updated 031023
For the latest version of this file, send an e-mail to one of the
  addresses below, with a subject line reading: Flat Top FAQ Request.
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Send all changes, suggestions, comments, questions, answers, short
  speeches, etc. to one of the following:
 E-mail addresses: JRBoeke@aol.com
  JRBoeke@uci.edu
  72730.1032@compuserve.com
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To help with the reading of the document, new changes are listed with a
  plus character '+' before the paragraph and table of contents. A new
  change is a change since the last publishing.
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 1. Flat Top - General Information
  +1.1. What is Flat Top?
  1.2. Differences in Battleline/Avalon Hill editions of Flat Top
  +1.3. Articles in the Gaming Press
 2. PBEM Mechanics
  2.1. Communications
  2.2. Air Operations
  2.3. SOP's
  2.4. Submarines
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1. Flat Top -- General Information
----------
1.1 What is Flat Top?
According to the second page of the rules manual...
"Flat Top recreates the major Battles of the Solomon Seas. Because many 
  of
  these battles were between fairly equal, well matched forces, they present
  the ideal situation for a highly competitive, balanced game while at the
  same time recreating the history of the period."
Not withstanding Avalon Hill's sterile intro, Flat Top is, in this author's
  opinion, the best tactical/operational simulation of naval warfare in the
  Pacific Ocean during the Second World War.
It was originally published in 1976 by Battleline Games (author S. Craig
  Taylor, Jr.). After Battleline was purchased by The Avalon Hill Game
  Company (TAHGC) Flat Top underwent a repair & refit (supervised by Alan 
  R.
  Moon -- 1982) which is discussed below.
  +1.1.1. What is CV?
----------
1.2. Is the Avalon Hill version different from the original Battleline version of Flat Top?
Yes, there are several differences. Alan R. Moon, the individual in charge
  of the revision, wrote an article, "On Deck: The Revision of Flat Top." 
  for
  the General (vol. 18, no. 6) detailing the changes. Please refer to this
  article for more detailed information.
The following is my synopsis (please note, not all these rules apply to a
  PBEM game):
Several additional changes were included in the Optional Rules section of
  the revised edition. I highly reccomend getting the vol. 18, no. 6 issue
  of the General from TAHGC (as of May 1993 it is still available).
Please note: The only changes made in the two Avalon Hill versions of the
  game were cosmetic.
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+1.3. Are there other articles pertaining to Flat Top in the gaming
  press?
To the best of my knowledge, there have been five issues of The General
  with Flat Top articles. These include: 18-6, 19-6, 22-2, 26-5 & 27-2.
  Here is a quick look at the contents of those issues:
Volume 18, Number 6:
Collman, Bob, "British Flat Tops in the Solomons," pp. 19-20, 33.
Gilman, Don, "Flat Top, More Options," pp.15-17, 33.
________, "Scenario Seven - Wake Island," pp. 17-18.
Moon, Allan R., "On Deck: The revision of Flat Top," pp. 5-12.
________, "Scenario Six - Midway," pp. 10-11.
________, "Design Analysis: Flat Top Errata," pp. 13-14.
 This is an outstanding issue for the Flat Top enthusiast and for 
  Pacific War buffs as a whole. There are also articles on Midway, 
  Victory in the Pacific & Submarine that round out the issue. I 
  highly reccomend aquiring a copy.
Volume 19, Number 6:
Burnett, Jim, "Flattop Gamemastered," pp. 26-29.
 The main focus of this article is variant rules for moderated
  games (I use this article extensively for PBEM games).
Volume 22, Number 2:
Helfferich, Friedrich, "Pacific Dreams: Considerations for Flat Top,"
  pp. 25-30.
Werbaneth, James, "The Airpower System: Understanding Land based Air
  Assets in Flat Top," pp. 39-44.
 Another Pacific War issue (Banzai, Submarine, & Victory in
  the Pacific). The FT articles are on strategy & include a 2
  page, full color map as well as game analysis charts.
Volume 26, Number 5:
Lutz, James, "Battles for the South Pacific: Hypothetical Scenarios for
  Flat Top," pp. 41-45.
 Mr. Lutz introduced 4 new scenarios & some more submarine
  rules. The scenarios are ahistorical (maybe semi-historical
  is a better term) but well balanced (good for tournaments or
  AREA play).
Volume 27, Number 2:
Davis, Jim, "Flight Jackets not Included: Tactical Chrome for Flat
  Top," pp. 45-49.
More variant rules for the game.
I have also located several Flat Top & C.V. articles in four issues of
  Fire & Movement (#'s 16, 29, 36 & 37).
Volume 1, Number 16:
Dunnigan, James F. "A Designer's Review: Flat Top." pp. 18-20.
Ruff, Matthew. "Flat Top Scenario Notes." pp.22-23
Taylor, S. Craig. "Flat Top Designer's Notes." p. 21.
 A review by one of the hobby's "best & brightest" and a rebuttal
  by the game designer. Plus a brief article analyzing the
  strengths & weaknesses of the scenarios.
Volume 1, Number 29:
Proctor, Bob. "Midway by the Hour: C.V." pp. 10-18.
Taylor, S. Craig, Jr. "C.V. Designer's Notes." p. 18.
 CV was he cover story for F&M #29. A pretty good review &
  rebuttal by the designer.
Volume 1, Number 36:
List, Steve. "Solomon Sea Battle Report: Umpired Multi-Commander
  Postal Flat Top." pp. 42-51.
Volune 1, Number 37:
List, Steve. "Solomon Sea Battle Report: Umpired Multi-Commander
  Postal Flat Top." pp. 32-39.
 These two articles are an excellent account of a PBM game of
  Flat Top. The results were very interesting (both Yammamoto &
  Nimitz would end up sacking quite a few Admirals). The articles
  are quite illustrative of the "benefits" of limited
  intelligence. The articles contain some useful optional rules
  to enhance the game.
If anyone else knows of any other magazine (in the General, F&M or anything
  else) articles dealing with Flat Top or CV I would appreciate it if you
  could drop me an e-mail, letting me know the bibliographic info (so I can
  modify the FAQ).
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2. Play by e-mail (PBEM) Game Mechanics Questions
See the file FlatTop.PBEM for the modifications to the rules for a PBEM game.
----------
2.1. Communications:
----------
2.1.1. What distingueshes between messages that are sent "in
  the clear" vs. "coded messages?"
I think that this is really two questions. First, what is the difference
  between coded & unencoded messages and second, how are messages handled 
  in
  the game?
For the purposes of the game, a coded message does not have to employ a
  real code (ie it can be written in plain english). This type of message
  may only originate from a base or task force (possibly four engined
  aircraft) and terminate at another base or task force. This is meant to
  represent the high security transmissions from one commander to another.
  The coding & decoding was accomplished by communications specialists with
  hi-tech (for 1942) equipment ala ULTRA.
This type of message could (and was broken) by cryptoanalysts. However, at
  the level of command that Flat Top represents (ie the operational- tactical
  level) the CO's weren't allocated the resources to do crypto work.
  Therefore, these messages are secure from your enemies eyes.
Unencoded or "sent-in-the-clear" messages can originate or terminate 
  with
  any unit, command, etc... represented in the game. This type of message
  included routine traffic, communication between aircraft, messages between
  subordinate commanders & captains, etc... Many of these messages were not
  coded (eg Rochefort's ruse for you Midway buffs) or used a very simple code
  (not encrypted). However, for purposes of the game, this type of message
  will be distributed to all participants (subject to radio transmission
  rules).
The players are encouraged to come up with a *SIMPLE* code that they can
  use for these messages. A good example would be pilot jargon (angels,
  bogey, call signs...). Simple guidelines to follow are: make sure everyone
  on your side (and the GM) has a copy of the "code." The code shoudn't 
  be
  overly complicated (remember these are transmissions sent on-the-spot not
  encrypted messages) & have back-up codes, if a base runner can steal signs
  from a catcher & pitcher, your adversaries can probably do the same to you.
Now, part two of the question refers to the mechanics of these messages.
  Messages can either be generated by a player or by a players orders (ie if
  AF1's search locates an enemy TF, send location & time...). Messages
  generated by orders will be handled by the GM.
A message initiated by a player, needs to have three parts, 1) A header
  with the to: & from: lines (a subject or priority/classification can be
  added as desired), 2) text of the message and 3) a note to the GM
  indicating the type of message (ie coded or uncoded).
I don't want to discuss strategy & tactics, however, feel that this leaves
  plenty of opportunity for the "clever" player to maneuver. Note that 
  these
  are guidelines for the GM. He/she can modify them if an "unusual"
  situation warrants.
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2.1.2. Radio transmissions (RTs) have a way of getting screwed-up. Is it 
  reasonable to assume if they don't get through that a player will 
  know, because there is no response?
Actually, no. Unless you specify that all RTs are to be acknowledged, no
  reponse could mean that the signal got through okay (a garbled message
  would probably get a re-transmit message).
This is something that the players should work out in advance of the game
  begining (ie a RT SOP),
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2.1.3. How will RTs be divulged to my opponents?
Radio interception & direction finding was an inexact sciene in WWII,
  therefore, all messages (friend & foe alike) have a slight chance of being
  missed entirely or garbled. As I stated above, non-coded messages will be
  given to the enemy players as is (the exact text) subject to the random
  events of garbled & missed communications.
Real signals intelligence used RT direction finding to locate units sending
  RTs. The method relies on two geographically diverse listening points &
  determining an azimuth back to the source. Where these two azimuths cross
  is the approximate location of the source.
Therefore, in addition to the above for both coded & uncoded messages, 
  the
  location of the transmitting unit will be divulged (this simulates radio
  direction finding). There will be some error involved (see the FlatTop.PBM
  file for details) in the divulging of the actual hex.
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2.2. Air Operations
----------
2.2.1. Why can't my CAP drop from HI altitude to LOW to intercept an 
  incoming strike?
It seems intuitively obvious that a CAP should be able to dive down to
  intercept a strike. However, there are a few factors that must be
  considered...
 First, is distance: a hex is 20 miles across (that is 430+
  square miles) then the altitude difference must be
  considered, this is about 10,000 ft (dive bombers at 12
  15,000 & torps at 2-3,000) which is another 2 miles or so.
  That makes the area 860+ cubic miles, get the picture...
 Second, is that almost all aircraft of this period were
  equiped with radio, and under the control of the a land
  based/or CV based flight director. The CAP was vectored to
  their position by the director and not expected to go off
  freelancing. This was the primary CAP system used by the
  USN. The IJN flight leaders had much greater tactical
  control (one result was the Midway debacle).
 Third, a diving fighter is hard to distinguish from a diving
  bomber (especially when it is your ship being dived upon).
  Flak claimed enough friendlies to make CAP pilots very wary
  of it.
So where does that leave us... The designer decided that the best way to
  handle this was to prohibit CAP to change altitude to intercept the target,
  it requires a little more strategy on the part of the players, but is
  playable.
In a PBEM game, where the playability factor is moot (1 week turns) and the
  game is moderated & blind, an addition to the rules won't hurt too much.
  Two of the rules in the FlatTop.PBM file cover this question.
 First, the "ready CAP" rule allows fighters to remain in the
  ready box and scramble on when a raid is sighted (I don't
  want to get into strategy in this file -- but I think the
  inferences are obvious).
 Second, If a CAP AF contains more aircraft than an attacking
  AF at HI altitude, and a LOW AF is spotted, some of the
  excess HI CAP maybe permited to drop down & intercept the
  bombers (see the chart in the FlatTop.PBM file).
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2.2.2. Are orders given to the AFs on every turn?
No (at least not in a moderated version of the game). After an AF takes
  off, you have to trust the flight leader to do his job (you can't be
  bothered ordering him arround for his whole flight). You must provide a
  clear set of orders for each AF prior to its takeoff. The orders can and
  should include conditional statements (ie contigency plans) detailing what
  it is to do in the event of...
The referee will interpert the orders and execute them (to the best of
  his/her ability).
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2.2.3. How can an aircraft be used as a message courier?
Any TF or base that has an aircraft available can use it/them as a courier
  to ferry messages. The only restrictions are common sense ones, ie the
  TF/base must be able to handle the type of aircraft being used (eg a Kate
  can not fery a message to a TF without a carrier -- there isn't any place
  to land).
There aren't any designated aircraft to perform this mission, the player
  must use the aircraft he has available. Without delving too deeply into
  strategy, float planes (apart from their speed make good couriers).
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2.3. What is an SOP?
SOP is an acronym for Standard Operating Procedure. So now you ask, what
  the @#$% is that? An SOP is like a set of rules or a computer program.
  Its basic format is very much like an IF THEN ELSE statement in a
  high-level computer language. IF event X occurs THEN do Y ELSE do Z. This
  statement can be as simple or complicated as the creator wants.
Once an SOP is recorded, it is like a rule in a rule book. An especially
  usefull way to use it would be to incorporate it into an order. For
  example:
On sighting of an enemy TF execute SOP 1.
This tells the ref to look at the SOP and follow its instructions. An
  order can also modify (temporaraly) an SOP...
On sighting an enemy TF execute SOP 1 except as noted...
The SOP is an extremely useful tool in the military and hence in a wargame.
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2.4. Why are the submarines handled so abstractly in the game?
In both the AH & Battleline editions, submarines were an "optional" 
  rule
  addition to the game. The optional rule was universally (almost) condemd
  as being far to abstract for such a detailed game. Nearly every variant
  ever written for the game includes a "more realistic" submarine rule.
The problem is that submarines are difficult to model in any game (look at
  AH's Submarine). Plus, they did not play a significant role in the battles
  that the game simulates. The rules we use are a version of those presented
  by Jim Burnett in vol. 19, no.6 of the General (modified by James Lutz's
  article in vol.26, no. 5). If I can ever figure out a more realistic
  system (that dosen't sacrafice playability) I'll use it (I am still
  experimenting with the system prevented in the General vol 18 no 6).
(see the file FlatTop.PBM for submarine rules)
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  END OF FILE
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