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You can mix-and-match different strikes and parcel them out to your subs, ICBMs, and strategic bombers. It's absorbing, realistic, and will really teach you a few things about organizing nuclear strikes;) If you have trouble toIf the manual is missing and you own the original manual, please contact us. Just one click to download at full speed. DOS Version Download 212 KB Manual 3 MB Developer: Frankenstein Software Download 468 KB. In this simulation, the player assumes the role of either the Chief Target Planner at the Strategic Air Command (US) or the Commander of the Strategic Rocket Forces. The Computer will play the role of the US or Soviet President and evaluate your progress. All other Soviet and American forces are on day-to-day alert. Based on the picture that your leader is given, your success in applying the nation's strategy to accomplish your assigned task will be judged. The political leader will take into account such factors as casualties inflicted and taken, target kills versus losses, and the effectiveness of the communication network. You can edit this page to create it. The GUI was primitive but sufficient. The game had no sound effects or music. The game included thousands of ICBMs, bombers, nuclear subs, SAMs, cities, etc. It was a tactical real-time strategy game. The GUI included a map of the northern hemisphere representing NATO and Warsaw pact nations. This game was enthralling and I remember sitting and playing for hours trying to bring the Soviets to their knees. It might have been declassified military intelligence software. I cannot find a hint of it on search engines. I believe I picked it up at alt.bin.old-games on USENET six or seven years ago. If so I think it should be included on Abandonia.com's list with the manual. Thank you for your time. It's absorbing, realistic, and will really teach you a few things about organizing nuclear strikes;) Reviewed by: Underdogs. Intresting game otherwise. http://dbchouse.com/images/brivis-wombat-heater-manual.xml
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Makes me wonder how mod-able Defcon is Utterly unplayable, to me. There wasn't even a good track of incoming attacks. Still, I enjoyed it for a while. Unplayable, but interesting. I'm not sure what the overall objective is.Should make the game a LOT more realistic. Have you considered registering for an account. Come join us and add your take to the daily discourse.For a better experience, please enable JavaScript in your browser before proceeding. It may not display this or other websites correctly. You should upgrade or use an alternative browser. It allows the player to take command of either the Commonwealth of Independent States or the Untied States nuclear weapons (Air, Land, Sea) in attempt to win a limited war against your opponent without escalating it to Armageddon, while also controlling alert status, and deployments of subs and bombers. There used to be a copy of the manual floating around, but I lost mine in a hardrive crash years ago and I've never seen another one posted. The game works with Dos box perfectly fine. You may want to mute your sound to ignore beeps and such, which are mildly annoying. The game appeared on the Amiga (and apparently in some updated in 1996, but I think it's just a port). I have never beaten the game, the best I can get is a draw. I have encountered one person who claims to have beat the game as the Russians (using SS-18 silo killers) against US silos and sub bases. I have to point out this isn't some amazing game, cruelly ignored by the public (it apparently got crap reviews when it first came out). CVG also lists it as one of the worst games ever made. Here are the few if any strategy posts I can find on the game. Taken from House of the Underdogs It's absorbing, realistic, and will really teach you a few things about organizing nuclear strikes I tend to think winning as the Russians is far more likely than beating the US. http://3t-t.com/User_File/UpFile/20200830055906_YnJrLTE4MzlpLW1hbnVhbA==.xml
The game itself can be found on numerous websites (such as the house of the underdogs) and is less than 400kb Good luck, if you think you're up to the challange. Description Bravo Romeo Delta is a single player game that allows you to control either the United States' or the USSR's nuclear arsenal during an escalating exchange. Its interface is very basic, with only four screens for reports and input. The game plays in real time and can be set faster. There are dozens of different weapon systems at the player's command, including: air dropped gravity bombs, sub-launched ballistic missiles, ICBM silos, and mobile launchers. Data for each weapon and vehicle is accessible. Locations are displayed as geographic coordinates. Success at destroying a chosen target relies on several factors such as weather or hardness penetration of an attacking missile. The game begins as a Soviet submarine has launched a salvo of three missiles at the United States. The computer player reacts to a slow escalation in kind, but if population centers are attacked will realistically mutually assure destruction. Game objectives are very hard to achieve. In standard military fashion, this list of objectives eventually became an acronym, BRD, which in the phonetic alphabet Western militaries use to avoid communications confusion would be spelled out “Bravo Romeo Delta.”) Very little information is available about it online, save that it was published in the early ’90s, there was also a version of the game for the Commodore Amiga, and that it sold poorly enough that a few years later the developers of the Amiga version were looking to sell the rights and source code for the game to anyone willing to buy them. Whether the Amiga version or the MS-DOS version came first is unclear, as is whether the developers of the Amiga version (Frankenstein Software) also did the MS-DOS version or handed it off to another company to port instead. http://www.diamondsinthemaking.com/content/3g-wifi-router-manual
You are, in other words, fighting what the books call a “ limited nuclear war, ” not a complete, throw-everything-and-the-kitchen-sink-at-’em Armageddon. I can’t confirm this since I’ve only played the CC version, but if it’s true, it’s ahistorical; for many decades, NATO doctrine for a war with the Soviets revolved around the idea that the West would be the first side to reach for its nukes, because doing so would be the only way NATO could stop the Soviets’ much larger conventional army and air force from rolling over Western Europe.) In fact, it happens quite often. It’s the main way you can lose a game; you miscalculate, throw a little too many warheads at a few too sensitive targets, and the computer player on the other side says “screw it” and hits you with everything it’s got. Then you have no choice but to hit him with everything you’ve got in a desperate bid to flatten his missiles and bombers and submarines before they can hit you; and boom, it’s Armageddon. Practically no concessions have been made to make the game easy to approach or understand. Everything is driven with a few keyboard keys, and hitting the wrong key at the wrong time can result in an order being given that the game gives you no way to rescind. The result is a hardcore nuclear war simulation that would only ever have been of interest to people steeped in the subject matter. Then oh, man, this game will fascinate you. The complete range of Cold War nuclear weapons is at your fingertips, from air-dropped bombs to cruise missiles to sub-launched and ground-based ICBMs, with each one modeled to represent accurately its destructive power, range and reliability. And a huge database of potential targets is provided for both sides — not just cities, but bomber and submarine bases, radar stations and interceptor squadrons, industrial facilities and political power centers. http://flordeyebenes.com/images/bravo-3-repair-manual.pdf
This is a game where you don’t say “I’m going to strike their missiles before they can launch them,” you say “I’m going to throw four submarine-launched SS-N-20 missiles at the Malmstrom Air Force Base missile fields in Montana.” Not that you have much choice, at the opening; when the game starts, you have approval from the political Powers That Be to use only thirty warheads in total. (Only!) But as enemy warheads start to fly, the politicians quickly start raising that figure; it’s the rare game where it takes more than a couple rounds of thermonuclear back-and-forth before the restrictions completely come off. At that point, the only thing holding you back is your strategic calculation of how much force is too much. (And your conscience, if you have one.) Not every nuclear weapon in your arsenal is suitable for every target; targets have varying degrees of “hardness”, indicating how much blast force they have been built to withstand, and the harder the target the more clever you have to be to actually destroy it when you hit it. Some targets, like NORAD headquarters at Cheyenne Mountain in Wyoming, are so hardened that only a few of your weapons could possibly take it out. So, if your opening gambit involves hitting NORAD first in a decapitation strike, how many of those 30 warheads do you allocate for that task. Do you launch just one or two bunker-busters and hope for the best while maximizing the number you have available for other targets, or do you plaster the Mountain with five or ten or twenty to try and be certain? The other side is acting too, and they can neutralize your strikes before they land: bombers can be shot down, missile submarines sunk, missile fields nuked. http://glosunspa.com/wp-content/plugins/formcraft/file-upload/server/content/files/162854d9c45c28---bushnell-10-70x70-manual.pdf
This puts pressure on you to dedicate at least some of your attacks to so-called “ counterforce ” targets; a fighter that you destroy on the ground can never shoot down any of your bombers, an attack sub that sinks in Norfolk harbor because you blew up Naval Station Norfolk before the sub could warm up its reactor and get to sea will never sink one of your missile subs, and so forth. But put too much explosive megatonnage into counterforce targets, and you can prompt the Armageddon you’re trying to avoid. Most of your subs start off idling in their bases; most of your bombers start off sitting on the ground. All of these “sitting ducks” are just as tempting to the Americans as their sitting ducks are to you. You can limit the amount of damage they can do by pushing up the alert status of particular units — a submarine sitting in port, for instance, can be told to put to sea, where it will be safe from any attack on its base. But warming up a nuclear submarine’s reactor so it can start sailing is a process that can take hours, so your order won’t be carried out right away. And the enemy has satellites that can observe such things as the comings and goings of nuclear submarines; if you suddenly try to “flush” all your submarines out to sea, or order your bombers off the ground and into “airborne alert” status, they may take it as a sign of an imminent major attack and move pre-emptively to hit you with the Armageddon blow before all those sitting ducks can fly away. Like I said above, one of the things the game tracks for each weapon in your arsenal is a failure rate. I don’t know what these look like for American weapons in the original version of the game, but for Soviet weapons, they are depressingly high. The Soviet nuclear force in the game contains a huge variety of different kinds of weapons, but only a few of them offer anything like the kind of reliability you’d generally want from a weapon of mass destruction. http://bacvietexpress.com/upload/userfiles/files/black20u002620decker20flavor20scenter20steamer20plus20manual.pdf
Submarine-based missiles, for example can have failure rates on the order of 50-60, meaning that for every two missiles you order fired, probably only one of them is actually going to make it all the way to the target. Land-based missiles are more reliable, but not infallibly so; they “only” fail about 20-30 of the time. Even the best weapons you have suffer failure rates of 15.Playing it a few times will give you a new appreciation for how absurd the whole idea of “limited nuclear war” really was — how hard it would have been to stop such a war, once started, from snowballing into the end of the world. Which will make you thankful that nobody ever had to try. For his sins, he lives in Alexandria, Virginia.If you buy something from Amazon after following those links, I may receive a commission. The opinions are all mine, folks. Nobody else's. I'm not a therapist, and I'm not a miracle worker. I wish I could help you work through your delusional belief that I'm speaking for anyone else but myself. Honestly, I do. But in the end, that's a monkey you'll have to get off your back on your own. Sorry. There have been a few games making it to the PC which are interesting. DEFCON probably being the most recently well known. But I would like to know if there are any out there taking a more hard sim kind of look at the subject. Any ideas? Can’t remember if I ever tracked it down or not. What aspects of it do you think would be fun to game? It’s sort of a “the only way to win is not to play” kind of nukler standoff game. Nuclear War for its beer and pretzel approach nicely converted from the card game. I never figured out if Bravo Romeo was a sim or just pretended to be one. I never got my head around it and I thought I would track it down again but considering its age I thought I’d let it go. Humanity’s annihilation in a mushroom cloud of hubris, I can see how that would be distasteful but I take a pragmatic view and don’t have any problem playing missile command. {-Variable.fc_1_url-
It’s also interesting to see what the designers do with victory conditions when pretty much every resolution is some degree of horrific. Was there ever any real strategy. It always seemed to a game ruled by random chance. It was a pretty good representation of the face-off between the US and the USSR. You researched and built specific weapon systems, played out global affairs, and eventually someone would get bored and push the button, at that point the game turned into a hex-based strategic wargame. It’s the kind of game that I would be looking for. I wish more of this would get ported over but in this tripple A time they wouldn’t have compelling sales projections. Not feeling too good about the victory I had but it did remind me of what a nice little experince DEFCON is. Not the hard sim experince I really want but the way it abstracts is very well designed. It seems to give something of an overview as to how the game is played, and I intend to go back and watch the whole thing at some point. I’m eager for your report already. How about now? Now? When is it coming already ? It’s sort of a “the only way to win is not to play” kind of nukler standoff game. The advantage of this golden age of gaming is that I have rifled through the virtual box so to speak by reading the rules and supplemental tables from boardgamegeek and consimworld. Not having played through it and experincing how a turn really flows is missing. I do have a fair ammount of experince with games in general and I’ll provide some commentary but they’ll only be best guesses at this point. That is my big caveat before I go on to give my impressions. I’m not exactly sure how to parse that but I’d say it’s got about as much going on as maybe Twilight Struggle or similar designer game. This is a wargame but Case Blue or Advanced Squad Leader it is not. First Strike hit’s a pretty good level of abstraction versus simulation. http://baharemadinah.com/wp-content/plugins/formcraft/file-upload/server/content/files/162854db19fc9e---Bushnell-3x9-scope-manual.pdf
I don’t know if I just can’t learn things like I used to, probably, but it seems to be missing some clarity and the organization is a little spotty. The game is DTP or after I looked it up Desk Top Published so I am assumeing it doesn’t have the benefit of editing and quality assurance that oh say GMT or Fantasy Flight would be able to provide. Fair enough. The rules do seem to make sense and while I had a little trouble with some concepts the general nature of actions and capabilities seemed intuitive.It is a projection of the Northern Hemisphere with the north pole in the middle Russia on one side and the United States on the other. As near as I can tell just about everything down to the equator. The choice seems appropriete given the scale of the conflict but it does seem to get crowded in Europe. There’s a hex overlay for the most part but within europe and some other areas the hex’s get fudged into areas. You’ll have large portions around the map mostly vacant but right there in Europe depending on how thick you make your counters, yep DTP means you get to figure out how to do that, you will have quite a few stacks. Well maybe not, the rules do seem to make some kind of sense and it’s begging me to play it and see how it turns out. The options avalible are weighty and the victory conditions present an interesting goal to work toward. Winning is no good for a nation if it doesn’t survive to collect it’s medal. This is where I’m dying to play and see how it plays out. Will the players stay focused on the strategic targets and the collection of VP. How do you string along you opponent so you survive and still win. Of course you can just go with the name of the game and on turn one pray you get initiative and level the opposing forces hoping to destroy enough to minimize the retailatory capability. Interesting ideas then you consider that people were actually trying to apply that in a real world situation. BACSIHA.COM/public/ckfinder/userfiles/files/black u0026 decker flavor scenter steamer manual.pdf
SIOP stands for Single Integrated Operating Plan and ammounts to the nuclear playbook. Every weapon in the game is assigned to a SIOP you choose and along with it it’s target package. For instance you can select a SIOP that focused on Counter Force and you would have bombers and missiles targeting enemy airfields, silos and ports. Or, you’re behind and in the biggest FU to the world you choose that Counter Valance SIOP and turn cities into rubble. Selecting a SIOP is done as one of your valuable actions which alternate I go you go. You cannot attack a target not on your current SIOP and you cannot attack with a weapon platform not on your current SIOP. You are allowed to hide the SIOP by writing it down and once the attack is initiated then the SIOP revealed to ensure that it was a 'legal move. The SIOP mechanic starts to lose its significance when you learn that SIOPs can have other SIOPs mentioned as executable within them. It then becomes a matter of selecting these more or less all encompassing SIOPs and you can pretty much attack as you like. You can elect to openly declare your SIOP and if your opponent sees that you are willingly limiting yourself to a theater or to strategic targets that may do something for player to player negotiations. I would love to see how that plays out. The messy rulebook and DTP production values are slight obstacles that I hope won’t impair the actual play too much but I think there’s potential here. Go out and buy it. Well I can’t tell you all to do that. But, if you’re curious do read the rules and look at what’s avalible. Is it integrated into the gameplay very well. In other words, is there much of an “interface” for managing that. You make it almost sound like each player is jotting down stuff on sheets of paper. These specific units are only available to attack those targets. That is why SS18 1 through 6 are on this package. Other SS18s are on other SIOPs. Per turn you can only operate under one SIOP and it cost an action to change it. When you look at the player sheet you see that this particular SIOP when you fold in those optional ones gives you close to free reign. That’s why I say the SIOP mechanic is interesting but kind of a missed opportunity. I think they’ll ultimately really only be useful if at all as a way for the player to restrict themselves, by maybe choosing a theater specific SIOP that doesn’t reference others, as a way of negotiating limiting strikes. I’d happily answer and clarify what I may have missed. No American missiles were approachin g and the computer detection system was malfunctioning. It was subsequently determined that the false alarm had been created by a rare alignment of sunlight on high-altitude clouds and the satellites’ Molniya orbits. See media help. The ITU phonetic alphabet and figure code is a variant. A 1955 NATO memo stated that:In practice these are used very rarely, as they frequently result in confusion between speakers of different languages.Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. The unusual pronunciation of certain numbers was designed to reduce confusion as well.It has been used often by information technology workers to communicate serial or reference codes (which are often very long) or other specialised information by voice. Most major airlines use the alphabet to communicate passenger name records (PNRs) internally, and in some cases, with customers. It is often used in a medical context as well, to avoid confusion when transmitting information.Without proper rendering support, you may see question marks, boxes, or other symbols instead of Unicode characters. For an introductory guide on IPA symbols, see Help:IPA. The specific problem is: many undefined acronyms appear in the text Please help improve this article if you can. ( June 2020 ) ( Learn how and when to remove this template message ) The qualifying feature was the likelihood of a code word being understood in the context of others.Also, although all codes for the letters of the alphabet are English words, they are not in general given English pronunciations.The Alliance for Telecommunications Industry Solutions (ATIS) gives English spellings, but does not give pronunciations or numbers. The ICAO, NATO, and FAA use modifications of English numerals, with stress on one syllable, while the ITU and IMO compound pseudo-Latinate numerals with a slightly different set of modified English numerals, and with stress on each syllable. Different agencies assign different stress patterns to Bravo, Hotel, Juliett, November, Papa, X-ray; the ICAO has different stresses for Bravo, Juliett, X-ray in its respelled and IPA transcriptions.The experience gained with that alphabet resulted in several changes being made during 1932 by the ITU. Other British forces adopted the RAF radio alphabet, which is similar to the phonetic alphabet used by the Royal Navy during World War I. At least two of the terms are sometimes still used by UK civilians to spell words over the phone, namely F for Freddie and S for Sugar. The CCBP (Combined Communications Board Publications) documents contain material formerly published in U.S. Army Field Manuals in the 24-series. Several of these documents had revisions, and were renamed. For instance, CCBP3-2 was the second edition of CCBP3. According to a report on the subject:In a few instances where none of the 250 words could be regarded as especially satisfactory, it was believed possible to discover suitable replacements. Other words were tested and the most intelligible ones were compared with the more desirable lists. But the International Air Transport Association (IATA), recognizing the need for a single universal alphabet, presented a draft alphabet to the ICAO during 1947 that had sounds common to English, French, Spanish and Portuguese.Confusion among words like Delta and Extra, and between Nectar and Victor, or the unintelligibility of other words during poor receiving conditions were the main problems. Later in 1952, ICAO decided to revisit the alphabet and their research. To identify the deficiencies of the new alphabet, testing was conducted among speakers from 31 nations, principally by the governments of the United Kingdom and the United States. In the United States, the research was conducted by the USAF-directed Operational Applications Laboratory (AFCRC, ARDC), to monitor a project with the Research Foundation of The Ohio State University.It was finally adopted by the IMO in 1965. Juliett is spelled with a tt for French speakers, because they may otherwise treat a single final t as silent.Retrieved 2 July 2018. National Communications System. 23 August 1996. Archived from the original on 13 March 2013. Retrieved 30 January 2019. Retrieved 30 January 2019. Retrieved 22 August 2010. Retrieved 7 May 2019. Archived from the original on 26 June 2019. Retrieved 23 January 2019. Retrieved 11 August 2014. Retrieved 1 November 2017. Retrieved 23 January 2019. Retrieved 31 January 2019. Retrieved 28 January 2019. Retrieved 30 January 2019. Retrieved 30 January 2019.Farlex, Inc. 2012. Retrieved 27 June 2020. North Atlantic Treaty Organization. By using this site, you agree to the Terms of Use and Privacy Policy. October 1955 (SCB 132) Builder: September 1962 to January 1964 Stricken: Essentially unlimited Test depth: She was converted to an attack submarine in 1962 and became the flagship for the Commander, Submarine Forces, U.S. Atlantic Fleet ( COMSUBLANT ) in 1964. She was decommissioned in 1969, the first U.S. nuclear submarine to be taken out of service. Julien's Creek Annex of Norfolk Naval Shipyard in Portsmouth, Virginia as part of the reserve fleet until 1993, though she was struck from the Naval Vessel Register in 1986. In 1993, she was towed to Puget Sound Naval Shipyard to await the Nuclear Powered Ship and Submarine Recycling Program. The former Triton landed on the keel resting blocks in the drydock basin on 1 October 2007 to begin this recycling process, which was completed effective 30 November 2009. Triton ' s sail superstructure was saved from the recycling process and is now part of the USS Triton Submarine Memorial Park located on Port of Benton Boulevard in Richland, Washington.Triton was designed in the mid-1950s as a radar picket submarine capable of operating at high speed, on the surface, in advance of an aircraft carrier task force.A submarine version of SPS-26, designated BPS-10, was under development, and it was slated for installation on Triton.A December 1955 long-range naval planning report envisioned five carrier strike groups, each supported by two radar picket submarines. The total force included two non-nuclear Sailfish -class submarines and eight nuclear submarines.Her knife-like bow, with its bulbous forefoot, provided improved surfaced sea-keeping for her radar picket role.Her S4G reactors were seagoing versions of the land-based S3G reactor prototype.The number one reactor supplied steam to the forward engine room and the starboard propeller shaft. The number two reactor supplied steam to the after engine room and the port propeller shaft.The Mark 60 system was a 249.8-inch (6,340 mm)-long hydraulic-launch tube that did not have power handling capability.The 1956 program not only completed the final authorization for all of the U.S. Navy's first-generation nuclear submarines, but with Skipjack, it also marked the initial authorization for a second-generation nuclear submarine.Her length presented Electric Boat with many problems during her construction. She was so long her bow obstructed the slipway's railway facility, used for transporting material around the yard. Consequently, the lower half of her bow was cut away to facilitate yard operations, and the bow was re-attached just days prior to her launch. Similarly, the last 50 feet (15 m) of her stern was built on an adjoining slip and attached to the rest of the hull before Triton ' s launch.An internal Navy memorandum set forth four options for the submarine's extended use. These included configuration to serve as a command ship (SSCN) for a fleet or force commander, an advanced sonar scout for the fleet, a Regulus missile submarine ( SSGN ), or a minelaying submarine.On 2 October 1958, prior to the nuclear reactor fuel being installed, a steam valve failed during testing, causing a large cloud of steam that filled the number two reactor compartment, and on 7 April 1959, a fire broke out during the testing of a deep-fat fryer and spread from the galley into the ventilation lines of the crew's mess. Both incidents, neither nuclear related, were quickly handled by ship personnel, with Lt.These trials were conducted under the supervision of Rear Admiral Francis Douglas McCorkle of the U.S. Navy's Board of Inspection and Survey (INSURV).For many years strategists have speculated on the possibilities of tankers, cargo ships and transports that could navigate under water. Some of our more futuristic dreamers have talked of whole fleets that submerge.The mission's objectives were set forth in the published ship's log ( pictured ):Additionally, for reasons of the national interest it had been decided that the voyage should be made entirely submerged undetected by our own or other forces and completed as soon as possible.She arrived in the middle Atlantic off St. Peter and St. Paul Rocks on 24 February to commence a history-making voyage.
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