SHELLS OF FURY... BUT THE VEILS OF WRATH WERE FULL. (Sir Winston Churchill on the Beginning of World War I)

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2 SHELLS OF FURY... BUT THE VEILS OF WRATH WERE FULL. (Sir Winston Churchill on the Beginning of World War I)

3 INTRODUCTION Welcome to the very first submarine simulation for World War I! This game and the accompanying manual contain deep insights into the abilities of the German submarine fleet. Have fun with Shells of Fury: 1914! RECOMMENDED SYSTEM REQUIREMENTS CPU: Pentium IV 2.4 GHz (or similar) RAM: 1024 MB Operating System: Windows XP with DirectX 9.0c DirectX 9.0c (current drivers are available on the game CD-ROM) Video Card: 100% DirectX 9.0c compatible card supporting shader 2.0 and 256 MB Sound: 100% DirectX 9.0c compatible sound card Hard Disk: 2 GB free space, DVD drive Windows compatible keyboard and mouse Note: Laptops, Athlon XP processors and on-board video cards may work with this game, but they are not supported. Current drivers are recommended in every case. TECHNICAL SUPPORT Should you experience a technical problem concerning the operation of this product, please contact our technical support staff. Before you call, please read the README.TXT file on the CD to see any last minute recommendations pertinent to your problem. Also, check out the Support page on our web site listed below. When you call, please be at your computer and have the following information available: Computer make and model; Windows version; Total system RAM; Total Hard Drive space; Video card make and model Phone: (514) , Mon.-Fri. 9am-5pm Fax: (514) , Attn: Support Internet For prompt technical support via , please fill out our online form at For any other technical support questions or concerns, contact us at support@strategyfirst.com Strategy First web site: 2

4 INSTALL / UNINSTALL GAME To install the game, insert the CD-ROM. Wait until the start screen appears, then follow its instructions. If you have disabled the auto-start function, open the windows explorer from the start menu in order to look at the CD s contents. Then search for setup.exe and double-click that file-name to start the installation. To uninstall the game, choose the option Uninstall Game from the start menu. Alternatively, you may wish to use the Software tool in the system preferences. To use this method, first click on the entry for the game and then on the button change/remove. After the game itself has been removed by uninstalling, newer files such as saved games will remain on the hard disk. STARTING THE GAME Choose 1914 Shells of Fury in the start menu. The game will start, bringing you to the main menu. Further information is presented in the following pages of this manual. HINTS, TIPS, & INFORMATION After starting a mission go directly to the map room (using F3) to find the target areas. If they do not appear, click on the minus symbol in the upper right corner. Current mission briefings can always be found in the captain s room (using F10). Pay attention to obstacles (such as peninsulas of land) between two route markers. Even in automatic mode, hitting such an obstacle will sink your submarine. If you don t want to wait (in real time), you may use the time acceleration option (using the Page Up and Page Down keys) to speed up the game (to a factor of 1024). Outside the map screen, time acceleration is limited to a factor of 16. Note: time acceleration is automatically deactivated when a hostile ship comes into view. A mission ends when your submarine enters the radius of the home base, even though you may not have sunk all targets or completed other mission assignments. Before starting a torpedo run, check angle, range, speed, and depth settings for that torpedo. Note: even automatic aiming of the torpedo does not guarantee a hit: everyone misses the mark from time to time! 3

5 MAIN MENU SINGLE MISSIONS In this menu you will find training missions to help you learn more about submarine navigation and weaponry, as well as historical based missions and imagined scenarios set during submarine warfare in the years 1914 through On the left side you will see a list of possible missions. Select one with a mouse click to read a short summary of the mission, and information about the submarine you will be using. Click OK to load the selected scenario and begin to play. MISSION GENERATOR The mission generator allows you to create random missions using a number of parameters set as you wish, including weather, type of submarine, time of day, season, type and number of opponents, etc. Create the mission of your choice, then start your custom scenario by clicking on Start Mission. CAMPAIGNS This menu offers you the choice of a campaign covering WWI in its entirety, or any one of three campaigns that were operational during specific periods of the war. When you click Continue in the Results screen after finishing a scenario, your campaign will be saved as of that point. If you click the Back button instead, your results from that scenario will be ignored and the Saved Game marker will point to the settings as they were before you started the mission. SETTINGS The settings menu allows you to define the degree of realism in the game as well as to set the game to run in accordance with your system resources. 4

6 RESOLUTION The Screen Resolution defines the way the game is displayed on your screen. The game presents a number of possible screen resolutions. After you have selected one, activate it immediately by clicking on OK. Note: If you have chosen a screen resolution not suitable for your display, you may leave the game by pressing the Escape Key several times. Then make sure that the desktop has a resolution of at least 800x600 and 32-bit depth. While keeping the Left Shift Key pressed, restart the game. The screen resolution will stay the same as the game starts in window mode. Once the H2F logo has appeared, you may release the Shift Key. Later, go to the options screen and select a valid screen resolution. BRIGHTNESS/CONTRAST Change the brightness and contrast of your display using this menu. If the settings offered here do not meet your needs, it is also possible to alter the settings of your monitor or flat screen display itself for improved results. VOLUME Change the volume of the game s sound effects using this menu. DEGREE OF REALISM Unlimited batteries: your batteries won t be exhausted, thus allowing you to travel on battery as far as you wish. Unlimited fuel: your submarine will not use any gasoline/diesel, thus allowing you to travel any distance you desire. Unlimited oxygen: your submarine will not need additional oxygen, thus allowing you to stay submerged as long as you wish. Torpedo faults: activate or deactivate random torpedo failure: when this is option set to No, every torpedo will explode on contact with its target. Realistic convoys: activate or deactivate the way that hostile ships move: although realistic movement includes random changes of direction in order to avoid torpedo hits, this zig-zag action may be deactivated. Unlimited torpedoes: fire as many torpedoes as you like using this option (it is not, however, available in the campaigns). Show hostile torpedoes on map: activate this option in order to see others torpedoes, thus making it easier to avoid being struck by them. 5

7 Easier damage: use this option to make it easier to inflict severe damage on hostile ships. Free positioning of submarine: use this option to place your submarine freely on the map (use the q key in combination with the function center on mouseclick. VIDEO SETTINGS The video menu allows changing the effects and optimizing the speed of the game. The following settings are available: Anti alias 2x Anti-aliasing 4x WideScreen 16:10 Water: High detail water Sky: High detail sky Mirror Volumetric Objects Mirror Ships Smoke Mirroring Mirror Sun High Detail Mirroring SAVE Click on Save All Settings in order to save all your changes for use in future missions. MODELS Here you may view the military and civilian ships that participate in all the mission scenarios of this game. Look here for information on the speed, size, and weaponry of your potential opponents. KEYBOARD SETTINGS Keyboard shortcuts used are as follows: F-Keys F1: Bridge F2: Control Room F3: Map Room F4: Torpedo Room F5: Deck Gun 6

8 F6: Machine Gun F7: Binoculars F8: Periscope F9: Radio Room F10: Captain s Room F11: Damage Report NUMERIC KEYPAD STANDARD: 4: Turn Left 6: Turn Right 8: Look Up 2: Look Down 5: Center View on Direction of Movement +/-: Zoom In or Out (binoculars and periscope) ALTERNATIVE KEYBOARD SETTINGS FOR NOTEBOOK COMPUTERS: Alt / : Look Left Alt / : Look Right Alt / : Look Up (not possible with periscope) Alt / : Look Down (not possible with periscope) Alt / Enter : Center View on Direction of Movement Alt / Page UP : Zoom In (binoculars and periscope) Alt / Page DOWN : Zoom Out (binoculars and periscope) Cursor Keys - Turn Left - Turn Right - Accelerate (speed) - De-accelerate (speed) Keyboard Settings c: Torpedo Camera h: Stop Engines j: Set Rudder to Zero (your course is reset) y: Switch Engine (between fuel and batteries) l: Lock Torpedo (on target) u: Empty Ballast Tanks (submarine surfaces) o: Flood Ballast Tanks (submarine dives) p: Flood Ballast Tanks (submarine dives approximately 20 meters deeper) 7

9 g: Fire Deck Gun a: Activate/Deactivate Autopilot (set course in map room) q: Center Submarine on Map (map room) TAB: External Camera (the view is parallel to the submarine) Page : Change Time Acceleration (0 = pause) STRG: Fire Torpedo Without Lock ESC: Exit Mission / Menu / Program Special Key Functions Numeric keypad 8/2: Periscope Up/Down Numeric keypad 8/2: Torpedo Camera On/Below Surface Numeric keypad 8/2: Change Range of Deck Gun VIEW MODELS +/-: Zoom In/Out Page : Show Next/Last Ship Cursor Keys: Change View THE SUBMARINE THE BUTTON BAR Different control areas for your submarine are shown on the lower part of the screen. When diving, unavailable functions are hidden. Abandon Submarine Order your crew to abandon the ship and sink it. If you are fortunate, you will be rescued by a German ship and be able to continue the campaign. 8

10 Emergency Dive Submerge quickly if in great danger. Note: this command takes you to about 20 meters below sea level. This action can be very dangerous, since, in many areas of the English Channel and the Baltic Sea, the bottom is less than 20 meters below the surface. Colliding with the ocean bottom will most likely destroy your ship. Dive Up Return your submarine to the surface using compressed air. This allows you to surface without needing to move the submarine forward or backward. Time The current time is shown. It is independent from your position (fixed to one time zone). Time Acceleration Speed up or slow down time within the game or pause it by setting the value to 0. Time acceleration is limited to a factor of 16 in all rooms except the map room, which allows the amazing speed of 1024 times normal. Contact with a hostile ship automatically returns the game speed to normal. Status Information The most important data concerning your submarine and its surroundings is shown here, including: Current Date Current Position Depth of Water at Your Position Remaining Shells Remaining Ammunition for Machine Gun List of Reports Reports are displayed here from all stations within the submarine, including sightings, torpedoes fired, and sinkings. 9

11 Automatic Firing of Deck Gun The deck gun may be used manually, or you may let your crew fire automatically on hostile ships, using one of three options: Fire on All Warships in Range. Fire on All Cargo Ships in Range. Fire on Any Hostile Ship in Range. Manual Use: No Automatic Firing. Note: Using the deck gun on a submarine is a difficult task, as the movement of the boat with each wave can cause you to aim high or low, losing your target temporarily. In order to conserve ammunition, take control of the deck gun, rather than firing it automatically. Hull Status Hull status is indicated by color (green = undamaged; red = heavily damaged). If the hull is destroyed, your submarine is lost! For a more detailed overview of damage to your ship, consult the Damage Report (by using F11). Detection Probability How likely is it that hostile forces will detect your approach? Detection probability depends on the weather, the distance to the nearest enemy, and whether you are traveling on the surface or at periscope depth (submerged). Note: Your submarine cannot be detected when you dive below periscope depth, as sonar was not available during WWI (although sound detection technology was undergoing development). Remember to dive deep enough that a destroyer cannot ram you. Diving undetected does not mean that you are free from all dangers, since an everincreasing number of ships carried depth charges (especially in the last years of the war) with which even submerged submarines could be attacked. Be prepared! 10

12 Autopilot When the green lamp is lit, your submarine will automatically follow the path set in the map room. When it reaches the last waypoint, you will be notified and the game will be paused. If you change a route manually, the green light will be turned off, indicating that the autopilot has been immediately deactivated. If you wish to continue along a preset route, press the A key or click the symbol. Knots The current speed of your submarine is displayed in knots. To change speed, go to the control room. Depth The current depth of your submarine is shown here. To change depth, go to the periscope or to the control room. Directional and Enemy Display The following items are displayed: The current direction of your submarine is shown by a submarine silhouette. A fresh change to your course is shown by an arrow in the direction of movement. Change the course by clicking on another direction. The yellow triangle indicates the current viewing angle, depending on the device (periscope or binoculars) that you are using, at different zoom levels. Colored dots at the boundaries of the circles show the direction that each ship sighted is traveling, as well as indicating its status (red = enemy; green = ally; blue = neutral). STATIONS Use the F-Keys (F1 to F10) to go directly to different stations on your submarine. Additional information concerning the use of each station is provided in the section Stations, next. 11

13 Sail (F1) From the sail, you can see the entire submarine. Control Room (F2) All the instruments controlling the submarine are shown here. Map Room (F3) Operational zones are displayed in the map room. Torpedo Room (F4) In the torpedo room, change the settings in order to fire your torpedoes precisely. Deck Gun (F5) Man the deck gun by using this symbol. Machine Gun (F6) Man the machine gun by using this symbol. STATIONS Binoculars (F7) On the sail, use the binoculars to identify ships from a great distance away. Periscope Room (F8) In the periscope room, all information necessary for a torpedo attack is displayed. Radio Room (F9) See incoming radio transmissions and send messages to the Admiralty. Captain s Room (F10) See current damage reports, read mission orders, write in your journal, and view the logbook. SAIL From the sail, you can see the entire submarine. Use the following keys on the numeric keypad to move around: 4: left 6: right 8: up 2: down 5: center on the direction of the submarine 12

14 Slow the rotation by using the shift key. If you press the right mouse button, the controls will disappear and you can rotate by using the mouse. CONTROL ROOM The main instruments of your submarine are controlled with the mouse: 1) Rate of speed: change the speed of your submarine by adjusting the rate of speed control. 2) Depth Gauge: define the depth you wish the submarine to go to. 3) Compass: Use the compass to set the course of your boat and to display it. The following instruments display information only (they have no additional function): Displays the current speed in knots. Displays the current position of fin and rudder. Displays remaining oxygen. Do not dive for too long or you may run out of oxygen, which would lead to the death of your crew. Displays available compressed air. If your boat is damaged and you must surface quickly, you will need compressed air to fill the ballast tanks. If you have run out of compressed air, you can only change your depth by using trimming when moving forward or backward. The supply of compressed air is renewed when running with fuel engines on the surface. Displays remaining fuel. See how much fuel is left, keeping in mind that fuel consumption increases at higher speeds, thus decreasing your range accordingly. The battery display shows how much power is left in your batteries. These are used mainly when submersed. Keep in mind that the battery capacity is very limited, and is quickly reduced when your submarine moves quickly. Always keep an eye on the battery level. When fuel engines are once used, the batteries will be recharged. 13

15 TORPEDO ROOM Here you may change all the settings necessary to fire torpedoes precisely. This is important if you wish to hit several targets at the same time. Define in advance which settings are to be used, so that a number of torpedoes may hit their targets simultaneously. Settings: 1) Choose which torpedo tube to configure. 2) Set the depth at which the torpedo advances on its target. 3) Define the speed at which the torpedo advances on its target. Keep in mind that the range of the torpedo is reduced at higher speeds; on the other hand, a higher speed allows a torpedo to hit its target more quickly, thus giving the target less time to react. 4) Fire a torpedo from the currently selected torpedo tube. If no target is locked in, a safety window will pop up preventing you from wasting a valuable torpedo. 5) Mines: the submarine class UC-II carries mines, which you release by using the mine-laying lever. Keep in mind that you should be moving at minimum speed at the very least, or else the mine you released will hit your sub from below. Displays: Three lamps show the status of each torpedo tube (green = ready; yellow = loading; red = damaged or out of torpedoes). If you have locked in a target, you will see a description of it and distance to the target, as well as heading, bearing, and direction of travel of the target (compass direction, not relative to your own heading). The torpedo list displays the maximum and estimated runtimes of all torpedoes en route to their targets. This lets you know if a torpedo has already missed its target, in which case you may wish to try another attack. 14

16 MAP ROOM GENERAL USE In the map room you may see the operational zones at seven different zoom levels. Click on one of the four arrows to move the visible portion of the map. At the first three zoom levels, no names (only their positions) are shown for important locations. Move your mouse cursor onto a location to see its name displayed in the lower left corner of your screen. Target areas and your home base are also shown on the map. When you complete a mission goal, the corresponding circle on the map disappears. TACTICAL USE You may use the map tactically during missions. At higher zoom levels, sighted ships as well as the positions of earlier sinkings are shown. Move the mouse cursor over a ship symbol to see information on that ship or sinking (displayed in the lower left corner of your screen). SYMBOLS Center on Submarine: Center the submarine on the screen. Center on Mouse Click: Click on any point on the map to center it onscreen. If you have activated free choice of submarine position (in the Realism settings), you may position your boat freely on the map by using the q key. This is useful in reducing long travel times from your base to the target zone and back to base. Remember to choose a position sufficiently far from hostile ships or they will be likely to open fire! Zoom In: Zoom in to see less of the map (with more detail). Zoom Out: Zoom out to see more of the map (with less detail). 15

17 Show Length: Hold the left mouse button to check the distance between two points on the map. When you release the mouse button, the two points will remain; if you move your mouse over one of these points, the distance and position will be shown in the lower left corner of your screen. The game will store a maximum of five different distances at one time. Show Radius: Hold the left mouse button to check the radius for an area on the map. When you release the mouse button, the center and the boundaries of the circle will remain; if you move your mouse over the center of the circle, the radius and the position of the center will be shown in the lower left corner of your screen. Place Mark: Set marks by clicking on the map with the mouse. Delete Waypoint/Mark: Use this function to delete waypoints or marks, by selecting them with a mouse click. Delete All Waypoints/Marks: Delete all waypoints or marks by clicking on this symbol and confirming. Define Route: Use this function to set a given route for the autopilot, defining as many as six waypoints. To select fewer than six waypoints on a route, click the right mouse button to deactivate the function. As soon as you reach the last way point you will receive a notice, the time will set to normal and the engines will be turned off preventing that you run into any obstacle. Delete Route: Use this function to delete an entire route. Show Frequently Used Areas: Use this function to display areas on the map where many ships are usually present. Show Mine Fields: Use this function to show the positions of mine fields on the map. A position will remain much the same for the entire war, although the density of the minefield will increase over time. 16

18 The lower portion of the map shows: Scale: Check the zoom factor at which the map is displayed. Geo Data: As you move over the map, the longitude and latitude of your position are displayed. Ship Information: Information on a specific ship (selected by moving the mouse cursor) is displayed. DECK GUN Use this symbol or the F5 Key to man the deck gun (if your submarine is equipped with one): To fire the deck gun, press G. To move the deck gun, use the following keys on the numeric keypad: 4: Left 6: Right 8: Up 2: Down As soon as you have locked on a ship, you can see it on the target sheet. This tool helps you see where your shells hit. The target is shown in the middle, with each ring around it indicating a distance of 50 meters. Each shell burst is shown for 15 to 20 seconds. This tool also displays the following information on your target and your gun settings: TARGET INFORMATION Information on Target (for example, Destroyer V-Class ) P: Direction of the Target (on the compass) R: Heading of the Target (degree) G: Target Speed (in knots) E: Current Distance to Target (in kilometers) Damage: Status of the Target 17

19 WEAPONRY INFORMATION Gun: Current Heading of the Gun Distance: Estimated Range of the Gun (in this position) Shells: Number of Shells Remaining At the top right, the current status of the gun is indicated (loading or ready). When the bar shows green, the gun is ready to be fired. Use the mouse wheel to see through the binoculars as you fire the deck gun, in order to see the target better. The movement of the gun is still controlled through the keyboard (rather than with the buttons for the binoculars). Note: Using the deck gun on a submarine is a difficult task, as the movement of the boat with each wave can cause you to aim high or low, losing your target temporarily. Shoot at the target when it is in the same position relative to your boat. MACHINE GUN To man the machine gun, click the correct symbol. To prepare the machine gun, press the right mouse button. The menu will disappear and you can move the machine gun with the mouse, firing by using the left mouse button. Use the mouse wheel to zoom in or out. The amount of ammunition remaining is shown in the lower left corner of your screen: each belt holds 250 shells and will be replaced automatically as soon as the current belt is empty. Leave the machine gun by pressing the right mouse button. The menu will reappear and you can change stations. 18

20 BINOCULARS To move the binoculars, use the following keys on the numeric keypad: 4: Left 6: Right 8: Up 2: Down 5: Center on the direction of the submarine To zoom in or out, click on the + and buttons below the binoculars, or press the + and keys on the numeric keypad. Slow the rotation by using the shift key. PERISCOPE In the periscope room, all information necessary for a torpedo attack is displayed. 1) Your submarine is always displayed in the middle of the map. Sighted ships are noted by a symbol on the map. The direction and range of the currently chosen target are also shown. Change settings for the depth and range of the torpedo in the torpedo room (F4). Since the land and the coastline are not displayed, always remember to check in the map room or through the periscope whether you are near land. Zoom in and out by using the + and - symbols. 2) Torpedo Tube: Choose between the tubes, depending on whether you wish to use bow or stern torpedoes. Lamps indicate the status of a chosen tube (green = ready; yellow = reloading; red = damaged or out of torpedoes). Clicking on the fire button fires a torpedo from the chosen tube. 19

21 3) Beside torpedo tube selection, you may check the settings for the torpedo chosen: Type Speed (in knots) Estimated Range (in meters) Depth Setting Time to Target (if locked) and Maximum Travel Time (in seconds) 4) Change the firing angle for the chosen torpedo by using the lever (this works only when a target has not yet been locked; once a target is locked, the angle is set automatically) 5) Switches under the periscope move the periscope and change its zoom level (2x or 4x magnification) Use the left button below the periscope to lock on a visible target, so that the next shot will automatically fire on this target Use the right button below the periscope to fix the view on the locked target Even after locking on a target, you can still use the periscope to look around you and see if there is danger in other directions 6) The pressure gauge shows the submarine s depth. Click on the pressure gauge to set a new depth for your boat. Coordinate your depth setting with how high you raise the periscope (this control is on the right side of the periscope) to find the perfect view. RADIO ROOM OVERVIEW COMMUNICATIONS Click Outgoing Radio Transmissions or Incoming Radio Transmissions to view the last radio transmission sent or received. Click on a transmission to see its content. Remember that radio telegraphy was quite new during WWI, so you won t be receiving very many transmissions; furthermore, it is questionable whether your weak sending equipment will be reliable over great distances. 20

22 SENDING A RADIO TRANSMISSION Click on Send Transmission to send different transmissions to the Admiralty. Choose between position and sighting reports, and especially sinking reports, in order to inform Admiralty of your successes. CAPTAIN S ROOM In the captain s room, you may see current damage reports, read mission orders, write in your journal, and view the logbook. 1) The damage report shows the status of all stations. A diagram of your 1 3 submarine is displayed here. As you move the mouse over a station, the color will indicate its status (if this station has been damaged), what damage it has taken, and how long repairs are estimated to take. Check the status of the pressure hull as shown at the top right corner of your screen. 2) Mission orders inform you of the background to and the targets of your mission. Keep in mind that the foremost task of your submarine is to sink tonnage! 3) The ship s logbook is the record of important happenings on the ship, including the time a mission starts, the firing of torpedoes, and the sinking of ships. Click on the lower corners of the logbook to turn its pages

23 SUBMARINES COASTAL SUBMARINE: CLASS UB-I Built: Displacement: 140 tons Length: 28 meters Width: 3 meters Draft: 3 meters Maximum Speed: 6 knots Crew: 14 Range: Approx. 1,600 nautical miles Machine Gun: 1 Mines: none Maximum Depth: Approximately 50 meters Torpedo Tubes: 2 Torpedoes: 2 Deck Gun: none During the first months of the war in 1914, as German submarine bases were being built on the Belgian coast, the German Admiralty demanded small submarines that would be useful in securing the coastline. The parts for these submarines, the class that would be known as UB-I, were produced in German shipyards, transported by train to their destinations, and assembled onsite. Although the UB-I had only two torpedoes and a limited operational radius and despite its having been produced without great planning or being given sufficient testing before being sent to the front this class proved very successful. 22

24 GASOLINE-POWERED SUBMARINE Built: Displacement: 610 tons Length: 57 meters Width: 6 meters Draft: 3 meters Maximum Speed: 14 knots Crew: 29 Range: Approximately 1,800 nautical miles Maximum Depth: Approximately 30 meters Torpedo tubes: 4 Torpedoes: 6 Deck Gun: none Machine Gun: none Mines: none After its first experiences in building U-1 in 1904, the German navy had quick success in building up the German submarine fleet. Even at beginning of the war, the German navy had submarines which fulfilled the basic demands of North Sea operations, including sufficient range, speed, and torpedo armament. These submarines, which were mostly gasoline-driven, proved themselves in the first months of the war, but soon changing mission requirements demanded additional features, changes that were fulfilled in upcoming models. 23

25 MINE-LAYING SUBMARINE: CLASS UC-II Built: Displacement: 490 tons Length: 50 meters Width: 5 meters Draft: 4 meters Maximum speed: 11 knots Crew: 26 Range: Approximately 9,400 nautical miles Maximum Depth: Approximately 50 meters Torpedo Tubes: 3 Torpedoes: 7 Deck Gun: 1 Machine Gun: 1 Mines: 18 Once the smaller mine-laying submarines of the class UC-I had proved themselves, the Admiralty decided to build a larger mine-laying submarine for missions on the high seas. Since the enemy was sweeping mines more successfully and with increasing speed, the number of mines to be deployed needed to be increased as well. While the earlier UC-I had no torpedoes or deck guns, this was changed for the UC-II, which received three torpedo tubes and a deck gun. 24

26 GASOLINE-POWERED SUBMARINE Built: Displacement: 860 tons Length: 65 meters Width: 6 meters Draft: 3 meters Maximum Speed: 16 knots Crew: 35 Range: Approximately 8,000 nautical miles Maximum Depth: Approximately 50 meters Torpedo Tubes: 4 Torpedoes: 6 Deck Gun: 1 Machine Gun: 1 Mines: none For the case of mobilization the admiralty had already planned building more submarines. So the first experiences from the front could be used to build more and better submarines. One of the most important improvements were engines with higher performance. These allowed acceptable speeds even with the additional deck installations like mines and deck guns. Also the range of the subs was increased by far and nearly all boats were equipped with deck guns. So this boat, with its many variations, became the backbone of the German submarine fleet in the first years of the war. 25

27 WEAPONRY TORPEDOES At the beginning of the war, German submarines used torpedoes of type C/06. It was quickly taken out of service, due to a number of technical problems, as well as its being easily detectable due to the bubbles given off during its run. The next standard torpedo, known as type G/06, had a maximum range of 5.5 kilometers and a payload of 160 kilograms of TNT. This was enough to destroy most ships except capital ships with a single torpedo hit. The problem was the high percentage of duds, a result of technical problems with the control system and ignition mechanism. 8.8CM DECK GUN A shortened model of the Rheinmetall 8.8cm deck gun was produced for the sole use of the submarine fleet. It turned out to be very robust and, as a result, became a standard item installed on all German submarines. Its main problems were having a low accuracy rate and a small supply of reserve ammunition. The deck gun was therefore used mainly to attack and destroy smaller targets; otherwise, ammunition consumption was far too high. MACHINE GUN 08 Early on, the machine gun type 08 became part of the standard weaponry installed on most German submarines. Later in the war, when threats by hostile air forces became greater, the machine gun was used mainly against aircraft. Nevertheless, diving was always the first option for a submarine when it came under air attack. 26

28 CREDITS H2F Informationssyteme Gmbh Project Manager Ralf O. Hildenhagen Sound/Music Andreas Fragel Gereon Klingen Graphics Tobias Klingen Programming Christian Kohler Uwe Kothe STRATEGY FIRST V.P. Product Development Richard Therrien Chief Financial Officer Sheldon Reinhart Director-European Operations Stewart Braybrook Business Development Manager Eman Wall Sales Manager Maria Loreto V.P. Systems Dave Hill Producer Brock Beaubien Technical Advisor Danny Kodais Graphic Design Manager Les Parsons Website Administrator Julianne Herten-Greaven Public Relations Coordinator Jasmine Goyer Technical Support Michael Guttman Robert Eaglesham 27

29 LICENSE AGREEMENT AND LIMITED WARRANTY PLEASE READ THIS LICENSE CAREFULLY BEFORE USING THE SOFTWARE. THIS DOCUMENT IS AN AGREEMENT BETWEEN YOU AND STRATEGY FIRST INC. (THE COMPANY ). THE COMPANY IS WILLING TO LICENSE THE ENCLOSED SOFTWARE TO YOU ONLY ON THE CONDITION THAT YOU ACCEPT ALL THE TERMS CONTAINED IN THIS AGREEMENT. BY USING THE SOFTWARE YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE. 1. Ownership and License. This is a license agreement and NOT an agreement for sale. The software contained in this package (the Software ) is the property of the Company and/or its Licensors. You own the disk/cd on which the Software is recorded, but the Company and/or its Licensors retain title to the Software and related documentation. Your rights to use the Software are specified in this Agreement, and the Company and/or its Licensors retain all rights not expressly granted to you in this Agreement. 2. Permitted Uses. You are granted the following right to the Software : (a) Right to Install and Use. You may install and use the Software on a single computer. If you wish to use the Software on more than one computer, please contact the Company for information concerning an upgraded license allowing use of the Software with additional computers. (b) Right to Copy. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and each copy of the Software are kept in your possession. 3. Prohibited Uses. The following uses of the Software are prohibited. If you wish to use the Software in a manner prohibited below, please contact the Company at the address, phone, or fax numbers listed above for information regarding a Special Use License. Otherwise, you may NOT : (a) Make or distribute copies of the Software or documentation, or any portion thereof, except as expressly provided in this Agreement. (b) Use any backup or archival copy of the Software (or allow someone else to use such copy) for any purpose other than to replace the original copy in the event it is destroyed or becomes defective; (c) Alter, decompile, modify reverse engineer or disassemble the Software, create derivative works based upon the Software, or make any attempt to bypass, unlock or disable any protective or initialization system on the Software; (d) Rent, lease, sub-license, time-share, or transfer the Software or documentation, or your rights under this Agreement. (e) Remove or obscure any copyright or trademark notice(s) on the Software or documentation; (f) Upload or transmit the Software, or any portion thereof, to any electronic bulletin board, network, or other type of multi-use computer system regardless of purpose; (g) Include the Software in any commercial products intended for manufacture, distribution, or sale; or (h) Include the Software in any product containing immoral, scandalous, controversial, derogatory, obscene, or offensive works. 4. Termination. This license is effective upon the first use, installation, loading or copying of the Software. You may terminate this Agreement at any time by destruction and disposal of the Software and all related documentation. This license will terminate automatically without notice from the Company if you fail to comply with any provisions of this license. Upon termination, you shall destroy all copies of the Software and any accompanying documentation. 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For a period of 90 days from the date on which you purchased the Software, the Company warrants that the media on which the Software is supplied will be free from defects in materials and workmanship under normal use. If the Software fails to conform to this warranty, you may, as your sole and exclusive remedy, obtain a replacement free of charge if you return the Software to us with a dated proof of purchase. The Company does not warrant that the Software or its operations or functions will meet your requirements, nor that the use thereof will be without interruption or error. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. IN NO EVENT SHALL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF OR IN CONNECTION WITH THE LICENSE GRANTED UNDER THIS AGREEMENT INCLUDING AND WITHOUT LIMITATION, LOSS OF USE, LOSS OF DATE, LOSS OF INCOME OR PROFIT, OR OTHER LOSS SUSTAINED AS A RESULT OF INJURY TO ANY PERSON, OR LOSS OF OR DAMAGE TO PROPERTY, OR CLAIMS OF THIRD PARTIES, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, IN NO EVENT SHALL LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU, IF ANY, FOR THE SOFTWARE. SOME JURISDICTIONS DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. ACKNOWLEDGEMENT YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, UNDERSTAND IT AND AGREE TO BE BOUND BY ITS TERMS AND CONDITIONS. YOU ALSO AGREE THAT THIS AGREEMENT IS THE COMPLETE AND EXCLUSIVE STATEMENT OF THE AGREEMENT BETWEEN YOU AND THE COMPANY AND SUPERCEDES ALL PROPOSALS OR PRIOR ENDORSEMENTS, ORAL OR WRITTEN, AND ANY OTHER COMMUNICATIONS BETWEEN YOU AND THE COMPANY OR ANY REPRESENTATIVE OF THE COMPANY RELATING TO THE SUBJECT MATTER OF THIS AGREEMENT. 28

30 903762M 2007 Strategy First Inc. All rights reserved Shells of Fury is a trademark of H2F Informationssyteme Gmbh. All rights reserved. All other trademarks and copyrights are the properties of their respective owners.

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