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- @echo off
- echo GREAT NAVAL BATTLES VOL.2 GUADALCANAL 1942-43
- echo
- echo version 1.1 6/8/94
- echo
- echo The contents of this file, in order, include:
- echo - Game Clarifications and Additions
- echo - Game Hints
- echo - Additional Questions and Answers
- echo - Additional Technical Information
- echo - Vesa Drivers
- echo - Game Memory
- echo - Summary of New Command Keys
- echo - Directory of Ship Classes
- echo
- echo
- echo
- echo GAME CLARIFICATIONS AND ADDITIONS
- echo
- echo Version 1.1 Clarifcations and Additions:
- echo Bug Fixes & New Features:
- echo 1) Fixes most of the DOS4GW games crashes during game play.
- echo 2) Fixed most mouse trail problems during game play.
- echo 3) Increased Betty Bomber endurance, so as to reach
- echo Guadalcanal.
- echo 4) Fixed crash bug in Japanese CS class ships damage screen.
- echo 5) Improved turn rates for CA's and BB's.
- echo 6) Added an option for the user to alter gunnery,
- echo torpedo and bomb damage. Check in "Controls" in the menu bar
- echo and look for the "Options" selection. The effects are as
- echo follows, "Gunnery": hits can be increased or set to normal,
- echo "Torpedo": sets U.S. torpedoes to historical dud rate or
- echo or no duds, "Bombs": damage can be increased or normal,
- echo "Aground": allows ships to run aground or turn off this
- echo feature in the game.
- echo 7) Clarifaction: In the User's guide, page 2 under the heading
- echo "Autoexec.bat", please add a line to load the mouse driver.
- echo For example: LOADHI MOUSE.
- echo .
- echo GENERAL
- echo
- echo 1) If you experience a game crash, reload your most recent save,
- echo go to the Memory Report in the Controls menu located at the top
- pause
- echo menu bar, and record the numbers found there before calling
- echo SSI technical support. These numbers will show the amount of free
- echo memory and will be a big help to tech. support.
- echo
- echo 2) IMPORTANT: Your game may slow down if you have too many map
- echo filters on. Filters like range circles or torpedoes will slow down
- echo the game, so turn them off to speed up the game.
- echo
- echo 3) We have included Gravis native modein the sound install menu as a
- echo courtesy to our users. We do not gurantee 100% compatibility because
- echo out testing revealed some intermittent problems.If you have problems
- echo using this card in its native mode, we suggest that you use the
- echo Sound Blaster emulation option in the sound install menu.
- echo
- echo 4) Currently in the game, computer will occassionally plot to close
- echo to land and may run some ships aground. If you wish you can edit
- echo the GNB.bat file with your DOS editor and add the following command.
- echo Towards the end of the file look for the following:
- echo
- echo gnbg.exe vesa480.dll
- echo
- echo alter this command line to look like this:
- echo
- pause
- echo gnbg.exe vesa480.dll AGROUND
- echo
- echo This allow ships to ignore portions of land while the task force
- echo moves. You still cannot plot thru islands but this will allow
- echo you to clip a corner or two.
- echo
- echo 4) If you manually plot the course for a bombard mission you must
- echo target the appropriate "X" in the waters off Guadalcanal. The
- echo Japanese must target the blue (American) "X" and the Americans
- echo must target the red (Japanese) "X". Likewise when you manually
- echo plot a supply run you must target the "X" that matches your side
- echo (red for Japanese and blue for American). REMEMBER that plot must
- echo end in close proximity to the appropriate "X".
- echo
- echo 5) Ship speed can be affected by the direction and strength of the
- echo wind. Your task force will slow down if they are sailing against
- echo the wind.
- echo
- echo 6) Light carriers (CVL) will be listed as CV's in the game.
- echo
- echo 7) You can adjust the music volume by hitting the ALT 1 through
- echo ALT4 keys; you may also turn off the speech by hitting
- echo ALT- A. You can use these keys only during game play.
- pause
- echo
- echo 8) You can alter the delay time for messages by accessing the
- echo Controls menu and using the "Message" option.
- echo
- echo 9) When you select "smoke" for your task force, you will not see a
- echo graphical representation of the smoke (it slows down the game), but
- echo the effect do take place.
- echo
- echo 10) If a ship starts sinking while you are in Fast Mode you are
- echo dropped out of Fast Mode until the ship sinks and then Fast Mode
- echo resumes.
- echo
- echo 11) If your troops run out of supplies (0 supplies) you will be given
- echo automatic defend orders. You can choose another option but when the
- echo battle report comes the computer will not let you attack and will
- echo place you in defend.
- echo
- echo 12) You will recieve one plane per plane type every day as
- echo reinforcements. Carriers also replaces one plane per plane type
- echo while at sea.
- echo
- echo 13) Save games each take up 500K of disk space, so if you are
- echo low on disk space you may get a "Save File Failure" message.
- pause
- echo Maintain a few megs of free space on your hard drive if you
- echo make lots of new saves.
- echo
- echo NAVIGATION
- echo
- echo 1) There are two new orders in the Navigation Orders panel:
- echo "Manual" and "Tactical". "Manual" allows you to manually set
- echo speed and course. "Tactical" allows the computer to run the ship
- echo during combat.
- echo
- echo 2) You cannot steer the ship by clicking on the rudder. If you
- echo wish to manually direct the course of your task force you need to
- echo access the Navigation Panel and set the orders (Set Orders command)
- echo to Manual. Use the "Set Course" button to enter a new heading.
- echo This command also works with detached ships that are under
- echo tactical orders.
- echo
- echo 3) If you use the custom formation option, the computer will
- echo automatically sets up the flagship in the center. You must arrange
- echo your task force in relation to the flagship.
- echo
- echo 4) Be careful not to make your custom formations too wide or they
- echo may have trouble in confined waters.
- pause
- echo
- echo TORPEDOES
- echo
- echo 1) The target readout for the torpedoes turns 180 degrees away
- echo from the target if a friendly ship is interposed between your ship
- echo and target ship.
- echo
- echo 2) Japanese torpedo mounts will try to reload during combat
- echo but they may not finish reloading until the ship is out of combat.
- echo American ships do not reload during combat.
- echo
- echo 3) If you switch the Torpedo Control on the bridge to manual control
- echo it prevents the ship from firing torpedoes on its own.
- echo
- echo 4) When you manually fire torpedoes you should set the game speed
- echo to x1, otherwise the compute button does not update properly.
- echo
- echo
- echo AIR OPERATIONS
- echo
- echo 1) You can click directly on the map to send an airstrike to a
- echo suspected enemy position without a contact report. However the
- echo chance of the strike hitting a target is small, as the airstrike
- pause
- echo really needs a contact report.
- echo
- echo 2) Your air strike missions are restricted by the shortest range of
- echo the planes involved. If the contact is beyond the range you will
- echo not get a target. Try resetting the strike without the planes with
- echo the shortest range.
- echo
- echo 3) You can only set search range and direction from the Air Ops
- echo screen (F5) of each ship or base. This option is not available from
- echo the Flag Bridge.
- echo
- echo 4) A base acts like the flag bridge of a carrier force. You can
- echo launch CAP from the "Flag Bridge" of the base. All other air
- echo operations must take place in the Air Ops screen (F5).
- echo
- echo 5) "Scout" missions have been renamed "Search" missions.
- echo
- echo 6) The aircraft ranges listed when you ready an aircraft represent
- echo the operational range in nautical miles for a one-way trip.
- echo
- echo 7) The second speed listed in the Aircraft Briefing screens is the
- echo payload speed of the listed aircraft.
- echo
- pause
- echo
- echo BASE OPERATIONS
- echo
- echo 1) The Flag Bridge screen also doubles as the base screen.
- echo
- echo 2) When you are on the "Base" screen, clicking on the Cargo button
- echo will list the current number of supplies and troops in that base.
- echo
- echo 3) When loading a ship a number will appear next to the name,
- echo indicating the number of hours it takes the ship to load. Once the
- echo ship has finished loading you will see an "L" next to the name.
- echo Also, when you fuel or repair a ship, you will see the number of
- echo hours to complete the fueling or repairs.
- echo
- echo 4) There has been a change in how fueling occurs for a ship at
- echo a base. You can no longer select the amount, as the computer will
- echo automatically fuel the ship to 100% capacity.
- echo
- echo Map Filters
- echo
- echo The map filters have been rearranged to be more efficient and a
- echo couple of new filters have been added.
- echo
- pause
- echo 1) Be careful when you use the Map filter option "Autocenter".
- echo You will be unable to move the map position from the chosen ship or
- echo task force.
- echo
- echo 2) There are two new map filters. The first is "Range Circles"; which
- echo sets a series of circles in 250-mile increments around the base or
- echo task force. This can be a useful option for planning airstrikes.
- echo The second new filter is the "TF Plot Times"; which will displays
- echo the time in days, hours, and minutes to reach each way point in your
- echo plot.
- echo
- echo
- echo DAMAGE CONTROL
- echo
- echo 1) During combat your damage control crews are less effective.
- echo The fastest way to repair a ship is to get out of combat.
- echo
- echo 2) As long as one of the Main Gun Directors is functioning, your guns
- echo should be able to fire at will.
- echo
- echo 3) Damage to your ship's shaft or rudder reduces the ship's
- echo speed to zero and prevents it from turning.
- echo
- pause
- echo
- echo SUPPLIES
- echo
- echo 1) During unloading of a Supply Run, each ship unloads up to
- echo 50 troops and 500 supplies per hour.
- echo
- echo 2) The formula for supply consumption is determined by multiplying
- echo the number of troops by the combat option (defend=1, probe=2,
- echo attack=3, offensive=4) and dividing by five. For example, 1000
- echo troops on a probe mission would use the following supply
- echo (1000 x 2 = 2000/5 = 400 tons of supply used). The final number
- echo has some random variation applied after the calculation, so the
- echo number obtained should be consider an approximation.
- echo
- echo
- echo TRANSLATION OF JAPANESE SPEECH
- echo
- echo JAPANESE ENGLISH
- echo
- echo Tekikan Hakken Enemy spotted
- echo
- echo Gyorai Hakken Torpedoes spotted
- echo
- pause
- echo Tekikan Gekichin Enemy ship sinking
- echo
- echo Meirei Dentatsu We are transfering command, sir
- echo
- echo Honkan Gekichin Our ship is sinking
- echo
- echo
- echo GAME HINTS
- echo
- echo SUPPLY RUNS
- echo
- echo The Japanese player must be very careful planning and running Supply
- echo Run missions. These are critical to the Japanese in the campaign
- echo game. As the Japanese player you face a major problem running
- echo against U.S. air power in Henderson Field and from the U.S. carriers.
- echo In order to survive your missions must arrive at Guadalcanal during
- echo the early evening so that your ships can unload and retreat before
- echo the Allied air power can strike. Create a task force of destroyers
- echo and cruisers and load them with supplies. Run the task force down
- echo and hide in the slot. The "slot" itself begins around 300 miles
- echo northwest of Guadalcanal. It will take you at least a day or two
- echo before you reach the "slot". If you arrive early in the morning or
- echo late afternoon, stop your TF and wait. The best time to go down the
- pause
- echo slot is around 1400 hrs (2:00 PM) and go at full speed, so that
- echo you should make it to Guadalcanal by 2200 hrs (10:00PM). By this
- echo method you can avoid U.S. airstrikes from Henderson; however, if
- echo there are U.S. carriers around, you may have to modify your schedule.
- echo Note that the Japanese transports only move at approximately 15 knots,
- echo so if they are a part of the task force you will have to change your
- echo tactics.
- echo
- echo TORPEDO ATTACKS
- echo
- echo
- echo The torpedo attack is one of the more difficult skills to master in
- echo the game. A lot depends on timing and luck. It is difficult to hit
- echo a moving ship and if you are American, the chances of your torpedoes
- echo hitting something and actually working are very slim. The best way
- echo to hit a ship with torpedoes is to launch several waves at the target
- echo ship but at different angles. What you want to do is force the
- echo target ship into a position where it cannot avoid the torpedoes.
- echo You can detach a destroyer or two and send them around the flank of
- echo the enemy Task Force and have them launch torpedoes. Your main force
- echo should then launch another wave from the opposite side. You can
- echo also plot your Task Force for a torpedo run in one direction, then
- echo turn sharply and launch a second set on the new plot.
- pause
- echo
- echo CAMPAIGN GAME
- echo
- echo The main goal of the campaign game is not just to sink a lot of enemy
- echo ships, but to maintain a hold on Guadalcanal. If your base runs out
- echo of men, it will fall to the enemy. With this in mind, the control of
- echo the seas around Guadalcanal becomes important, as the side who can
- echo dominate the seas can best resupply its bases on Guadalcanal.
- echo
- echo For the Japanese the first campaign will be a difficult one, as you
- echo are initially facing a larger American force. Until you get your
- echo carriers into play, lay low and stick to night missions. Use your
- echo Betty bombers to harass the American TF's off of Henderson Field. If
- echo you can sink transports, you will find that it helps in the long
- echo term. One of the strengths for the Japanese is the ability to use
- echo destroyers as transport. The destroyer's speed allows them to avoid
- echo the enemy air by arriving, unloading, and leaving before daylight.
- echo
- echo As the Americans, use your initial advantage to make multiple supply
- echo runs and bombardment missions before the Japanese carriers show up.
- echo In night battles be careful of the Japanese torpedo attacks as one
- echo hit could sink a cruiser. Use Henderson Field to your advantage;
- echo remember to transfer some PBY's there so you can launch search
- pause
- echo missions. Protect your carriers; as each carrier could be worth
- echo as much as 70,000 points, and losing one or two of them will cost
- echo you the game.
- echo
- echo ADDITIONAL QUESTIONS AND ANSWERS
- echo
- echo Q: Why are there two Name options under Aircraft when the map filters
- echo are displayed?
- echo
- echo A: The map filters have been modified from the form shown in the
- echo user's manual. The first Name option is under the formation heading
- echo and when toggled on displays the names of overall flight formations.
- echo The second Name option displays the names of individual planes
- echo when they are making their attack runs and performing their search
- echo missions.
- echo
- echo Q: Why am I unable to transfer ships from Truk to Rabual or vice
- echo versa?
- echo
- echo A: Historically, both of these bases were separate commands in the
- echo Japanese Navy and did not transfer ships to each other.
- echo If you wish to move some ships to another base, you can avoid the
- echo separate command issue by using the "Return to Base" order when you
- pause
- echo have completed a mission.
- echo
- echo Q: Why do I receive land combat reports, that indicate zero
- echo casualties?
- echo
- echo A: Most likely both you and your opponent are in defensive mode,
- echo therefore you have no losses.
- echo
- echo Q: Why do I receive contact reports that are not listed in my
- echo Target Selection menu?
- echo
- echo A: Your search planes have a much long range than your strike
- echo planes (Kates, VALs, Avengers, etc.). The contact will not be listed
- echo as a target until your strike planes come within a reasonable range
- echo to hit the contact.
- echo
- echo Q: Why do B-17s and Bettys seem to do very little damage to Henderson
- echo or Guadalcanal?
- echo
- echo A: Neither of these two planes was very useful in land bombing roles
- echo in this campaign. First, Henderson Field was very difficult to
- echo damage by bombs alone, and second, bombing at high altitudes often
- echo resulted in very inaccurate bombings.
- pause
- echo
- echo Q: Why doesn't my task force move even after I set a plot for it?
- echo
- echo A: Since you are in manual mode you need to set the speed for your
- echo task force (it is probably at 0).
- echo
- echo Q: Why do my search planes turn around at 4:00PM and head home.
- echo
- echo A: It is because at that time the pilots know they need to head
- echo back before sunset. Make sure you launch your air formations early
- echo enough to allow them time to do their missions.
- echo
- echo Q: Why did my air strike go after a secondary target close to the
- echo original target I selected?
- echo
- echo A: The pilots have a tendency to attack the first thing they see.
- echo This happened quite often in the actual battles.
- echo
- echo ADDITIONAL TECHNICAL INFORMATION
- echo
- echo VESA Drivers
- echo
- echo What exactly is a VESA driver? Good question. The VESA driver itself
- pause
- echo is a small program which loads into memory and interacts with your
- echo video board. This little program (in conjunction with your video
- echo board) is then is able to display resolutions such as 640x480,
- echo 800x600, and 1024x768, all using 256 glorious colors. This enhanced
- echo resolution can be used to great effect in many ways. A VESA driver
- echo is also a driver which follows standards set by the Video Electronic
- echo Standards Association. This Association is responsible for setting
- echo and supporting industry-wide video graphics standards for the benefit
- echo of end-users.
- echo
- echo Why is this driver needed? The driver is necessary since the original
- echo VGA standard (introduced in 1987) set 320x200 as being the highest
- echo resolution available. Video board companies soon upped the ante with
- echo higher-resolution VGA boards (also knows as Super VGA, or SVGA,
- echo boards) and quickly found a need to make these boards compatible with
- echo each other. Hence, the VESA association was formed to set standards
- echo for these boards. We should note here that every video board company
- echo has its own VESA driver, and that a VESA driver made for one video
- echo board does not necessarily work with another.
- echo
- echo Great Naval Battles II uses a high-resolution 640x480x256 mode in
- echo order to more accurately depict the detail of naval combat.
- echo Obviously, in order to reap the benefits of this higher resolution,
- pause
- echo you need to install the VESA driver before playing the game.
- echo
- echo Our installation program tries to identify the video board you are
- echo using, and installs the appropriate VESA driver in the GNB2.BAT file.
- echo Running the game by typing GNB2 and pressing Enter/Return should work
- echo for the majority of users.
- echo
- echo However, some video boards may not be detected by the installation
- echo program, or the VESA driver used may not work with your board. If you
- echo have trouble running the game with the GNB2 command, try
- echo typing START2 and press Enter/Return. The START2.BAT file includes
- echo a universal VESA driver that should work with most video boards.
- echo
- echo One other option you may wish to consider is installing your VESA
- echo driver in your AUTOEXEC.BAT file so it is always available upon
- echo boot-up. To do this, you will need to know the location and name of
- echo the VESA driver for your video board. Add the complete path and
- echo filename for the driver as a line in your AUTOEXEC.BAT file using
- echo the EDIT command. As an example, we have included an AUTOEXEC.BAT
- echo with an Orchid VESA driver installed. Note that you may need to
- echo refer to your video card manual and DOS manual for additional
- echo information.
- echo
- pause
- echo
- echo Example AUTOEXEC.BAT
- echo
- echo PATH=C:\;C:\DOS;C:\MOUSE;C:\UTIL
- echo C:\UTIL\ORCHDVSA
- echo PROMPT $P$G
- echo
- echo Note: This examples assumes the VESA driver resides in the UTIL
- echo directory.
- echo
- echo
- echo GAME MEMORY
- echo
- echo Great Naval Battles Vol.2 requires a large amount of extended
- echo memory in order to run. This game does not use expanded memory,
- echo it is very important that you do not use EMM386.sys in your
- echo CONFIG.SYS file in your computer. This game needs at least 3,080,192
- echo bytes of extended memory in order to run.
- echo
- echo
- echo SUMMARY OF NEW COMMAND KEYS
- echo ALT 1 - ALT 4 Change Music Volume
- echo ALT A Turn Speech ON/OFF
- pause
- echo PAGEUP/DOWN Page up/down the ship list in a task force or base.
- echo
- echo DIRECTORY of SHIP CLASSES
- echo
- echo JAPANESE SHIPS
- echo
- echo BB's
- echo
- echo NAGATO CLASS
- echo Mutsu
- echo
- echo KONGO CLASS
- echo Kongo, Hiei, Kirishima, Haruna
- echo
- echo YAMATO CLASS
- echo Yamato
- echo
- echo CV's
- echo
- echo JUNYO CLASS
- echo Junyo, Hiyo
- echo
- echo RYUJO CLASS
- pause
- echo Ryujo
- echo
- echo SHOKAKU CLASS
- echo Shokaku, Zuikaku
- echo
- echo ZUIHO CLASS
- echo Zuiho
- echo
- echo CS's
- echo
- echo CHITOSE CLASS
- echo Chiyoda, Chitose
- echo
- echo CS MARU CLASS
- echo Kamikawa Maru
- echo
- echo NISSHIN CLASS
- echo Nisshin
- echo
- echo CA's
- echo
- echo TAKAO CLASS
- echo Chokai, Takao, Atago, Maya
- pause
- echo
- echo FURUTAKA CLASS
- echo Furutaka, Kako
- echo
- echo AOBA CLASS
- echo Aoba, Kinugasa
- echo
- echo NACHI CLASS
- echo Myoko, Haguro
- echo
- echo MOGAMI CLASS
- echo Suzuya, Kumano
- echo
- echo TONE CLASS
- echo Tone, Chikuma
- echo
- echo CL's
- echo
- echo YUBARI CLASS
- echo Yubari (not in manual, appears in ship briefings list)
- echo
- echo TENRYU CLASS
- echo Tenryu, Tatsuta
- pause
- echo
- echo SENDAI CLASS
- echo Jintsu, Sendai
- echo
- echo NAGARA CLASS
- echo Nagara, Yura, Isuzu
- echo
- echo DD's
- echo
- echo KAMAKAZE CLASS
- echo Asakaze, Oite, Yunagi
- echo
- echo MUTSUKI CLASS
- echo Uzuki, Mochizuki, Yuzuki, Mutsuki, Yayoi
- echo
- echo SHIRATSUYU CLASS
- echo Kawakaze, Umikaze, Suzukaze, Shiratsuyu, Shigure, Murasume,
- echo Samidare, Harausme, Yudachi
- echo
- echo KAGERO CLASS
- echo Arashi, Kagero, Maikaze, Isokaze, Urakaze, Hamakaze,
- echo Hagikaze, Tanikaze, Kuroshio, Oyahio, Hatsukaze, Yukikaze,
- echo Hayashio, Amatsukaze, Tokitsukaze, Nowaki
- pause
- echo
- echo HATSUHARU CLASS
- echo Yugure, Ariake
- echo
- echo ASASHIO CLASS
- echo Natsugumo, Minegumo, Asagumo
- echo
- echo FUBUKI CLASS
- echo Sazanami, Oshio, Shirakumo, Asagiri, Yugiri, Amagiri,
- echo Akebono, Uranami, Shikinami, Ayanami, Fubuki, Shirayuki,
- echo Hatsuyuki, Murakumo, Isonami
- echo
- echo AKATSUKI CLASS
- echo Akizuki, Akatsuki, Ikazuchi, Inazuma
- echo
- echo YUGUMO CLASS
- echo Makinami, Naganami, Yugumo, Akigumo, Kazegumo, Makigumo
- echo
- echo MINEKAZE CLASS
- echo Hakaze, Akikaze, Tachikaze
- echo
- echo
- echo
- pause
- echo ALLIED SHIPS
- echo
- echo
- echo BB's
- echo
- echo NORTH CAROLINA CLASS
- echo North Carolina, Washington
- echo
- echo SOUTH DAKOTA CLASS
- echo South Dakota
- echo
- echo CV's
- echo
- echo LEXINGTON CLASS
- echo Saratoga
- echo
- echo YORKTOWN CLASS
- echo Enterprise, Hornet
- echo
- echo WASP CLASS
- echo Wasp
- echo
- echo CVE's
- pause
- echo
- echo LONG ISLAND CLASS
- echo Long Island
- echo
- echo CA's
- echo
- echo NEW ORLEANS CLASS
- echo New Orleans, Minneapolis, San Francisco, Astoria, Quincy,
- echo Vincennes
- echo
- echo PORTLAND CLASS
- echo Portland
- echo
- echo PENSACOLA CLASS
- echo Salt Lake City, Pensacola
- echo
- echo NORTHAMPTON CLASS
- echo Chester, Northampton, Chicago
- echo
- echo AUSTRALIA CLASS
- echo Australia
- echo
- echo CANBERRA CLASS
- pause
- echo Canberra
- echo
- echo CL's
- echo
- echo BROOKLYN CLASS
- echo Boise, Helena
- echo
- echo ATLANTA CLASS
- echo Juneau, Atlanta, San Juan
- echo
- echo PERTH CLASS
- echo Hobart
- echo
- echo DD's
- echo
- echo PORTER CLASS
- echo Phelps, Balch, Selfridge, Porter
- echo
- echo FARRAGUT CLASS
- echo Dewey, Hull, Farragut, Macdonough, Worden, Dale
- echo
- echo BENHAM CLASS
- echo Benham, Ellet, Wilson, Lang, Sterett, Stack
- pause
- echo
- echo BENSON CLASS
- echo Grayson, Gwin, Aaron Ward, Farenholt, Laffey, Monssen,
- echo Buchanan, Lansdowne, Duncan, McCalla, Lardner, Meredith
- echo
- echo BAGLEY CLASS
- echo Maury, Patterson, Mugford, Ralph Talbot, Jarvis, Bagley,
- echo Blue, Helm, Henley
- echo
- echo MAHAN CLASS
- echo Preston, Mahan, Lamson, Conygham, Shaw, Cushing, Smith
- echo
- echo SIMS CLASS
- echo Hughes, Anderson, Russell, Morris, Mustin, O'Brien
- echo
- echo FLETCHER CLASS
- echo Nicholas, Fletcher
- echo
- echo
- echo
- echo
- echo
- echo
- pause
- echo J.Young
- echo
- echo
-