User manual HASBRO BATTLESHIP ADVANCED MISSION ELECTRONIC 2006

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Manual abstract: user guide HASBRO BATTLESHIP ADVANCED MISSION ELECTRONIC 2006

Detailed instructions for use are in the User's Guide.

[. . . ] dj--p+ When prompted by the computer, 'press' n u m k r key 2 t~ choose this mission. * = I Target Plus One Mission 3. Player 1presses the "2" number key to select a 2-player game. 4. You will hear a2-PLAYER MISSION vital that all personnel study SELECTED, , followed by . SATELLITE LINK ontrol Panel shown i n Figure 5. ber, your game unit has thepower CONFIRMED -ENTER WAR GAME. . LJ, 5. P grid cannot automatically ?e:eadWwhere you place your ships! [. . . ] Note: These buttons are deactivated during Territorial Waters, Salvo or Target Plus One Missions when Basic Weapons are selected. Whlen selecting grid coolrdinates for special weapons or scanning, make sure each coordinate is appropriately located. If not, you will hear ~IN~CORRECT COORDINATES. . I Your Light Missile Cruiser can fire two H a m Missiles with t o Firing w Patterns. Note: When the C. I. S. says Attack Squadron 1, it's the rbd aircraft. Attack Squadroln 2 is the blole aircraft. Follow the prompts and place your second Attack Squadron aboard your Aircraft Carrier. Normal ptogramming wll now resume (see Step 15 on page 7). When you choose any of the 100 Predetermined Fleet Deployment formations (pages 20-29) after selecting ADVANCED WEAPONS, your Aircraft Carrier will be deployed with two Attack Squadrons in position and ready for action. In both Predetermined and Custom Fleet Deployment, place the matching plast~c Attack Squadron on the base grid of your unit by inserting its tab into the Aircraft Carrier, so that the position of the aircraft matches the coordinates registered by the computer. * Your Fast Attack Sub can fire two h a w finjshd playing, m m thg F switch to the O f f p i t i o n and all ships and pegs in their dwa@ TerpsdOB, in f w different directions, =ping right the mem9 target zOM. In additin, your Sub Can %an ftM enemy ships in the a m . ATTACK SQUADRONS At the start of any ADVANCED WEAPONS MISSIOlN, your two Attack Squadrons will be located on your Aircraft Carrier. You'll want to send your Attack Squadrons into the battle zone so that they can scan fot enemy targets. To move your Attack Squadrons, follow these steps: I You can defend against memy Attack Squadmns witfi your own Anti-aircraft Missite Biatteri;~. Ssl@&g the Admnmrd MGwlon Follow the m a t Start-up s w s 1-7 1 Press the Aircraft Carrier button. You will hear . AIRCRAFT CARRIER REPORTING -SELECT ATTACK SQUAQRON. . 2. Decide which of your two Attack Squadrons you will move and press the matching button on your key . paa guuw~vn ror rea aircran, I SQUADRON 2 for blue aircraft). You will hear, for example, . ATTACK SQUADRON 1 followed by aERTER TARGET C0ORDIMTES. w 3. The Attack Squadron will scan for enemy ships in any of the coordinates with scanning pattern p u coee hss. 3. Choose the grid coordinates on your fl's a good idea to move your Attack 1 STRATEGY HINT the coordinates for the computer will take care of the o your opponent, who could shoot your plane down k t h Anti-aircraft Missiles! the scanning pattern. For example, you may hear . ENUY AT ECHO 3 -TARGET L ~ K E D -READY TO FIRE. , the FIRE button to launch your rn Then you'll hear . MISSILE AWAY HIM!This sequence will repeat the targets found in the scanned area. Mote: Each Attack Squadron can only fire on an enemy target once. You will hear . TARGET LOCKED ON - READY TO FIRE. , Press FIRE. If FW) targets are found, you'll hear ERN. , The aircraft will scan five of CLEAR WATERS. , Recordthe miss by the spas immediately surrounding it. inserting pegs in the corresponding There are two scanning patterns available: coordinates. If you try to call an Attack Squadron into action that has been destroyed, when you press its matching key on flur game unit you will hear, for exampla, *ATTACK SQUADRON 1DESTROYED. , If yau can, call an your second Attack Squadron! 1. Scannin Pattern 2 J MISSILE 1. [. . . ] . . . . 8 I. . . I. . cmumYYOI--r . . . . . . . . t 11. 1 . I. , . 1 . !. !. I . !. !. I. , . 1 . . . , . I 'I. , . . , . 1. . I. , . ';. . I. , . . #. I. . I. . I. . I. . 4. 1. . I. ID. LD . I. . I. t1 . . N, . I. 1. . . . . . p . . . . . . . L. l. . Cl. , . l. . w. -1. 1. -1. . I. . . . . . I. 0 t. . . . . [. . . ]

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