SEAL Team

150

description

SEAL Team computer game manual

Transcript of SEAL Team

Page 1: SEAL Team
Page 2: SEAL Team

ABOUT THE ARTISTS Andre Iiqrum was born and raised in New Hampshire, where he is reported to have had a ·very normal childhood·, He studied Electrical Engineering at the University of New Hampshire, and went on to work on a · star wars" project at Lockheed Missiles and Space Co., devalop industrial control software for Applied Materials, Inc. He made his entrance into the world 01 entertainment software in 1986 when he began a three year stint at Oynamix, lallowed by a continuing freelance career during which he has developed games lor Acti.vision and Electronic Arts. In his spare time he enjoys hiking, fishing, brewing beer, and raising kids.

Hawanl ·Son .. ,... Hays-Ebm. was born an airfares brat and raised in Mains, Japan, Canada, New Mexico, and Germany. He studied Computer Science at the University 01 OregoR, and continues to live and work in Eugene, OR where he programs lor the University and freelances for the entertainment software industry. He shares Andre's incli­nation toward brewing, and also enjoys ice hockey and various types of games .

• 1 •

Page 3: SEAL Team

TABLE OF CONTENTS Firelight At Dawn. .............................. ..................................... . ................. 5

PART I - SET UP •..•..•.. _ ....•..•.....•..•...........•....•...•..... _ .•..•. _._._ ..•..•..•..•..•..•..•..•..•..• _ •.. _._ .•..•..•..•. _ .• _ .• 6

System Requirements ........................... . . ................................................................................................... 10 Installing Seal Team ......................... . . ....................................... 10 Loading Seal Team ............................................................................................................................................ 11

The Birth althe United States Navy Seals ..................... ...................................................................... 12

PART D - AT 11IE BASE ............. _ ..................................................... _ ......................... _ ................. 24

Using Menus and Commands.......... ................... ......................... ................. .26

Ouick Slart ........................... ................... ................................... .......................... . ............ 26

Walk Through. . .................................................................................................. 27 Main Menu .......................................... . . ............................................................................................. 29

Difficu1ty Screen ........................................................................................................................................ 29

Practice Mission ........................................................................................................................................... 31 Starting B Campaign ..................................................... . .................................................. 33

UUf/ Seal Training SchooL.... ..................................... . ........................................ 33 Intel Briefing ..... . ...................................................................................................................................... 35

Missions ............................................................................. .

Mission Briefing ............... . Patrol Order MBl'Ching Order...... . ................... .

Building Your Team . Modifying Inventory .

Bull Session .......................................................................... .

. ................................................ 35 ................. . ........... 36

............ 38 ............. 38 . ........... 38 ........... ..40

. ................................................ ..40 After The Mission ... . . ........................................................................................................................... 41

Extraction ..................... . ................. . ................................................................. 41 Aborting Your Mission ......... . ....................................................................................... ..42 Mission Debriefing ............. . . ................................... ..43

The Campaign Screen ................. . . ....... ..46 Saving and Continuing Your Campaign ............ . . ......... ..46 Scoring .................................... . . ........ ..47

Promotions, Medals, and Citations .................... . . ......... 47

The Tiger Will Not PaUS8 ••.......••........... . ........ 51

PART m - ON THE BA'I"I'LEFIELD ...•.......................•.....•..•........•..•..•.....•..•..............•.....•.... _ ...... 64 Insertion ................................ . ................................................................................................. 66

Reinserting the Team................ ............................ . .................................................. 67 Map Screen ........................................................................................................................................................... 68

Page 4: SEAL Team

Map Symbols and Indicators ... ........................................... . ............................ 69 Waypoints .. ................................................... . ........... 70

Team Ordars .................................................................. . ............................ 71 Team Movement ..................................... ................. . .............................. 72

Speed, Direction, and Position ....................................... ............................. . ....................... 72 Formation and Movement ..................................... ................. . ............. 75

View Modes ......... . .......................................................................................................... 77 Combat ......................................................... ................. ................... . ............................. 78

Using Weapons ..................... ................. ................. . ............................. 79 Using Grenades .......... ....................................... .................. .82 Using Tools .................... ........................ ..................... . ............ 83 Booby Traps................................................... ....................... . ............ 83

Exposing Traps ....................................... .................... . ................... 84 Game Options ...... ............................. . .................................................................................................. 85 Support Teams ............................................................................ .

Support Orders.... . .................. . Split Teams ........................................ .

Split Team Orders .................... . Split Team Movement Orders ................................ .

. ............................ 85 ............................. 86

. .................. 88 . ......... 89

. ..................... 90 Split Team Special Orders ...................................... . . ............................................ 90

Seal Team Tactics ..... . ................................................................................ .............. 92 Weapon Assignments .......................... . ................. . . ......... 92 Engagement Ranges .. ........................................ . ............... . . .................. 92 TelTllin .. . ..................................... . . ................. 92 Stealth ... ................................... . ..................................... . . ........ 93 Diversions ......................................... . . .......................... 93 Pop-Up Attacks .................................. . . ....... 93 Team Tactics ...... . .................................................................................... 94 Combined Tactics (Support Teams} ... . .......................... 96

The United States Na.vy Seals In Vietnam ........................... 98

PART IV - WEAPONS AND CRAn' BRIEFIN& ...........•..•........•.•..•..•..•..•..•........•..•..•.....•..•..• 106 Weapons ............................ . . ....................................................................................... 110 Insertion and Support Craft ... . . ...................................................................................................... 124

""".-aft ............................................ . . .................. 124 Watercraft .................. . ....... 127

Glossary ......................................................................... . . ....................................................... 129 Problems with the Game? .......................................................................................................................... 135 Index ..................................... ............................................... . ... 140

Page 5: SEAL Team

PLEASE! PAY TO PLAY, DR EVERYBODY GETS FRA&&ED. Developers 01 computeT simulations use the money they make from the sale of their prod­ucts to stay in business. If potential customers steal their goods and services, prices must be raised 10 compensate for the losses. Soon legitimate customers can't afford to pay the higher prices, and everyone loses.

SEAL Team was produced for your enjoyment through the combined eHorts of a dedicated team at Electronic Arts, We-designers, artists, programmers, and other committed profes­sionals- depend DR you to pay a lair price for our software so we can afford to create and develop new and better games. We encourage you to play and enjoy SEAL Team with your friends, but please don't make illegal copies of the program for them.

Electronic Arts supports the industry's eHort to figh l against the illegal copying of personal computer software. Thank you for helping us in our eHort to control software costs by eliminating software thah. And please remember, copying computer softwar9 lor any other reason than to make a backup is a violation of lederal law. Individuals who make illegal copies of this software are subject to civil and criminal penalties.

Page 6: SEAL Team

INTRODUCTION, FIRE FIGHT AT DAWN Engaging the enemy is always a shock. At first sight you feel utterly paralyzed for a moment that seems like years. Your senses kick into overdrive as if you had sudden­ly come ofive, yet all that you're aware of are things that somehow comfort you­sweat rolling down your face, the brackish stench of the delta, your inability to move-things that tef! you yes, you are afraid. Then just as suddenly all thought dis­appears and your muscles take over. But there is a vast distance between the wilf and the act. Your body surprises you the way it moves 50 (fuidfy to position the weapon, and the weapon the way its muzzle flashes though it neither kicks nor makes a sound. We had just paid a visit to an unguarded VC munitions cache a few clicks north of the Dong Tranh River. The boys charged it to blow, and I made sure the transmitter was dialed in right. My boys were good; we were out of there in less than ten min­utes. We didn't want to coli attention to ourselves, so we fit out for our extraction site thinking we'd set the charge just before the slick touched down.

We'd been on the trOll for only a few minutes when I heard voices. Wilt motioned that he heard them too, but before he could investigate, we came under fire. Rear security Johnson Identified the source, and I immediately signaled the team to form a temporary defensive perimeter while I looked for secure cover. Red was mowin' 'em down with his Stoner, but the fire was coming from several directions. We were really being peppered, and I called in for a couple of Black Ponies to provide cover fire for our extraction. When we held our fire we heard Charlie whistling and yelling. He was using reconnaissance by fire, and he knew exactly where we were. It was time to move out.

We retreated under the rover of Red's smokin' gun, crawling into a grove of nipa palms and deep brush. Seawolves in ten. We'd have to stay out of sight until then. We were in a secure spot-plenty of cover and a good field of view. It seemed like we'd be in good shope until the birds come and did their thing. All of a sudden Johnson signals he's got a VC coming up the trail. I could see he'll pass only a few yards from us. I gave Johnny the go-ahead, and he moves out to the side of the trail. When Charlie entered the lone, Johnny subdued him without a sound. Judging by the Simonev the guy carried, I'd guess he was a sniper trying to get closer to the action. It's a good thing he was alone. I'd have hated to see us surrounded.

When I heard the roar of the choppers, f radioed to direct their fire. Right about then I sow ten to fifteen VC making a run for the munitions bunker. I turned on the hand­held transmitter and waited for all of them to get close before f flicked the switches. The bunker blew sky high, af! of that ammo fueling the explosion. Meanwhile, the Wolves were busy as bees. They tore into Charlie with their M60s, just beating the crap out of him.

That's all it took. Vl'hat VC that weren't blown to bits fled like the possessed. We were out of there, waving to the birds as they headed home, and circling bock around to search the remains ond radio for a dust off.

• 5 •

Page 7: SEAL Team
Page 8: SEAL Team
Page 9: SEAL Team

SEALS In Action by Kevin Dockery. {:I1991 by Bill Fawcett & Associates. Published by amulgement with Bill Fawcett & Associates.

Reprinted by permission 01 Avon Books, a division 01 The Hearst Corporation.

Page 10: SEAL Team

INSIDE THE TOUGHm AND MOST

DEADLY OF EU1E IN VIETNAM II" SfAlS

®OO~~ lID; WilllOOm AND KEVIN DOCKERY

Excerpt. from Pomt Man are actual first hand accounts of SEAL oparatioNl in Vietnam by Plank Ownar (8 tann designating onl 01 tha first thirty-&8VlIn SEAJ..a)

Chief James Watson, OMCS, USN (Ret) and Krnn Dockery. Both Watson and Dockery contributed to this ;arne .

• 9 •

Page 11: SEAL Team

PART I - SET UP

SYSTEM REOUIREMENTS SEAL Team comes on two high density 3.5 inch disks and requires the following: 3.8 MB 01 hard disk space,. 3B6DX 33MHz or greater,. MS-DOS 3.3 or greater,. VGA, 2Mb RAM with 1024Xb EMS free; 3.5" high density floppy drive; Hard disk installation Disk compression no! supported.

INSTALLING SEAL TEAM NOTE: If you have difficulty installing or loading SEAL Team, see Prob/ems with the Game?, page 135.

Expni.nud campuler u •• rs: To install the game to your hard disk, simply run the INSTALL program on Disk 1. Follow the screen prompts, and then skip down to page xxx. Le .. npuieneed UAI'S: Read the instructions in the next section for a step-by-step guide through the installation process.

To install SEAL Team on your hard drive, and to configure SEAL Team lor your sound and music hardware, follow the instructions below. IMPORTANT: If your sound and/or music hardware changes in the future, you must run the SETIJP program to reconfigure SEAL Team lor your system. See page xxx for more inIannahon.

t. Boot your computer with MS-DOS (Version 3.3 or higher].

2 . Place Disk 1 into a high density disk drive. Type the name 01 the disk drive (exam­ple: a :] and press ENTER.

3 . Type ifUltall, followed by the name of the floppy drive you've placed the disk in, then the name of the drive you wish to inIItall the game onto.

Examplli : H you've placed the disk in drive A:, and you wish to inIItall the game to drive C:, type ilUllalla: c: and press ENTER. Be sure 10 include the spaces!

4. When Disk 1 has been installed, the program requesls Disk 2 . RemoV9 Disk 1 from the floppy drive, and insert Disk 2, then press ENTER.

The game is installed into a subdirectory called •• a1. When installation is complete, the Music and Sound Setup screens appear.

MUSIC SDUND DRIVER SE'IUP

To hear music while playing SEAL Team, you must have one of the sound cards listed on this screen; otherwise, you must choose NO MIDI HARDWARE.

Page 12: SEAL Team

1. Use the arrow keys to selecl your sound driver, then press ENTER. A window appears requesting your New VO PORT address.

2. If you know the address 01 your sound card port, type it in and press ENTER.

The default port address is listed on-screen,. to use the delault address, type in the number displayed on-screen, and press ENTER.

NOTE: If you don't know the New VO Port address, or if you experience music prob­lems during game play, check your sound card documentation for alternate VO Port addresses.

DmlTAL SOUND DRIVER SETUP To hear digitized sound eHects while playing SEAL Team, you must have one of the sound cards listed on this screen, otherwise, you must choose NO DIGITAL HARDWARE.

1. Use the arrow keys to select your sound driver, then press ENTER. A window appears requesting your New VO PORT address.

2. Type in the VO port address again, and press ENTER.

3. If you know your sound card's mo number, type it in and press ENTER.

The default mo number is listed on-screen; to use the default number, type in the number displayed on-screen, and press ENTER.

NOTE: H don't know the New 110 Port address or the New mo, or if you experience sound problems during game play, check your sound card documentation for alter­nate IROs and VO Port addresses.

ProAudio Spectrum Users: If you are experiencing sound difficulties, select the SoundBlaster option in the Digital Sound Driver Setup Menu.

TO RECDNFISURE SEAL TEAM If your sound and/or music hardware changes in the future, or you want to change a set­ting, you must run the SETIlP program to reconfigure SEAL Team for your system.

1. From the root directory (usually C:), type cd\ •• a1 and press ENTER.

2. Type setup and press ENTER. Follow the instructions under Music and Digitsl Sound Driver Setup, pages 10, and 11.

LOADING SEAL TEAM 1. From the root directory (usually C:j, type cd\ •• al and press ENTER.

2. Type •• and press ENTER.

3. If you are using a joystick, follow the on-screen instructions to calibrate it. Otherwise, press ESC to cancel joystick control and control the game using a mouse or the keyboard..

• 11 •

Page 13: SEAL Team

PART I - SET UP

THE BIRTH OF THE UNITED STATES NAVY SEALS

The following is synopsized from SEALS IN AU/ON, by Kevin Dockery, © 1991 by Bill Fawcett & Associates. Published by arrangement with Bill Fawcett & Associates. Reprinted by permission of Avon Books, a division of The Hearst Corporation.

Of all branches of the American Armed Forces, none has evolved with more delibera­tion and scientific methodology than the United States Navy SEAls (SEa Air Land). In roughly twenty years, the organization that began with a need for a team of specialists was groomed to the order of American militalY strategists. The teams were trained according to the specific conditions of world order at any particular time until they developed into the elite fighting and reconnaissance force they are today. A result of the continual evolution of ideas on training. equipment and the general mission of the team, the SEAls are an ideal model for military special forces whose tasks are based on specific need. The experiences of the first underwater demolitionists during WW.1I and just after provided the basis for the training programs today's SEAls use.

It all began on May 6, 1943 when Admiral Eamest J. King. Chief of Naval Operations, issued special orders for the genesis of Naval Demolition Units to be used in the inva­sion of Normandy. A team of crack sailors in peak physical condition would complete quick and intense training in underwater demolition and rubber boat handling before being shipped to North Africa. The original thirteen-man team, joined by several demolition-qualified volunteers, namely Navy Seabees, were placed under the com­mand of lieutenant Fred Wise of the Navy Seabees.

-

A Navy F4B Phantom talting off from the carrier Kitty Hawk.

• 12 •

Page 14: SEAL Team

On July 10, 1943, Allied naval forces surrounded one third of Sicily for Operation Husky. The crack team, called the first Naval Demolition Combat Unit (NCDU), had been trained to identify and demolish enemy targets and obstacles that would poten­tially hinder the passage of landing craft. Finding few targets, the NCDUs undertook an equally challenging task. During the initial stages of the invasion, enemy aircraft had destroyed a number of Allied water craft. To minimize the clogging of landing sites by sunken craft, the NCDUs were ordered to destroy wrecked Allied boats. Despite primitive techniques and equipment, the NCDUs completed their objectives without suffering a single casualty. Admiral King was impressed by the per­formance, and following the invasion, the majority of the team's members reported to Fort Pierce, Florida, where they would apply their newfound knowledge while serving as instructors at a new NCDU school.

The training in the Florida swamps was gruelin& as the instructors stressed heavily the importance of clear thinking under duress. Performing operations against more experienced instructors and amidst such nui­sances as alligators and poisonous water snakes was too much for many men. Over 40% of the recruits vol­untarily dropped out of the program. Those who remained were rugged, confident individuals in peak physical form, able to demolish nearly any obstacle with explosives and, more importantly, to complete objec­tives under severe physical and mental stress. The grad­uates of the first Fort Pierce program were formed into six-man teams to be deployed in England for what was to become D-Day.

In England, the demolition specialists joined forces with Army personnel to form Gap Assault Teams (GATs).

The following is excerpted from Point Man, a first-hand account of one of the original SEAls, Plank Owner Chief James Watson, QMCS, USN (Ret), and Kevin Dockery. Point Man is available August 1993 from Morrow Books.

The village was in a free-fire zone ond there were not sup­posed to be any civilians in the area. The v.omen and children were at least VC sympathizers and family. some of them \.-V€re probably active VC We would hove been within our rights ond orders to level the whole place. But you have to show some humanity and compassion, even in IM3r. It's one of the few things that sets us apart from the animols.

SEAL Chief James Watson, QMCS -Pointman

The NCDUs were to operate from rubber boats, clearing obstacles above the high water line. The Army, in tum, would clear the beaches with tanks and tank dozers. The forces trained heavily from mid-April to May 22 at Appledore, Devon. Tadics and physical fitness were stressed, and the latter portion of the preparation involved the assemblage of 10,000 Hagensen Explosive Packs that would be needed for the mas­sive demolition project that lay ahead.

Page 15: SEAL Team

Men 01 the UDT evolved into the SEALs 01 today.

June 6 saw the demolition teams move out to Omaha Beach on the coast of occu­pied France. The primary objective of the GATs was to clear paths to the mainland through which boats carrying Allied ground forces would later pass. Despite suffering nearly 50% casualties from heavy German gunfire, the NCDUs managed to clear two channels for the largest invasion of W.W.l1. Although the NCDUs were instrumental in the success of the invasion of Normandy, the lessons learned in the operation proved invaluable in the redesign of tactics and equipment. The NCDUs and their descen­dants would no longer work with the infantry, who although they provided cover fire for the demolitionists, more ohen than not drew fire. More than once at Normandy a demolitionist found himself having to warn infantrymen away from German-made barriers wired to blow. The Navy went right to work rethinking the role and tactics of the teams. Immediately following the invasion of Normandy, the men of the NCDUs and new graduates of the Fort Pierce training center would move on to Maui for fur­ther training as the newly named Underwater Demolition Teams (UDTs).

Page 16: SEAL Team

But the new UOTs training was cut short by an order from the top. Under the com­mand of Rear Admiral Kelley Turner, the teams would participate in Operation Galvanic, the invasion of Tarawa and the Gilbert Islands. This particular operation posed a difficult challenge which taught the UDTs a costly but invaluable lesson. Hydrographic information on the Gilbert Islands, especially on coral atolls like Tarawa, was extremely limited. Primary information sources were interviews with occupants of the islands before the war and from charts and tidetables provided by British intelli­gence. Despite the lack of solid information, Admiral Tumer determined it was in the Armed Forces' best interest to launch the invasion.

In November 1943, with the shells from support craft screaming overhead, waves of combat-laden Marines in flat-bottomed Higgens boats assaulted the shores of Tarawa. The disaster began when the boats ran solidly aground on coral reefs, which in some areas were covered by less than two feet of water. The Marines abandoned the grounded craft, and on the way to shore many disappeared into holes in the coral reefs or into craters made by the prelanding bombing runs. The packs containing use­ful equipment and ammunition that would have kept the men fighting on shore were dead weight in the water: some men carried over 100 pounds of weapons, radios and ammunition! More Marines drowned trying to reach Tarawa than were killed by the Japanese in the fight for the island.

Admiral Turner, whose final decision it was to launch the assaul~ caught the majority of the flak from his superiors and from an uproarious American public. Nonetheless, he remained undaunted in his mission to develop a new type of scout in the Pacific Theater. Believing the intolerable experiences of Tarawa could be avoided with better preparation, Turner seized the few NCOUs who were not assigned to Europe and built the nucleus of a new demolition unit. With his understanding of the need for experienced demolitions men and the capabilities of his teams and of their technolo­~, he became instrumental in changing both the training and the overall mission of the NCOUs.

At Turners request, two teams of recent graduates of the Combat Demolition Unit School at Fort Pierce were sent to Maui in December 1943 for a crash course in hydrographic reconnaissance and mapping. For the first time in the school's brief his­tory, there was a marked emphasis placed on swimming, and, concurrently, long dis­tance swimming was incorporated into the already grueling training program. Meanwhile, the commander and his men were busy rethinking uniforms and equip­ment. The demolitionists stili wore normal combat uniforms with boots to protect them from the sharp coral. lifelines connecting a man to an inflatable boat or landing craft, along with inflatable life belts, were introduced. Goggles were issued for the first time, and weapons were reduced considerably: the new teams would carry only K-Bar knives, Turner's thinking being that any direct contact with the enemy was considered too great a risk for such highly trained men. The new teams, designated UndelWater Demolition Teams 1 & 2, were to become Turner's expeditionary force for the upcoming operations in the Marshall Islands .

• 15 •

Page 17: SEAL Team

Operation Flintlock involved two major amphibious forces that were to conduct land­ings on 30 of the Kwajalein Atoll's islands. In late January, a team of UDT personnel moved out to face the enemy and to reconnoiter the intended landing beaches. Only 500 yards off shore the lead landing craft ran aground. Unable to gather sufficient data from that position, two team members who wore unauthorized swim trunks under their uniforms stripped and swam in closer to the beach. There they made note of the beach defenses and coral obstacles on plastic slates before returning to the landing craft As a result of this gathered intelligence, the method of landing the invasion forces was altered. Instead of flat bottomed landing craft, Turner would send the first wave of infantry in with amtracs, which could crawl over coral in shallow water. After the successful invasion of Kwajalein Island on February 1, the UOTs sys­tematically performed reconnaissance for troops until all islands in the atoll were secure. As a result of the ~unauthorized· swim by the above mentioned personnel, it was the last time the teams would operate as ~walking- units.

The spring of 1944 found the UOTs adapting and perfecting new techniques devel­oped as a result of their experience in Operation Flintlock. Here the teams made the fundamental transition from land tactics to new aquatic techniques. An even greater emphasis was placed on swimmin& and new tactics that would lead to methods used by today's SEAls. Specifically, because UOTs working directly from boats drew too much enemy fire, a technique was developed where the men were delivered to their destination by a fast boat They would then jump over the side and perform their reconnaissance and demolition directly from the water. The teams abandoned com­bat uniforms and exchanged their goggles for faces masks that covered both the eyes and nose. Waterproof watches and compasses were developed to aid in navigation, and waterproof flashlights became standard issue. In addition, the Buddy system, wherein one team member is responsible for another's safety and duties, came into being. Remarkably, because sport diving as we know it did not yet exist, all of the equipment and techniques were developed from scratch by the officers and recruits at Maui and Fort Pierce.

Later, in preparation for the invasion of Saipan, which would be the first invasion of an island on -Japanese soil,· several additional methods of operation were developed. The requirement for daylight reconnaissance eliminated the use of rubber boats, and the men were expected to swim to their targets. To effectively and rapidly insert and evacuate UDT swimmers, the "casting" technique was developed by Ensign Wade Theye and lieutenant Tom Westerlin. The method worked as follows: A landing craft with a rubber boat lashed to its side would travel parallel to the shore. A pair of swim­mers would jump from the landing craft into the rubber boat and sit on the outer tube. On signal, the pair would dive into the water, and the next team would immedi­ately take their place in the rubber boat. Seven pairs of men were distributed 100 yards apart to map, mark obstacles and do depth checks. When the survey was com-

Page 18: SEAL Team

pleted, each man swam to a pre-determined point to wait for the landing craft. As the craft approached, each man raised his left arm. The recovery man in the rubber boat lashed to the landing craft would lean out over the water and snag a man's arm with a heavy rubber loop. When he leaned back into the rubber boat, the swimmer would be snatched from the water and into the rubber boat. where he would climb hurriedly into the landing craft to make room for the next swimmer. This technique allowed the UDT men to be picked up at a rate determined by the speed of the pickup craft, which speeded up the most life-threatening phase of reconnaissance considerably.

For the pre-invasion reconnaissance and demolitions of Saipan, the swimmers wore trunks, knee pads, sneakers and gloves. They were painted blue with black horizontal rings at one-foot intervals, thus fundioning as ~human rulers." At 0900 hours, June 14, the UDTs embarked on their mission wearing what is perhaps the most uncon­ventional uniform in the history of modern warfare. The teams performed admirably, applying the new techniques developed in training. They successfully completed reconnaissance, guided the first waves of troops through passes, and later demol­ished wrecked landing craft to keep those passes clear.

A sailor fires a gatling-styie grenade launther in BUD/S training, Coronado, California.

Page 19: SEAL Team

Having taken Saipan and the neighboring island of rinian, Allied Forces moved on to Guam, an island much larger than any previously attacked. Guam was an American possession before the war, and Turner suspected the Japanese had fortified the beach front heavily. Early reconnaissance confirmed that a massive demolition effort would be required to destroy Japanese-placed obstacles. Despite the enormity of the task, the several UDTs participating in the operation made their training and technical developments payoff. UDT-4 began operations on July 14, as 200 men planted the high explosive tetrytol (a mixture of 75% tetryl and 25% TNT). For several days the demolitionists worked the coast, under smoke screens and bombardments, systemat­ically destroying obstacles and clearing paths for the landing forces, all without a single casualty. This fact alone attests to the effectiveness of UOT training and to the charac­ter of the individual team members.

Following the successful operations at Guam, the UOTs returned to Maui for more training and development Again the overall mission of the UDTs was to be refined, this time with an orientation toward the clandestine. Having been briefed on the suc­cess of the UDTs in Guam, Major General William Donovan, the primary force behind the Office of Strategic Services (055), an organization of spies and intelligence gather­ers, got together with Admiral Chester Nimitz, Commander in Chief of the Pacific Reet Donovan wanted the UDTs to work with intelligence agencies. He and Nimitz arranged for men from the OSS, 2 1 enlisted men and five officers of the Maritime Unit to arrive in Hawaii in June, 1944, to be assigned to the new UDT unit, now known as Team 10. The OSS team had been in existence since 1942, and they shared some of the UDT's specialized skills. In addition, they had developed several types of breathing equipment that were in the various phases of testing. as well as weapons and techniques for attacking ships at anchor. Under the command of Lieutenant Arthur Choat, the men learned the proper technique of swimming with fins, a concept previously abandoned by the Navy due to the prevalence of leg cramps. Used properly, the fins would prove to be a tremendous benefit to the UDTs. This phase of their training completed, the UOT's embarked on what was to become one of the most famous battles of W.W.l1.

The United States General Staff desperately needed to gain control of an area close to mainland Japan for the specific purpose of building an airbase for S-29 operations. lwe Jima seemed just the place. The B-29, the Allied force's newest bomber, could easily reach Japan, drop its load, and return to Iwo Jima without refueling. An invasion was planned for mid-February and was to be preceded by reconnaissance by UDTs 12, 13, 14 and 15 under Commander Kauffman. Operation Detachment was no dif­ferent than many of the UDT's previous assignments. The teams were expected to explore and clear portions of the southeast beach extending two miles from Mt. Suribachi, the peak of the 4.5- by 2.5-mile island. The APDs Bates, Barr, Bull and Siessman put the UOTs in the water on the morning of February 17 to begin preinva­sian reconnaissance. To their surprise the teams met little resistance, and they quickly

• 18 •

Page 20: SEAL Team

disabled the few underwater mines they found, installing markers over the large, sunken boulders. But the APDs, landing craft and infantry gunboats providing support fire drew the attention of the Japanese, who retaliated with a barrage of artillery. And although the swimmers suffered few casualties, the support craft were heavily hit. In fact. the gunboat carrying Commander Kauffman was hit directly with an 8-inch shell, which killed the radio operator standing beside him.

That nighl, the eve of the invasion, a kamikaze plane dropped two 1 DO-pound bombs, one of which penetrated the decks of the Blessman and detonated in the mess. Eighteen UDT men were killed and 23 others were wounded. The blast also wounded 11 of the ship's crew. The Blessman caught fire immediately. To complicate matters, most of the fire-fighting pumps had been damaged in the explosion. Commander Kauffman, who was aboard the nearby Gilmer, made a bold move. Despite the fact that the Blessman held full magazines of tetrytol, he ordered the Gilmer to move in closer and train its pumps on the damaged ship. From the bridge of the Gilmer, Kauffman led a boarding party which helped transport the wounded to the Gilmer. Despite the heroic actions of Commander Kauffman, the UDTs and the creV\lS of the Blessman and Gilmer, 40% of UDT 15's men were casualties of the attack, marking the greatest loss suffered by any single UDT during the war.

A SEAL Stonennan talting a break in the muddy Mekong Delta .

• 19 •

Page 21: SEAL Team

After the Allies took Iwo Jima in one of the bloodiest battles of WW.lI, the UOTs took stock and immediately began preparations for their next objective. Operation Iceberg was the largest amphibious operation in the Pacific and second in size during wwn only to Normandy. Over 500,000 men were to land on the island of Okinawa on April 1, with 1,000 men from 10 UDTs working in frigid waters to provide a safe path, The beaches of Kerama Retto, an island group roughly 15 miles west of Okinawa, were the first to be cleared. While making their way through the calm water inlets that divide the islands, the UDT s discovered and destroyed some 300 explosives-filled kamikaze speedboats. Had these vessels not been discovered, they surely would have wreaked havoc on the Allied fleet. The teams prepared their explosives at night and cleared 1,300 yards of beach of 1,400 obstacles in only two days of operation. By March 26 the entire island group was cleared without a single UDT casualty.

The Allied invasion of Okinawa began on April 1, 1945. After leading the first waves to the island, the men of the UDTs manned the machine guns of their APDs around the clock, defending the fleet from almost 1,000 kamikaze planes. The invasion was another Allied success, and the UDTs celebrated by performing post-battle demolition of the beach area before moving on to Borneo.

The mission in Borneo involved an in-depth reconnaissance and the clearing of the south side beach. Cold waters, a heavy concentration of obstacles and a 12-foot surf made the job difficult, but the highly trained men were again successful in their oper­ations, paving the way for another Allied victory, the last of wwn in which these men would be involved as members of Underwater Demolition Teams. Borneo was the last major amphibious operation of wW.n, as the Japanese surrendered after the atomic bombings of eady August 1945.

Although the UDTs performed with overwhelming success, the operations they com­pleted specifically in the last year of WW,II demonstrated the philosophy that had been their practice since their conception: one must learn from one's successes and mistakes and apply the newfound knowledge toward safer, more effective techniques. Each of the 34 UDTs commissioned during WWII was highly commended by offi­cials, who cited -without the work done by these teams the attempted landings would have been disastrous failures." Yet despite the remarkable record of the teams, the speed with which they evolved and the lauding by high officials, the number of UOTs declined steadily from the end of w.wn to 1948. The demand for such highly trained men was not nearly what it was during the world war. Nonetheless, both instructors and cadets alike were hard at work developing techniques and equipment in Florida and Hawaii. Among the developments were several rebreathers, a dry suit for cold water diving and lockout techniques allowing swimmers to operate from submerged submarines. Soon, however, America would become involved in a hostile conflict on foreign soil, and the need for UOTs once again would be realized .

• 20 •

Page 22: SEAL Team

On June 25, 1950, the North Korean Peoples Army (NKPA) crossed the 38th parallel and invaded South Korea. At the time a detachment of 10 men from UOT-3 were in Japan supervising demolitions. The team was asked to perlorm an inland demolition of NKPA supply trains deep behind enemy lines. UOT operations expanded and even­tually included beach surveillance, landings, clearing mines and generally disrupting the NKPA's logistics via demolition. At the signing of armistice on July 27, 1953, the UOTs had assisted in 61 assault landings and, largely due to the vision and efforts of Commander John T. Koehler, had proven themselves in inland warlare.

The UOTs had been receiving training in land operations, advanced night reconnais­sance, small unit tactics and weapons since the end of W.W.II. Koehler, an awardee of the Silver Star and a commander of the advanced UOT training base in Maui during the laner part of W.W.II, recognized the potential of the UOTs at land warlare. His vision of the possibilities of the UDTs included inland demolition raids, intelligence gathering and the infiltration or exfiltration of guerrillas and intelligence agents. It was Koehler who made sure the men received proper training for such operations. And to his credi~ his image of the UOTs almost exactly correlates with the general operational capabilities of today's SEAls.

After the war in Korea ended, the primary mission of the UOTs was reconnaissance, and most of the information regarding missions during this time remains classified. However, the teams became even more involved with testing and scientific experi­mentation. Among other projects, the UOTs developed gas mixes for an assortment of underwater breathing devices. And because of their excellent physical and mental fitness, the UOT members were used by the space program to test the effects of -C"­force, weightlessness and the stress of launching and reentry. But when John F. Kennedy was elected President of the United States in 1961, the UOTs underwent a major reorganization and refining of priorities and of their overall mission.

Kennedy, a commander of a PT boat during w.w.n, recognized the need for US forces to fight a guerrilla-style war. Upon assuming the position of Commander in Chief, he ordered all military services to increase their capabilities in the field of unconventional war. Kennedy's advisers seemed to have Vietnam in mind. As u.s. involvement in the conflict was on the rise, the Navy had designed a shallow-draft boat for operations in a riverine-type environment Kennedy realized the UOTs were the men most capable of fighting guerrilla warlare, but he needed these highly trained men to continue with their reconnaissance missions. His administration decided to develop a specialized guerrilla unit and to allow the UOTs to continue to perlorm their invaluable service to US. intelligence. Thus the SEAls were born, the basis of the anagram-Sea, Air & Land-indicating their capacity to perlorm in any environment. Each SEAL unit would consist of 20-25 officers and 50-75 enlisted men. Their three-part mission:

• 21 •

Page 23: SEAL Team

1. To develop a specialized Navy capability in guerrilla/counter-guerrilla operations to include training of selened personnel in a wide variety of skills.

2. To develop doctrinal tadics.

3. To develop special support equipment.

Final authorization of the SEAls came from the Chief of Naval Operations, Admiral George W. Anderson, Jr., in a letter dated December 11, 1961. And on January I, 1962, SEAL Teams 1 and 2 were commissioned by presidential order. By March two instrudors from Team 1 arrived in Saigon for a six-month tour of duty with the specif­ic objective of training the South Vietnamese personnel in clandestine maritime oper­ations. Thus began the operations of the US Navy SEAls in Vietnam.

• 22 •

Page 24: SEAL Team
Page 25: SEAL Team

PART II: AT THE BASE

-•

Page 26: SEAL Team
Page 27: SEAL Team

PART II - AT THE BASE

USING MENUS AND COMMANDS You can navigate the SEAL Team menus and Map scraen using the keyboard, mouss, or joy­stick. To USB the mouss, make sure your Microsoft Compatible mouse driver has been installed correctly before loading SEAL Team (see your mouse manual lor mora information).

SELECTING ITEMS Using the mous., move the cursor to the desired option and click the LEFT mouse but­ton.

Using the joystick, move the cursor to the desired option and press button 1.

NOTE: Joystick buttons may vary depending on which joystick you USB.

• Using the kByIIDanI, use the arrow keys to move the cursor to the desired option and press ENTER. U an option is labeled with an unduti .... "HIII' (e.g. ~C11, you may altBmsteiy type the underlined letter to select the item.

NAVIGATING To advance screens at the Bass, select NEXT.

• To return to the previous screen, press ESC.

To advance laxt messages, press the .,.c .......

OUICKSTART The 'oUawing section will get you through the opening screens and out onto the battlefield in short order. For detailed infonnation on menus and screens at the base, see the following sections.

When you load SEAL Team, the title screen appears. Press ENTER.

The Main menu appears. The cursor is on PRACTICE MISSION [e good place to start). Press ENTER

The Practice Mission screen appears. Read the text al the bottom 01 the screen,. press the spacu.,. to advance it. Notice that the miseion type is listed in the upper right of the screen.

Move the cursor to the NEXT button in the upper-right comer, and select it (click the mouse Dr press ENTER).

The Mission Briefing screen appears. Check out the Patrol Order and Marching Order clip­boards if you want to, but you don't need to change anything to play the first mission.

If you wait a moment, the Mission Briefing begins automatically [you can click on the brief­ing screen to start it sooner). Watch the briefing film and read the text at the bottom of the screen (press the splU:uar to advance it).

When the briefing is over, move the cursor to the NEXT button in the upper-right comer, and select it (click the mouse or press ENTER).

Watch while your team is inserted. For an example of how to g-et throug-houl the first mis­sion, see the loll owing- section.

·26 ·

Page 28: SEAL Team

WALK THROUGH The following is an account 01 how ODB 01 the authors of this manual completed the first mission in SEAL Team, You can use it as a guide for your first mission, but remember to expect the unexpected; things may not go exact1y 9.5 we've described them..

NOTE: Before beginning this walk thnJugh, we recommend that you adjust all set­tings in the Difficulty screen (see page 29) to the easiest lavels. In particular, setting the MAP option to FREEZE will make life a whole lot easier.

The team was inserted just oR shore. J pmssed ESC to bypass the zoom-in 58qu8nc~ then FI to get into Point Man view. I hit the etrl key along with the LEFI' and RIGHT arrows to get Ii quick look around.

I didn 't 588 any VC nearby, but I knew they Wlf1'8 out there somewhere. I needed an overview 01 the ares, so I pressed the q llUblU' to bring up the Map screen.

The white dotted line showed me the path I was to take to ambush the VC patrol to the west. I pressed X to expand the map,. it lOOKed like the path would lead me right through B series 01 bunkers. J decided to veer north a bit lor safety's sake.

As this was an ambush objective, J ordered the team to assume a Column Formation (L). J pressed the qualU' to return to the battJeb'eld, then ordered the team into Prone Position {II- J pressed the UP IIlTOW once, and we proceed­ed slowly toward the objective, using the on-screen com­pass and Objective Locator IIlTOW (on the compass) as our guide.

We were a short distance from the bunkers when I decided to check out the area again, this time using Pan and Zoom. J pressed the DOWN arrow to stop; J wanted to get a better look around J pressed F2 to pull up Team View, then Ctrl and the LEFT IIlTOW key to pan the view until I was look­ing at the team from the direction 01 the bunkers. Using CtrI and the PAGE DOWN Jeey, J zoomed out until J could see the bunkers- and the VC patrol lur/cing behind them.

J switched beck to Point Man view (FI) and moved toward the enemy. J pressed N to scroll through my weapons, and stopped at the Hushpuppy.

Charlie was a very sharp sono­fabitch when if come fa making do with what he had One thing I would not tolerate from any of the men in my platoons Vt'OS to underestimate the vc. Charlie Vt'OS not stupid If he hod been stupid. we 'WOuld hove won the war quickly with a small loss of life. None of my men could say, WLet's go get that dumb 5Ono­fabitch. • and have me let him go. Saying that \.-\'Os just as stu­pid as a man saying he was never scared while in combat.. Any man who talked like that would nat operate with me. Never underestimate your adversary. And if you're not scored when going into a situa­tion where the other man can kill you before you kill him, there's something wrong with you, fella. It's controlling the fear that makes a good operator.

SEAL Ch ief James Watson, QMCS -Pointman

When the enemy was in targeting range, a target reticle appeared on-screen, along with a message idenUlying him as the enemy, and indicating his distance. J ordered a Cease Fire (e); J wanted to take them alive if I could. Unfortunately, a moment later one 01 them spot-

· 27 ·

Page 29: SEAL Team

PART II - AT THE BASE

led us and opened lire. I pressed W {Firs sl Will}, and pressed the down arrow once to stop.

The guy was coming toward us,. and in no time he was willUn 50 meters. According to my target retid~ he was the ·objective". I pressed ENr£II to lire. He dOVB to the ground and kept shooting, and by now all his buddies were joining the party.

My Ollicer in Charge was hit and my Medic was busy helping him; our defenses were down. and we were in trouble. J pressed Alt-N to scroll through my grenades, and chose the M26 Frag Grenade. I pressed TAB 8 lew times until I'd targeted the VC nsllI'est the center 01 his group, then pressed Ii to loss one of those bed boys. It wiped out twa 01 them right oR, and the othel'S dove for COVB1'.

J pressed the UP 8lTl'1w twice to ron toward them so W8 could tales the survivors while their guard was down. As we approached, the remaining VC dropped their weapons and raised their arms in surrender. I stopped [DI/WN arrow} and pressed 5 (Search) and my men captured the prisoners and searched them thoroughly, coming up with several weapons and dor:uments. The IObjective Complete" hand signal appeared on the screen.

With that done, we headed south toward the hooches, our second objective. A message slerled me when we'd reached the patrol location. We chedced out the ares, then moved to the extraction site on the shore.

1 pressed the qlUUlU' to bring up the Map screen, then pressed 2 to select the Boat Supporl Unit. I moved the CUJ'Sor to our location on the map, and pressed ENTER to place the rod cross (waypoint). 1 pressed E to radio for an Extraction, and exited the map screen. A few moments Ialer the boat arriveci and 1 moved the team into it. We extracted with pris­oners, our objectives completed.

Page 30: SEAL Team

MAIN MENU At the Main Menu, select one of the following options:

Begin a new campaign

Cominue a Campaign in

Praoress

Playa Practice Mission

For more information on these options, see Starting s Campaign, page 33, Saving and Continuing Your Campaign, page 46, and Practice Missjon, page 31 ).

• To bring up the Difficulty Screen, press Fl D.

DIFnCULTY SCREEN The Difficulty Screen lets you determine the difficulty leva! 01 the game by adjusting Bach option to your preference. The Difficulty screen can only be accessed from the Main menu.

Settmgs

Op' ...

Difficulty Screen

To bring up the Difficulty Screen, press FlU (from the Main menu).

T. adjust options :

1. Select an option. The option becomes active; the current [active) satting button is dark gray, other sattin!JS are light gray.

2. Select the desired setting button. The button turns dark gray, indicating that it is the ~setting.

Rapeet steps 1 and 2 until all options are set according to your preferences, then select SAVE to save the settings. Select OUIT to cancel your changes and return to the previ­ous settings.

Page 31: SEAL Team

PART II - AT THE BASE

DIFFICULTY 1IP'mINS,

Ammo Determines the amount of ammunition available to the Point Man .

.unlimited: Anununition is inexhaustible. Beal: Anununition is limited to the number of rounds carried.

~nlllRY Wounds DeternUnBS the damage you inDict on enemies when you fire on them .

.!leath: Enemy dies immediately when hit by the Point Man. Heavy: Enemy receives heavy damage when hit Beal: Damage is realistic, based DR range, W1!apon accuracy, etc. Intallipru:. (Enemy) Determines the ISV1!1 01 enemy intelligence (ie. ability to detect intruders, lannulate strate~ gy, defend against attack, etc.)

Minimal Enemy has minimal intelligence (i.e. easiest to defeat). Ilecreased: Enemy is less intelligent than is realistic. Beal: Enemy intelligence is realistic.

llayar Wounds Determines the severity of wounds the point man receives in battle.

Hone: Point Man receives no wounds in battle. D.ecreased: Point Man receives fewer wounds than is realistic. Beal: Severity of wounds is realistic.

!!a1oad Tinuo Determines time expended for weapon reload.

Instant: Reload ocCW'S immediately. limed: Reload time is realistic.

:r.am SiD: (Enemy Team) Detennines the number of enemies encountered on each mission.

Decreased: Fewer enemies on each mission. Beal: Number of enemies is realistic. ~anced: Increased number 01 enemies encountered on each mission.

w •• p .... Detennines the number of weapons available to the team at the Marching Order screen (see page 38).

Unlimited: Beal:

Map

All weapons available for every mission. Specific weapons available for each mission.

Detennines whether action continues or pauses while you view the Map Screen.

Action paused while in Map Screen. Action continues while viewing the Map Screen; leam may be attacked.

· 30 ·

Page 32: SEAL Team

5 ... Saves your settings for this and aU futur8 sessions until yOll change the settings and save again.

IIWI Returns to the Main menu without saving your settings.

PRACTICE MISSION If you're Rot quite ready lor the real thing, a Practice Mission lets yau learn the ropes at your own speed. You can play each of the 90 available missions as many times as you like without fear 01 ending your campaign history and your character's lifeline. We recommend that you play each mission at least once in Practice mode before aHempting it in Campaign mode.

To play a Practice mission, select PRACTICE MIS­SION from the Main Menu. The Intel Briefing SCf'9Bn appears (see Intel Briefing, page 35).

Charlie never knew when he could lay his head dolMl safely. Sometime during the night the men with the green (aces just might kick the door in.

SEAL Chief James Watson, QMCS -Poinrman

NOTE: Campaign statistics (missions won and lost, ratings, medals, points, etc.) are not tracked in Practice mode.

A SEAL fire tearn "fast roping" from a huvering UH-l B "Slick" .

• 31 •

Page 33: SEAL Team

PART II - AT THE BASE

CHDOSIN& YOUR PRAt'I1CE M1SSmN When you choose fRACTICE MISSION, a Point Man is chosen lor you automatically, and the Practice Mission screen appears (the Intel Brieling screen in campaign mode). Here your C,O. briefs you on the upcoming mission.

Missioo Location -I~f-f (tlashlng)

Brie1ing Text

Go to next screen

Mission Type

calendar

SEAL Team begins in 1966 and ends in 1969. Thers are 20 missions in each year, for a total 01 80 missions. In Practice mode, you can choose to play any of the available mis­sions in any order you wish. (This option is not avaiJabJe in Campaign mode.)

To diDO •• JDUI' missiDn:

~ Change Itlte

~ Change year

Calendar

1. Select the MONTI{ or the YEAR from the calendar on the Practice Mission screen.

2, Choose your mission dale :

eon ... l Mouse Koyb,aMl Joystick

Ish click ENTER button 1

right click spacebar button 2

NOTE: Missions gel tougher with each passing ruar; we recommend that you start with the early ones and work forward.

STARTIN& YOUR PRAC'I1CE MISSION From here on out, a Practice mission is a lot like a regular mission. U ytlu've chosen your starting date, ytlu're ready for your first mission briefing" Skip ahead to Intel Bn"eling, page 35, lor further instructions.

Page 34: SEAL Team

STARTING A CAMPAIGN When you begin a campaign, you commit your Point Man to a lour of duty which, should he survive, can last as long as four years (from 1966 to 1969). During this tour hel1 hone his skills 85 well as those 01 his fellow SEALs. SEAL Team keeps a record of campaign sta­tistics, such as missions won and lost, medals, citations, points, and the Pnint Man's ever­improving SEAL Team Rating.

The campaign continues as long as the Point Man survives; should he be killed in action, the campaign ends. Save your campaign often to avoid having to start again from the beginning.

UDT ISEAL TRAINING SCHOOL When you choose START CAMPAIGN from the Main Menu, the UDT/SEAL Training School screen appears. Here you can choose your campaign's starting year and select a Point Man from the available recruits.

View Previous RWUlt

Biography Window

Rallngtiliography (Select to !OO!Ite)

Begrn Your Campai~n

Starting Year (Select 10 change)

NOTE: tn Practice Mode, a Point Man is chosen for you automatically, and the UDT/SEAL Training School screen does not appear.

STARTING YEAR Your choice 01 recruits, as well as the missions yuull play, depend on the current year. Keep in mind that the missions get more difficult in later years, and your team eccumu­lates skill and experience with each mission. Starting et a late date with a green team can make life hard.

• To choose a starting year for your campaign ('66, '67, '68, or '69), select the YEAR button. Xeep selecting until the desired starting year appears.

CHOOSE A POINT MAN This is where you choose the recruit who will become your Point Man [you). TheI"9 are four recruits available for each year of SEAL Team. The currently selected recruit appears in the RATING/BIOGRAPHY window at the bottom of the screen. When the desired recruit is in the window, move on to Start the Campaign, page 34.

Page 35: SEAL Team

PART II - AT THE BASE

Be sure you're happy with your Point Man selection; he's got some tough missions ahead 01 him; if your Point Man expires during combat, your campaign history ends. To continue playing, you must either restore a sawd game (see Saving snd Continuing Your Campaign, page 46), 01' start a naw campaign.

To cycle through reCruits, select NEXT RECRUIT and PREVIOUS RECRUIT.

Th. RATIN& wind ... displays each recruit's CWT9nt rating in areas such as weapons skills, strength, and agility. Also listed is the raemit's SEAL Team Rating (Green, Novice, Veteran, or Elite] which reflects his overall skill and experience.

Rating Window

The recruit you choose as your Point Man (the man you control) will improve in these areas during your campaign. The RATING window is also available at the Campaign screen after each mission; check it often 10 see how he's coming along.

Th. 8I06RAPHY window provides some background on your man, including his ags, his place 01 birth, and which wnpon he's most comfortable with. Like the Rating window, the Bin window is also available at the Campaign screen after each mission

Specially

"''''' '" Bir1hplace

Select to View Ra1ino W1_

__ ".IIh -­n_.II'd _M --,.,-Best Weapon

51""'0,"' .. IUD.-sCl_f7 '-"" ... TI .... I"',.

Type 01 Cammo worn

Biography Window

Helgh1/Neight

Basic UllCIerwater Demolilion/SEAl Grad Class Group

To toggle each recruit's deSCription between RATING and BIOGRAPHY, select the RATINGIBIOGRAPHY button.

When your Point Man choice appears in the RATINGIBIOGRAPHY window, it's time to start your campaign.

START THE CAMPAI&N

When you've chosen a recruit and a starting year, select START CAMPAIGN. The Nickname box appears:

------I .~ ~

• Type in a nickname for your Point Man (or leave it blank for none) and press ENTER. The Intel Briefing screen appears.

Page 36: SEAL Team

INTEL BRIEFING At Intel, the C.O. briefs the team on the upcoming mission. Any available intelligence, including information on the area and the mission type, is related. (For more on mission types, seB Missions below.)

Area Map

Mission location (Ilashlng)

Brieling Text

Intel Briefing Screan

Go to next screen

Mission Type

Calendar

To begin the briefing, select the Araa Map, or wait for the briefing to begin automati­cally.

To scroll through the briefing text, press the spacUIU'.

To adjust the mission dats, select MONTH or YEAR on the Calendar (Practice mode .!m!x:- see Practice Mission, page 31, for more information).

NOTE: In Campaign mode, only the starting year can be adjusted and only from the Training School SeMlBn. Press ESC to return to the Training School screen.

• To advance to the Mission Briefing screen, select the NEXT button.

• To return to the UDT/ 5EALs screen (Dr the Main menu in Practice mode), press ESC.

NOTE: SEAL Team briefings and other text messages contain numerous military terms. For explanations of these terms, see the Glossary, page 129.

MISSIONS There are seven types of missions your team may be assigned during your campaign. Each requires tha unique skills and attributes only a SEAL team can provide.

PATROL On Patrol missions, the team is to arrive at the specified location (on-sct1!en message con­firms arrival), and patrol the area. Using the SEARCH order, the team should attempt to captun! NVANC, and avoid injuring civilians in the area.

AMBUSH Ambush missions require stealth and a healthy dose 01 patiance. The leam should arrive al the objective location and lake the enemy by surprise, neutralizing personnel by whatever means necessary. Take prisoners, if possible (using SEARCH order). In order to achieve this objective, the leam must neutralize at least 65% of the enemy objective.

· 35 ·

Page 37: SEAL Team

PART II - AT THE BASE

DEMOLITION On Demolition missions, the team is sent to destroy a structura, such as a building or a wall. When the target reticle confinns the objective, set demo charges and get out of the way. For more information DR demo charges, sae Using Weapons, page 79.

RESCUE The objective here is to find and extract friendly personnel, usually POWs or downed pilots. When you reach the specified location, issue a SEARCH order to pick up any lriendlies, then extract with them.

RECOVER On Recover missions you'll need to locate and extract an object, such as a cache of weapons, equipment, food, or other supplies. When you locate the objectiV9, it's automati­cally marked for pickup by a Support Team (pickup occurs at a later timB, off camera).

SNATCH Snatch missions are similar to Rescue missions, except that the object of the mission has no desire to he rescued. Locate the ohjective enemy personnel, such as a high ranking enemy official or scientist (target reticle confirms objectivel, then issue a SEARCH order to snatch him.

OBSERVE ObseI"l/"e means the team designates the target, then watches while the big guns do the job. Travel to the objective, identify and target it (by setting a waypoint) for yOW' Support Team, and issue an attack order - they11 do the hard stuff. The most important thing to remem­ber on this type of mission is to keep your team at a safe distance while the fireworks are on.

MISSION BRIEFING When you exit Intel Briefing, the Mission Briefing screen appaBl'S, and the C.O. briefs the team on mission objectives, support craft, and enemy activity in the area. You can also view the Marching Order and Patrol Order clipboards (deScribed below).

Brieling Screen

BrIe1ill!l lex!

Mission Briefing

Go 10 oex! screen

PaIIOI Qfiler ,""",,"

Marchlll!l Order '''''',

Page 38: SEAL Team

• To begin the briefing, select the white Briefing Screen.

To advance the lEDet, press the spaallar.

• To exil Mission Briefing and begin the mission, selecl the NEXT button.

• To return to the Inlel Briefing screen (the Practice Mission screen in Practice model, press ESC. {If the briefing has begun, you must advance the tEDet 10 the end of the briefing before exiting.)

To go 10 the Patrol Order screen, select PATROL ORDER.

To go to tha Marching Order screen, select MARCHING ORDER.

A UH- I B Seawolf fires a rocket over the Mekong Delta.

· 37 ·

Page 39: SEAL Team

PART II - AT THE BASE

PATROL ORDER The Patrol Order clipboard provides a summary of the information you learned in the Mission briefing, as well as facts ahout the terrain, weather, and BXJlBcted strength 01 the enemy. It's a good idea to check this hoard lor an overview of what yOll and your team will he getting into.

;',r:;a05 • "-n ,. " ....... v.u... ..~ n..-h. --= ....... , F ... " ••

........

..... • ~ppor' Un"

..... s."p_' u,," _ w oll .. '-*'" II~"''', .. ...... _ ". , .............

• To exit the Patrol Order screen, select EXIT Of press ESC.

MARCHING ORDER The Marching Order cUpboard lists the members of ynllr current team, their positions, SEAL Team Ratings, the weapons and IDOls thsy're rummtly carrying, and the total weight of their load. Here you can choose your team and determine the weapons and tools they1l take with them on the upcoming mission.

Team Func1lon

Weapons Slols

Tool SIO\

BUILDING YOUR TEAM

T earn Merl'ber's .. me

SEAL Team Rating

Weight of load

Weapons Slots

Tool Slot

Your team consists of four members, each with his own function. The Point Man (you) leads the way to tha objective, keeping an eya out for enemies, gives the orders, and covers the Officer in Charge; the Officer in Charge watches the Point Man's back and perfonns searches; the Corpsman covers the Rear Security officer, perfonns searches, and perlonns medic duties, and Rear Security covers the team's rear end.

SEAL Team Ratmg

Page 40: SEAL Team

Each team member's marching position is determined by where he appears on the Marching Order clipboard. The Point Man is listed first, the Officer in Charge second, the Corpsman third, and Rear Security fourth in line.

Before each mission, you can build a team by choosing new men for each position (except Point Man). For each team position, you can choose from a pool of men who are available to you throughout YOW' campaign. By rotating yOW' men for each mission, you can build up each man's skills, making each available SEAL a valuable asset on any mission. U you don't rotate yOW' men, you end up with a small group 01 highly trained SEALs, but risk get­ting stuck with a greenhorn should one of yOW' best men be killed or wounded in action.

SEAL TEAM RATIN& The SEAL Team Rating for each SEAL represents his strength, agility, weapons skills, and equipment skills.

LTJG S<tm 'Cowboy" R!cb<>rdoon ... , ..... - .. "'., ... ,_ .. , .. -I

SEAL Team Rallng

As each man's skills and attributes improve, his SEAL Team Reting improves. By making a note 01 each man's SEAL Team Rating, you can keep track 01 his progress throughout the

campaign.

SEAL Team Ratings are :

Green -Novice -

Veteran -Elite -

very low skill/experience marginaJ skill/experience good skillIexperience axceptionaJ skill/experience

DlDOSIN& TEAM MEMBERS 1. Select the name of the team member you want to replace {place the cursor on the

name, and use the mouse, joystick, or keyboard to select it). The name becomes highlighted in m.

2. ScroU through the available SEALs until the desired man appears:

Control Scroll Forward ScroD Backward

leh click ENTER button 1

right click spacebar button 2

· 39·

Page 41: SEAL Team

PART II - AT THE BASE

MDDIFYlN6 INVENTORY Each team member's inventory is divided into lour weapon slots and two tool slots which hold equipment according to the following scheme:

A • Gun, Demo charge Grenade only

C D

Gun, Grenade, Demo charge Gun, Grenade, Demo chargs

E r Tool Tool

NOTE: Slots A and B allow a greater capacity of reloads, while slots C and D allow fewer reloads.

Ta du .... ...,DnI and tHls fill' tIIam naamJI.,..:

1. Select the weapon or tool slot you want to modify (place the cursor on the slot, and use the mouse, joysticlc. or keyboard 10 select it). The text in the slot becomes high­lighted in r:t!l.

2. Scroll through the available items until the desired item appears:

Conlnol ScroD r.......... S....u Badnnrd

left click ENTER button 1

right click spacebar button 2

Nat. : The weight of the team member's load changes based on the items you choose. The weight a S£AL carries aHects tho speltd at which he can travel in the field.. Team msmbsrs with higher SEAL Team Ratings can handle hsavier loads than those with lower ratings (&a8 SEAL Team Rsting, page 39J.

• To axil the MARCHING ORDER screen, &elect EXTI', or P1'9SS ESC.

BULL SESSION In campaign mode, the SEALs get together after the briefing to check their weapons and shoot the bull before heading out This is more than just a eocial occasion; these guys have been through a lot and they know what they're talking about. Pay attention and you might just learn something.

Page 42: SEAL Team

SEAL Team IhootB the bull before a mission.

- To scroll through the Bull Seslion text, press the .,acaar.

- To exit the Bull Session and begin the mission, select the NEXT button.

- To return to the Mission Briefing screen, press ESC.

Now it's time Jor the team to insert at the predetemtined site. For information on how to survive the mission, pro­ceed to PART m - ON THE BAmEFIELIJ, page 64.

AFTER THE MISSION Whan the taam has succeedad (or lailed) at completing the mission's objectives, the Point Man calls Jor an extraction, and the team is transported to the base lor debriefing. Awards and promotions (Dr chastisement, as the case may ba) are dispensed as necessary.

EXTRACTION A mission is not complete until the primary objective is satisfied, and extraction takes place. Emergency extraction may take place automaticaUy in the event that the team comes under heavy lire and hall the team is killed in action, but in most cases the Point Man must issue and extraction order.

SeBwolf Suppm extracts the SEAL Team.

• 41 •

Now the Corpsmen were caNing in the dust-off choppers. They placed my stretcher on the bird and starr­ed to strap me down. Now, the /Xlin was startIng to hit me fike a wash of flame. I must hove starred making some noise because one of the men came at me WIth a morphine syrette. -Don't grve me any of that shit.. ~ I started to say. ~I don't want to hear it ~ said the Corpsman, and he hit me with the needle. The /Xlin gradually IN£'nt away as a warm, 50ft feeling swept through me. I could still feel the hurt. but it was like it had been wrapped in corron wool. I was aware of what was going on, but it took concentration. And what I concentrated on, I didn't like. They were taking me out of the chopper, only we hadn't e\o'en left for the hospItal yet! "\M)()o monf I shouted. ~I'm not getting off this thing. You've got to get me to a hospital-Reaching up WIth my good arm, I grabbed the webbmg and refused to let go. 1'00 amt taking me out of this bitch. Get me to a hospital. I don't wont to dief A Corpsman tried to calm me down. "-ou're going to be all right fella. ~ "I'm going to lose my arm aren't Ir I said with my voice fading """Y. -No you're not going to lose your arm," said the Corpsman, 1'ou're going to be all right·

SEAL Chief James Watson, QMCS -Pointman

Page 43: SEAL Team

PART II - AT THE BASE

TD extract .... team:

t . From the Map screen, select the extraction team from the Teams menu [e.g. 2. Seawall Helicopterl.

2. Place the red waypoint at the location where you want the extraction to take place. (See Setting Wsypoints, page 70).

3. Issue an Extraction order: type E, or select the order from the Orders menu.

4. Exit the Map screen and travel to the extraction sits, then walk into the extraction craft. A massage appears when extraction is irruninent

5. Wail while extraction takes place. The Mission Debriefing screen appears.

A door gunner with a M60 machine gun leans out of a UH-IB SeBWOU as it makes a strafing run in the Makong Delta.

ABORTIN& YOUR MISSION When things aren't going well lor the team, it's sometimes a good idea to abort the mission and restore your campaign so you can attempt the mission again from the beginning. Remember thai a mission is only successful if the primary objective has been satisfied, and the team has extracted normally; aborted missions are failed missions, and are 6cored at O. You should only abort if you intend to restore your campaign at an earUer point.

To abort your mission at any time, press ESC, then press Y 10 confirm. U you've changed your mind and want to continue the mission, press H.

· 42 ·

Page 44: SEAL Team

MISSION DEBRIEFING After each mission, the SEAL team reports to the debriefing area where the commanding officer congratulates or chastises you, depending on the success or failure 01 the mission.

Post Mission Repon

HiSlOlit Report

Stieting Text

Go to next SCfeen

Debrieting Screen

• To begin the mission debriefing, select the white Debriefing SCl'I!en.

To advance the text, press the spacebar.

To go to the Campaign sc:raen (or the Main menu in Practice modal, select NEXT.

POST-MISSION REPORT This report provides a mission summary, including mission dats, timB, location, terrain, weather, mission narrativB, friendly and enemy casualties, objectives completed, and the mission score (see Scoring, page 47\.

• To view the report, select the Post-Mission Report clipboard.

• To exit the Post-Mission Report, press ESC.

HISTORICAL MISSIONS This report is a lot like the Post-Mission Report, in that it reports the details of the mission. The difference is, this is a historically accurate report on the mission as it actually oCcum!d. The Historical Missions report is only available aftar some missions .

• 43 •

Page 45: SEAL Team

PART II - AT THE BASE

Use this report to compare ynur perfonnance to that of the men who played for keeps. 'This is not necessarily the ideal outcome, but it was the ruI outcome.

To view the report, select the HISTORICAL MISSIONS clipboard.

To exit Historical Missions, press ESC.

THE PHOENIX PROBRAM By 1967 United Stales IntelHgence coordinators, in their efforts to solidify the vast allied intelligence network in Southeast Asia, had identified a source of growing concern. Among the many information-gathering organizations operating in the theater at that time, fev.' put the knowledge they gained to good use. The amount and quality of information gathered by membe~ of the intelligence network was seen as a measure of prestige. As a result. a good deal of useful, and often vital, information was guarded with contempt and jealousy. William Colby, then director of the Centrallnlelligence Agency, decided it was high time the findings gained by the valiant efforts of the allied intelligence community were utilized to their fullest extent thus, Phuong Hoang (translated Phoenix) was born.

As the situation stood late in 1967, South Vietnamese Provisional Reconnaissance Units (PRU) and US. special forces, including the SEAls, were only scratching the surface of the vast Viet Cong supply and intelligence network. Success for most was measured by body count, and little useful intelligence had been obtained. Many local villagers belonged to vari­ous political organizations such as the National liberation Front and the Provisional Revolutionary Government. These natives, usually peasants, supported the North Vietnamese Army and the Viet Cong by committing acts of terrorism, extortion, sabotage, abduction, soldier recruiting. taxing. and intelligence gathering. They also provided food, dothing. weapons and medical supplies. With control of the rural areas in the hands of the rNA and the Vc. allied victories against the main enemy units were largely irrelevant to the overall situation.

Consequently, the derivative goals of the Phoenix program were to gain control of the Viet Cong Infrastructure (VO) on the provincial and district levels and to bring all intelligence organizations together as a ·coordinated intelligence collection service: as termed by Colby. This would come about, Colby maintained, with the coordination of the South Vietnamese govemments programs against VC intelligence, the improvement of information distribution

· 44 •

Page 46: SEAL Team

and the identifying and apprehension of VCI. Concurrently, as the mass arrests of the Phoenix program brought in more and more of the rural Vietnamese, the United States and South Vietnamese governments would step up the Chieu Hoi voluntary surrender program, thus striking a balance between terrorism and incentive for safety. But almost as soon as the program was implemented it was besieged by public outcry. Because of the sheer volume of VC who were captured each day, the South Vietnamese authorities found it impossible to give each man or woman a fair trial in a reasonable amount of time. In addition, most VCI who were neutralized were low-level operators; and, according to the Military Assistance Command, 75-90% 'Nere released prior to sentendng or were sentenced to prison lerms of less than one year. Even more hostile was the public reaction to the large number of VC killed from 1968-71. It wasn't long before the Phoenix program was called the "Assassination" program by the press and public.

High Command responded vaguely, quietly claiming that the vast majority of va 'Nere killed as a result of "normal operations" (fleeing or resisting with force) and were not found 10 be aaual va until after the fact But Command was reluctant to claim the VCI killed were not targeted VCI: That would have been admitting the program was not functioning as expect­ed. As a result of incondusive evaluations of the program, Secretary of Defense laird initiat­ed a special review of Phoenix in 1970. From then on only sentenced va could be count­ed as "apprehended": this practice would reduce the temptation of local officials to pad the numbers in order to meet arrest quotas. Only carefully identified, high-level VCI would be targeted. CNerall, the emphasis would be moved from quantity of prisoners captured or killed to the quality of intelligence gained from neutralized prisoners.

Though laird's review made Phoenix a more efficient project, the underlying problem of the program was much more difficult to remedy. The basic weakness of the Phoenix program was the lack of local support for the Government of Vietnam. Residents of rural villages were unlikely to provide intelligence pertaining to the VC simply because they feared retalia­tion from the guerrilla forces. Contributing to this spectator sentiment was the fact that most rural Vietnamese were largely unaffected by national governmen~ had no preference in govemments and were merely waiting for the conflict to end and for peace to return.

The diffICUlty in trying the captured VCI, coupled with the Allies' reliance on paid informers whose credibility left much to be desired, led to the gradual dissolution of the Phoenix pro-­gram. But the final and most important factor contributing to the program's termination was the same factor which kept the United States involved in the conflict for so many years: the fear that the Government of South Vietnam was incapable of maintaining a stable relation­ship with its people while protecting them from a communist takeover. Zalin Gran~ author of a study on Phoenix, summarizes the successes and failures of the program in a manner which is in general applicable to the entirety of American involvement in conflict "In all, wilile the Phoenix program undoubtedly made some contribution to the weakening of the enemy's strength in the countryside, most knOVolledgeable observers fe~ that the program failed to accomplish a decisive attrition of the va:

Page 47: SEAL Team

PART II - AT THE BASE

THE CAMPAIGN SCREEN AftB!' each mission is completed and the team has been debriefed, the Campaign screen appears. Here yuu can save your campaign in progress, or restore 8 previously saved cam­paign.

T""""" saves Campaign

Bonom dOgtag loads Gampaign

Dogtags lor each saved campaign

There are two ways to access the Campaign screen :

Choose CONTINUE CAMPAIGN from the Main menu.

Go 10 nexI screen

Imormatlon Window

End your mission and wait for the Campaign screen to appear. This method is espe­cially useful if your currenl mission is not going as wall as you'd like.

Also available on this screen is the Information Window, which displays campaign statis­tics, as well as Biography and Ratings information.

To scroll through the Information Windows, select the MORE button.

SAVING AND CONTINUING YOUR CAMPAIGN SEAL Team can save your campaign in progress up to eight times using the eight sets of dogtags on the Campaign screen. When you'va used all eight sets of dogtalJS, you can con­tinue saving by replacing earlier saved campaigns.

Ta SAVE your campaign: 1. Place the cursor on the lop dogteg and click the LEIT mouse button or press

ENTER

2. U you chose a blank set of dogtags, type in e name for your campaign.

H you chose a previously saved campaign, press Y to replace it, or N to cancsl and choose another set of dogtags.

Ta CONTINUE yaw' ~mpaign:

1. P1acs the cursor on a sst of dogtags and cUck the LEFT mouse button or press ENTER

2. Press Y to load the campaign, or N to cancel and choose another campaign .

• 46 •

Page 48: SEAL Team

SCORING The team is scored on its overall performance based on objectives achieved, tearn survival rate, weapon hit ratio, structures destroyed, enemies searched andlor captured, and enemies otherwise neutralized. Bonuses are awarded when more than one objective is achieved. Patience pays off as wellj your team scores higher when yOll lake your time. Aborted missions are scored at 0, so save ohen and restore your campaign after aborting.

Points are lost when SEALs are ltilled in action, and when civilians, Snatch or Rescue objective personnel are killed.

PROMOTIONS, MEDALS, AND CITATIONS

PROMOTIONS Promotions occur at the following total score levels:

5 .....

2000 5000 9000 12500 17000 25000 32000 40000 50000 60000

MEDALS

Rank

3rd Class 2nd Class lst Class Petty Officer Petty Officer 2nd Class Petty Officer 1st Class Chief Petty Dlficer Ensign Lieutenant (Junior Gradel Lieutenant

Medals are awarded at the end of high-scoring missions. Only the highest ranking medal is awarded for each mis­sion [La ., if the mission score might earn a Navy Commendation IU1d a Bronze Star, only the Star is award­ed).

- PURPLE HEART This medal is awarded whenever the Point Man is injured during a mission.

MEDAL OF HONOR Available for the following missions :

We took the body back to the base, letting the villagers see what hod happened. The VC would quickly learn. The easy times are over. The men with green faces were taking bock the delta. And now the villagers could plainly see that we could protect them. Getting bock to the bose, we put the body up on the pier. The man vvos a mess. His arm and leg were obviously broken. The buckshot hod torn terrible wounds in his body. But he had still tried to get me, even while I vvos killing him. Bob and Kochey immediately went over to intelli­gence to tum in the documents we had token from the bodies and the hooches. Aguring that we hod a good one that wouki lead us to something else, Kochey hod looked into the hooches before we burned them. He had found a pouch of documents he hod brought out with us. Coming bad: to me Kochey and Bob hod these big grins on their faces. MJim,' they asked, MOO you know who you got out therer MNo, M I answered. The guy hod an AK and that indicated he vvos important. But beyond that I hod no ideo. "Yau took out on NVA medal of honor winner buddy. His medal was in his pocket. And that package of documents you took out of his pocket They identified him as the man who took out the Jamaica Bay last year. You took out a big one bud. You took out one of us on their side.'

(cootinued next page)

Page 49: SEAL Team

PART II - AT THE BASE

"You hove got to be shitting me, - I said stunned. The Jamaica Bay had been the third largest dredge in the world. It hod been sunk by NVA swim­mers the year before. The event hod made headlines around the world. This man actually had been the closest equivalent that the North Vietnamese had to the SEAls The guys were just bouncing around. ·That's our Jimmy! Thot's Porches for you! It was celebration time. Later on, when I was going through the man's papers, I found a picture of a woman and a couple of kids. It hit me very easily thor the situation could have gone the other way. A VC could be sitting some· where right now going through my things. Only I didn't corry a picture of my wife and kids when f went out on on op. The things that hod happened didn't really bother me. Uncle Buck was right. it just becomes part of the job. But it was then thot I realized just what kind of hell \o-KJ( was. I really believe that if we hod the chance before the fight if that man and I had just sat dawn aver a beer, IoYe might never have shot at each other.

SEAL Chief James Watson, QMCS -Pointmon

Campaign - S, ....

1 14 2900 2 19 2750 2 19 3450 3 5 4200 4 7 2925 4 10 3400 4 14 3700 4 17 2975 4 19 4100

• .• NAVY CROSS This medal is awarded when your mission score is at least 2500, your previous mission score was at laast 2500, and your total campaign score comes to 6500 or higher.

SILVER STAR This medal is awarded when your mission score is at least 2000, and your previous mission score

was at least 1 BOO.

BRDNZE STAR This medal is awardad when your mission score is

al least 1500, and your previous mission score least 1500.

- NAVY ACHIEVEMENT This medal is awarded when your mission score is at least 1200.

,- NAVY CDMMENDATlDN This medal is awarded when your mission score is at least 950.

CITATlDNS Citations are awarded at the end 01 each winning cam­paign.

PRESIDENTIAL UNIT CITATIDN Requirem8nts: 0 SEALs KIA

NAVAL UNIT CITATlDN Requirements: Up to 2 SEALs KIA during one year.

· 48 •

Page 50: SEAL Team

Allow tide much of the Rung Sat Special Zona was draped in e daep nt, and SEAL Teams ohen found themselves in positions vulnerable to attack.

Note the bllX-lityle magazine on this SEAL's Mark 23.

· 49 ·

Page 51: SEAL Team

PART II - AT THE BASE

The President of the United States takes pleasure in presenting

THE PRESIDENTIAL UNIT CITATION

to

SEAL TEAM ONE as set forth in the following CITATION

For exceptionally meritorious and heroic service from 16 July 1966 to 31 August 1967, In the conduct of novol unconventional warfare operations against the Viet Cong in the Republic of Vietnom. Although often reqUifed to corry out their operotlons In treacherous and almost Impenetrable mangrove swamps against overwhelming odds, SEAL TEAM ONE personnel maintamed on aggressive operat­ing schedule and were highly successful in gathering intelligence dolo and interdicting Viet (ong operations. On one occasIOn, a six­mon file team ambushed one Junk and M.-o sampans, accountmg for seven Viet Cang dead and the capture of valuable Intelligence dolO. During this daring ambush, all members of the fire team remained in exposed, waist-deep mud and water in order to obtain clear fields of fire. As a result of their constant alertness and skillful reading of Viet Cang troil markers, patrols of SEAL TEAM ONE suc­ceeded m discovering numerous well-concealed Viet Cang base camps and supply coches. captuflng or destroying over 228 tons of Viet Cong rice, as well as numerous river croft, weapons, buildings, and documents. The outstanding esprit de corps of the men of this umt was evidenced on 7 October 1966 when a direct hit by on enemy mortar round wounded sixteen of the mneteen men aboard the detachment's armed LCM, and agam on 7 April 1967 when three members of the SEAL TEAM ONE tCM INere killed and eleven more wounded in a fire fight with Viet Cang positioned along the bonks of a narrow stream. On both occasions. SEAL TEAM ONE men who were able, even though seflously 'NOunded, returned to their positions ond continued to fire their weapons until the boot I<VOS out of danger, thereby helping to save the lives of their comrades. The heroic achievements of SEAL TEAM ONE reflect the outstanding pro­fessiona/ism, volar, teom'NOrk, and selfless dedication of the unit's offICers and men. Their performance was m keepmg With the highest traditions of the United States Naval Service.

- Richard Nixon

• 50 •

Page 52: SEAL Team

THE TIGER WILL NOT PAUSE

HOW THE UHITED STATES BECAME INVOLVED IN THE VIETNAM CONFLICT

"If ever the tiger paWlM, the elephant will impale him on his mighty tusks. But thll tige r will not pause, and the elephant will die of exhaustion and loss of blood:

- He Chi Minh

When Ho Chi Minh proclaimed independence from French rule in September, 1945, United States Army officers shared the platform with General Va Nguyen Ciap and other Vietnamese officials, and American war planes flew low over Hanoi. He quoted Thomas Jefferson, and a Vietnamese band played The Star Spangled Banner. In those times of hope and exhaltation, neither the Americans nor the Vietnamese could have comprehended the sardonic irony that hung over the festive scenario; nor could they have foreseen the tangled and bitter relationship they would enter within the next five years.

For over half a century the French had ruled the region called French Indochina, which included Cambodia, Laos, and the three Vietnamese colonies of Annam, Tonkin, and Cochin China. America had little interest in seeing Indochina returned to French control; but after the Japanese takeover during WW II, Washington recognized the region's importance as a source of raw materials and as a strategic outpost guard­ing the major water routes of southern Asia. Thus President Franklin D. Roosevelt, wishing to place Indochina under international trusteeship as preparation for indepen­dence, was cautious not to outwardly support France when it made public its inten­tion to return to Vietnam in the early 1940's, lest the Vietnamese identify u.s. con­cerns with French colonialism. But with Roosevelt's death in 1945 and with a reorien­tation of priorities focused on the post-war world, President Harry S. Truman balked at the plan of an international trusteeship that would weaken and alienate France, who, along with all western European states, America needed to balance Soviet power in Europe. Thus, the Truman administration scrapped Roosevelt's plans, and in the sum­mer of 1945 the United States gave French Prime Minister Charles de Gaulle firm assurances that it would not stand in the way of the restoration of French sovereignty in Indochina. So it was with full confidence that France initiated its war in Vietnam.

It is important to remember that during this period there existed a great concern regarding the spread of Communism worldwide. The wariness of Western nations, fueled by the propaganda of a fanatical f€IN, grew into an almost desperate paranoia. It was for this reason alone that by early 1947 the Truman administration had

• 51 •

Page 53: SEAL Team

PART II - AT THE BASE

reached conclusions about Ho and his revolution that would dictate American policy in Vietnam for the next two decades. On several occasions He had requested American support. even indicating that Indochina would be a ~fertile field for American capital and enterprise- and hinting at the possibility of an American naval base at Camranh Bay. And although US diplomats found no actual evidence of a direct rela­tionship between Ho and the Soviet Union, they could not persuade an administra­tion increasingly fixated on the Communist menace to take advantage of Ho's offers. Instead, fearful of puning stress on its relationship with France, the Truman adminis­tration ignored Ho's appeals for support and refused to use its leverage to negotiate an end to the fighting. On the contrary, during the first three years of the conflict, the United States provided France both financial and military aid covertly. In addition, sub­stantial American funds provided under the Marshall Plan enabled France to use its own resources to fund the war in Indochina.

,f ~

L-______ ~~~----__ --------~~ A heavily armad UH- IB SeawoU hovsrs near a PER in a Mekong tributary.

Page 54: SEAL Team

By 1949, the panic over the proliferation of Communism in Eastern Europe had reached peak levels: The Soviets had just completed their first successful testing of a nuclear device, and, less recently, Communism had swallowed China. [t was generally regarded that Communist expansion had reached a point beyond which it should not be allowed to go. As the threat of Communism intensified, Washington went to work. Truman beefed up u.s. military capabilities, strengthened the defense of Western Europe and planned an extended containment policy for the Far East By early 1950 American policy makers firmly embraced the -domino theory,~ the belief that the fall of Indochina to Communism would bring about the collapse of other Southeast Asian countries. And although Indochina was valued for its raw materials and naval bases, the Western world placed a greater significance on the presumed effects its loss would have on other areas. -Indochina was in the most immediate danger,· conclud­ed the State Department, and was -the most strategically important area of Southeast Asia.~ \ Thus Truman initiated what was to become the most painful and frustrating lesson in foreign policy America has ever witnessed.

By 1952 the United States was funding roughly one third of the cost of the war. In June of that year, at the request of the French, it granted an additional S 150 million and assurances that American ground forces would be installed in Vietnam should China intervene. But the popular assumption that Ho was working directly with the Chinese government at this time was ludicrous. Vietnam had a historic fear of China, and it was unlikely to submit to Chinese rule. As Ho put it, Nit is better to sniff French dung for awhile than to eat China's all our life:2 Nonetheless, when Dwight D. Eisenhower was elected President of the United States, the Republican Administration accepted the main principles of the Democrats' policy on Indochina. Secretary of State John Foster Dulles, who would playa key role in shaping u.s. foreign policy in Southeast Asia, agreed Ho was an instrument of international Communism and that the fall of Indochina, the Nfirst domino,· would initiate disastrous political, economic and strategic consequences for Democracy. Consequently, the United States escalat­ed its commitment to thwarting Ho's revolution.

By 1954 the United States and France agreed to implement an offensive strategy. Washington, already accounting for 40% of all military expenses, committed an addi­tional $385 million. But before the Allies could initiate the strategy, the Vietnamese Communists struck first, driving bet'INeen the Allies the splinter that would grow into a forest.

In early 1954 both France and the Vietminh committed heavy troops to the remote village of Dienbienphu, located in the northwest corner of the republic. On March 13, General Giap launched an all-out attack on the village, and within 24 hours his men seized t'lNo strategic hills. Forming "human anthills,· the Vietminh hauled artillery piece by piece up the hills, reassembled the weapons and quickly demolished the airfield, isolating 12,000 French troops in the valley below. France begged for a massive U.s.

1 H.rlng, G-vo. Am.ia.Lang.t War p. 14

2 Ilf!lrlng. Gearp. Amo!rb:' Wngep War, p IS. II. qoo!M In ~'. He a.s Minh.

Page 55: SEAL Team

air strike at Dienbienphu, but the United States was hesitant. It seemed there was a disagreement between Washington, France and Great Britain regarding the subjeds of Vietnamese independence and British financial aid. In addition, the National Security Council urged caution. Thus, Eisenhower concluded it would be -a strategic error" to go in alone as a partner of France. Consequently, Dienbienphu was doomed, and the French surrendered May 7 after 55 days of fighting.

If American policy makers appeared disgruntled with the situation in Vietnam, they had good reason. By 1954 the United States had contributed $2.6 million to the French with little effed at persuading a departure from conservative strategies. Thus, when the Geneva Conference reconvened Washington was more desperate than ever for France to reach an agreement with the Vietnamese. What Washington got instead was the Geneva Accords of 1954, which held in part that Vietnam be parti­tioned along the 17th parallel to permit regrouping of military forces on both sides. All forces were to be withdrawn from their respedive partition zones within 300 days, and the introdudion of new forces or equipment was prohibited. The Accords also mandated elections for a unified Vietnam in 1956.

North Vietnam, which contained 14 million of the country's 25 million citizens, was organized and efficient under He's leadership. He dreamed of a unified Vietnam, and he left between 10,000 and 15,000 operatives in the South to promote this goal by any means available. In contrast, Southern Vietnam was in chaos. Nearly fourteen years of war had taken its toll on the economy, and funding from the French would soon cease. Puppet didator Baa Dai was replaced by the anti-French Ngo Dinh Diem, who inherited a government in shambles, with inexperienced civil servants and anti­quated institutions patterned on French pradices ill suited for an independent nation.

Nonetheless, and for lack of a better alternative, Washington backed Diem publicly. By now the American exercise in Nation Building had assumed the form of a crusade. Morale stateside was high. Support groups, such as -The American Friends of Vietnam, W were developed, and the popular opinion was that a free Vietnam meant a greater guarantee of a free world. In 1956 the United States assumed from France full responsibil ity for training the South Vietnamese AImy. The Eisenhower administra­tion would pour more than $1 billion between 1955-1961: "Violating the spirit and sometimes the letter of the Geneva Accords, the Eisenhower administration in 1954 and after firmly committed itself to the fragile development of Ngo Dinh Diem, eased the French out of Vietnam, and used its resources unsparingly to construct in Southern Vietnam a viable, non-Communist nation that would stand as 'the corner­stone of the free world in Southeast Asia."'l

January of 1961 saw John F. Kennedy assume the Presidency of the United States at a time when Diem had assumed the persona of dictator and the Communist terrorist insurgence into South was at an all time high. Ho saw Diem's oppressive style as an opportunity to recruit disgruntled South Vietnamese, and in 1961 Communist infiltra-

3 Htn1ng. Gocrp. Amer!a' ~ w .... P 45.

• 54 •

Page 56: SEAL Team

tion doubled to over 4,000 men. P-s a result, in the Spring of that year Washington waged covert warfare, arming 9,000 Meo tribesmen for operations against the Ho Chi Minh Trail; and the CIA initiated its secret war in Laos. United States Army General Maxwell D. Taylor proposed an B,OOO-man ~Iogistic task force,~ comprised of engi­neers, medical groups and support infantry, to assist in repairing massive flood dam­age in the Mekong Delta, an area known to hold thousands of Viet Congo But Kennedy was more concerned with the image the United States portrayed in the face of Kruschev and Castro. Having failed in Laos and the Bay of Pigs, he was desperate to prove u.s. strength and thus prevent his allies from losing confidence in him and succumbing more readily to Communism or, worse yet, to a nuclear exchange. "The gut issue,· he told his staff in November, 1961, ·was not whether Diem was a good ruler, but whether the United States could con tinue to accept without impunity Communist aggression in South Vietnam."4

I

j ,i

L-__________ ~~~~~----~~ A UH-l B Seawull fires a 2.7S-inch Zuni rocket high Dver the Delta.

The President compromised between full negotiations and a full assault. Early in 1962 he took a two-pronged approach to the crisis: He ordered a vast increase in equipment and American advisers to aid the South Vietnamese Army as they began to take the offensive against the Viet Congo And at the same time he had the Diem government adopt a ·strategic hamler" program. Developed by British counterinsur­gency expert Sir Robert Thompson and based on his experiences in Malaya and the

4 HI!fTIng, G.rJroe. Amttb. UJngtlSl WN p. 83.

· 55 ·

Page 57: SEAL Team

Philippines, the program was designed to isolate the Vietcong from its principle source of support-the people of South Vietnam-and involved the migration of peas­ants from scattered villages to hamlets surrounded by moats, fences and guards. Kennedy also approved an increase of American -advisers- from 3,205 in December to over 9,000 by the end of 1962. But despite the deluge of additional American resources, the Vietcong got stronger. By 1962 the guerrilla organization had gained roughly 300,000 members and a passive following of nearly one million. They blend­ed in well with civilians and with Army of the Republic of Vietnam (ARVN) troops, who often gunned down civilians by mistake. This provided the Vietcong with a pow­erful propaganda weapon to add to its arsenal, which included the general inconve­niences caused by the strategic hamlet program and the destruction of food by the defoliant napalm.

As if the success of the Vietcong were not enough to warrant Kennedy's concern, Diem's government was ripe with corruption. Money targeted for local aid often never reached its destination, and was proven to be pilfered by certain 1000er-level officials. Diem and his brother, Ngo Dinh Nhu, demanded heavy censorship and expelled vio­lators such as veteran Nev.'Sweek correspondent Francois Sully. With his relationship with Kennedy already strained, Diem, a devout Catholic, began a crusade to persecute South Vietnam's Buddhists, forbidding the display of flags on the Buddha's day of birth. On May 8, 1963 soldiers in Hue fired into a crowd that was protesting the restrictions. The situation climaxed on June 11 when a Buddhist monk immolated himself. Seizing the moment for publicity, Buddhist leaders alerted the international press of the incident, and photographs of the immolation were seen worldwide. Nhu's wife dismissed the incident as a "barbecue- and offered to provide matches and gasoline for any interested parties. Diem decried the accusations of persecution and blamed the Viet Cong for the problems.

On August 21 Nhu's American-trained Special Forces carried out massive raids in Hue, Saigon and other cities, arresting over 1,400 Buddhists. This open display of chaos spawned an uprising of students and civilians. For the United States it evi­denced a misappropriation of American funds and it signified Diem's inability to unite the South Vietnamese. It was clear that in South Vietnam nationalism was markedly more popular than democracy.

Desperate to save face, Kennedy appointed Henry Cabot Lodge as Ambassador. Kennedy wanted Diem ou~ and he, along with Lodge and the Pentagon, agreed to back a coup led by several South Vietnamese generals. Shortly thereafter, on August 26, only hours before the coup was to begin, the generals grew apathetic, eventually calling off the operation. His back to the wall, Kennedy cut off funds to Nhu's Special Forces and suspended shipments of tobacco, rice and milk in hopes of stimulating another coup. This method proved effective, as on November 1, 1963 while Lodge and Diem met, Generals of the South Vietnamese Army seized key military installa­tions in Saigon, secured the surrender of Nhu's Special Forces and demanded the

• S6 •

Page 58: SEAL Team

brothers resign. When Diem learned of the coup, he and Nhu escaped through a secret underground passage that led to a Catholic church in the Chinese distrid. They went to confession and received communion before they were captured and, despite promises of safe conduct, were brutally murdered in the back of an armored person­nel carrier. Only three weeks later Kennedy himself was assassinated.

The fad that Kennedy never devoted his full attention to the crisis in Vietnam, and that his administration accepted without critical analysis that a non-Communist Vietnam was essential to America's global interests, contributed to America's commit­ment to Vietnam. Nonetheless, he handed to Johnson a situation dramatically more volatile than that which Eisenhower bequeathed to him.

Johnson's approach to the rapidly deteriorating situation in South Vietnam was based in caution, and he spent a full year gradually beefing up the number of advisers and increasing American assistance in hopes of staving off a disaster. little could he realize that by July 1965 America would be engaged in a major war in Southeast Asia. As Johnson was strengthening his forces the North Vietnamese were developing strate­gies that would intensify the war as it was. Unable to cut a deal with South Vietnam, Ho and Giap saw no way to attain their goals without making a major commitment of their own resources. At the Central Committee's Ninth Plenum in December 1963, party leaders moved to step up political agitation and military operations against the South Vietnamese govemment and to expand infiltration into the South. This move was marked as a gamble that rapid escalation might break up South Vietnam and force the United States to disengage.

Meanwhile in South Vietnam the junta that replaced Diem was ineffective. The twelve officers that formed the Military Revolutionary Council had neither experience nor a cohesive program. On January 29, 1964 a group of young officers led by General Nguyen Khanh overthrew the junta. Johnson soothed his concern by calling on Secretary of State John McNamara and National Security Adviser McGeorge Bundy, two prominent figures in the Kennedy Administration's Vietnam policy, to develop plans to stabilize their client state. In mid-March of 1964, as the role of the United States in Vietnam leaned toward overt participation in the war, the President appoint­ed General William Westmoreland to replace General Harkins in Vietnam. Over the next nine months the United States increased its number of advisers in Vietnam from 16,300 to 23,300 and expanded economic assistance to $50 million. -fts far as 1 am concerned,- Johnson told Lodge and Westmoreland in April, -you must have whatever you need to help the Vietnamese do the job, and I assure you that I will ad at once to eliminate obstacles or restraints wherever they may appear.~5

By the summer of 1964 the Vietcong controlled approximately 50% of South Vietnam. Catholics and Buddhists had mobilized against each other and the govern­ment, and students demonstrated adively. The North Vietnamese speeded up the transformation of the Ho Chi Minh Trail into a -modern logistical network- capable of

5 Hrmng, G.Jrve- ..tmerb:s Longe;t War: p. ] ]6-]]7

Page 59: SEAL Team

large truck traffic. Continually bombed by American warplanes, the trail was kept ser­viceable by squads of North Vietnamese and Vietcong who kept piles of gravel stashed just off the trail to fill in craters. As a result of the remarkable efficiency of the trail crews, who at all costs had maintained the very life force of the Vietcong, confi­dence ran high in Hanoi. Premier Pham Van Dong declared, if forced to war by the United States, "We will win.~6

A well-armed STAB, SPDrting a trio of MBO machine guns and a fully automatic Mark 20 40mm grenade launcher, heads lor the Cambodian border.

Perhaps it was this very confidence of the North Vietnamese govemment, coupled with the mounting frustration felt by the Johnson Administration and by the US armed forces over the lack of organization in South Vietnam, that led to the snap decisions that were to be made in the coming months. These hurried choices were many, but the decision that perhaps best signified the reactionary and passively provocational stance of the United States followed the single most important incident since Dienbienphu was seized from the French. On August 1, 1964 while engaged in elec­tronic espionage off the coast of North Vietnam in the Gulf of Tonkin, the United States destroyer Maddox encountered a pair of North Vietnamese torpedo boats on

6 HI!I'1InU.~. Ametb~ I.ooge$t w ..... p_ 119.

• 58 •

Page 60: SEAL Team

patrol. When the torpedo boats closed in, the Maddox opened fire. A brief and fren­zied engagement ensued until aircraft from the USS Ticonderoga joined the fight. The torpedo boats, one badly damaged, turned away immediately. Rather than reprimand Hanoi or attempt to blockade naval traffic, the Johnson administration kept the Maddox, accompanied by the destroyer C Turner Joy, close to North Vietnamese shores, where the ships were extremely vulnerable to attack. The word around the Defense Department was that military commanders in Vietnam already had chosen targets for retaliation in anticipation of subsequent attacks.

On the starless night of August 4, while operating 60 miles off of the coast of North Vietnam in heavy seas, the Maddox and Turner Joy suddenly reported they were under fire by an undetermined source. The apparent attack ended as abruptly as it began; and later it was determined that the reports, based largely on radar and sonar (both of which were highly unreliable under the severe weather conditions of that particular night), were supported by visual sightings of torpedoes. The captain of the Maddox later conceded evidence of the attack was short of conclusive; however, Secretary of State McNamara was convinced of the actuality of the attack, and President Johnson accepted his opinion without question. Washington was ready to strike back. On the afternoon of August 4 the President authorized retaliatory air strikes against North Vietnam torpedo boat bases and nearby oil storage depots, marking the first overt act of aggression in Vietnam by the United States.

As America was stepping up retaliatory actions, South Vietnam was in turmoil. On August 6, only two days after United States bombers destroyed or damaged 25 patrol boats and 90% of the oil storage facilities at Vinh, General Khanh resigned amidst public pressure brought on by rioters and looters. Preoccupied with strategies for bombin& the Johnson administration hastily installed a civilian govemment that was certain to fail. When Washington was ready to implement the scheduled bombing operations, it was the instability of the government of South Vietnam that caused delay. In the meantime there were several isolated incidents of attacks on Americans, including the bombing of the American officers' billet in Saigon, which killed two Americans and injured 38. All of these incidents went without retaliation.

It wasn't until early 1965 that Johnson and his advisers were ready to aggress. On February 6 Vietcong units attacked the U.s. Army barracks in Pleiku, killing nine Americans and destroying five aircraft. Washington realized it had to strike back with­out delay. Johnson implemented FLAMING DART, a plan of reprisal strikes that had been drawn up by Joint Chiefs of Staff. For two days American aircraft bombed North Vietnamese military installations just across the 17th parallel. Forty-eight hours later, McGeorge Bundy returned from South Vietnam with a grim report. He urged the President to act soon before the Vietcong took advantage of the extreme political unrest. The Johnson administration immediately initiated ROLLING THUNDER, a series of intensified air attacks, marking the point in time where U.s. air strikes evolved from reprisals to calculated offensive measures .

• 59 •

Page 61: SEAL Team

Though the success of ROLLING THUNDER was, at best, undetermined, Washington planned to expand the air war in April, with American and South Vietnamese pilots fly­ing approximately 3,600 sorties. The expanded air war would provide the coup de grace for the introduction of the first U.s. ground forces. On March 8, at the request of General Westmoreland, two Marine landing teams arrived in Southeast Asia to protect the airbase at Danang. Not long after, and at the request of Westmoreland and the Joint Chiefs, Johnson approved the implementation of 40,000 ground troops. Oddly enough, Johnson didn't pose this decision for congressional debate, nor did he inform the public. He "took the nation into war in Vietnam by indirection and dissimilation. 80mbing was justified as a response to attack on Pleiku. The introduction of ground forces were explained solely in terms of protecting U.s. military installations. Not until June, when it crept out by accident in a press release, did administration spokesmen concede that American troops were authorized to undertake offensive operations:7

In Vietnam, units of ARNV were tom apart by the North Vietnamese Army (NVA) regu­lars and by the Vietcong, suffering huge casualties in engagements in the highlands just north of Saigon. This trend, along with the 50% desertion rate among ARNV draftees, destroyed all hopes Westmoreland had of building up South Vietnam's army. By the end of May he concluded that major increments of u.s. forces would be required to avoid defeat in Vietnam. But the government of South Vietnam was a constant distraction. After a series of coups and counter coups, Air Marshal Nguyen Cao Ky and General Nguyen Van Thieu emerged as Prime Minister and Commander­in-Chief of the anned forces. This, of course, did nothing but add well-cleserved des­peration to Washington'S already plummeting faith in ever establishing a stable South Vietnamese government.

Johnson, however, had other concerns. Turmoil in America-not only among the pub­lic, but among his most reveled advisers-had increased dramatically. In early May General Westmoreland requested an additional 1 50,000 ground troops be deployed in Vietnam. Johnson Adviser Clark Gifford urged the President to avoid escalation at all cost. In a memo to Johnson, Gifford succinctly stressed the importance of recognizing the situation as it was and to react accordingly. He recommended Washington reach a settlement with Hanoi using all available means. "It won't be what we want,· he wrote, "but we can learn to live with it."8 McNamara concurred that once the troops were implemented it would be more difficult to withdraw them gracefully, but that seeing such a significant buildup of American force, Hanoi may be more amiable in negotiations.

In July 1965 President Johnson approved the immediate deployment of 50,000 troops before the end of the year, clearing the way for the United States to assume all burden and responsibility of fighting in South Vietnam and launching America on what would become its longest, most frustrating, and most divisive war. The deployment was accomplished without an official declaration of war: Johnson feared that because

1 Hemno. Geuoe. AmlllK::l<slmgf!JSI War. p. 133.

8 liming. G.x-ge. Amtrla~ UngIIIIt w ..... p. 138

· 60 ·

Page 62: SEAL Team

The paint man keeps watch while a teammate pauses lar a drink al water .

• 61 •

Page 63: SEAL Team

relations between them were tense, either China or Russia would become more adive in Vietnam.

At the same time, Washington was highly confident that its military might would be enough to easily win the war, and they made little effort to develop long-term strate­gies. One failure led to another, and the optimism the President felt in 1965 suc­cumbed to frustration. By 1967 the United States had nearly 500,000 combat troops in Vietnam, it had dropped more bombs than in all theaters of World War II, and it was spending over $2 million a month. Bombing operations were unsuccessful, main­ly because of a lack of central targets and Vietnamese Mant labor" that quickly restored roads and bridges, so that combined with the loss of aircraft, for each dollar of dam­age inflided on the North Vietnamese the United States spent $9.60.9 On the other side of the 17th parallel, North Vietnam was not without its friends. Between 1965 and 1968 Soviet and Chinese aid was estimated in excess of $2 biliion. )O China sup­plied rice, small arms and vehicles. The Soviets provided fighter planes, surface-to-air missiles and tanks. Still, the Johnson administration could not see the value in negoti­ating with Hanoi and losing face to the Communist powers.

The United States had gone to war to save the collapse of South Vietnam, to accom­plish what it thought would protect the interests of Democracy insofar as it competed with Communism; but it couldn't apply its superior military power to establishing a stable government in South Vietnam. "The Administration vastly underestimated the enemy's capacity to resist, and did not confront the crucial question of what would be required to achieve its goals until it was bogged down in a bloody stalemate.8

)) Thus, even as the number of American troops neared peak levels, the war was being lost And the policy makers in Washington, unable to thoroughly define their objedives, led America into a painful predicament of which emotional and political repercussions still are felt today.

9 Horrtng. 6ear;I. tImeic8:r Longest W .... , p. \49.

m I!arMo. Gooorg.. ..tnltrn:r /.mgBf WilT, P \49-149

] Hming. ~ Amerral's I.oogest WilT. p 145.

Page 64: SEAL Team

A UH· ! B Seawolf on patrol.

Page 65: SEAL Team
Page 66: SEAL Team
Page 67: SEAL Team

PART III - ON THE BATTLEFIELD

INSERTION Once you've been briefed, ii's time to head for the target area. Watch the hrief animated sequence as your leam boards the insertion craft and takes off, or press ENTER to bypass it and go straight to the action.

SEALs depart for the insertion site

NOTE: You may experience a pause at this point as the mission loads.

- ~ 9

A SEAL patrol prepares to insert from a PHR (Patrol Boat, River).

·66 ·

Page 68: SEAL Team

During insertion, a zoom-in sequence occurs, giving you a view 01 the area and the team's position. During the zoom-in you can choose to reinsert the team (see Reinserting the Team, below).

Zoom-In Sequence

To skip the zoom-in sequence, press ESt. Note that if you skip the zoom-in sequence, reinsertion is impossible.

Whan the team has been inserted, the default view mode is 1EAM VIEW, and the team is in Crouch position. The Point Man (you) is in the lead, and the other three SEALs follow in Column formation Until ynu've checked out the area a bit using the MAP screen, the Views commands, and ynur horse sanse, youll want to use BXtreme cautiDll U ynu need a reminder of yuur mission objectives, go to the map screen (mission objectives are listed in the upper­right corner). For instructions on mDving your team, see Team Movement, page 72.

REINSERTING THE TEAM Reinsertion, like laking a pass, is a technique used to fool the enemy into concentrating his defenses at a false location. When the team inserts at one point, the enemy (should he detect you) is likely to concentrate his defenses at that point. when reinsertion tabs place at a new location, the enemy is unable to compensate quickly; the team encounters less resistance and has a better chance of successfully completing the missioll

Reinsertion must occur during the insertion ·zoom-in- sequence; you can't reinsert once the mission has begun. U you're in the middle of a mission and you want to start over and reinsert the team at a new location, you must exit the mission, l'9Store your campaign, and restart the mission from the beginning, then reinsert ~ the zoom-in sequence.

Ta REINSERT 1M leam:

1. Press R during the insertion ' zoom-in" sequence. The map screen appears.

2. Press X to expand the map [mom outl, or Z to zoom in on the map.

3. Move the cursor to the location at which you want to reinsert, and press DITER, click the l.EIT mouse button, or press joystick button L A red + marks the new

insertion point.

4. Press R to reinsert the team at the new location.

Page 69: SEAL Team

PART III - ON THE BATTLEFIELD

• ~ .•. ~ ' . ' -''',I . ,

...... - .'.~\~'

f: . II ...

MAP SCREEN The primary functions of the MAP screen allow you to determine your current location las well as the locations 01 other team members) relative to your objectives, to review the objectives and predetermined routs, and 10 determine routes and objectives for each team. You can also issue orders to Support Teams and Split Teams (many team orders can be issued from the field using by commands found DR page 14 7).

Primary Jearn Waypoin!

&Al Team Datemme

Expand Map View

Oblectlves

Teams Menu Teamlnlo

(AH-I to toggle)

Team Orders

• To bring up the MAP screen, press spacebar. In Point man view (Fl ) you can also, click the RIGHT mouse button, Of press joystick button 2.

• To ZOOM in on the action, press Z or·, or select ZOOM.

• To EXPAND the map view (zoom Dutl, press X or +, Of select EXPAND.

• To center the map screen on a particular team, select the team from the Teams menu, or press TAB and SHIFT-TAB to I:Ycle forward and backward through the teams.

To toggle Team Info from Position mode to NamelRank mode, press AI. T ~I.

TEAM INFO The Team Info section of the map screen provides information on the CUlTBnt team.

Team Function

Posi!lon

Rounds

Curren! Weapon

Position/SpeedIHuding mode

• 68 •

Page 70: SEAL Team

"'''' , ot Grenades

Rank Curren! Grenaoe

NamelRank modI!

The cUIT8nt teams information text may he displayed in any of several colors. When a team member is wounded, his information text is dark gray. When he is KIA, his text is light gray. When II team member or Support Team's weapon is displayed in red, the team member or team is ahout to engage in combat with the enemy.

MAP SYMBOLS AHO INDICATORS There are severaJ types 01 symbols present on the map, depending on cWTSnt conditions. Paths represent planned routes and can sometimes he altered Objective markers indicate the location of each SEAL Team objective, and each Support Team ohjectlvB. Waypoinfs indicate a team's current destination, and can be moved at any time during the mission.

PATHS

Whit.

Light Blue

Dark Blue

The white path represents the planned route from the insertion site to each objective and to the extraction site, hut the Point Man may deviate from this path at his discretion. This path remains in place throughout the mission, even if the team reinserts.

The light blue path represents the route to the first Split Team's [SEAL Team A's) weypoint (default is first objective). This path can be a1tered by moving the waypoint. The Split Team attempts to travel to the waypoint in a straight line, steering clear 01 obstacles.

The dark blue path represents the route to the second Split Team's (SEAL Team B's) destination point. This path can be a1tered by moving the waypoint; the Split Team attempts to travel to the waypoint in a straight line, steering clear of obstacles.

NOTE: For information on waypoints, see Setting Wsypomts, page 70.

OBJECTIVE MARKERS Ro .... ....... ... Y.1Iaw ...

BIad< ...

First SEAL Team objectivs.

Second SEAL Team objective .

Third. SEAL Teem objective [depending on mission).

Support Teem objective [primary Support Team)".

Page 71: SEAL Team

PART III - ON THE BATTLEFIELD

• "- ... ~I..

~ ' -'.J' . ,

.. ..... . \~\

,~-.. ~ ..

Dark Gray.

Light Gray.

Support Team objective (second Support Team)".

Support Team objective [third support)'.

This marker defaults to the Support Team's initialloilering point. U a Raw order is received, the marker moves to the location of the new waypoint (see Setting Waypoints, below).

WAYPDINTS Waypoints indicate a team's current destination, and the location at which Split or Support Teams will CarTY out orders. Waypoinls can be moved at any time during the mission (see Setting Wa}'1lDints, below).

White + This is the waypoint lor the primary SEAL Team. It corresponds to the

objective locator (the arrow on the Point Man's compass always pOints toward this waypointJ. This marker defaults to the first objective.

Light Blue +

Dark Blue X

R.d X

This is the waypoinl lor the first Split Team [Seal Team AJ. You place

this waypoint after you issue a Split Team order, 10 indicate the location at which you want the Split Team to CarTY out orders.

This is the waypoint for the second Split Team (Seal Team B). You place this waypoint when you haV1l issued a secondary Split Team order, to indicate the location to which you want the second Split Team to carTY out orders.

This is the waypoint for the currently selected Support team (Boat, Helicopter, or Air Support). You piece this waypoint when you have issued a Support Team order, to indicate the location to which you want the Support team to carry out orders.

5ETI1N& WAYPOINTS Each time you issue an order to a Split Team or Support Team, you must specify the area in which you want the command to be carried out. This is called setting the waypojnt.

Ta ••• ar nurva a .. ypainl:

L At the Teams Menu (on the Map SCM!en), select the team whose waypoint you want to set or move.

2. Place the cursor on the map location at which you want to place the waypoint, and dick the LEIT mouse button, press ENTER, or press joystick button 1. The waypoint appears at the new destination.

When your waypoint is set, you're ready to issue an order to the team. Select the desired order from the Orders menu. For more information on issuing orders, see Team Orders, page 71 .

• 70 •

Page 72: SEAL Team

TEAM ORDERS At the MAP SCl'gen you can issue orders to any tearn, including Splil Teams and Supporl Teams. The Orders menu changes depending on which tearn you havs selected from the Teams menui different sets of orders ars available lor each type 01 team [SEAL Team, Split Team, or Support Team]. Primary SEAL team orders are most easily issued from the battle­field using the kay commands on page147.

T. isSWI .nt.rs I •• t •• m: 1. From the Teams Menu, select the team you want to command.

1 ..... T ... • ~I- ,_, .. ,.

• 1 I ... " .. he .. "

Teams Menu

2. For Split Teams Dr Support Teams, set a waypoint where you want the team to carry out its orders (see Setting Wsypoints, page 70).

3. Select an order from the Orders Menu.

,,-­.'" tLOI'" '!'. 1lt.fi'T_, '1 .. fl m 1.-- f;,<

~~

~~ Team Orders

,~­...... .. ,. '''0<1 [ ,-, ."OC!.

~ ..

". --Support Orders

" 'W. II .it • 'i ....... ,... ,,,,, 01 III ~.- "" lEG ! "~ ,. ~ Split Team Orders

NOTE: For mora infonnation on the orders available to the SEAL Team, and Support Teams, see Team Movement, pa!Je 72, and Support Teams, pa!Je 86 .

• 71 •

Page 73: SEAL Team

PART III - ON THE BATTLEFIELD

TEAM MOVEMENT Team movement consists of speed, direction, position, and formation. The Point Man must he aleM to conditions and determine how best to combine these elements to gel the team through each mission.

SPEED, DIRECTION, AND POSITION You can control the team's speed and direction using the keyboard, mouss, or joystick. Position is controlled using the 1, 2, and 3 keys at the top of your keyboard.

Obleclive locator

SEAL Team "I hi!lh speed

The follOwing dia!JNffiS illustrate speed and directional control. The subsequent sections describe speed, direction, and position in detail. For information on formation and team movement orders, see Formation and Movement, page 75.

USING THE KEYBOARD,

Slow DownISlop ""'Up

(press until Stop or Backup message appears)

Speed Up

Cycle lhrouoh poSitions

--J:I----Turn AiQhI

-Jl-- Slow 00wrv'Sl0il "'" Up (press until Stop or Sackup

messa!)e appears)

• For larger turning increments (ie. faster turning speed), press CTRL+Arnrws (e.g. CTRL+LEIT ARROW to tum left quickly).

Page 74: SEAL Team

USING A MOUSE, _Up

a

Turnlelt .. .. Turn AiQhI

USING A JOYSTICK,

Turn lefl

SPEED

• Slow DowrVStoP BackUp

lPfess until Slop or Backup message appears)

_Up

o Turn Righi

Slow Down/SIop Back Up

(press until Slop or Bactup message appears)

Your team can travel at two speeds: Slow and Bat Out of Hell (Run). Slow speed aHorrls stealth and allows the team to move in Prone or Crouch pttsition, presenting a smaller Iar­get to the enemy_ Backward travel can only be accomplished in Slow speed. Running- is noisy, and can only be accomplished in Upright position, presenting a much larger target; this speed should be used with discretion.

A SEAL's top speed is determined by his strength [see SEAL TeSIn Rating, page 39) and the weight of his load (displayed on the Marching Order screen) When you adjust your speed, a message aleMs you to the team's current relative speed. for more specific information on each team member's speed, refer to the Team Info area of the Map screen.

Ranges 110m 0 (SlOP) to 32 (run)

Team Info at the Map Screen

• 73 •

Page 75: SEAL Team

PART III - ON THE BATTLEFIELD

Point Man with M79 Grenade Launcher in the brush ollhe Rung Sat Special Zone.

DIREmON Your heading is displayed al the top of the screen (in Point Man view only). When you change your Point Man's din!ction, the compass rellects his new heading.

Objective Locator

1'1 . " -~- .. ---~-. ~.--

Cuuent Heading (centllf)

o N

\SO W E 90

5 ". On-screen heading # corresponds to standard compass heading .

• 74 •

Page 76: SEAL Team

The Objective Locator arrow points to the team's current waypoint, which defau1ts to the first objective. Use the Objective Locator to determine where you are in relation to your waypoint. When you've accomplished an objective, you can reset your waypoint to the next objective, or any location you wish [the waypoint is not adjusted automatically). For more on setting your waypoint, see Setting Wsypoints, page 70.

POsmON The SEAL team can assume three basic positions: Upright, Crouch, and Prone. The Point Man chooses the position he feels best suits the circumstances.

Uprighl

[I ] Horizontal pOsition. Slow speed only. Least vulnerable.

(2] Semi-upright position. Slow speed only. Semi-vulnerable.

[3] Full upright position. Team is closer together. Slow and Run speeds available. Extremely vulnerable.

• To issue a position order, press the corresponding number key (in brackets).

To cycle forwant and backward through positions, press + (plus) and - (minusJ.

FORMATIDN AND MOVEMENT The Point Man can ordsr the SEAL team to assume any of lour basic formations, depend­ing on the objective and the situation. Also, in addition to the basic movement commands described in the previous section, the Point Man can issue five Team Movement Commands to the primary SEAL team (special Split Team commands are described in Split Team

MOVf1ment Orders, page 90J.

To issUII 'onnatiDn or mov.ment ordllrs:

1. From the battlefield, select Point Man VIEW IFI) or Team View mode [F2).

From the Map screen, select 1. SEAL TEAM from the Teams menlL

2. Press the corresponding (underlined) letter [e.g. COLUMN = press L).

From the Map scmen, you may also select the desired order from the Orders menu: .0_ 1. '.'." 'Ir. ,Ire .. 1"''''' , 1 ... .. 1m So •••• 'ic.

Team OrdSr!I

Page 77: SEAL Team

PART III - ON THE BATTLEFIELD

TEAM FORMATION ORDERS

· . ..

• •

COLUMN FORMA110N presents the smallest possible target from directly ahead, especially in Prone position. Enemies approaching from either Side, however, are presented with a wide target. Column formation is useful when moving through booby-trapped areas, or when attempting an ambush. Keep in mind that in this for­mation, rear team members may be Qut of range of forward. targets.

Column Hand Signal

IN-LINE FORMATION presents a wide and visible target if the team is uprigh~ but creates a wide field of fire directly in front of the team. This formation is used pri­marily lor an equally distributed frontal assault.

In-Line Hand Signal

DIAMOND FORMATION (modified wedge) places the Rear Guard in the cenler of the formation; team protection and field of fire are improved over standard wedge formation. Team members are closer together, maldng them vulnerable to grenades and other burst weapons.

Diamond Hand Signal

lEE WEDGE FORMATION prOvides overla.pping field of fire protection along with good distribution of weapon range and low vulnerability from the rear. This is the best multi-use formation.

Vee Wedge Hand Signal

TEAM MOVEMENT ORDERS

HALT Stop immediately and await further orders.

Perform a general search 01 the immediate areai sean:h dead or wound­ed enemies for weapons and documents; capture enemy; carry out snatch, rescue, or kidnap objectives.

Sr.LIT TEAM Send members of your tea.m to a specified destination with special orders. See Split Team Orders, page 99.

DIVE .D.tRCKLY All team members divs outward. This order is used in the event 01 an incoming grenade; pay attention and learn to spot them early 10 avoid major casualties.

Page 78: SEAL Team

VIEW MODES There are several View modes and features which allow you to keep an eye on the sur­rounding area, your team, your support craft, and your target. Point Man view is the best action modo, while Team, Support Team, Split Team, and Target views are primarily obser­vation modes, and allow you to utilize the Pan and Zoom lnatures described on page 78.

Point Man [Fl ] A first -person view through the eyes of the Point Man. Point Man view is the only mode in which the Point Man can acquire a target, and in which the compass is on-screen.

Team

Support Team

Support Team

Support Team

SpUt Team A

SpUt Team 8

Target

[F2[

[F3[

[F4[

[F'[

[F7[

[FB[

[F9[

Third person view 01 the Point Man, nearby team members, and the surrounding area.

View the primary Support Team and surrounding area.

View the secondary Support Team and surrounding area.

View additional Support Team and surrounding area. (mission dependent)

View Split Team A and surrounding area

View Split Team B and surrounding area.

View your current target and surrounding area.

A heavily armed PBR and crew patrolling a tributary 01 the Mekong.

· 77 ·

Page 79: SEAL Team

PART III - ON THE BATILEFIELD

y'o, . , I -'.Je,

• iII~ o ~\ ,.-., . . - .

PAN AND ZOOM The Pan leature lets you pan the view around the subject, lor a complete picture (of the pri­mary leam, Split Team, Support Team, or Target) and surrounding aJ1!B. The ZOOM feature lets you zoom in and out on the view. These features can nm be used in Point Man mode.

TO PAN 11IE VIEW, 1. Press a function key to go to a Team or Target view mode.

2. Using the kayboard, press and hold CTRL, then press the LEFT or RIGHT atTOW key.

Using the mause, click and hold the RIGHT mouse button and move the mouse LEFT or RIGHT.

Using the ioystiek, press and hold button 2 and move the joystick LEFT or right.

For a 360" view, continue paruting in one direction until the view pans in a full circle.

TO ZOOM 11IE VIEW, 1. Press a function key to go to a Team Dr Target view mode.

2. Using the kayhaard, press CTRL and PAGE UP (zoom in) or PAGE DOWN (zoom out).

UKing the mause, click the RIGHT mouse button and move the mouse FORWARD or BACXWARD.

Using the joystick, press button 2 and move the joystick FORWARD or BACKWARD.

COMBAT Even the least aggressive missions can involve combat By choosing appropriate weapons, formations, and strategies, you can get YOW' team through the most brutaJ operation with minimal casuaJties.

II Point Man signals enemy sighting

When an enemy is spotted by a team member, he alerts the Point Man, who then gives a hand signal, and makss a lew crucial decisions: Attack? Attempt capture? Pursue quietly? If the team is being fired upon, the choice is usually clear: Defend. But remember, a SEAL's main objective is usually to gather information, and a prisoner talks a lot mors than a corpse. Taka them alive if you can.

The following sections describe the use of weapons and tools, from targeting ynur M3A 1 Grease Gun, to tossing an M26 Frag Grenada, to administering medica1 aid to a wounded comrade. For detailed descriptions of the weapons available to yOW' team, see Weapons, page 110. For tactica1 tips, see SEAL Team Tactics, page 92.

Page 80: SEAL Team

USING WEAPONS Thal'B are a total of 19 weapons available in SEAL Team. Twelve weapons are available in the early missions, and more become available as the years pass and your campaign pro­gresses. Each team member can carry up to four weapons which you can assign at the Marching Order screen (see Marching Order, page 39).

CHOOSING A WEAPON On the battlefield, yOur Point Man can choose from the weapons you selected for him at the Marching Onter screen (s8e Marching Ord8r, page 38). Xeep a close eye on the number of rounds he has available, and be rt:!ady to grab another weapon to use while he reloads.

I o! Rounds

Point Man's Current W~poo

Current Grenade

101 Grenades Rate 01 Fire Current Tool

For information on the Point Man's currenl weapon, press the Point Man or Team view key (Fl or F2). A message appears at the bottom 01 the screen listing the current weapon, rate of fire, number of rounds, and C\lJT'IInt 1001.

To scroll through Point Man's available weapons, press N.

• To scroll through Point Man's available grenades, press ALT-N.

Other team members choose their own waapons during combat, according to the follOwing hierarchy:

Semi-Automatic weapons - first choice Single shot weapons - second choice Grenades - third choice

TARGETING

OiSiance 10 Target Curren1 large!

Reliable targeting ocrurs in POINT MAN view. (In TEAM VIEW, the target reticle does not appear, but tha Point Man can still lire at enemies directly in Iront of him.) Targeting kicks in at approximately 100 meters, and is restricted to the Point Man's visual cone (the width of the on-screen compass).

When an enemy or other object comes within targeting range, the targeting reticle appears. As you move closer to the target, the reticle changes color.

· 79 ·

Page 81: SEAL Team

PART III - ON THE BATTLEFIELD

Whit. = long-rango; low chance of hilting r.llow = mid-rango; medium chance of hitting lid = close-range; good chance 01 hitting

To move the reticle to the next available larget, press TAB.

FIRING WEAPONS The following instructions describe how to fire weapons and how to adjust your weapon's rate of fire. For information on using grenades, see Grenades, page 82. For descriptions of the available weapons and grenades, see Weapons, page 110.

Whenever you press a team view kay (FI, F2), information on your current weapon is dis­played in the lower-Ieh comer of the screen. Also listed an! the number of reloads avail­able, rate of fire, and ynur currenl tool [bottom right). Be sure you're within target range of an enemy or object before firing {see Targeting, page 79}.

• To Fire your current weapon, press ENTER, pl'tlSS joystick button I, or click the LEfT mouse button.

· 80 ·

Page 82: SEAL Team

When your team fires, red tracers appear on the screen. Tracers are trails of light that allow you to see the path of your bullets. When the team is fired upon by the enemy, the tracers are green.

Rate of Fire (R.O.F.) allows you to better control your weapon. The current rate of fire appears next to your current weapon in the lower left area 01 the screen whenever you press a team view key (Ft, F2). Each setting, as listed below, determines how many rounds youll get off each time you fire.

FULL -

SEMI -

SINGLE -

, at Rounds

Poin1 Man's Current Weapon

Current Grenatie

Fire entire dip with one button pressi hard on ammunition - often used to keep the enemy from shooting back (when the team is ' suppressed1, or to facilitate a strategic withdrawal. Continuous fire while pressing fire huHon - allows more control This mode is eHicient and eHective. Fires one round per button press - slowest firing rate, but easiest to control, and saves ammo.

• To adjust your rate of fire, press R until the desired R.O.F. appears.

SETI'INB DEMD CHARGES Demo charges are used for Demolition missions. When the objective is in sight, scroll through your weapons until the demo charge is yoW' current weapon, then fire it as you would any weapon. When the charge has been set, a message alerts you, and you have on1y a few seconds to put some distance between you and the I!Xpl0sion.

TEAM FmE ORDERS All SEALS fire according to the Point Man's orders. When you issue a firing order, the Point Man's hand Signal appears on the screen. The four Team Firing orders are described below.

To issue a firing order from the battlefield, press the corresponding (underlined) let­ter.

To issue a firing order from the map screen, place the cursor on the desired order and click the LEIT mouse button or press ENTER (he sure 1. SEAL TEAM is selected from the Teams menu).

Page 83: SEAL Team

PART III - ON THE BATTLEFIELD

IN [IEIJJ Of FIRE Fire within visual cone as represented on Map Screen. Each leam member is assigned an area of view based on his position, and will fire upon enemies spotted within that field. This is a conservative order.

AT POINT MAN'S t ARGET Fire only at Point Man's target. This is the order to issue if B specific enemy or object must be neutraW:ed above all others, but keep in mind thai the team is vulnerable frnm all other angles while carrying out the order.

AT WILL Each SEAL actively seeks targets and fires at his own dis­cretion.

~EFIRE

USING GRENADES

Stop firing and await further orders. SEALs won't break your CEASE FIRE order eveR in an emergency - you must issue a firing order to cancel CEASE FIRE.

When grenades are your Point Man's current weapOR, keep close eye OR how many he's carrying and be ready to switch back to your guns when he's out. For more information on specific types 01 grenades and when 10 use them, see Weapons, page 110.

• To scroll through available grenades, press AL T -N.

To throw a GRENADE, press G. U an enemy or object is targeted, the grenade is thrown at the target.

U no enemy or object is targeted (i.e. the target reticle is not present on the screen) a white shaded box appears on the screen. Use the arrow keys to position the box in the area you want to target, then press G again to toss the grenade, or ENTER to cancel the grenade toss.

Page 84: SEAL Team

UsIN& T OOLs The SEAL Team carries three types of tools, each with a specific and crucial function . If the leam is without any of the tools described below, the mission may be jeopardized.

• To scroll through available tools, press I (right bracket),

• To USB tha CUJT9nt 1001, press [ ~eft bracket}.

PRC25RADID This is the Point Man's most important tool, without it he is unable to communicate with Support Teams and Split Teams. The Point Man shouJd always carry a radio. The radio is used automatically when issuing Support and Split Team orders from the Map screen.

MEDICAL KIT The Mad kit allows leam members to treat ORB another when minor injuries occur. Each Mad kit can treat one injury. In the event 01 major injuries, a Mad kit usually isn't ade­quats, and an Emergency Extraction may occur. The Point Man shouJd equip as many Mad kits as he deems necessary, based on the expected length and difficulty of the mission. See Using Tools, page 83, lor instructions DR how to usa the Mad kit.

NOTE: Team members perfonn medical aid on one another automatically as needed according to the availability of Med kits. U the Point Man is carrying a Med kit, he can perfonn medical aid on himseU, but is unable to aid other team members.

PRISONER HANDLING KIT [PIIK) The PHK contains l'9straining devices and other materials which aid SEALs in capturing and retaining custody of prisoners. Without PHKs, there is an incl'9ased chance that you may lose your prisoners during enemy attack.. The number of PHKs the team should CaJTY varies according to mission type (e.g. snatch missions with heavy enemy activity require more PHKs than patrol missions with light activity). The PHK is used automatically when prisoners are captured.

BOOBY TRAPS You may encounter any of three types of booby traps during your campaign: pits, trip wires, and stakes. All are engineered to maim or kill the unwary soldier, but each does its own spetia] brand of damage.

PITS appear as large shaded square or rectangular areas on the ground, but are diflicuJt to detect except at close range. SEALs can fall into these pits, causing injury or death.

TRIP WJRES are thin wires strung across a series of small stakes about a loot off the ground. When bipped, these wires usually set off grenades or mines hidden nearby.

STAKES appear as a ring of arrow-like objects protruding from the ground. When a SEAL steps into this ring, injury or death can result.

• 63 •

Page 85: SEAL Team

PART III - ON THE BATTLEFIELD

EXPOSIN& TRAPS When the Point Man spots a booby trap, he can alert his teammates to the danger. Once the trap has been exposed, other leam members avoid it automatically, hut the Point Man is

still vulnerable; steer him clear of the danger.

SEAL Patrol in brush amazingly similar to punji !1licks.

TD EXPOSE a b.oby trap:

1. When you think you've spotted a potential trap, assume Prone position. This places you close to the ground, making it easier to expose the trap to the team.

2. Slowly move toward the trap until you're within a few meters 01 it, then press X. The Trap hand signal appears, and the team is alerted .

• Trap Hand Signal

If the signal isn't given, move a little closer and try again.

Page 86: SEAL Team

GAME OPTIONS The following options are available at aU times during the campaign. UnJess noted, these options are not available in the up-front menus or briefing screens. To execute these com­mands, press the command key in brackets (ex: [ALT-P] = ALT+p). For a list of all the key commands available in SEAL Team, soe page 147.

PAUSE [ALT-P] Pause the mission. Press ENTER to resume play.

TIME COMPRESSIDN (AL T -T] Condense time when awaiting extraction or other support lapp. 4xJ. This feature is dangerous to use during combat or when enemy activity is heavy as it does not pause game action.

DETAIL LEVEL

MUSIC

SOUND

END MISSION

GUrrGAME

[AL T -D] Adjusts level of game detail (ie. shadows, wakes, additional ground and air objects). Lower detail levels allow faster gameplay. (6=full detail, l =vt!ry little detail).

[ALT-M] Turns music on/oU. Dofault is ON.

[ALT-51 Tums sound eHects on/off. Default is ON.

(ESC] Abort your cumm! mission.

[ALT-X] Exit to DOS.

SUPPORT TEAMS On each mission, the SEAL team is accompanied by an insertion craft and up to three Support Teams: the Boat team, the Helicopter team, and the Aircraft team. After insertion takes place, the Support Teams wait a lew miles away [so as not to draw enemy lire to you) until your Point Man radios lor an attack, an extraction, and/or other assistance.

Support Teams can be called in individually when only one type of assistance is needed, or simwlaneously when the SEAL team requires that several tasks be completed at once. For example, ii's not unusual to order your chopper team to loiter at a specified location until needed while your boat team attacks hostiles just off the shore and your aircraft team takes out an enemy btmker.

Occasionally Support Teams may run into trouble, making it impossible for them to carry out your orders. In the event that a Support Team is unable to respond, they'll alert you by radio [a message appears). You can either wait for the team to rectify the problem, or try issuing the same order to another team.

• 8S •

Page 87: SEAL Team

PART III - ON THE BATTLEFIELD

L-~~ __ ~~~~~~~J OV-lO Black Pony firing a 2.7S-inch fFAR.

SUPPORT ORDERS When you're ready to bring in the heavy artillery, or just need a quick getaway, your air and/or sea Support Teams are at the ready. You can call in individual Support Teams or request different types 01 support from all available units.

NOTE: When calling in support attacks, don't get caught in the cross fire! Support teams take pI'Elcaution5 not to fire on friendly troops, but SEALs are purposely diffi­cu11 to detect in heavy ground cover, and some support weapons have a large blast radius. Take cover!

To call in support:

1. From the Map SCI1!sn, select the Support Team yOll want to carry Qut your orders:

1..$1111. I_

• Not _' •• 1

• ~ ,-~ ... ,,< ...

Teams Menu

2. Sel the waypoint. Place the cursor on the area 01 the map in which you want the order to be carried out, and click the LEfT mouse button, press joystick button I, or press ENTER. The team's objective marker appears at the new waypoinl.

3 . Issue a Support Order: select the desired order from the Orders Menu, Dr press the corresponding (underlined) letter.

· 86 ·

Page 88: SEAL Team

Support OrdeI'!l Menu

Ooor gunner in a SeawoU UH- I B firing at ground target.

The following pages list the available Support Orders. For a reference list of keyboard com­mands, See Key Commands, page 147.

LSSC I!DAT A1TACK

!!H-tB HELD A1TACK

Attack enemies in water, on ehoreline, and at waypoint. Weapon: MBa LMG

Attack enemies at waypoinl. Weapon: Rockets or MBO LMG

OV-tDA AIRCRAn' A'!TACK Attack enemies at waypoint. Weapon: Rockets

CEASE A'!TAQl Abort attack and retreat to default loiter location (mission dependent).

Mission completed or aborted.. Extract leam al waypoinl (you ~ set a waypoint for extraction to occur).

Page 89: SEAL Team

PART III - ON THE BATTLEFIELD

" ~" .. V'" .... '

-' . , .... _ .' .'\\It,,' •• . '1.1 r • ,

EMERIiENCI EXTRACTION Extract immediately. Waypoint is set automatically al the team's CUlT8nl location. This order is available 10 only .!mI

Support Team. In the event that the SEAL Team is under fire Dr members afB heavily wounded, Emergency Extraction may occur automatically.

LDrrEJI

SPLIT TEAMS

Go to specified location and await further orders. Engage enemies when necessary. LOITER keeps a Support Team on hand in case of an emergency. Use this order with cau­tion, as loitering Support Teams tend to attract unwanted attention.

A PBR and her crew on patrol, Mekong River.

The following section describes how to split the SEAL team, and how to issue orders to a Split Team. For strategic information on the USB of Split Teams in combat Situations, see SEAL TeilITl TactiCS, page 92.

• 88 •

Page 90: SEAL Team

Way!)(lInt (in blue)

Palh (in blue) Spill Team

Splil Team Selected

,., .-Il--~", Team Into

Split Team Orders

You can split the SEAL team into up to three separate teams using the SPLIT TEAM com­mand. When the team is split once, the Corpsman and Rear Guard separate from the pri­mary team and become SEAL Team A. When the team is split twice, the Officer in Charge separates from the Point Man and becomes SEAL Team B.

The Point Man monitors his Split Team's progress using Split Team view modes and the Map screen, and communicates with the tearn by radio. He must set a waypoint to indicate their destination, and from the Map screen he must issue any of the eight special move­ment and combat orders described on the following pages.

Split Team effectiveness relies heavily on team members' skill, making Split Team opera­tions riskier than those performed by the entire team, especially using relatively inexperi­enced SEALs. Before issuing a Split Team order, you shou1d feel confident that your guys can handJe it.

• To issue a 5.fLIT TEAM order, press P.

SPLIT TEAM ORDERS For each Split Team operation, the Point Man shou1d issue one Split Team movement order, one Split Team special order (both described in this section), and one firing order (described under Team Orders, page 71 ) under which the Split Team will operate lor the duration of the Split Team operation. Note that separate firing orders must be issued to the primary team, and to each Split Team.

Follow the instructions below 10 issue orders to your Split Teams. For a list of the available Split Team orders, see the following sections titled Split Team Movement Orders and Split Team Special Orders, page 90.

To issue orders to the Split Tum:

1. From the Map screen, select the desired tearn from the Teams menu.

~ . Set the Split Team's waypoint: select the desired map location. SEAL Team A's way­point appears as a light blue + . SEAL Team B's appears as a dark blue X

3. Select the desired order from the Team Orders menu, or type the corresponding [underlined) letter [e.g. S'l'EALnt = press L) .

• 89 •

Page 91: SEAL Team

PART III - ON THE BATTLEFIELD

SPLIT TEAM MOVEMENT ORDERS Listed below are available movement orders lor Split Teams, Unless onB 01 the following orders is issued, the Split Team willl'9main in the location where the team was split. The Split Team obeys the last order givenj if you issue a Stealth order, then issue a Halt order, the team halts and awaits further orders.

NOTE: The following orders must be issued from the Map screen.

STEA!,TH

!!lILT

lISA!! ~DINTEAM

Proceed slowly and carafully to waypoint in Prone or Crouch position.

Stop and await further orders.

Arrive at WBYPOint as soon as possible (run).

Split team/e} should rejoin primary team using current movement order (Le. STEAL rn or ASAP). Nole that when the JOIN order is issued, the Split Team views are disabled.

SPLIT TEAM SPECIAL ORDERS Each order listed below is followed by a brief description, and the Pros and Cons [if any) of using a Split Team to carry out the objective.

NOTE: The following orders must be issued from the Map screen.

SN!PE

IIEMO

CIIl!ER FIRE

Slow, quiet movement and execution 01 enemy personnel This order is carried out enroute 10 and at the waypoint. Pros: Other enemies not as likely to be alerted. Cons: Takes time.

Destroy structure. This order is carried out at the waypoint. Pros: Leaves Point Man and partner free to watch lor approaching enemies. Cons: Point Man mus! cover Split Team.

Split team engages nearby enemies while Point Man performs another lask (such as demolition). This order is carried out enroule to and at the waypoint. Pros: Nearby enemies occupied so objective can be completed. Cons: When carried out by less experienced SEALs, Point Man may be vulnerable to attack.

Search the area, caplw'e prisoners, search caplw'ed/wounded/dead ene­mies. Also carry out Recover, Snatch, or Rescue objectives. This ordar is carried out at the ~ location. U you want the team to SEARCH at the waypoint, wail until they arrive at the waypoint, then issue the SEARCH order. Pros: Primary team provides superior cover while Split Team carries out searth order. Cons: Split Teams are unable to attack enemias or defend themselves while carrying out a SEARCH order .

• 90 •

Page 92: SEAL Team

,i .~

~~~~~~~~~~J OIficer in c.hargt directing his leam while on patrol.

• 91 •

Page 93: SEAL Team

PART III - ON THE BATTLEFIELD

, to ••.• ~ ' . . -:01 ..

• -A. . ,,\,,~

t:-··\ -" 'lI .,

SEAL TEAM TACTICS The following chapter contains important information for successfully surviving this war. Each section details a separate facet of SEALs operations, providing insight and wisdom into the best way to USB your team's resources. Weapons Assignments provides guidance on choosing the right guns and grenades lor each team member; Engagement Ranges explains effective targeting; Terrain tells you how to use your environment to your advan­tage. Under every heading youl1 find something to take with out into the jungles - some­thing thai just might save your life.

WEAPON ASSIGNMENTS The SEAL learn can carry only a limited amount of equipment, including weapons, grenades, and tools. The more each team member carries, the slower the team moves. The strength of each team member determines range of his load. Check each SEAL's SEAL Team Rating to get an idea of his strength and other attributes (see Marching Order, page 38).

Provide each member with an automatic weapon, a pistol, and grenades. When outfitting the Point Man, the remaining waapons slot should be used for his specialty waapon (see "'Rating Windovl', in the Choose 8 Point Man section, page 33). For other team members, the fourth slot should hold a powerful, long range weapon such as a grenade launcher.

The auto weapon should be ynur primary waapon. Pistols, the Hushpuppy in particular, are useful for stealth attacks. Grenades generally result in a high kill ratio, and are best reserved for emergencies. For detailed information on individual waapon effectiveness, see Weapons, page 110.

When you equip your team with weapons, you also choose the tools thay11 take along. For information on tools, see Using Tools, page 83.

EN&A&EMENT RANGES Targeting is most effective at ranges 01 less than 95 ~ 105 meters. Beyond that, even a rifle losses accuracy. It's B good idea to hold firing orders until you are within grenade range (about 50 meters); ie., issue a CEASE f1RE order until the team is within range, then issue a firing order. The closer you can get to the enemy, the better your chance of hitting your targets.

TERRAIN The ground is heavily populated with various objects; trees, logs, rocks, buildings, etc. These objects play two kay roles in your success: concealment and protection.

Terrain cover aids stealth, allOwing you to sneak up on your targets by keeping large objects between you. It also serves as defense, in that it takes time for your enemies to destroy buildings or foliage which inhibit their line-ol-sight to you. This is valuable time which ynu can use to your advantage by retreating, or mounting a counter~oflensive .

· 92 ·

Page 94: SEAL Team

When your target is obscured by terrain, try lobbing !JI'I!nades over the olfending object (keep in mind that ene­mies may use this tactic against you, as well). Use caution near tall trees, however, as grenades may bounce back toward you.

STEALTH The following stealth tips should be kept in mind on every mission:

Silence is the first rule of stealth. U the enemy hears you cOming, he'll be ready for you. Remember, the slower you move, the quieter you are.

Concealment is second only to silence,· take advantage of the terrain, utiliza the best formation for the circumstances (see Formations and Movement, page 75), and use Prone position whenever possible.

As the point man, I wanted to walk as light as I could while still corrying a decent weapon .... My job was to be the forward eyes and eors of the squad. If you get tired from carrying too much weight you start thinking about being tired rather than what you are doing. When on point I tried to be as comfort­able as I could to keep anything from bothering me.

SEAL Chief James Watson, QMCS -Pointmon

P.timu:. is not only a virtue, it's a necessity. SEALs are specially trained in this area, as some missions can require a team to sit motionless for hours in leech-infested canals and swamps.

Proximity can mean the difference between success and failure, or life and death. U an enemy spots you befof1l you're in firing range, he has plenty of time to react; get close to your target to improve not only your hit ratio, but your chances of survival

Surprise is the payoff. When you use your stealth skills effectively, the enemy doesn't have time to react, and can usually be captured without a struggle (remember, prisoners provide more information than corpses). In addition to using the tips listed above, surprise is best accomplished by approaching the enemy from behind.

ADVANCED STEALTH TIP: On long patrols and ambush missions, assume prone posi­tion, move slowly toward the objective, and use short bursts 01 Time Campf1lssion to make the time pass quickly until the enemy is sighted. USE CA11l10N: U used carelessly, this method can result in disaster.

DIVERSIONS This tactic is best put to use when your objective is heavily guarded. By throwing one or more !JI'I!nades, you cause an explosion a short distance away. Some enemy personnel will likely leavs the site of the objective to investigate the blast, allowing you to more easily accomplish the objective.

POP-UP ATTACKS When the objectiVl! is to neutralize an enemy patrol, a pop-up attack is frequently the most efficient tactic. The team Jays concealed behind a ground object and waits for the patrol to pass, then takes the enemy from behind.

Page 95: SEAL Team

PART III - ON THE BATTLEFIELD

TEAM TACTICS DEFENSE

8UD/S on patrol

Split the team and issue a Split Team SEARCH order 10 take prisoners while primary team slows down enemy pursuit with cover fire.

• Use the fonnation appropriate to the situation [lor more on fonnations, see Team Fonnation Orders, page 761:

In LinB- Excellent Ironia) defense Column - Good front/rear defense Diamond -Vee Wedge -

Excellent rear defense Good rear defense

ISSUB a FIRE AT WILL order to insura thai team members fire at the precise moment they comB within range 01 the enemy.

Page 96: SEAL Team

• Counter aUack: When the team is under heavy fire, and the terrain aJfords conceal­ment, try running away. Get the team at least 100m away, then assume the Prone position and face the approaching enemy. Wait for your team to regroup, then blast away when the enemy comes within range.

OFFENSE

• Use formations for concealment:

Column -lnline -

Optimal protection during frnntal assault Optimal side profile

Use Split Teams to set up a crossfire (see Coordinated AttacJcs, below).

CONCENTRATING ATTACKS Frontal target [ambush) - Use inline formation with Fire at Target order. This combination of position and firing orders leaves the team extremely vulnerable to attack from other enemies; remember to issue new formation and firing orders when target has been neu­....m.d SPUT TEAM SCOUTING Send out Split Teams to scout the area. (Pros : Minimum chance of detection . Cons : Point Man vulnerable .) Alternatively, the Point Man can act as the scoul. Issue two consecutive SPLIT TRAM orders, followed by no movement orders, insuring thai the Split Teams stay put. The Point Man can now move ahead of the team, rejoining when he's scanned the area thoroughly.

COOROINATED ATTACKS (SPLIT TEAMS) As you push a frontal assault, you can split the team and order them to flank frnm the left or right. Now the enemy must divide his defenses between the two teams, giving you an opening to advance and a better chance of hitting your target. Additionally, this maneuver places the enemy in the middle of a cross fire, making him extremely vulner­able.

Our philosophy was, Mif in doubt, wipe them out. M If we destroyed something or killed someone by mistake, at least l-1Ie would be around to try and correct things. If we guessed wrong and they were the enemy, l-1Ie wouldn't be around to do anything but fill body bogs. /t's a harsh rule to follow, but it's also a rule that brought us home.

SEAL Chief James Watson , QMCS -Pointman

Try switching roles with the Spli t Team for more control as the flanker. Remember to rejoin your team if one or the other runs into trouble ~ don't spread yourself too thin.

·95 ·

Page 97: SEAL Team

PART III - ON THE BATTLEFIELD

BOUNDING [LEAP FROGGING) This maneuver is designed to gain ground as quickly and as safely as possible. Split the team and order SEAL Team A to move to Point A MASAP". Once they 1'1!ach that location, they cover the primary tearn as you run to Point B (a location beyond Point A). This contin­ues until the team reaches the objectivB. U ORB group gets into trouble, the other can come around and flank the larget from the side.

Star1I1lD ABC 0 Objective Point

lddJJj / I

Primary Split Team Team

COMBINED TACTICS (SUPPORT TEAMS) NOTE: Support Teams provide intense firepower, but the danger to the team is very real. Use support lira sparingly, and maintain a good distance frnm the strike point!

• Order Support Team to loiter nearby as team performs amphibious approach. Order Support Team to clear insertion after drop-off or extraction zone before pick­up. Order Support Team to attack near extraction point as a way 01 breaking contact with the enemy. OroSI' Support Team to attack a bogus target nBar objBctive as a diversion to the enemy.

• .Aircraft Support Team is a very reliable source of air support for OBSERVE mis~

sions.

Page 98: SEAL Team

A UH- IB SlIawoll hoVllf'S OVllf II VC sampan which has just taken a 40mm grenadll hit.

· 97·

Page 99: SEAL Team

THE UNITED STATES NAVY SEALS IN VIETNAM

IN THE FDREST DF ASSASSINS

"Anyone can just go In thill'll and kill someone. But you can'l get information from 8 I:Oll'S8"

·SEAL motto

The following is synopsized from SEALS IN AU/ON, by Kevin Dockery, C 1991 by BIJ{

Fawcett & Associates. Published by arrangement with Bill Fawcett & Associates. Reprinted by permission of Avon Books, a division of The Hearst Corporation.

In an anempt to disrupt operations of the quickly mUltiplying Viet Cong guerrillas, the Pentagon targeted a physical region of high strategic importance. The area, called the Rung Sat Special Zone (RS5Z), covered all major water approaches to Saigon from the South China Sea. Lying between the long Tau and the Soi Rap rivers, the RSSZ consists of over 1,000 square kilometers of mangrove swamp and thousands of tribu­taries and streams on the northeastern edge of the Mekong Delta.

The Mekong River and its tributaries in the heart of the Rung Sal.

• SB •

Page 100: SEAL Team

Undoubtedly the most hostile terrain in Vietnam, the Rung Sat Special Zone was a haven for fugitives long before the Viet Cong secured the area in the mid-1960's. For centuries Southeast Asian pirates, bandits and smugglers sought sanctuary in the barely habitable swamps of this tropical habitat. The area was tortuous. Tropical low­land plants created an impenetrable barrier of twisted roots. The drier areas had a double canopy of trees that prohibited most useful aerial surveillance. At low tide, a thick silt, chest-deep on the average man, made travel hazardous. The heavy swamp vegetation was home to hundreds of varieties of mammals, insects and reptiles: Jungle cats, pythons, crocodiles, venomous snakes, large spiders, scorpions, leeches, and a rare SpeCies of large, stinging ants all inhabited the RSSZ.

In 1966, roughly 16,000 civilians lived in nine villages divided into 20 hamlets in and around the RSSZ. Between 1 964 and 1966 the Viet Cong population rose dramatical­ly. The VC saw the region as a safe place to rest between missions. Of a greater con­cern to wartime strategists, the VC had established makeshift munitions factories, weapons and food caches and hospitals in the RSSZ. It was the sudden influx of VC that garnered High Command's attention, and in 1966 SEAL Team One sent Detachment Golf, a pilot group of three officers and three enlisted men, to Vietnam for active combat duty and to conduct operations in the RSSZ. Golf set up a naval facility at Nha Be on the long Tau River between Saigon and the Rung Sat Special Zone. In late March, 1966, the SEAls of Detachment Golf initiated operations with the swimmers of UDT -J 1 and troops from the Fifth Marines in Operation Jackstay, the invasion of the RSSZ and the first American-backed operations that involved the SEAls. landings began March 26, and all personnel were instrumental in successful operations involving observation, reconnaissance and the demolition of bunkers and munitions factories. Operation Jackstay ended April 7, 1966 with no U.s. casualties. More importantly, the vc operations had been severely interrupted. Where once they were safe, the enemy was wary and no longer invulnerable.

The full bore success of the SEAls in Operation Jackstay garnered the interest of offi­cials in Washington and Saigon, and by the summer of 1966 Detachment Golf grew to five officers and 20 enlisted men. Terrorist operations in the RSSZ continued. Missions included general harassment of the enemy and the limiting of enemy move­ment by using ambush and counter ambush techniques. With their success, the SEAls established a reputation as an invaluable resource in the collection of enemy intelligence. By December, the SEAls in Detachment Golf were responsible for the confiscation of over 150 weapons, over 500,000 lbs. of rice, and numerous docu­ments, diaries and papers. Meanwhile, other platoons of SEAls of Team One were conducting operations stateside. The focus of these operations was the developing and testing of a new Aerial Recovery System called Skyhook.

As the role of the SEAls in the Mekong Delta grew, stateside training intensified and recruitment nearly depleted UOT personnel. As a result, a draft was placed on new BUO/S graduates to enter SEAL Teams. New recruits underwent extensive training which included firing weapons, some of which were new to the SEAls. Recruits became expert at the operation of the M 16 series, 9-mm Smith & Wesson pistols,

· 99 ·

Page 101: SEAL Team

~.J' , , , .

:~ , . -, -~ " .. . ,

.50- and .30-caliber machine guns, M79 and XM 148 40-mm grenade launchers, 57-mm M 18A 1 recoilless rifles, MIg 60-mm and M29 81-mm mortars, AS-caliber M3A 1 and 9-mm Smith & Wesson M76 machine guns. Besides weapons training. all recruits underwent parachute training and courses in new evacuation techniques, induding the McGuire rig and the Jacob's Ladder. Recruits also trained extensively in communications, notably the AN/PRC-25, AN/PRC-47 and the Motorola hand radios, as these were the pnmary systems used by the SEAls in Vietnam.

By 1967 SEAL Team One had expanded to 25 officers and 97 enlisted men. These men were divided into ten operational platoons. An eleventh platoon was added, with each platoon expanding to two officers, a platoon leader, his assistant and 12 enlisted men. Each platoon was further broken down to two squads of seven men each (six enlisted men and an officer). Detachment Golf conduded extensive operations in the RSSZ, including prisoner abdudions, listening post operations, diving operations and reconnaissance patrols. It was at this lime the first translations of documents captured by SEAls became available. They indicated the VC were dependent on a number of freshwater wells near the village of Thanh Thai in the southern-most sedion of the RSSZ. Aerial reconnaissance showed there were numerous trails from the jungle to the village wells. On January 12, two six-man fire teams, Teams 5 and 9, loaded their packs with high explosives and were inserted by helicopter into the Rung Sat near the village of Thanh Thai. The operation was so well planned that eight wells were destroyed without a single SEAL casualty. This type of operation, one with clear obJec­tives, stealth and little or no gunfire, was to become the hallmark of SEAL Team methodology throughout the Vietnam conflict. But the SEAls did not lie back on their laurels. They continued to develop and refine techniques, always toward the goal of captunng intelligence. Operation Listening Post was an example of the Team making improvements on already sound technique.

The Brass in Saigon wasn't quite satisfied with the quality of Intelligence they received from the field. Despite the efforts of SEAL and US Marine reconnaissance operations, the VC managed to continue the movement of mass quantities of arms and food along routes known to the Americans. In response, High Command initiated Operation Listening Post, a continuous sUNey of waterways with the objective of establishing a pattern of VC traffic. SEAls from Team 1 were now in the field for four to seven days without resupply. The SEALs would wait for days in the reptile- and insect-infested jungle, ohen only several feet from the enemy, obseNing and waiting for the opportunity to make a safe evacuation. It wasn't long before the SEAls saw the opportunity to take advantage of the Intimate contact With the vc. In early April, they began combining Listening Post and ambush operations. SEAls would set up positions close to trails or water routes and monitor VC traffic, carefully noting num­bers of men, sampans, ammunition and rice. When all of the pertinent data had been collected, a command was given, and the SEAls opened fire. This technique proved very effective In the monitoring of traffic and the gathering of intelligence from docu­ments obtained from the VC dead.

• 100 •

Page 102: SEAL Team

,.cb during tha Tilt OHansive. In the center lotIIlJl'Ound, the muzzle 01 an a Imm mortarl on top 01 the sandball1a loaded left, luning against tha sandball1, a Stoner MG3A with a long blllTlll and. I SO-round belt drum; in the center laft, lean-114 rifle,· draped across tha wall, bandolaers 01 ammunition and belts lor the MGO and Stoner; in the black cyUndlJt& to mmunition lor the mortu; to the right 01 tha sandbage, a helmet, a flak wst end packing containers lor hand grenades.

I

Page 103: SEAL Team

The SEAls continued refining operational techniques into the year, and in July partici­pated in the first Allied mission to utilize combined forces. Men from the Juliet and Kilo platoons of Detachment Golf joined with units of the 2/7 First Air Calvary, the Navy destroyer USS Brush and the Coast Guard cutler Point White in Operation Shallow Draft IIA. The target was a VC stronghold in the Han Heo Secret Zone, north­east of Nha Trang. Allied intelligence suspected the area held leaders of the local VC infrastructure. On July 2, SEAls landed from the Bush and slipped into the village. The SEAls spotted three men and a woman in the open, and when they showed them­selves, the villagers fled. The SEAls took them under fire, capturing two VC leaders and killing a leader of a VC women's organization. Substantial intelligence gathered included valuable lists of VC cell members (those officers holding meaningful posi­tions in the VC hierarchy). The Brush provided 162 rounds of 5-inch ammunition in support as the SEAls and their abductees extracted by helicopter. Shallow Draft was deemed a success due to the current and accurate intelligence received on the target and to the effectiveness of on-call support from the Brush. Henceforth, no SEAL Team mission would be executed without on-call support from aircraft or water craft.

From August to the end of the year, the SEAls continued operations in monsoon-free environs. The high-speed Boston Whaler boats were used for the first time in September, enabling SEAls to more eaSily recover ambushed sampans before they sank. The quick and agile craft, perlectly suited for riverine operations, contributed to the success of the SEAls in the latter part of 1967: the Teams executed eight suc­cessful ambushes in November and December, turning up a number of valuable doc­uments. The operations conducted in 1967 were considered stunningly successful, the proposed psychological effects the ~men with green faces« had on the VC evi­denced by the growing number of VC who defected to the Chieu Hoi (Open Arms) Program. The success of the SEALs in Vietnam did not go unnoticed by High Command, and in January, 1968, the Chief of Naval Operations authorized a total allowance of 33 officers and 195 enlisted men in the SEAL Teams. Seal Team One's operational commitment was organized into five operational platoons divided among three detachments: Golf, Bravo and Echo. Detachment Golf was stationed at Nha Be, and it operated primarily in the RSSZ and farther into the Mekong Delta. Detachment Bravo supported the Phoenix Program and the Central Intelligence Agency (see side­bar). Detachment Echo was stationed at Da Nang. The smallest of Team One's detachments, Echo's officer and five enlisted men acted as advisers to Vietnamese military personnel.

By 1968, the ambush and the snatch had become the most popular techniques used by the SEAls. The snatch was particularly valuable, as many of the captured VC pro­vided intelligence and in some cases even led the SEAls on reconnaissance missions. The SEAls continued ambush and snatch operations throughout January with a large number of ambushes on sampans in the waterways of the RSSZ. One ambush result­ed in the confiscation of documents pinpointing a large VC base camp .

• 102·

Page 104: SEAL Team

On January 28, Delta platoon arrived at Nha Be to relieve Foxtrot platoon, and con­ducted their first operations with Alpha platoon, who were already familiar with the terrain. On March 1, Delta platoon moved on to Nha Be to participate in Operation Game Warden. It was Delta platoon, along with the seventh platoon from Alpha, who embarked on a high risk mission to capture an arms cache and destroy a weapons factory in the upper Mekong Delta. Intelligence had caught wind of the weapons stockpile and factory through a Hoi Chanh rye defector), who volunteered to lead the SEAls to the target Inserted by riverine PBRs and covered by a pair of Seawolves, the SEAls worked their way inland toward the village. After treading through several hun­dred yards of thigh-deep mud, easy prey for any enemy who spotted it, the patrol reached drier ground and a dearing where the village stood. The Hoi Chanh pointed out four huts he believed were being used by the Vc. As the SEAls were moving into position to initiate the ambush, two VC entered the perimeter. Before they could reveal the SEAls positioned, they were killed in hand-to-hand combat The SEAls fol­lowed the Hoi Chanh to the arms cache, which turned out to be a grenade factory. By interrogating a villager, the team was able to capture another cache of heavy weapon­ry. The raid produced the following weapons either captured or destroyed:

28 Claymore mines Five eight-pound water mines 25 15-pound water mines Two MP-40 submachine guns Two M 1 carbines Two 75-mm recoilless rifles with mounts Five 120-mm high-quality rockets and launcher 25 Chinese grenades 19 CS grenades One box of medical supplies 50 eleoric blasting caps Seven boxes of Viet Cong grenades Eight cases of Chinese ammunition One Chinese carbine Fuses, primers and caps Gunsmithing tools One complete grenade workshop, induding dies, molds and components 20 pounds of ordnance documents

Delta and Mike platoons continued operations, induding snatches, demolitions and ambushes, throughout the months of March and April. In general, SEAL operations were considered a huge success, and the teams themselves vital to the elimination of the Viet Cong. As the Teams became more aoive and more aggressive, they contin­ued to gather even more valuable intelligence. When Juliet platoon arrived at Nha Be

• 103 ·

Page 105: SEAL Team

An element of a split team in tha cover of a treeline .

• 104 •

Page 106: SEAL Team

(June 6), Detachment Golf moved headquarters to the Naval Support Detachment at Binh Thuy. The second half of 1968 saw the SEAL Teams continue to build an intelli· gence network through repeated snatches and ambushes. By this time the Teams had become instrumental in the success of Phoenix Program operations, and nearly every mission set new standards in the consistently effedive coordination of ground and air support.

A typical example of such effective coordination of forces occurred September 14, 1968, when Lieutenant J. G. Parrot led Hotel platoon on ambush. Ading on self-gen­erated intelligence, Hotel left the Naval Support Facility at Qui Nhon in a PCF. Two hours later they transferred to Boston Whalers for their insertion. The SEAls chose an ambush site and settled down to wait for their targets. Submerged to their necks in water, the soldiers waited most of the night without speaking or moving. Finally Parrot signaled the platoon to listen. Three VC were approaching the position in a sampan. The SEAls took the sampan under fire, killing all three Vc. After searching the sam­pan, the SEAls climbed onto dry ground and moved downstream to extrad by Boston Whaler, all the while covered by two Cobra gunships and an armed Huey. The mis­sion resulted in the capture of five kilos of documents, including the complete battle plans for an all-out attack on Qui Nhon, rosters and operational reports of the EB2 battalion. The SEAls used this information for further snatches, raids and ambushes throughout the following months.

With the new year, the enemy launched the most massive attack of the entire Vietnam conflid. Over 80,000 NVA and VC troops took part in Tet offensive opera­tions, with the objedive to capture and take control of major cities below the 17th parallel. SEAL Teams played the role of the street fighter, helping other forces defend the cities of Vinh Long and My Tho. The SEAls survived T et with no major casualties. Unbeknownst to the Allies, the offensive left the VC almost powerless, as they suf­fered major losses without having gained a single military objective. But the fad that the enemy was capable of mounting an attack of that magnitude was enough for the White House to throw in the towel, and with the change of presidents and cabinets in early 1969, the United States armed forces began its massive withdrawal of troops.

On October 22, the 5th platoon relieved the 10th platoon in My Tho. The primary focus of SEAL adivities was swinging toward the Vietnamization of the war, and the Teams began spending most of their time training the Vietnamese in a gradual effort to place the fate of the country in their hands. But the men with green faces still spent most nights on operations, primarily surveying the coast to prevent VC from moving arms south to the China Sea, as well as performing snatches and ambushes.

One such SEAL snatch resulted in intelligence which led the Navy to embark on an attempt to cut off VC supply lines from Cambodia. The SEALORDS, (Southeast Asian lake. Ocean. River and Delta Strategy), who were members of the Brown Water Na\l'y'

• 105 •

Page 107: SEAL Team

(the unit named after the terrain its members patrolled), the Seawolves and the SEAls joined forces in a large scale operation. Operation Giant Slingshot was named after the shape of the fork made by the Tuan Co Dong and the Vam Co Tay rivers as they joined to form the Vam Co River south of Saigon. The objective of Giant Slingshot was to block the VC supply deliveries from passing through a point of Cambodia known as Parrot's Beak, just west of Saigon on the Ho Chi Minh Trail. Again and again the special forces engaged the enemy on rivers and tributaries, and they ambushed villages where known VC were hiding or operating. As in the past, a great amount of gathered intelligence led to more targets. The SEAls were such a vital con­tributor to the success of Giant Slingshot, that in April a platoon moved to Moe Hoa, which was closer to Pa rrot's Beak. However, the story of SEAL involvement in Operation Slingshot ends here, as the Pentagon has released no information on U.s. involvement in Cambodia.

Those SEAls who remained in Vietnam rapidly wound down field operations. The bulk of their time was spent training the South Vietnamese in special warfare tactics. With the complete Vietnamization of the war, there was little for the SEAls to do but return to the States for some wel1-deserved rest before continuing with their lives. Many of the SEAls went on to develop weapons and tactics based on experience in Vietnam and continuing successful careers with the military. The contribution of the Navy SEAls is difficult to assess, so magnificent it was. With superior, self-generated tactics, the Teams were able to obtain invaluable intelligence and to strike terror into the hearts of the VC, thereby disrupting operations in the Rung Sat Special Zone and in the Mekong Delta in large. These warriors proved beyond all doubt that they, the Mmen with the green faces,~ were the elite special forces in all the world .

• 106 •

Page 108: SEAL Team

L-______ ~~~~~~------~~ A STAB Mk n patrolling the Cambodian border .

• 107 •

Page 109: SEAL Team

PART IV: NS AND C BRIEFING •

-

Page 110: SEAL Team

,

. f

t

_ A STAlJ -.Ea~ Moko!!fl -- - Phnlr 'I- ""VI'

Page 111: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

WEAPONS

j l

L-____________ ~~

M4S CARL &USTAF SWEDISH K (3& ROUNDS) SEMI

Calibft': 9mm ParabeUum Magaziu: Detachable box, staggered dual line Magazine eapacity: 36 cartridges Projactian: Spent case Dnralllmgth: 31.8 in. Barnl langth: 8 in. Wllighl: 9.25 Ibs. (loaded) Cyclic nit. al fiN : SSO-SOO/min. Typ. of tire: Automatic Op .... tim: Elementary blowback. Projection of spent caste actuates bolt mechanism Sights: Front: Protected post

R .. r : L type NuzzI. V.locity: 1200 f.p.s.

The standard submachine gun of the Swedish Army, the M45 is made primarily of stamp­ings and features a folding steel stade.. Although the M45 is well regarded lor its simpUcity and effidency, its most notable characteristics are a light weight and ease of handling. The version pictured above is a special issue suppressed M4S .

• 11 0 •

Page 112: SEAL Team

! ~

L-______________ ~~

M79 &RENADE LAUNCHER

taliIt ... : 40 x 46mm SR Syst.m at DpU'atim: Single-shol, break open type Magazine capacity: 1 round Dvaralllmgth: 28.78 in. BIIfTtIIl8ngth: 14 in. WBighl: GAS Ibs ~oaded)

Sights: Fronl: Protected Blade Rear: Leaf, adjustable for windage

Muzzle V.locity: 250 f.p.s.

A shotgun type firearm, the M79 was the first post w.w.n American made cartridge-type grenade launcher. It utilizes an innovative high-low pressure system cartridge which allows it to fire high explosive grenades with a greater accuracy than typical rifle grenade launchers. In fact, with the M79 an experienced grenadier can place a grenade in a door­way at 150 meters. The M79 was a popular weapon, but with the introduction 01 the M2Q3 rifle-attached grenade launcher, it was slowly phased out.

• 111 •

Page 113: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

! l

~--------------~~ AJI-47/AJ1M-47 KALASHNIKDV SEMI-AUTOMATIC CaliItIll': 7.62mm Magazin.: Staggered row detachable box magazine Magazine capacity: 30 rounds Ow_all length: 34.25 in. BlIn'1Illmgth: 16.34 in. WBighl: 10.58 lb. Cyclic rat. al fin: 600 r.p.m Type al fin: Gas, selective fire Sights: Front: Post w/protecting ears

Rear: Tangent, graduated to BOO meters Muzzla Velodty: 2330 f.p.s.

The submachine !JWI was so popular in the early 1940's Soviet infantry, there arose the need for an improved portable fully automatic weapon; the result of this need was a new generation of small arms- the assault rifle. M.T. Kalashnikov, who was to become one of the premier Soviet arms designers, began work on the AK47 assault rille in 1941. Although quite heavy, the original AX47's were highly dependable and easily managed. Several years and design changes later, the most popular modern firearm was perfected. It combined the submachlne gun's volume of fire with the rille's accuracy by utilizing an intermediate-sized cartridge. Today it is the most popular weapon of its kind. At least six countries produce the AK- and/or the nearly identical AKM series 01 assault rifle.

Page 114: SEAL Team

j !

~~--~~~~--~I M3AI GREASE&UN c.w..: .45 Magaziftll : In· line detachable box MaguiIUl capad.ty: 30 rounds

DnraIlIangth: 29.8 [stock extended) """1 length, B in. Wnght: Bibs. Cydic ra ... 1 fiN: 350-450 r.p.m. OpVlltiDn: Blowback, automatic Sights: Front: Blade

Rliar: Fixed aperture MunlII V.lodty: Approx. 920 f.p.s.

At onB time the infantryman's weapon 01 choice, the submachine gun had devastating affects in close-range combat. But with the advent of assault rifles and the intt8ased porta­bility 01 traditionaJ machine flUl1S, the role of suhmacrune guns in the military has dimin­ished significantly in the past 20 years. Introduced in December 1942 as the M3, the sec­ond generation M3A 1 was made available in 1944 and remains in service with the United Siaies only in its armored forces. The ass suppressed version was used in limited num­bers by the SEALs in Vietnam.

• 113 •

Page 115: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

I J

L-________________ ~~ Ml6Al CalillllJ': 5.56mm (.233) Magazine: Staggered row, detachable box Magazine capacity: 20 rounds 0nraII1angth, 39 in. IlarHllugth: 20 in. Wllight: 6.3 lbs w/out magazine Cycm rata af &r.: 700-900 r.p.m Oparation: Gas, selective fire Sights: Fronl: Post with protecting ears

Rear: Aperture Muzzle V.laaty: 3250 f.p.s.

The M16A series shares the same design as the AR-15, a lield weapon Euene Stoner designed around the most effective elements of several existing weapons. The end resuJt is a simple, lightweight, highly-effective selective fire weapon. In 1959 Colt Firearms pur­chased the manufacturing and marketing rights to the AR-15. The United Slates Army Ordnance staff was opposed to the weapon, but Defense Secretary lohn McNamara ordered over 100,000 units for Vietnam and the Air Force. The SEALs were the first Navy unit to obtain AR-15 rifles when they purchased 136 weapons in 1962, circumventing normal logistical channels. Today the MtEiIMtEiA I IMlEiA2 has become the United States Army's standard rifle.

• 114 •

Page 116: SEAL Team

! :

L-____ ==--.J J MARK 22 MOD 0 PISTOL [HUSH-PUPPY) c.m.1II': 9mm Parabellum Magazine: Single row, detachable box Magazin. ~p.dty: 8 rounds DveraU lmgth: 12.75 in . ....... 1 t.ngth: 5 in. Waighl: 32.S OZ., loaded Dpa-atian: Recoil, modified Browning system Sights: Open rgar, adjustable Muzzle V.IDdty: 900 f.p.s.

Designed for Navy SEAL Teams during the Vietnam conflict, the Mark 22 was based on the earlier Smith & Wesson M39 model. It was originally commissioned for the purpose 01 killing enemy guard dogs. With the use of special subsonic ammunition the silencer insert is eHectivB for approximately 30 rounds (as opposed to about six rounds with standard supersonic cartridges). The Mark 22 came equipped with plugs and caps, enabling the weapon to be submerged in water.

A PCF in the Mekong on an DV13rtaSt morning .

• 11S ·

Page 117: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

! l

L-____________ ~~ M6D IJGHT MACHINE GUN Caliher: 7.62 NATO r.ad Device: Disintegrating link belt Dvoralllength, 43.75 in. Barrel I.ngth: 25.6 in. Waighl: 23 Ib (w/mounl: 39 Ib) Cyclic rale .1 tin: 600 r.p.m. Type 01 tin: Automatic Operation: Gas, automatic Sights: Front: Blade

Rear: Leaf Muzzla Valaci.ty: 2800 I.p.s.

The M60 replaced the .30 caliber Browning light and heavy machine guns, which were outdated. It can be used on a bipod as a light machine gun and on a tripod as a heavy machine gun. Designed specifically for lightweight operation, the M60 is the first American~made machine gun to have a true quick change barrel, which, lined and plated, performs exceptionally well in sustained finI,

• 116 •

Page 118: SEAL Team

MK 23 STONER

CaliII ... : 5.56mm Magazin. : Drum or box Magazin. capacity: ISO-round linked Dv .. alll."gth: Variable Barnl langth: Variable Weight: Variable Cydic ral. aJ fin : 600 r.p.m. Dp .... ti.Dn: Open bolt, gas, variable Sights : Fronl: Blade

)War: Leaf MuzzI. Velacity: 2800 I.p.s. (+ / -)

Designed by Eugene Stoner lor Cadillac Gage, the Mk23 was part of a six-weapon system assembled around the same basic firing element (receiver, bolt and piston, return spring, trigger and firing mechanism). The Stoner System consisted of a rifle, a carbine, two light machine guns, a medium machine gun and a lUred (tank) machine gun. The Mk 23, often referred to as the Stoner 63A, utilized S.SSmm cartridge, a departure from the Stoner 62 prototype, which fired the 7.62 NATO cartridge. The machine IJWl provided awesome fire­power and was a great lavorite 01 the Navy SEALs, who were virtually the only American combat units to use the weapon. Each deployment squad was issued a Stoner; it wasn't until 1970 that Bach deployment squad receivad two Stoners. l.i.nkad ammunition was in short supply, and SEALs retrieved as many spent links as they could, even during combat. Ohen aftar a mission a ·Stoner man" could be seen cleaning used links and relinking fresh ammo. The Stoner system concept was an attractive idea to military buyers, but the SEALs, with their meticulous care of their weapons, seemed the only unite capable of keeping the weapons operating in adverse conditions- the military wanted a soldier-proof weapon .

• 117 •

Page 119: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

! ~

L-______ ~ ______ ~J

XMI77E2 CARBINE (CAR-15) CaJiIIer: S.SSmm Magazine : Staggered row, box Magazine capacity': 20 or 30 OvIl'Rl1 .. ngth: 78.7cm (butt extendsd) Barnl t.ngth: 2S.4cm W.ight: 3.23 kg Cydie rat. 01 fiN: 700-800 rpm Oparatian: Gas, selective fire Sights : Front: Post with protecting ears

Rear: Aperature Mum. V.lacify; 924 mls

The performance of the CAR- IS falls somewhere betwsen that 01 an assault rifle and a submacrune 1fUII. It is more or less a shortened varsion 01 the MIS, designed by Colt specifically for fighting in the jungles of Southeast Asia. The weapon is chambered for a 5.56mm rifle cartridge and, because of the short barre~ earlier versions of the CAR- IS fired with an extremely loud report and unpredictable accuracy. This problem was resolved in the XMl77E2 series. Prominent features are its light weight and ease of handling. Although it is still quite popular among gun enthusiasts, the CAR- ISis no longer a stan­dard issue waapon in the US Army, although descendants can be found in the US military inventory.

• 118 •

Page 120: SEAL Team

ITHACA MODEL 37 SHOTGUN Calih ... : 12-bore, 2.75 in. MagazilUl: Tubular Magazine Clplldty: 5- Of' a-shot _all 1m""" 1 B.B in. BlU'I'IIllilngth: 20 in. Waighl: 6.5 lb. CydH: rate 01 fire: 30 rpm Up ... aban: Pwnp, repealer Sights: Fl'lnll: Bead [no sight on duckbill attachment)

R.III': N/A

The basic M&P Model 37 pump action repeater was the Point Man's favorite weapon. It couJd be fired easily from the shoulder or hip, and due to an attachable Wduckbill" shot spreader, its substantial spread 01 shot was ideal lor close-range confrontations. It employed few stamped steel components, and spent shells were ejected from the bottom of the receiver, preventing any impairment of view .

• 119 •

Page 121: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

" - ! ! .,., ~ f. ~

L-______________ ~~

M72A2LAW Caliber: 66 mrn Dnn.Il "ngth: 4 .95 it. extended 8arrellength: 4.95 It. W.ight: 5.1 Ibs Dplll"lltion: Single-shot Sights: Front: Folding, graduated

Rear: Folding

A Dne-shot, lOW-COSI, disposable, short-range anti- lank weapon, the LAW is onB-man portable. It lires ammunition that can penetrate over 12 inches 01 armor. Because it packed a heavy punch in an easily carried unit, the SEALs used it 10 penetrate hard targets like hunkers.

~I! l ~--------------~~ TYPE 5&, SIMONDV SKS Caliblll': 7.62mm F •• d Device: to-round staggered row non-detachable box magazine Overallillngth: t02cm (bayonet folded) Bal'l'IlIlmgth: 52cm Weight: 4.0 1 kg Ooeded magazine) CydU:: rat. of 1iI'II: 30 rpm Up •• ti.Im: Gas, semi-automatic Sights: Fnml: Hooded post

Rear: Tangent Muzzb V.locity: 735 mill

Desi!JRed by S. G. Simonov in 1944, the SKS became the standard Soviet carbine in 1945. It is easily recolJRizahle by its triangular intelJl'3i magazine in front of the trigger guard and the gas port cylinder above the barrel.

• 120 •

Page 122: SEAL Team

M26A\ FRAGMENTATION &RENADE The grenade of choice for the SEAL Teams, the M26 sent forth clouds of shrapnel and pro­duced a jarring concussion upon detonation.

! ~

'----------' ~ MKJA2 OFFENSIVE llANO GRENADE This weapon has effects quite different than those 01 the M2S. Although it has no effective fragmentation, it's concussion packs twice the IIXplosive power 01 the M26. The plastic body made the grenade more waterproof than the pressed fiber-bodied MK3A2s thai were issued concurrently! and housed a hall-pound charge 01 TNT. The cylindrical grenade couJd be thrown into bunkers, where it would stun occupants who could then be captured relatively unhanned.

• 121 •

Page 123: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

M7A3 CS TEAR GAS GRENADE This grenade was employed in situations where civilians were abundant and where the target must be kepi alive at all costs, as in the case 01 the snatching of a high-level Viet Cong Dr where populated bunkers and houches had to be cleared.

MI S WHITE PHOSPHOROUS GRENADE The WP grenade was used mainly to provide caver in Mltreating situations and to mark the position of the Team when air support was called in. In the later case, a grenade was deto­nated on each side of the Team's position, marking the ' no fire" zone for OV- IO Pony or Huey pilots.

• 122 •

Page 124: SEAL Team

! ~

L-____________ ~~

MIB COLORED SMOKE GRENADE The Ml B was used to guide Huey slicks to an extraction point Dr to direct air support fire. It was available in red, green, yellow and violet.

• 123 •

Page 125: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

INSERTION AND SUPPORT CRAFT AIRCRAFT

! ~

L-__________ ~~~~~J KUEY UK- IB 5EAWDLF

Rollii' Diameter : 44 ft Langth: 41 It. 7 in Armamant: most commonly the M 16 system EnginllS: ORO I, lS0shp General Electric TSB G£-3 Turboshaft Weight: 4734 Ibs Maximum Speed: 138 mph Cailing: 19,700 It Range: 631 miles, ferry range with external tanks

The Bell Model 204, first flown in Octoher 01 1956, was the most vsrsatile helicopter the United States Armed Forces had ever utilized. The general purpose utility craft could be fit with a variety of weaponry which could be stripped, thereby converting it to a transport craft. The stripped down ·slicks" could safely carry up to sevan troops or three stretchers and one attendant. In this configuration, the Huey flew insertion missions, extractions, and medivac duslolfs. But it was the Seawall version of the bird SEAL Teams appreciated most. Fully operational in Vietnam in the summer 01 1966, the Seawolves quickly assumed a large roll in air support lor the SEAL Teams. Daunting firs support came from the MIS armament system, which consisted of lour MSOC machine guns with 3,000 rounds of anununition per gun; two MISB rocket pods, each packing seven 2 .7S~inch rockets that wsre fired in pairs; and two MSO machine guns lor the door gunners. Each door gunner also carried an M79 grenade launcher, anununition, and an assortment of smoke grenades for marking targets. A Seawolf detachment consisted 01 two helicopters and a number 01 full craws. Seawnives worked in pairs and could be on station lor approximately 90 min­utes.

• 124 •

Page 126: SEAL Team

L-____________________________ ~~

DV-IO BLACK PONY Wing Span: 12.19m Lmgth: 12.G7m Armamml: 7.62 miniguns (1,500 rounds), five-inch Zuni rockets, Vulcan MGt 20mm (850 rounds), 7.S2mm MSa machine guns (500 rounds/gun), 2.75 M158C rocket pods Engi ... : 2 T7S Turboprops Wmghl: 7190 Ibs (empty) Maximum Sp •• d: 280 mph CoriIino' 26,000 h Ranp: 1428 rni

A prototype 01 this multiple service aircraft was first flown in 1965. DEtSigned lor coun­terinsurgency, the OV-IO was deployed in Southeast Asia in 1968 and was used primarily lor rsconnaissanCB and brush fire support. In fact, it flew with all three branches 01 the Armed Services. It could be fit with night observation systems or heavily anned lor for­ward air controL It was to be used by SEAL Teams primarily as a light armed reconnais­sance craft. However, because of its adept maneuverability and high firepower (the mini­guns fire over 6,000 rounds per minute) it assumed an important role in clOSB air support, complementing the Seawolves. The lact that it could cross the span of the Mekong Delta in

twenty minutes and stay on station for up to three hours made it an extremely popular support craft.

• 125 •

Page 127: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

F-4B PHANTOM Span: II .76m Lngth.: IS.Sm Annalllllnt: 4 AIM-7 Sparrow missiles, 4 Sidewinder missiles Engines: 2 17,000 Ib full afterburner thrust General Electric 179- 15 turbojets. Complnanl: Gatling guns, Sparrow and Sidewinder missiles, bombs, rockets Wllight: 25 tons Maximum Sp •• d: Mach 2.1 [1,400 mph) Ceiling, 62,000 h. RIInp : BOO to 2,300 miles (combat VII. ferry)

The Phantom was designed lor the Navy as an attack fighter, the first being produced in 1958. It played a primary role in the air war in Vietnam, paired against the Soviet-buill MIG 175, 19s and 215, which were better low-altitude interceptors. Early versions of the F4 had no guns, so it was imperativa its pilots gain adequate distance for the missiles to have effect. Laler, the F4 sported a General Electric Vulcan M-61 , which fired 20mm shells at 6,000 rounds/minute, and the plane was able 10 engage in more conventional dogfights with the slower, tighter turning MlGs.

• 126 •

Page 128: SEAL Team

WATERCRAFT

L-________________________ ~~

PATROL CRAFT, FAST SWIFT Displanmnt: 22.5 Ions, fully loaded Di.......um.: 50.1 x 13 x 3.5 feet Buns: 1-81rnm mortar, 3 .50 MGs Main E..pan: 2 General Motors geared diesels, 12V 7tN, 2 shafts, 850 shp, 28 knots CempJemenI: 6 (1 officer, S enlisted men)

The PCF inshore patrol craft is adapted from an all-metal c:rsw boat used to patrol DUshoM! drilling rigs in the Gulf of Mexico. It was utilized lor its maneuvsrability and capacity lor extended operations- the ideal high-speed craft for the Rung Sal's larger canals and bibu­laries. Alonll with additional annar, it could be fitted with a number of armaments, most combinations 01 which could adequately protect the craft and its crew from any infantry fire, save a perfectly aimed mortar.

• 127 •

Page 129: SEAL Team

PART IV - WEAPONS AND CRAFT BRIEFING

PATROL BOAT, RIVER Displacnnnl: 8 tons Dimensions: 32 x 11 x 2.6 feet Guns: 3- .50 MGs, 1- 4 0mm grenade launcher, 1 or more M6D machine guns Main Enginn: 2 General Motors 6V 53N geared diesels, waleI' jets, 430 hp, 24 knots Carnplammt: 4-5 enlisted men

The PBR series was dasigned to compliment the ·Swift" type of inshore patrol craft. It was smaller in stature, and it weighed just over a third of what the Swift weighed. Yet it's engine was a watsr jet model proportionally larger than the Swift's,. thus, it could not only tum B tighter radius, but reach top speed much faster. It was ideally suited lor the narrow­er canals and tributaries 01 the Rung Sat and Mekong Delta regions. It was also more heavily armed, featuring redesigned cerami!:: armor arrangements. Thai the PBRs were · seen everywhere" benefited the special forces : SEALs were comfortable using the boats as insertion craft, knowing they would call no unwarranted aHontioR. The SEALs who S8l'VBd in the early phases of the Vietnam conJUct playad a major role in the design of the PBR.

• 128 •

Page 130: SEAL Team

GLOSSARY 2JC - Second-in-Command AFRN - Armed Forces Radio Network AD - Area of Operations AD - Aircraft Ordnance ArvinlARVN - Army of the Republic 01 Vietnam Bac lac - Vietnamese lor ~Io shoar or Mia engage' Bac S. - Vietnamese for 'Doctor· BiYGuac - a simple camp Black P1mie. - slang for AV- IO support airc"aft Black Pajamas - slang term for VC uniforms 8M - Boatswain's Mate Brawn Wet .. rams - Naval unit named for their patrol area BUD!S - Basic Underwater Demolition/SEAL school Charlie - short for Victor Charlie (see VC) Chill .. Hoi - Vietnamese lor ' open arms'; an amnesty progrnm under which VC soldiers surrendered to U.S. forces CONUS - CONtinental United States CPO - Chief Petty Officer D.IDlianls - chemical agents used to burn bushes and greenery Di di - Vietnamese for ·to run' DMZ - Demilitarized Zone DV - Diver ELM - Electrician's Mate EM - Enginernan G ..... Wanim - covert operation in the mid-1960's to make waterways safer 8M - Gunner's Mate &no am'll" - elite U.s. Army troops He - Hospital Corpsman Hoi Chanh - Vietnamese who surrendered under the U.S. authorized Chiau Hoi program Hooch - slang lor hut Inl.1 - slang for Intelligence Junk Fon:. S"'.S -slang lor PT crews LAW - Light Anti-tank Weapon LCM - medium size amphibious trait (or Landing Craft Medium1 LDNN - (Lien floc Nguoj Nhis - Vietnamese for ' soldiers that fight under the sea1 S. Vietnamese frogmen MAl: - Military Airlift Command MACV-SO& - Military Assistance Command, Vietnam-Studies and Observation Group

Man with linn FlICIIs - 1WA and VC slang tenn lor SEALs M... Ewac: - transport lor wounded soldiers MM - Machinist's Mate

• 129 •

Page 131: SEAL Team

Montagnards - Vietnamese natiV1!s from the mountain regions MonHDn - a heavy rain-storm MSSe - Medium SEAL Support Craft NILO - Naval Intelligence Liaison Officer NVA - North Vietnamese Army me - Officer-in-Charge UP - Observation Post ParakIi.t Op .... tion - high-speed insertion/extraction operation using informants PBR - Patrol Boal, River POW - Prisoner Of War PRU - S. Vietnamese Provincial Reconnaissance Unit Punji Stake - sharpened bamboo stakes smeared with excremenl,· hidden to injure soldiers PX - Post EXchange RA - Re!JUlar Army "-can - slang lor Reconnaissance "Red-Haz:.~ Aircraft - Infrared-detecting aircraft AM - Radioman RDF - Round Of Fire RSSZ - Rung Sat Special Zone Sapplll' - specially trained enemy-soldier specifically ordered to enter U.S. bases by stealth means and cause as much damage as possible at all costs SEAL - SEa, Air, and Land Team SEALORDS - S. E. Asian Lakes, Ocean, River & Delta Strategy 56 - Signalman Slick - transport helicopter with minima1 armament Tiger Sbip •• - camouflage uniform TM - Torpedoman Trip W ..... - type of VC trap. A piece of thin wire connected to two short poles and a grenade. UDT - Underwater Demolition Team ve, Viakang, Vidor CJuuoln - Slang terms for People's Army 01 Vietnam VCI - VC Intelligence XU - Executive Officer Yahaa - derogatory slang term lor someone acting foolishly

• 130 •

Page 132: SEAL Team

A SELECTED BIBLl06RAPHY Bell, Dana. Vietnam Warbirds in Action, Arms and Armous Press Limited. LondoR, 1982.

Burchett, Wilfred G. Vietnam: Inside Story 01 the Guerilla War. International Publishers, New York. 1965.

BUttinger, Joseph Vietnam: The Unforgettable Tragedy, Horizon Press, New York. 1977.

Dockery', K.evin. SEALs in Actjo~ 1991 . Published in arrangement with Bill Fawcett & Associates. Reprinted by permission of Avon Books, a division 01 the Hearst Corporation.

Ezell, Edward. Cinlon. Smail Arms of the World. Marlboro Books Corp. by arrangement with Stackpole Books, Harrisburg, 1990.

Foss, Christopher F. and Gander, T J .. Infantry Weapons 0/ the World. Charles Scribner's Sons, New York. 1977.

Franks, Norman. Aircrsh versus AircrsJt: The mustrsted Story of Fighter Pilot Combst Since 1914. Crescent Books, New York. 1986.

GetUeman, Marvin E. Vietnam and America: A Documented History. Grove Press, New York. 1985.

Grant, Zalin. Facing the Phoenix, The CIA and the Political Defeat of the United States in Vjetnam. W.w. Norton & Co., Inc., New York, 1991.

Green, William and Swanborough, Gordon. The Observer's Directory of Military Aircraft. Area, New York. 1982.

Gunston, Bill and Spick, Mike. Modern Fighting Helicopters. Crescent Books, New York. 1986.

Herring, George. America's Longest War, 2nd ed. Newberry Awards Records, Inc., New York. 1979.

Hogg, Ian V. The New must1'8ted Encyclopedia of Firearms. Quarto Publishing, London. 1992.

Jane's Fighting Ships 1987-88. Jane's Publishing Company Limited, London.

Jane's Small Anns of the World 1981-82. Jane's Publishing Company l.im.ited, London.

Karrnaw, Stanley. Vietnam: A History. Viking Press, New York. 1983.

Lanning, Michael Lee and Cragg, Dan. Inside the VC and the NVA. Ballantine Books, New York. 1992.

Maclean, Michael. The Thousand Day War. Vietnam: 1945-1975. St. Martin's, New York. 1981 .

Norton, Bruce H. Force Recon Diary, 1969-70. Ballantine Books, New York. 1991. Pentagon Papers: The Defense Department History of United States Decision MsJdng on Vietnam. Vol. 2, the Gravel Edition. Beacon Press, Boston .

• 131 •

Page 133: SEAL Team

PimJott, John. Vietnam: The History and the Tactics. Crescent Books, New York. 1983.

Sununers Jr., Harry G. On Strategy: A Critical Analysis 01 the Vietnam War. Presidio Press, Novato, CaWomia 1982

Sununers Jr., Harry G. The Vietnam War Almanac. Facts on File, New York. 1985.

Wahner, max. An mustrated Guide to Weapons 01 the Special Forces. Prentice Hall, New York. 1989.

Watson, James and Dockery, Kevin. Point Man, 1993. Bill Fawcet & Associates. Available August 1993 from Morrow Books.

Wood, Derek. lane's World Aircraft Recognition Handbook. Jane's Information Group, UK. 1999.

• 132 •

Page 134: SEAL Team

CREDITS Game Design: AruIre Gagnon. Sonny Hays-Ell ... , Paul Brae. Pro!Jl'8IYUlting: AIuIn 6agnan. Sanny Hays-Ebm1s Producer: Paul liraee Assistant Producer: Sten Matulac Graphic Art : liuy Martin. TIt1R Callie Sound and/or Music: ...... F.t Man. CDmpDSlld by Dnid BIIW'H Technical Director: SeDH Crane. Product Manager: Frank BiII.au Package Design & illustration: Michaal Dsbarna Package Art Direction: Nancy WaiHnan Softwars Documentation: Marti. Mdlanna Ancillary Materials: Jamill hilla. Documentation Layout: &in IIrathU'S Testing Manager: RaruIy D.bu:chi Testing: Midaaal H.nsI.y Quality Assurance: RDh Cava ..... , T.d Fitzprald

Electronic Arts would like to express its appreciation to :

Kevin Dockery, Bill Fawcett, James Watson, the UDT/ SEAls Museum, and Jean Anne Rose

for their invaluable counsel .

• 133 •

Page 135: SEAL Team

To Become A Memberollhe

UDT Museum Associat ion,

com~ete this lorm

- ------~.---

"""""~------

Send Applicahon & $25 10:

The UOT·SEAI. Museum AssociatIOn. Inc.

PO Sox 1117. Fl Plerce.Fl34954 Phone 407·5%·1570

FAX 407·595·1576

NAVY UOT SEAL MUSEUM

The Frogmen, Scouts & Raidefs, Naval Comba! DemoiIIon Units and SEAl !9iIIIIS 01 !hit U.S Navy haYtI allstory !oIvoJded on $I!CtIICY The musea.m ~ IIle ~ 0I\t" the world soIeI)o dedicaled 10 (U eIiIe U.S. Navy Froomenarld!helr wcceSSOfS. today's SEAU.

The SEAls _e firS! created on !962, and are !he Sea Ai land r::ommanOOs oj I!Ie U.S. Navy. The men oIlh1s gr<lt4l_e drawrI hom !heOOT

TtVs sl!I8l QI<It4l oIligtl!ong men haYtI earned heft Medals 01 Honor. (U I13bOn'S rrosl prestigoous a_d - as wei as nurnefO\l$ Navy ClO$ses. Legoons 01 Mene. hr SOO. Btonle SlaB and I\t.tldrecs 01 oIher medals. rnakng 1Ien one 01 01/1

naDOn's mos! ~·decorII!ed combat~.

" , ...... , Jim Watson OMCS, USN, Rt!..

CUrltor

No~h Huld'lInson Island 3300N A1A ' Fl Pierre.FL349-19

Phone 407-489·3597 407·595·1570

James Watson, author 01 Point Man, is the Curator 01 the Navy uur SEAL Museum.

• 134 •

Page 136: SEAL Team

PROBLEMS WITH THE GAME? If you are having- a problem installing or playing the game, we want to help.

• First, please make sure ytlu have read the /nstalJation and/or Getting Slarted section, and the System Requirements section of your manual Dr command summary card thoroughly.

If you have followed the directions in the documentation, and are still having trouble installing Dr operating the software, below are some hints that might help solve the prob­lem.

NOTE: Before attempting any of the following suggestions, please make sure you are familiar with the DOS commands being used. Consult your DOS manual for more information.

TSRS/ DEVICE DRIVERS/DDS SHELLS TSR stands lor Terminate and Stay Resident. A TSR is a program (such as Microsoft Windows" or a menuing system) that automatically starts up when you start up your com­puter from a hard drive. These pro!f1'3In5 are usually installed in your aUloexec.bal file (found in your root directory, usually C:J. Device Drivers and DOS shells are also loaded automatically. These an! usually installed in your config.sys file (also found in your root directory, usually C:).

These TSRs or Device Drivers sometimes interfere with games, or lake up valuable memo­ry the game may need. We recommend that you not run any such programs, device dri­vers, or shells when attempting to playa game.

CHECKING THE AMOUNT OF AVAILABLE MEMORY: Many problems occur when your machine doesn't have enough available Conventional (or Basel Memory. Although abnost all machines have 6401'1: of Conventional Memory, TSRs, Device Drivers, and other types 01 Memory Resident programs will reduce the amount of available base memory.

• To check the amount of available base memory, type CHKDSK (this stands for Check Disk), and press ENTER.

The last set of numbers, 'Bytes Free·, is the amount of available base memory. (Note that this number is in thousands of bytes and that 1024 bytes make up one kilobyte [K1l. Check the System Requirements section of the manual; if your machine's available base memory is less than the progT"am requires, then the problems that you an! experiencing are proba­bly related to a memory conJlict. You should remove any memory resident programs to free up the memory needed. One way to accomplish this is to boot up your computer with a DOS boot disk.

• 135 •

Page 137: SEAL Team

DDS BOOT DISK If you are having trouble installing your program, experiencing lockups, Dr other problems, we suggest you try starting up your system with a DOS Boot disk. Here are the steps for creating a DOS boot disk. Please follow these steps ~.

IMPORTANT: To create a DOS boot disk you will Reed a blank disk the same size as your A: driVB.

1. Type 1:: and press ENTER. 2. Place the blank disk into drive A:. 3. Type FDnMt a:/ . and press ENTER.

Not.: If you are formatting low density disks on a high density driVB, use the lol~

lowing commands in place of step 3:

5.25- low density disk: Type fannal .:/ . In:9 11:40 and press ENTER. 3.5· low density disk: Type 'annat .:/ . In:9 /1:80 and press ENTER.

You will be prompted to insert a blank disk into drive A:. Do so if you haven't already, and press ENTER.

5. Once the disk is finished formatting, you will be asked to label (name) the disk. Type in a label or press ENTER lor no label.

S. You will now be asked whether you wish to lormat another disk. Type N and press ENTER.

You now have a DOS boot disk. This boot disk completely bypasses the autoexec.bat and config.sys on your hard drive and starts up your computer in as clean a DOS environment as possible. SEAL TeBIn requires 1MB (1024K) of free Expanded Memory (EMS Memory) to run. U you boot up with a DOS boot disk you will need to load a memory manager to accomplish this. The following sections contain instructions for loading memory managers and freeing up EMS memory.

FREEING UP ADDmONAL MEMORY USING THE DDS BOOT DISK, u .... wrrHOUT • mamary .... nager: It is not possible to free up much more base mem­ory without using a memory manager, which allows one to access Expanded Memory (EMS) or Extended Memory (XMS). Most memory ambitious games require Expanded Memory (EMS) while Windows usually uses Extended Memory (XMS).

T .. slui up your machine using tIUI DOS ...... disk: 1. Insert the DOS boot disk into drive A:, then restart your machine. Your computer will

boot up to the A> prompt. 2. Type pram:pt $p$g. The prompt now displays the current directory fA:'»). 3 . Type C: and press ENTER to return to your hard drive.

u .... with MS DDS S.D Dr ..... 1 ... : Rather than change your permanent system software configuration, you can use the DOS boot disk and the HIMEM and EMM386 memory man­ager software included with MS DOS 5.0 (Dr greater) to temporarily free up available base

• 136 •

Page 138: SEAL Team

memory and set up Expanded Memory (EMS). To do so, follow the instructions below. After

completing the procedure be1ow, use the MEM command to verify that 1argest executabla program size,. and "bytes free EMS memory,~ meet the requirements in the System Requirements section of the manual.

NOTE: If you are NOT using the EMM386 memory manager, consult your manufac­turer's manual lor mol"El information on the proper way to load the program through the CONFIG.SYS liIe.

READ THIS SECTION COMPLETELY BEFORE YOU BEGIN. NOTE: The following section assumes that your root directory is C:. If your root directory is other than C:, substitute the correct drive letter in the following com­

mands.

To configure the DOS boot disk to frse up additional base memory and to Bet up Expanded Memory (EMS):

1. Back up your CONFIG.SYS and AlITOEXEC.BAT files belora editing them so that you can return to the originals if you have any problems:

i. At the C:\> prompt, type copy c:\ canfig.sp c:\ canfig..bak and Pl'1lSS ENTER ii Type copy c:\ .utouec..b.t c:\ autouec..bak and PI'95S ENTER.

2. Copy the CONFIG.SYS and AtrrOEXEC.BAT files from the root directory on your hard drive (C:\) to the root directory on the Boot Disk that you have just created (A:\):

i. At the C:\> prompt, type copy c:\ nnfig.sp a:\ and prass ENTER. ii. Type copy c:\ autouec..bat a:\ and prass ENTER

3. Open the boot disk copy of the AlITOEXEC.BAT file (on A:) using the EDIT program from MS DOS 5.0 or greater:

Ta apm the W. tram th. C:\ prompt: i. Type cd\ '" and then press ENTER. ii Type .lIit a :\ .utoUllc..bat and prass ENTER

4. From the boot disk copy of the AlITOEXEC.BAT file, delete all lines except the follow-ing:

Path~ ... PROMPT SP$G C,IMOUSEIMOUSE-COM

C:\MOUSE rapl'1lsents the directory in which your mouse driver is located, but it may also be C:\ C:\DOS or C:\WINDOWS, etc.

Exam ... , C,IDOSIMOUSE.COM

NOTE: If your mouse lina looks different from the examples above, you may not be using the MOUSE.COM mouse driver. ~ change this line if it looks different from the examples above . Drivers with a .SYS extension will be loaded through the

• 137 •

Page 139: SEAL Team

CONFIG.SYS file and should be leh in place when you are editing that file . U you have other questions about loading your particular mouse driver, consult your mouse or DOS manuals.

5. Save the edited AlITOEXEC.BAT file and open the Boot Disk copy 01 the CONFIG.SYS file from within EDIT.

• To save, press ALT-F to bring down the File menu, then type 5 . To open, press ALT-F, type 0, then type a:\CtInfig . .,.. and press ENTER.

6. While still in EDIT, delete all lines from the Boot Disk copy of the CONFIG.SYS file EXCEPT the following:

DEVlCE=C,IDDS\HIMEM.5YS DEVlCE=C,IDDS\EMM3BSEXE 1D24 RAM D05=HIGH,UMB

Your CONFIG.SYS file should now look like the above example. U it does not, edit it now to make it identical to the text above. Wimtaw. URI'S: Be sure to remove the text "NO EMS' from the EMM 386.EXE line and add . , 024 RAM" in its place.

MS-DOS 1.0 USERS: U you are using the Doublespace utility provided with DOS 6.0, you will need to load the DBLSPACE.SYS device driver into high memory in order to free up additional base memory. This can be done by adding an additional line to the CON­FIG.SYS file you have just created on your boot disk. The CONFIG.SYS file should contain the following lines:

DEVICE =I:,IDOS\HIMEM.SYS DEVICE =C:\DOS\EMM386.EXE 1024 RAM DOS=HIGH,UMB DEVICEHIGH=I:,IDOSIDBLSPACE 1M

7. U the lines above are not present in the file, enter them now. Otherwisa, skip to step B.

B. U the HIMEM.SYS and memory manager file are not located in the DOS directory, substitute the correct directory name in place of DOS in the first two lines of the above example. (If you have not moved these files, then they will be located in the DOS directory and you can skip this step.)

Your file should now look identical to the example in step 6.

9. Save the edited CONFIG.SYS file and exit the EDIT program.

To save, press ALT-F, then type 5 . To Exit the Edit program, press ALT-F, then type X.

You now have a boot disk which should free up enough base memory and set up enough Expanded Memory (EMS) to run the program. This boot disk bypasses the autoexec.bat and config.sys files on your hard drive and starts up your computer in as clean a DDS environ­ment as possible. II you were having trouble installing your game, you can now try rein-

• 138 •

Page 140: SEAL Team

stalling. U you were having trouble loading your game, try starting the software from the directory you installed to.

Ta start up JIt1II' m.achi ... using the DDS baa. disk: 1. Insert the DOS boot disk into drive A:, then restart your machine. Your computer will

boot up to the A:I> prompt. 2. Type C: and press ENTER to retum to your hard. drive.

For more information on editing your CONFIG.SYS and AlITOEXEC.BAT files, or on chang­ing your startup configw-ation, corurult your DOS manual.

TECHNICAL SUPPORT If you have questions about the program, our Technical Support Department can help. If your question isn't urgent, please write to us at;

Electronic Arts Technical Support P.O. Box 7578 San Mateo, CA 94403-7578

Please be sure to include the follOwing infonnation in your leHer:

Product name Type of computer you own Any additional system infonnation (like type and make 01 monitor, video card, print­er, modem etc.)

• Amount of and configuration of memory. • Type of operating system or DOS version nwnber • Description of the problem you're having

If you need to talk to someone immediately, call us at (415) 572-ARTS Monday though Friday between 8:30 am and 4 :30 pm, Pacific Time. Please have the above information ready when you call. TItis will help us answer your question in the shoriest possible time.

n you live outside of the United States, you can contact one of our other offices.

In the United Kingdom, contact: Electronic Arts Limited, P.O. Box 835, Slough SL3 8XU, UX. Phone (753) 546465.

In Australia and New Zealand, contact: Electronic Arts P.O. Box 432 Southport, Oueensland 4215, Australia Within Australia call: Phone: (075) 711 811

Within New Zealand call: Phone: +61 75711811 between 9am - 5pm Eastern Standard Time

• 139 •

Page 141: SEAL Team

INDEX Aborting Mission 42, 47, 85, 87

AlIility 34, 39

Aircraft 85, 87, 96, 129, 130

Aircraft Attack 87

Ambush 27, 35, 76, 93, 94

Ammo 28, 81

Ammunition 30, 81

Arrow 26-29, 70, 72, 75, 79, 92

ASAP 90, 96

Assignments, Weapon 92

AI Will 26, 92, 94

Attack 3D, 36, 78, 83, 85-87, 90, 96 Attack, Aircraft 87

Attack, Boat 87 Attack, Cease 87

Attack, Concentrating 95

Attack, Coordinated 9S Attack, HelD B7 Attack, Pop-Up 93 Automatic 79, 92

Battlefield 27, 71 , 75, 81

Biography Window 33, 34, 46 Boat 28, 70, 85, 87

Boat Attack 87

Booby Trap 76, 83, 84

Bounding 96

Briefing 26, 31, 32, 34-38, 40, 41, 85

Broma Star 48

Calendar 32, 34

Campaign 3D, 31 -35, 39, 40, 42 , 43,

46-49, 67, 79, 93, 95 Cease Attack 87

Cease Fire 27, 82, 92

Character 31

Charges, Demo 36, 81 Choose Weapons 40 Citation, Naval 48

Citation, Presidential 48

Citations 33, 47, 48

Colwnn Fonnation 27, 67, 76, 94

Combat 32, 69, 78, 79, 85, B8, 89 Commands 2S, 67, 68, 71 , 75, 85

Commands, Key 68, 71

Compass 27, 70, 74, 76, 79 Compass Heading 74

Compression, Time 85, 93

Concealment 92, 93, 95

Concentrating Attack 95

Continuing 46

Coordinated Attack 95

Corpsman 38, 39, 89

Cover Fire 90, 94

CnfI 36, 42, 76, 95, 124-130

Craft, Extraction 42

Craft, Insertion 66, 85

Crouch 67, 73, 75, 90

Date 32, 33, 35, 43

Debriefing 41 -43

Defense 53, 59, 92, 94, 114, 131

Oemo 36, 81, 90

Demo Charges 36, 81

Demolition 36, 81, 90

Detail 85

Diamond Formation 76, 94

Difficulty Screen 27, 29

Direction 72, 74, 78

Dive Ouickly 76

Diversions 93

Dogtag 46

Elite 34, 39

Emergency Extraction 41 , 83, 88

End Mission 85

Enemy 27, 30, 34, 36, 38, 43, 67, 69, 73,

76, 79-93, 95, 90-96

Expand 27, 67, 68

• 140 •

Page 142: SEAL Team

Expose Traps 84

Extraction 2B, 41 , 42, 69, 83, 85, B7, BB,

96 Extraction, Craft 42

Extraction, Emergency 41 , 83, 88

Field Of Fire 76, 82

Fire, Cease 27, 82, 92

Fire, Cover 90, 94

Firing Weapons 80

Formation, Colwnn 27, 67, 76

Formation, Diamond 76, 94

Formation, In-Line 76, 94

Formation, Vee Wedge 76, 94

Full 81

Function 38

Green 33, 34, 39

Grenade, Using B2

Grenades 28, 16, 18, 19, 82, 83, 92, 93

Holt 76, 90 Hand Signal2B, 16, 1B, B1 , 84

Heading 40, 68, 14, 92

Heading, Compass 74

Helo Attack 87

Helicopter 42, 70, 85

Historical Mission 43, 44

In Field Of Fire 76, 82

In-Una Formation 76, 94

Info, Team 68, 73

Insertion 66-69, 85, 96

Insertion Craft 66, 85

Intel 31, 34-36

Intelligence 3D, 35

Inventory 40

Join Team 90

Joystick II , 26, 32, 39, 40, 67, 68, 70,

72, 73, 78, 80, 86 Kay Commands 68, 71

Keyboan! 11, 12, 26, 32, 39, 40, 72, 78,

87 Load 38, 40, 73, 92

Loiter 85, 87, 8B, 96

Map Screen 26-28, 30, 42, 67-70, 73, 75,

81, 82, 86, 89, 90 Map Symbols 69

Marching Order 26, 30, 36-40, 73, 79, 92

Markers, Objective 69, 86

Med Kit 83

Medal Of Honor 47

Medals 31 , 33, 47, 48

Medic 28, 38

Medical 78, 83

Medical Kit 83

Menus 26

Mission 26, 27, 30-39, 41 -43, 46-48, 66,

67, 69, 70, 72, 77, 83, 85, 93 Mission Date 32, 35, 43

Mission, Aborting 42, 47, 85, 87

Mission, End 85

Mission, Historical 43, 44

Mission, Practice 26, 30-32, 36

Mouse 11, 26, 32, 39, 40, 46, 67, 68, 70,

72, 73, 78, 80, 81 , 86 Movement 72, 75, 76, 89, 90

Movement Orders 72, 74, 76, 90, 95

Music 10, 11, 85

Navy Achievement 48

Navy Commendation 47, 48

Navy Cross 48

Novice 34, 39

Objective 27, 28, 35, 36, 41, 42, 47, 69,

70, 75, 78, 81, 86, 90, 92, 93, 96

Objective Locator 27, 35, 75

Objective Markers 69, B6

Observe 36, 96

Offense 95

Officer In Charge 28, 38, 39, 89

• 141 •

Page 143: SEAL Team

Operation 78, 89

Options 29, 30, 85

Orders 38, 42, 68, 70-72, 75, 76, 81 -83,

95-90, 92, 95

Orders, Movament 72, 74, 76, 90, 95

Orders, Split Team 83, 88-90, 95

Orders, Support 68, 70, 71 , 86, 87

Pan 27, 77, 79

Paths 27, 69

Patience 35, 47, 93

Patrol 28, 35, 83

Patrol Order 26, 36-38

Pause 85

PHIl 93

Pits 93

Point Man 27, 3D, 32-34, 38-41 , 47,

67-69, 70, 72, 74-90, 92, 95, 99, 90,

92, 95

Pnint Man Virw 27, 68, 74-76, 78, 79

Pnp-Up Attack 93

Position 27, 39, 67, 68, 72, 73, 75, 76,

92, 94, 90, 93, 95

Pnst-Mission Raport 43

Practice Mission 26, 30-32, 36

Primary Team 78, 89, 90, 94, 96

Prisonar Handling Kit 83

Promotionl!l 41, 47

Prone 27, 73, 75, 76, 84, 90, 93, 95

Purple Hearl 47

OWl 29, 31, 95

Radio 28, 83, 85, 89

Range 27, 30, 76, 7S, 80, 83, 92-95, 113

Rate Of Fire 79-81

Rating 33, 34, 92

Rating Window 33, 34, 46, 92

Rating, Seal Team 33, 34, 39, 92

Rear Security 38, 39

Recover 36, 90

Recruit 33, 34

Reinsertion 67

Reload 30

Rescue 36, 47, 76, 90

Route 68, 69

Run 73, 75, 90, 129

Saving 31, 34, 46

Scoring 43, 47

S,..-ch 29, 35, 36, 76, 90, 94

Selecting 26, 33

Semi-Automatic 79

Setting Waypoints 42, 69-71, 75

Signal, Hand 28, 76, 78, Bl, 84

Silence 93

Silver Star 21 , 4B

Single 79, 81 , Ill, 120

Skill 33, 34, 39, 99

Slaw 73, 75, 90

Snalch 36, 47, 76, 93, 90

Snipe 90

Sound 5, 10, II, B5

Specialty 92

Speed 40, 68, 72-74

Split Team Ordsrs 83, 88-90, 95

Split Team Virw 76, 8S

Split Teams 6B, 71 , 83, 88-S0, 95

Stakes 83, 130

Starting Year 33-35

Stealth 35, 73, 89, 90, 92-S4

Stop 27, 28, 76, 90

Strength 34, 38, 39, 73, 92

Support Orders 68, 70, 71, 86, 87

Support Tsam 36, 69-71, 77, 78, 85, B8, 96

Support Team View 77 Surprise 18, 35, 93

Symbols, Map 69

Tactics 13, 14, 16, 21, 22, 92, 94, 96

• 142 •

Page 144: SEAL Team

Target 27, 28, 36, 66, 73, 76-80, 82, 93,

95, 9. Target View 77, 78

Targeting 27, 78-80, 92

Team Info 6B, 73 Team Members 16, IB, 39, 40, 6B, 76-7B,

83, 84, 89, 92, 94

Team Size 30

Team View 27, 67, 75, 79-81 , 89

T,,,,, Primary 79, 99, 90, 94, 9. Terrain 38, 43, 92, 93, 95, 99

Time Compression 85, 93

Tools 38, 40, 78, 83, 92

Training School 33, 35

Trap, Booby 76, B3, B4

Trip Wires 83, 130

Upright 74-7. Vee Wedge Formation 76, 94

Veteran 34, 39

View Modes 77, 89

View, Point Man 77

View, Split Team 77

View, Support Team 77

View, Target 77

View, Team 77

Waypoints 69, 70

Waypoints, Setting 70

Weapon 3D, 34, 40, 47, 69, 76, 79-82,

87, 92

Weapon Assignments 92

Weapon, Choosing 79

Weapon, Firing 80

Weapon, Using 80, Bl Weight 38, 40, 73 Will, At

Wounds 30

Zoom 27, 67, 68, 77, 78

Zoom-In 67

• 143 •

Page 145: SEAL Team

• 144 •

Page 146: SEAL Team

LIMITED WARRANTY Electronic Arts ("EA.j warrants to the original purchaser of the computer software product, for a period of ninety (90) days from the date 01 original purchase (the ""Warranty Pariodj, that under normal USB, the magnetic media and the user documentation are free from defects in materials and workmanship.

WARRANTY CLAIMS To make a warranty claim under this limited warranty, please return the product to the point of purchase, accompanied by proof of purchase, your nama, your return address, and a statement 01 the defect. OR send the disk(s) to us at the above address within 90 days of purchase. Include a copy 01 the dated purchase receipt, your nama, your I1Iturn address, and a litatement of tha defect. EA or its authorized dealer will, at our option, repair or replace the product and return it to you (postage prepaid] or issue you with a credit equal to the purchase price.

To replace defective media afbn' the SO-day warranty period has expired, send the original disk(s) to the above address. Enclose a statement of the defect, your nama, your return address, and a check or money ordsr lor 57.50.

The foregoing statss the purchaser's sole and exclusiva remedy for any breach of warranty with respect to the software product.

LlMITATlDNS OOS WARRANTY IS IN LIEU OF ALL IlTHER WARRANTIES AND NO IlTHER REPRESEN­TATIONS OR CLAIMS OF MIY NATURE SHALL BE BINDING ON OR OBUGATE ELECTRONIC ARTS. MIY IMPLIED WARRANTIES APPUCABLE TO 005 SOFIWARE PRODUCT, INCLUD­ING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE FOR MIY SPECIAL, INCIDENTAL, OR CONSEOUENTIAL OAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF 005 ELECTRONIC ARTS SOFIWARE PRODUCT.

Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitatioll5 of incidental or consequential damalJ8S so the above limitations and/or ext:lusions of liability may nol apply 10 you. This warranty givss you specific rights, and ytIu may also have other rights which vary from state to stale .

• 145 •

Page 147: SEAL Team

UNLESS INIIItATED II'nIERWISE, ALL SOFTWARE AND DOCUMENTA'nIIN 15 © 1113 ELECTIlDNIt ARTS. ALL RIlIIr\'S RESERVED.

NOTICE ELECTRONlC ARTS RESERVES 1l!E RIGHT TO MAKE 1MPll0VEMENTS IN 1l!E PRODUCT DESCRIBED IN TInS MANUAL AT ANY TIME AND wmfOl.rr NOTICE.

11{]S MANUAL, AND 1l!E SOITWARE DESCRIBED IN 11{]S MANUAL, IS COPYRIGHTED. ALL RIGHTS ARE RESERVED. NO PART OF 11{]S MANUAL OR 1l!E DESCRIBED SOITWARE MAY BE COPIED, REPRODUCED, TRANSLATED, OR REDUCED TO AN'{ ELECTRONlC MEDI­UM OR MACHINE-READABLE FORM W1THom 1l!E PRIOR WRITI'EN CONSENT OF ELEC­TRONlC ARTS, P. O. BOX 7S78, SAN MATEO, CAIJFORN1A 94403-7578, ATTN, CUSTOMER SUPPORT.

SOITWARE © 1993 ELECTRONlC ARTS ALL RJGIfI'S RESERVED.

Contribution to the manual made by Kevin Dockery. Excerpts laken from SEALS IN A&TIDN, by Kevin Dowry, 1991 by Bill Fawt:ett & Associates. SEALS IN ACTION pub­lished by arrangement with Bill Fawcett & Associates. Reprinted by pennission of Avon Books, a division of the Hearst Corporation. Point Man by lames Watson and Kevin Dockery, iCl 1993 by Bill Faweett & Associates.

e 1993 ELECTRONIC ARTS. ALL R1GlITS RESERVED .

• 146 •

Page 148: SEAL Team

SEAL TEAM Keyboard Reference

MOVEMENT TEAM FORMATION ORDERS MAP SCREEN COMMANDS

Up Speed Up l Column Formation M Map Screen Down Slow Down I In-line Formation Enter Set the Waypoint l." Turn Left 0 Diamond Formation Z - Map Zoom Right Turn Righi V Vee-Wedge Formation X, , Map Expand

Tab Select Next Team

WEAPONS & TOOLS VIEW MODES SUPPORT ORDERS

Enler Fire Weapon Fl Point Man View B Boat Attack N Next Weapon F2 Team View U Helicopter Attack G Grenade Throw F3 Support Team View A Aircraft Attack AII-N Next Grenade F4 Support Team View K Cease Attack TAB Next Target F5 Support Team View 0 Loiter R Rate of Fire Control F7 Split Team A View E Extract X Expose Boobytrap Fa Split Team B View y Emergency Extract I Use Tool F9 Target View I Next Tool

POSITION TEAM FIRE ORDERS MENU COMMANDS

3 Upright F Fire in Field of Fire Enter Next Screen 2 Crouch T Fire al Player's Target Space Aovance Dialogue 1 Prone W Fire al Will Esc Previous Screen , Next Position C Cease Fire FlO Difficulty Screen - Previous Position

SPLITTEAM ORDERS INSERTION SYSTEM COMMANDS

l Stealth Movement R Choose Reinsertion Alt-P Pause Game I Snipe Action ESC Skip zoom-In Sequence AIH TIme Compression On/Off 0 Demolition Action AIt-O Detail Level V Provide Cover Fire Action AIt·M Music Toggle H Halt AIt-S Sound Effects Toggle S Search Action AIt-X Exit to DOS p ASAP Movement Esc End Mission J Join with Point Man

TEAM MOVEMENT ORDERS

H Halt S Search Action p Split Teams (2 , 2), (1 - 1 - 2)' J Join Teams (2 ·2), (4) ' 0 Dive Quickly

'(denotes where Poillt Man is)

• 147 •

Page 149: SEAL Team
Page 150: SEAL Team