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Pacific Theater of Operations (SNES)

Note: This is a HTML adaptation of the Pacific Theater Of Operations
Game Play Guide, by the Koei Corporation.

Overview

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

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

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The Command Menus

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

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Game Play

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

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

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Tricks

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

Displaying the opposition on the map

1. Your opponent may be displayed on the wide Pacific map by
selecting the Options Menu when you are at the main command screen.
2. Select Participation then change sides for a turn.
3. Select INFO from the Main Command Menu, then select the command
SHOW FLEET from the sub-menu.
4. A listing of all the enemy fleets will be displayed.
5. Select each fleet and change their display status (they should
all be red in color).
6. Return back to the Main Command Menu.
7. Select the OPTIONS MENU once again.
8. Select PARTICIPATION to change back to your side.
9. Opposing fleets will now be displayed on the wide Pacific
map during game play. New fleets created by your opponent after
the above process will not automatically show up on the Pacific
map. You'll have to repeat the process to show the new enemy fleets.


Returning disabled ships for repairs

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

1. Select the OPTIONS MENU at the main command menu.
2. Select PARTICIPATION to change sides.
3. Play a turn on the other side then change back to your original
side by again selecting the options menu and then selecting participation
to change sides.


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

Supplying your fleets

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

1. Select PORT from the Main Command Menu, then SUPPLY from the
sub-menu. A list of fleets will be displayed from which you can
choose fleets to supply.
2. Select the fleet you wish to be supplied.
3. A new window will open with a list of the ships in your fleet,
the amount and type of equipment loaded on each ship and the number
of troops assigned to each ship.
4. Move the highlighted square to the item on the ship to be
supplied (you are allowed to move the highlight only to those
items which are available).
5. Select the item with the control pad. The message 'Furnish
with how many battalions (0-10)?00' will be displayed (if SLDR
had been selected).
6. You may then supply that item if it is available. Each ship
in your fleet may be supplied in this fashion.
7. You will be able to fuel your fleets at the following screen.
The amount of fuel is displayed along with the percentage of
total fleet fuel capacity. The message 'Set sufficiency to what
(0-100)?000' will be displayed at the bottom corner of the window.
You will be able to fuel the fleet by percentage of total fleet
capacity.


NOTE: The percentile range for re-fueling depends on the amount
of fuel available from the base where the fleet is docked.

Supplying from the National reserve

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

1. Select the command ORD from the main menu, and the sub-command
BASE.
2. Select the base from which supplies, planes, materials, or
troops will be pulled.
3. An informational screen showing base resources will be displayed.
Select SUPPLY from the menu bar at the top of this screen.
4. Base resources will be displayed with numbers in three columns
showing: the amount currently allocated to the base, what changes
you would like to make, and reserves available to draw from National
Reserves, 'SPLY'.
5. Select an item to change.
6. The message 'Set the Amount' will be displayed at the bottom
of your screen. Enter the amount you would like to allocate to
this base (either higher or lower than the amount in 'Goal').
7. If you set a lesser amount the balance will go into SPLY (National
Reserve). These reserve items will then become available for
supplying on ships and bases.


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

Assigning fleet commanders

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

1. Select the command ORD from the main command menu.
2. Select the sub-command ARRANGE.
3. Then select the command FORMATION AT PORT or FORMATION AT
SEA (depending on whether your ships are at port or at sea).
4. Select the command SPLIT from the command choices presented
at the bottom of the screen.
5. Select the fleet for arrangement (to be split in this example).
6. Then select the fleet # of the empty fleet where you will
allocate ships.
7. A graphic screen will be displayed showing the ships in the
fleet in which you are performing this operation and the new (empty)
fleet to which you may transfer ships.
8. Do not make any changes to your fleet. Press the appropriate
button for the game system you're playing on to finish your fleet
changes, without making any changes, and confirm your changes
with Y.
9. A list of your available commanders will be displayed.
10. Select the officer to command.
11. A list of the fleets ships will then be displayed.
12. Select a flagship for the fleet.
13. You will then be returned to the Main Menu.


Supplying bases

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

1. Select the command ORD from the Main Menu.
2. Then select the sub-command BASE.
3. A listing of all your bases will appear with statistics denoting
the bases' capacity for: Iron and Oil production, Industry, re-fueling
and supplying fleets. Other statistics display information on
Friendliness, Base Endurance, etc.
4. Bases listed can be supplied with Fuel, Equipment, Troops,
and Ships or these bases can supply your National Reserve if they
are producers of Iron, Oil, or have Industrial capacity. Select
the base to be supplied or which will supply an item from the
base list.
5. A base status window will open with a small command bar displayed
across the top.
6. Select the command SUPPLY from the command bar.
7. A new window will open showing a listing of items held in
the base inventory. Each line shows the name of an item, how
much is currently held at the base in the first column headed
NOW, a second column where changes may be made to the amount held
at the base (either more or less) headed GOAL, and a third column
headed SPLY showing how much of an item is available in the National
Reserve.
8. Use the directional control pad to move the highlight up and
down in the column headed GOAL to select an item to change.
9. Select the item to change and the query 'Set the amount' will
be displayed. Input a number for the item, more to increase the
supply, less to decrease the supply, and place the balance into
the National Reserve.
10. Select 'Y' to confirm your item change.


First Fleet involvement

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

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

1. Select ORD at the #1 fleet command menu, and the sub-command
FLEET. A list of fleets will be displayed.
2. Select the fleet to which you would like to redirect or issue
new orders. Statistics for the selected fleet will be displayed
with a menu bar across the top.
3. Select DUTY. The fleet's current mission will be displayed
with the question 'Mission Change (Y/N)?'
4. Select Yes and the command options will be displayed.
5. Select a fleet command from the list: Attack enemy base, Gather
intelligence, Attack fleet, Port call.
6. A map of the Pacific will be displayed. Move the cursor near
the coordinates of your new objective and select it. A smaller
tactical map will then pop open allowing you to select the objective's
coordinates with finer control.
7. You will be returned to the fleet's sub-command screen.
8. You may select another fleet to issue orders to by returning
to the fleet list or by backing out completely through the command
menus to the Main Command Menu.


Moving the #1 fleet

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

1. Select TACT from the Main Command Menu, then MOVE from the
sub-menu.
2. A new window will open showing a smaller tactical map of the
Pacific Ocean. The message 'Determine fleet's speed (1-20)?00'
will be displayed. Enter the speed by which you would like your
# 1 Fleet to travel.
3. A cursor will appear in the tactical map window once the fleet
speed has been set. Use the cursor to set the distance and the
direction you would like the # 1 Fleet to traverse. Set your fleet
speed. Your top speed is limited by the slowest ship in your
fleet, freighters, troop carriers, submarines, etc.



Note: The # 1 Fleet, unlike your other fleets, must be manuevered
around islands and through channels. The message 'There is Land
in the way' will be displayed anytime you try to cross a land
mass during fleet manuevers.
1. Answer Yes to confirm the fleet movement after setting your
course.
2. Select the command REST from the Main Command Menu, once you've
returned to it, then the command ARRIVAL from the sub-command
menu. You will not have to issue further commands to the # 1
Fleet until it has arrived at the destination selected during
fleet movement.

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Elements of Strategy

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Aircraft Carriers can only be supplied with Planes and Rockets
when in the Home Port. Supply Planes to carriers and dispatch
new carrier groups as you bring older carrier groups back to
Home Port for repairs and new planes.
0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z РУС