of-the-art technology. With this
technology your engineers are able to
maximize performance of your ballistic
missiles.

pulse-jet engine
A pulse-jet engine uses atmospheric air as
one of its propulsion components. The main
distinguishing feature of a pulse-jet is
intermittently occurring combustion, made
possible by the combustion chambers intake
valves. This engine is essential for the
development and production of one of the best
cruise missile designs known today.

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low thrust turbo-jet engine
The operating principle of the turbo-jet
engine is the injection of jet fuel into the
air stream that flows though the engine as
the craft flies. Turbojet engine technology
allows you to start development and
production of long-range cruise missiles.

high thrust turbo-jet engine


The high-thrust turbo-jet engine is a
further improvement of the low thrust
turbo-jet technology. This engine is
necessary for the production of fighter jets
and also improves the basic performance
characteristics of your cruise missiles.

hydromethanol injection
This is a device for injecting a watermethanol into the jet fuel. This allows for
a brief boost of aircraft speed.

1200 hp aircraft engine


The 1,200 hp aircraft engine is the minimum
needed to build a modern air force.

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7. references
1700 hp aircraft engine
The development and production of the 1,700
hp aircraft engine will enable you to design
new aircraft which fly higher, faster and
carry more load over longer distances.

2200 hp aircraft engine


The 2,200 hp aircraft engine is the ultimate
in piston engine technology. You will need
this to build the heaviest types of longrange bombers.

turbocharger
A turbocharger is an air pump powered by a
turbine which is rotated by the piston engine
exhaust. Development and production of the
turbocharger will allow you to increase the
rate of climb and service ceiling of your
aircraft.

hf radar
The HF radar uses electromagnetic waves to
detect, track and determine from afar the
position of aircraft and ships. With this
device your Air Force and Navy will have a
great advantage over your `blind enemy.

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7. references
magnetron
Magnetron is a vacuum tube which controls
electrical current by magnetic field. This
device allows you to make a giant leap in
the field of radar technology and develop UHF
radar.

uhf radar
Ultra-high frequency (UHF) radar is
a development of HF radar. UHF radar
performance is far superior to that of its
predecessor and allows you to design and
manufacture all kinds of new radar devices
which can be used in developing automated
missile guidance and self-homing systems.

radar fire control for major


calibre artillery
Because of the rapid development of radar
technology capital ship calibre gun fire
control radar is now much more precise and
reliable than any previous systems.

radar control for anti-aircraft


artillery
Anti-aircraft artillery targeting system
is a complex set of equipment which allows
ships to detect and destroy, in any weather
and at any time of day, enemy aircraft.

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radio proximity fuse
Proximity fuse is a RF device which detonates
the warhead at a distance of 15 to 30 metres
from the target.

friend-or-foe system
This is a system allowing the long range
identification of aircraft as either friend or
foe. Its use reduces the chance of friendly
fire.

instrument landing
This technology reduces landing accidents by
helping aircraft to land safely even when the
weather is bad.

radar guidance
This is a missile guidance system which uses a
radar ray to determine the targets position.
The rocket flies automatically along the beam.

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7. references
passive jamming
Aluminium foil chaff dropped by aircraft
over any area on land or sea makes radar
detection temporarily impossible. Development
of this technology will give your scientists
valuable experience in the area of electronic
countermeasures.

active jamming
Active jamming technology allows you to
interfere with enemy radar, making it much
more difficult for them to detect and track
your aircraft and ships.

electromagnetic spectrum
analyzer
This is a device to intercept over
large distances and decode RF emissions
from a variety of sources. This
technology enables you to intercept
enemy communications and pinpoint active
enemy radar systems, greatly increasing
the effectiveness of your surveillance
aircraft, as well as the range of enemy
detection for your ships.

radio command guidance


This technology allows missile guidance
using radio signals and is a stepping stone
towards the development of guided weapons.

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7. references
wire guidance
Wire guidance is resistant to electronic
attack; it is designed to guide short-range
missiles to their targets. The missile is
controlled by an operator sending commands
through a wire, which may be as long as 30
kilometres.

ballistic computer
This is the predecessor of the electronic
computer. Calculations are made using
mechanical and electromechanical switches.
This device, if developed, will give you much
more precise weapons targeting.

inertial guidance system


This is an on-board guidance system using
a set of accelerometers and gyroscopes. It
is necessary for the production of longrange cruise and ballistic missiles, and
further research in the area of precision air
strikes.

self-homing
This is an on-board system that tracks the
target and guides the missile towards it,
taking into account the changing position
of the target. Lethal strikes are far more
likely due to the `fire and forget principle.

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proportional homing
This is an advanced method of tracking a
moving target with the automatic change of
flight of the missile. With this technology,
the interceptor missile primarily flies in
a straight line, reducing the huge load on
its structure and engine, and maximizing its
chance of a successful intercept.

sonar
This is a device used to scan for enemy
submarines by using sound to penetrate the
water.

sonar jamming
A sonar jamming technology protects a
submarine from being detected by enemy
surface ships by installing additional
equipment that hampers sonar operation.

synchronous bombsight
This technology is crucial for increasing
the effectiveness of your bombing raids. The
purpose of a synchronous bombsight, which
is nothing more than a mechanical computer,
is to determine exactly when to drop bombs
to hit the target. This collection of
gyroscopes, electric motors, gears, mirrors
and bars is much more sophisticated than any
other design of bombsight.

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7. references
acoustic fuse
By analyzing the targets acoustic signature,
this system is designed to detonate the
warhead of an interceptor missile at optimum
distance from its target.

magnetic fuse
Magnetic fuse is a system which monitors the
intensity of a targets magnetic field and
detonates the warhead when the torpedo is
closest to its target.

ir seeker
This new advanced technology allows you
to detect enemy aircraft and ships by the
elevated temperature of their engines.
This device will significantly increase the
effectiveness of your missiles and torpedoes
as well as the intelligence gathering
capabilities of your aircraft and ships.

amatol
This is a mixture of 80% ammonium nitrate and
20% ammonal. It is a very powerful explosive.
Development of amatol will increase the
destructive power of your artillery and
bombers.

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7. references
hexogen
This is one of the most powerful explosives
known. It is a white crystalline substance
used for the most part in explosive
composites. Hexogen is a more powerful
explosive than amatol. Its development will
greatly increase the power of your artillery
and bomber fleet.

pressure cabin
Having the ability to build pressure cabins
or cockpits for aircraft will allow you to
build high-altitude bombers that are able to
fly high and out of the reach of the enemys
air defence.

laminar airfoil
This is the development and production of a
sharp leading edge aircraft wing that can
have extremely low aerodynamic drag. Its
development will increase the speed of your
fighters and attack aircraft.

transonic aerodynamics
Transonic aerodynamics is a mixture of
technologies required for designing aircraft
capable of flying close to the speed of sound
(about 340 m/s). Research in this field will
allow you to start developing jet-powered
aircraft and high-speed next generation
missiles.

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7. references
glide bomb
This technology will enable production of a
new kind of bomb capable of gliding towards
its target. It will allow your bomber
aircraft to operate far beyond the reach of
enemy air defence, reducing aircraft losses
and increasing bombing precision.

snorkel
A snorkel is a device that enables a diesel
submarine to use its engine in order to
recharge its battery while submerged. This
technology will make it much more difficult
for enemy ships to detect your submarines.

20-mm aircraft gun


This 20 mm rapid-fire aircraft cannon is a
much more lethal weapon than an ordinary
machine-gun and can be used to destroy enemy
aircraft as well as unprotected or lightly
armoured ground targets.

30-mm aircraft gun


The 30 mm aircraft cannon is an advance on
the 20 mm cannon. It is more powerful than
the 20 mm and is best used against enemy
aircraft and ground targets.

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7. references
7.3.2 super-weapon development
All weapons are designed to
destroy, at a minimal cost, as
much enemy human and material
resources as possible. The 20th
century gave birth to new and
extremely destructive weapons
that so far have not been
surpassed in their power. This
included nuclear, chemical and
bacteriological weapons.
In August of 1945 two American
atomic bombs fell on the Japanese
cities of Hiroshima and Nagasaki.
The estimate of the combined
death toll range from 100,000
to 220,000 with some estimates
considerably higher when delayed
deaths from radiation exposure
are counted. More than 90% of the
casualties were civilians.
At the same time Japan had been developing new bacteriological
weapons with the hope of using them against its enemies. The
infamous story of the 731st Division is widely known. It was
created by the Japanese in north-east China. Viruses were
tested on people who they cynically called `logs. Besides
laboratory research, bacteriological weapons were used in
20 provinces of China. After Japans capitulation those
responsible for the bacteriological weapons development were
condemned by the International military tribunal.

The most expensive and the most effective weapon in Pacific


Storm Allies is the atomic bomb - available for the USA.
Bacteriological bombs are available for Japan. The UK had
193

7. references
Tallboy and Grandslam
bombs. These were
the most powerful
conventional air bombs
of WWII. When exploded,
Tallboy and Grandslam
caused an artificial
earthquake destroying
large targets, strong
fortifications and large
ships.
The development of such bombs require large resources and
years of research. To deliver the bacteriological bomb to its
destination use medium or heavy bombers. To deliver the atomic
bomb use strategic bombers.

The power of the atomic bomb is the biggest among all the
weapons in the game. After using bacteriological bombs the
entire population in the territory can die.

7.3.3. advanced fighter aircraft


Since alternative history is an integral part of the game, you can
develop and build some of the advanced experimental planes from
the final period of WWII. Some of this aircraft never left the
drawing board or existed only as an experimental version vehicles
that never went into production.

194

7. references
7.4 hot keys
7.4.1 strategic level
keyboard

Left: to move left;


Right: to move right;
Up: to move forward;
Down: to move back;
Page Up and Page Down: to change camera angle;
Home: key for maximum zoom;
< and >: to rotate camera;
F1: help: you can press this button almost in any window
and game mode;
Esc: main menu;
PrtScr: make screenshot (to screenshots folder);
Shift + PrtScr: to make screenshot without interface to
the screenshots folder;
[ or ]: to decrease or increase game speed;
M: to show/hide message log;
Ctrl+M: to enter Homeland management menu;
Esc: to close any open window or show main menu if there
are no open windows;
[ and ]: to increase /decrease game speed;
Space: to pause and resume the game;
F2: to rename a formation;
F5: for quick save;
F9: for quick load;
W: to show/hide weather conditions;
N: to show/hide zone and base names;
V: to show/hide reconnaissance zones;
Z: to show/hide zone affiliation.
I: to show/hide formations status icons;
Ctrl+Z: to show/hide zone boundaries display;
Shift+F: to show/hide bases information flags;
Shift+I: to show/hide bases status icons;
F: to show/hide formations information flags;

195

7. references
keyboard

Alt + left click on the token or formation/unit in the


tree: to view the information window of formation/unit;
C + selected token: highlight the zones where you can
establish a base, right click on the zone you selected to found
a base in it;
E selected token: order the selected unit to escort a
friendly unit, right click on the unit you want to escort;
B + selected token: send formation to the nearest base;
Ctrl+B + selected token: to send formation to the nearest
base and inform when it arrives;
P + selected token: command to patrol;
S + selected token: command to stop.

mouse

hold down the mouse wheel (or middle button) and move the
mouse to the left or to the right to rotate camera;
Rotate mouse wheel to zoom in/out;
To move along the map move the cursor to the side of the
screen.

7.4.1.1 base interface

Left: to switch to previous base;


Right: to switch to next base;
L: the selected formations leave the base
S: seperate the selected formation from its parent unit;
J: to add the selected formation to another one;
E: to reinforce the selected formation with inactive units;
M: upgrade or refit the selected unit;
A: choose the ammo loadout of the selected unit;
F: the shooting practice of the selected formation/units;
H: training for selected formation/units;
R: resting for selected formation/units;
Delete: to disband the selected formation/unit;
I: the information window for the selected formation/unit.

196

7. references
7.4.2 tactical level
keyboard

F12: pause;
Ctrl+I: icons showing mode switching;
I: last message shown on the screen;
A: select all units on the screen;
Ctrl+Z: select all units of the type already selected;
Z: select all units of the type on the screen;
Ctrl + figure (1-9): set unit group;
Figure (1-9): select unit group;
Shift: to show affiliation icons for all units;
Shift + selection: add new units to selection list;
Shift + click on the icon: to deselect unit;
Clicking on an icon in the formations list in the left-hand
corner of the screen: to select the whole formation;
Right-click: perform task (move, attack);
Ctrl + right-click: attack the point if the unit can do it;
To order to attack several units, select your units and
holding Ctrl + select enemy units with a frame (with left
button);
Shift + right-click on friendly unit: will escort the unit
you have pointed at;
Shift + right-click on enemy unit: attack selected unit
without movement direction change;
Alt + selected units: call altitude and speed control
window;
Space: to centre camera on the selected unit;
U: direct plane control;
Shift + U: direct control of the unit that has been
controlled before;
Right-click on selected plane icon attaches the camera to
the unit;
Backspace: to show/hide units names on the screen;

7.4.2.1 multiplayer-specific keys

Tab shows player statistics (frags etc.);


T to enter a message to players via the net;
Enter sends message (in chat);

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7. references
7.4.2.2 units deployment mode:
You can place your units before the battle using this
mode. The units can be staged only inside of special
zones. The zones are listed under the mini-map.
Selection of a zone in the list centres camera on that
zone;
With the right mouse button you can change units position;
Left Ctrl + Middle mouse button: to rotate the selected
units as a group;
Right Ctrl + Middle mouse button: to rotate the selected
units individually;
Alt: to set unit altitude position.

7.4.3 air simulation mode


7.4.3.1 aircraft controls
keyboard

LEFT, RIGHT: keys to roll;


UP, DOWN: keys to pitch;
Z, X: to yaw;
PageUp, PageDown: to increase/decrease thrust;
D, C: to raise/lower flaps;
SPACE; machine-gun fire;
CTRL + SPACE: to drop bombs/launch rockets;
S: to inject methanol (if available)
Tab: to set a bomb/torpedo as primary weapon;
Q: to switch to fire mode;
E: to switch to rocket guidance control mode;
W: landing gear extension/retraction control;
B: to open bomb hatch;
Enter: to select current target;
Left SHIFT: to centre look at target;
Ctrl + Tab: to switch to a next plane;
Ctrl + Shift + Tab: to switch to a previous plane;
R: to recharge small arms;
A: to automatically straighten and level your plane.

198

7. references
joystick
*K/J key switches between
keyboard or joystick
aircraft control mode.

1. Button 1 (trigger) for


gunfire
2. Button 2 (alternative
weapon) drops bombs/
torpedoes or launch
rockets
3. Button 3 switches
alternative weapon
4. 3D Rudder Twist
5. POV (point-of-view) Hat
Switch
6. Throttle

7.4.3.2 view
1: to cycle turrets/
cockpit camera;
2: rear view;
3: rear camera; the camera is situated relatively to the
horizon
4: free camera (use mouse wheel or keys + and - to zoom in/
out). Press mouse wheel/middle button and move mouse to
the right and to the left to rotate around the plane;
5: fixed camera. To rotate the camera hold the mouse middle
button;
NumPad+: camera zoom in;
NumPad-: camera zoom out;
NumPad Enter: to show/hide cockpit selection interface;
NumPad 0-9: to switch to a cockpit;
ALT: to switch between sight look and free look in a
cockpit;
Home: to centre the camera (return to default position).

199

8. credits
lesta studio

3d artists
Vladimir Sinden Gremitsky
Igor Garry Soldatenkov
Anastasiya Mikhaylenko
Vyacheslav Dementjev
Dmitriy Grishenkov
Evgeniy Nikolayev
Denis Kozlov
Dmitriy Belov
Denis Muraviev
Zhanna Vasilieva
Banu Kuspanova
Vladislav Sudakov
Viktor Kudryashov
Aleksandr Kirichenko

producer
Malik Hatajaev

project lead
Sergei Ulixes Titarenko

lead game designer


Vladimir Sinden Gremitsky

artists
Oleg Shadrin
Valeriya Zelenskaya
Kristina Magnitskaya
Vladimir Shigorev

game designers
Oleg Bishop Fedorov
Sergey Corvax Kuznetsov
Zakhar Graf Ignatyev

mission design

game design assistants

Timofey Lisitshenkov
Evgeniy Jey Stupnikov
Sergei Corvax Kuznetsov

Aleksey Xor Sukhoruchko


Stanislav Hunter Fokin

lead programmer

level design

Oleg Bishop Fedorov

Oleg Shadrin
Dmitriy Belov

programmers
Sergey Corvax Kuznetsov
Timofey Tim Lisitshenkov
Andrey Olan Oleynik
Ivan Alaferov
Aleksey Kozhin
Dmitriy Efimov

lead tester
Evgeniy Jey Stupnikov

testers
Ivan Zluka Gorbatshev
Aleksey Xor Sukhoruchko

community manager

outsource testers

Stanislav Hunter Fokin

Alexander R2-D2 Kozub


Leonif Bravo Shegalev

production coordinator
Petr Amicus Prokhorenko

200

8. credits
game intro

special thanks

Sergei Ulixes Titarenko


Alexander Kiritchenko
Denis Trufanov
Polina Tikhonova
Irina Basina

to military-historic
community Blitzfront
Anton Heavy Kurchatkin
and also to
Boris Yulin and Boris Moskovkin

sound and music

from Lesta Studios QA


to international testers
Charles Chip Henson
James KiloAlpha4 Cseh
Claude JanMasterson Janssen
Klaus Jinks Norgaard
William Wigriff Griffiths
Christopher SemperFi M. Kiefer

Danila-Master Voroshilov
(and STEREO SIGNAL)

system administrators
Yuriy Sukharev
Ivan Zluka Gorbatshev

translation
Thanks to the enthusiastic OGRE
community
(Object-Oriented Graphics
Rendering Engine)

Alexander Skakovsky
Dalila Volkov

copy editing
Eric Sweeney

& Projected grid water rendering


concept by Claes Johanson

freelance artists
Andrey ZloySkin Suvorov
Alexey Rulex Rubel
Vitaliy Loss Losev
Anton Tango3D Vorobjov
Oleg Neva Goncharuk-Sukach
Andrey andy_ray Gorelov
Mikhail mikedo Dorokhin
Sergey Losovoy Lozovoy
Arkadiy Super Rash Melnikov
Andrey COPATHuK Romov
Mikhail Master Filatov
Georgi Hof Markov
Valeriy Mendelis

voice talent
Mark Trotter
Takeshi Kimura
William Hackett-Jones
Vladislav Sudakov

201

thanks to
Anton Ravin (NVIDIA)
Guy Grenier (NVIDIA)
Philip Gerasimov (NVIDIA)
Igor Panyuta (Saitek)
Mikhail Kapustin (Saitek)

8. credits
buka entertainment

buka internal testers


Dmitriy (solowey) Anufriev
Evgeniy (Uncle_Fu) Popov
Igor (DIVWarboss) Dmitriev
Ivan (QaWise) Raynov
Lidiya (Lio) Ovsyannikova
Alexey (pifagor) Petrov
Alexey (StC) Popenkov
Dmitriy(OM) Larin

producers
Alexey (Stallker) Peshehonov
Ivan (BlackWarrior) Moroz

producer assistant

buka external testers

Alexey (=RA=) Chebotarev

technical adviser
Kirill (Kbest) Bestemyanov

localization manager
Dmitriy Penzin

international department

Andrey (BravoMC) Apyonkin


Artur (kotovsky) Gayazov
Vladimir (papa) Kleban
Alexey (jefolzok) Kozlov
Dmitry ( DeMoN) Kurshin
Nikolay (Joudan) Maystrenko
Andrei (xabbal) Rostanin
Alexey (Alezz_net) Shmol

Sergey Vtorushin
Svetlana Ladoshkina
Carlos Mateos
Tatyana Sinitsina
Maria Shestakova

vp
Alexander Mikhailov

vp financial
Marina Ravun

testing co-ordinator

vp international

Alexander Pak

Victoria Enns

senior testers
Maria (prolonga) Bratolybova
Alexey (=RA=) Chebotarev

202

vp development
Ivan Bunakov

8. credits
thanks to
Elena Andreeva
Julia Belova
Sergey Bobkov
George Dobrodeev
Julia Karpinskaya
Elena Kvasnikova
Anna Kucherenko
Vladimir Minaev
Ivan Moroz
Ekaterina Myshenko
Dmitriy Penzin
Oksana Plotnikova
Oksana Saichkina
Anna Sergeeva
Tatyana Sinitsina
Victoria Stasko
Irina Tsareva
Eugenia Udalova
Igor Ustinov
Tatyana Ustinova
Evgeniya Gavrilova

very special thanks to


Marina Ravun :)

Published by

Pubished in the United Kingdom and


Scandinavia by

EXCALIBUR PUBLISHING LIMITED


PO Box 586, Banbury,
Oxfordshire OX16 6BY, England
www.excalibur-publishing.com

203

9. license information
ogre

tinyxml xml parser

(Object-Oriented Graphics
Rendering Engine)
Copyright 2002-2003
The OGRE Team

Copyright 2000-2002 Lee


Thomason and Yves Berquin

lua
Copyright 2002 Tecgraf,
PUCDRio

luaplus

freetype

Copyright 2003 Joshua Jensen

Copyright 2002 David Turner,


Robert Wilhelm, and Werner
Lemberg

audiere sound system


Copyright 2002 Chad Austin

devil
(Developers Image Library)
Copyright 2001-2002 Denton
Woods

windows media format

The product is designed under


Windows Media Format
Components Distribution
zlib compression
License from Microsoft
Licensing. This product
library
Copyright 1995-2002 JeanDloup
includes technology owned
Gailly and Mark Adler
by Microsoft Corporation and
cannot be used or distributed
without a license from
stlport
Copyright 1994
Microsoft Licensing, GP.
HewlettDpackard Company
Copyright 1996-1999 Silicon
Graphics Computer Systems,
Inc.Copyright 1997 Moscow
Centre for SPARC Technology
Copyright 1999, 2000, 2001
Boris Fomitchev

204

notes

205

notes

206

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