Map, Speed, Heading and Steering (version 1.4.4)

The map in the upper left corner of the screen is centered on the unit.

It is zoomable and there is a scale on the left side. The boat previous course is the black line and the white mustache is seized according to the speed.

map
Each bar is 1 nm (nautic mile). There is a compass providing directions and north alignment. The longitude (Lng) and latitude (Lat) are provided in the degree / decimal format.

Heading

The Heading cursor is below the Port / Starboard boxes. As you are displacing the cursor you will see the Heading order updated. The Heading order will be the unit direction at the next turn. Heading actual is the current heading.

Power
The second cursor allows you to control the power. The speed up or down will be delayed due to the inertia of the boat. Boat speed are in nautical knots (kn), one knot of speed is one nautical mile per hour. Based on the power setting the Fuel level will decrease over time.
Evasive steering is controlled by a switch. When on, the boat will have a zigzag course. This was done to throw off the enemy gunnery and was quite efficient above a certain speed (~15 kn).

Boat and Crew Status (version 1.4.4)

The Operational Status summarize the overall combat worthiness of the boat. It is a combination of the power plant effectiveness, the accumulated damages to the structures (including the gunnery). Successive damages, by gun hit, torpedoes or bomb, will diminish the Operational Status down. The status bar will go from green to orange and ultimately red. Be careful to manage your units to keep them afloat, when the Operational Status is down to 0 your boat is a worthless sinking wreck!

The Crew Status is a combination of the accumulated stress and fatigue. The Moral, Training and Experience of the crew will influence the wearing out of the Crew Status through the engagement. Hits and near misses will be the main contributors to the degradation of the Crew Status. A lower Crew Status will affect the overall efficiency of the crew (Gunnery, Repair Operation and launch / retrieve of observation planes).

The boat flooding is represented on a schematic overview. Penetrating impacts on the belt or underwater will flood the hull, this flooding is limited due to the division in watertight compartments.

Getting started for Version 1.4.4

What is it about ?

DKM Graf Spee is a simulation of Naval Warfare. It will allow you to recreate the actual battle of the Rio de Plata and play also “what-if” scenario.

Historical Background

Bibliography

The game is turn based. Each turn duration is one minute and the turn start by orders for the Axis side and then orders for the Allied side.

How do I start to play?

From the “Home” screen,  choose one the scenario from the scrolling menu and read the short synopsis in the yellow tab. To load the scenario tap “Select”, At the prompt screen you will choose Continue (it will reset any game in progress)

We recommend the Scenario 1 (Historical Rio De Plata engagement), this way you can apply Commodore Harwood strategy.

The “Play Next” button will move screen to review the KriegsMarine main screen, another “Play Next” will provide the Allied (Royal Navy in this scenario) Main Screen.

The main screen contain weather information in a scrollable window (last 5 minutes of info).

The “Play Next” screen will start your units review and orders

For detailed information see  the following links:

Map, Speed, Heading and Steering

Boat and Crew Status

Gunnery Instructions

Torpedo Instructions

Observation Plane Instructions

The “Play Next” button will allow the review and orders to the 3 different units under your command in the scenario 1 (HMS Ajax, HMS Achilles and HMS Exeter).

After HMS Exeter all orders will be executed, including eventually gunnery resolution and torpedoes courses. The clock will tick one minute and the next turn will start.

Winning and Scoring

The goal of the allied Cruisers Squadron was to cause enough damage to the DKM Graf Spee to cripple her. Each boat has a point value which correspond to 100% of the operational value. The damage level required to cripple the DKM Graf Spee is 50% of the operational status. Your score (winning points) is the ratio of damages to the Graf Spee and total damages on your units.

For all information, please email info@softwim.com

DKM Graf Spee, Getting Started!

Iconfor WEB_DKM_72  What is it about ?

DKM Graf Spee is a simulation of Naval Warfare. It will allow you to recreate the actual battle of the Rio de Plata and play also “what-if” scenario.  Find here  Historical background   and biography.

The game is turn based. Each turn duration is one minute and the turn start by orders for the Axis side and then orders for the Allied side.

How do I start to play?

HomePage_r_1_2_9_512_1

From the “Home” screen, choose “New Game” and then choose one the scenario.

ScenarioScreen_01_512

We recommend the Scenario 1 (Historical Rio De Plata engagement), this way you can apply Commodore Harwood strategy. At the prompt screen you will choose Continue.

Coming back to the “Home” screen, you can verify the settings:

DKM Graf Spee: Computer

DKM Graf Spee Screen Off

Top of the Map: Unit Direction

You will also have now the scenario information in the bottom bar dark grey area.

The “Next” button will move screen to review the KriegsMarine main screen, another “Next” will provide the Allied (Royal Navy in this scenario) Main Screen.

AlliedScreen_512

The main screen contain weather information in a scrollable window (last 5 minutes of info).

The “Next” screen will start your units review and orders, see detailed information on the following:

Map, Speed, Heading and Steering

Boat and Crew Status

Gunnery Instructions

Torpedo Instructions

Observation Plane Instructions

The “Next” button will allow the review and orders to the 3 different units under your command in the scenario 1 (HMS Ajax, HMS Achilles and HMS Exeter).

UnitScreen_512

After HMS Exeter all orders will be executed,

including eventually gunnery resolution and torpedoes courses. The clock will tick one minute and the next turn will start.

Winning and Scoring

The goal of the allied Cruisers Squadron was to cause enough damage to the DKM Graf Spee to cripple her. Each boat has a point value which correspond to 100% of the operational value. The damage level required to cripple the DKM Graf Spee is 50% of the operational status. Your score (winning points) is the ratio of damages to the Graf Spee and total damages on your units.

For all information, please email info@softwim.com

Map, Speed, Heading and Steering (version 1.2.10)

The map in the upper left corner of the screen is centered on the unit.

UnitScreen_512_1

It is zoomable and there is a scale on the left side. The boat previous course is the black line and the white mustache is seized according to the speed.

map
Each bar is 1 nm (nautic mile). There is a compass providing directions and north alignment. The longitude (Lng) and latitude (Lat) are provided in the degree / decimal format.

Heading

The Heading cursor is below the Port / Starboard boxes. As you are displacing the cursor you will see the Heading order updated. The Heading order will be the unit direction at the next turn. Heading actual is the current heading.

Power
The second cursor allows you to control the power. The speed up or down will be delayed due to the inertia of the boat. Boat speed are in nautical knots (kn), one knot of speed is one nautical mile per hour. Based on the power setting the Fuel level will decrease over time.
Evasive steering is controlled by a switch. When on, the boat will have a zigzag course. This was done to throw off the enemy gunnery and was quite efficient above a certain speed (~15 kn).

Boat and Crew Status (version 1.2.10)

The Operational Status summarize the overall combat worthiness of the boat. It is a combination of the power plant effectiveness, the accumulated damages to the structures (including the gunnery). Successive damages, by gun hit, torpedoes or bomb, will diminish the Operational Status down. The status bar will go from green to orange and ultimately red. Be careful to manage your units to keep them afloat, when the Operational Status is down to 0 your boat is a worthless sinking wreck!

UnitScreen_512_Crew&UnitStatus

The Crew Status is a combination of the accumulated stress and fatigue. The Moral, Training and Experience of the crew will influence the wearing out of the Crew Status through the engagement. Hits and near misses will be the main contributors to the degradation of the Crew Status. A lower Crew Status will affect the overall efficiency of the crew (Gunnery, Repair Operation and launch / retrieve of observation planes).

BoatStatus_01

The boat flooding is represented on a schematic overview. Penetrating impacts on the belt or underwater will flood the hull, this flooding is limited due to the division in watertight compartments.

Gunnery Instructions (version 1.2.10)

The gunnery orders are given in the upper right corner of the screen.

Gunnery_01

The button “Fire” will order fire of one or two turret depending of the configuration of the boat. The actual fire will be executed at the end of the turn, most of the engagements were at distances of 5 to 12 nm and the travel time of the shell is 15 to 60 seconds.

Gunnery_03

The “Next Turret” button allows to review the turret one by one and select the ammunition type with the “HEM / APM” switch. APM stands for Armor Penetration munition and HEM stands for High Explosive Munition. APM are efficient against heavy armored plated hulls and HEM are efficient against superstructures.

Gunnery_03

The “Straddle / Group” switch allows to program the firing mode. Straddle allows to converge faster on the target, you can see the dispersion of a straddle fire in the red box inside the map view.

Gunnery_04

Torpedo Instructions (version 1.2.10)

The launch direction of the torpedo is set by the -/+ adjustment. You need to carefully select your firing angle as the units involved in the different scenarios were not able to re-load at sea.

Torpedoes01
The torpedoes will progress every turn at their speed and along courses. When they run out of energy, they simply sink. You can track the torpedoes on the map screen.