Bismarck Rules 1979
Bismarck Rules 1979
0 INTRODUCTION Success in the operation hinged upon the pursuers and was racing undetected to France
ability of the Bismarck tosneak pastthe British when an unfortunate radio message was
BISMARCK is a thorough update of the air and naval search screen which extended issued by Lutjens t o Germany, detailing the
popular Avalon Hill release of the same name from Britain to Greenland. Once out in the vast victory of the previous morning. The British
issued i n the early sixties. The game now expanse of the Atlantic, it would bedifficult for were able to locate the source of the signal and
includes, however, a more historical presenta- the British to maintain offensive search patrols the chase was on again. The jump that the
tion of the campaign while retaining much of of sufficient strength to defeat her. Bismarck had gained meant that the aircraft
its predecessor's simplicity and ease of play. Taking advantage of the bad weather in the carrier Ark Royal was all that stood between
BISMARCK is composed of three games of Arctic regions, Bismarck and Prinz Eugen her and safety. Two desperate air strikes were
increasing complexity. The Basic Game pits sailed north of Iceland and through the launched from this carrier in hopes of stopping
the German battleship Bismarck and heavy Denmark Straits between Iceland and Green- the Bismarck. One lucky hit damaged the
cruiser Prinz Eugen against the might of the land. While in passage, the Bismarck was Bismarck's rudder which forced her to reduce
British navyand can be played in less than 2% discovered by the British cruisers Suffolk and speed. This was exactly what the British
hours. The Intermediate Game expands upon Norfolk, who quickly radioed the Bismarck's needed. Early the next day, the battleships
the historical scenario by providing various position. Early the next morning the British King George Vand Rodney caught up with the
alternative orders of battle which could have battleships Hood and Prince of Wales, homing Bismarck as her crew was vainly trying to
occurred. The Advanced Game uses a in on the radio signals, intercepted them. In repair the damage. At these odds, and in the
miniatures-oriented combat system similar to one of the most famous naval battles in history, condition she was in, the Bismarck was
that employed in another Avalon Hill game, the Bismarck blew up the Hood and damaged doomed to defeat. Firing for almost two hours,
JUTLAND, to present the ultimate i n tactical the Prince of Wales, which then quickly the British battleships were unable to sink her.
naval combat. Players should play each game retreated out of action. Great though the although they knocked out all of her guns. It
in the order presented as this is the easiest victory was, the Bismarckwas still in danger as finally took a combination of torpedo damage
method to assimilate the system of play. long as the two British cruisers maintained and scuttling charges to send the mighty
1.1 Historical Background contact with her. British capital ships were Bismarck to the bottom.
At dusk on May 21. 1941, the German closing in from all directions and it would be
Battleship Bismarck, accompanied by the but a matter of hours before they would
heavy cruiser Prinz Eugen, quietly slipped from recommence battle. BISMARCK recreates this operation in
her base in Bergen, Norway to begin one of the Admiral Lutjens, the German commander, detail. Each player or side controls either the
most dramatic chapters of naval history. Her decided that the operation was too risky to British or German order-of-battle as it actually
orders: clear the Atlantic of Allied shipping. continue and ordered a change of course for existed. The German player attempts to break
Success would mean the isolation and eventu- the Bismarck back to the French port of Brest the Bismarck and Prinz Eugen out into the
al defeat of Great Britain. Defeat would mean while the Prinz Eugen was to maintain the Atlantic and gain victory points by sinking
the loss of Germany's only operational battle- original course and mission. This movecaught enemy ships and convoys. The British player
ship and an indefinite delay to the Kriegsmar- the British shadowing force completely off must utilize his superior numbers to locate,
ine's strategic timetable. guard. The Bismarck was able to shake off her corner and sink the Bismarck.
Visibility Time
4. One Sheet of Die-cut Counters
5. One Set of 6 Player-Aid Cards 2.41 1 Search Board Ship and Air Counters
6. Two Range Finders and Battle Maneuver
Gauges Shadow
7. Hit Record Pad
8. Two Dice (one colored and one white) Ark Royal
9. Rules Manual
Air Unit Return to Base Shadow
2.2 Search Board
Ship Counter Torpedo Bomber Air Unit
There are two identical search boards (one
for each player) provided in the game. Each
player uses a search board to maneuver his
ships and air units in an attempt to locate
opposing ships and convoys. All movement
and location of units on the search board must
be hidden from the view of the opponent. Ship Unit Return to Base
Location
Players can either place a box-half upright
between the two boards lacin in^ one board Destroyer Flotilla Dive Bomber Air Unit (also used for task forces)
over the box lid to hold it in place) or place each
board i n a different location in order to
accomplish this.
Printed on each search board is a map of
the North Atlantic over which the Bismarck
operation occurred. The map has been divided
into square 'zones'. Each zone is approximate- Task Force Number
Iv 90 statute miles in length. S h i ~ smav onlv Submarine Counter Fighter Air Unit
enter or move through zones which contain a
grid-coordinate (EXCEPTION: see TERRAIN
EFFECTS CHART). Air units may enter any
zone either with or without a grid-coordinate.
No unit can enter a portion of the map which
does not contain a zone. Partial zonescontain-
ing a grid-coordinate (and the Bordeaux air Convoy Escort quadrant
base) along the edge of the board and along Long Range Reconnaissance Level Bomber
some of the land borders are considered and (LR recon) Air Unit Air Unit
used as normal zones. Partial zones without a 2.42 Ship Counters
grid-coordinate other than Bordeauxcannot be Each ship has a %" square counter that
entered by any unit. 2.412 Tactical Board Ship Counters represents it on the search board. Printed on
Each grid-coordinate is composed of one the counter is various information needed for
letter and one ortwodigits. It is used to identify play.
that particular zone and to establish the zones
which ships can enter. All significant features
of the search board map are identified on the
terrain effects chart found on the cover
this manual.
of
I".:.;:]
Repulse
Front of Counter
movement mode
Back of Counter
patrol mode
2.423 and Patrol 2.433 All LR recon air units have the land-
the front of the counter is face-up, the ship is in based reconnaissance silhouette with the
movement mode. When the back of the ,patrol, on the back. on rating
counter is face-up, the ship is inpatrolmode. A
ship in movement mode can move up to its 2.434 Mode--All LR recon air units have a
maximum speed. A ship in patrol mode cannot movement and patrol mode. When the front of
move but has a greater search capability. the counter is face-up, the LR recon air unit is 2.61 Anti-Aircraft Value: Not used in the
Aircraft carriers do not have a patrol mode. in movement mode. When the back of the basic game.
They cannot patrol. counter is face-up, the LR recon air unit is in 2.62 Evasion Rating: Same value as on
patrol mode. Like ship counters, an LR recon search board shipcounter. On the battle board,
air unit in patrol mode has a reduced maximum the evasion rating determines the ability of the
2.424 Search Strengths-The left-hand ship to withdraw from combat.
number indicates the ship's search capability speed but an increased search capability.
2.63 Name: Name of ship
during daylight turns. The right-hand number Bomber air units have an attack and 2.64 Turrets and Secondary Armament:
indicates the ship's search capability during reconnaissance mode (EXCEPTION: German Indicates the position of these gun sections on
night turns. level bomber air units do not have a reconnais- the shio counter.
sance mode). When the front of the counter is
2.425 Name-The name of the ship. face-up, the bomber air unit is in anack mode.
2.7 Player Aid Marker lnformation
Used on the player aid card to keep track of
It can attack any located enemy ship in the
time, air and ship endurance or visibility
2.426 Evasion Rating-The ship's maximum same zone it is in. When the back of the
conditions:
speed in knots. On the search board, the counter is face-up, the bomber air unit is in
evasion rating is used to determine whether a reconnaissance mode. It has a greater endur- 2.8 Player Aid Materials
ship can break away from a shadowing ship. ance, speed and search capability, but it
cannot launch an air anack. LR recon air units 2.81 Each player receives a Player Aid Card
2.427 Maximum Speed-The greatest num- can never launch an air anack. corresponding to the nationality of the side he
ber of zones that a ship can move in one turn. 2.435 Search Strengths-Identical in func- is. playing. On the card is given theorder of
No ship has a maximum speed greater than tion to ship's Search Strengths Battle, Time Record Track, and the Visibility
two. 2.436 Endurance Rating-The number of Tables. He also gets the Basic Game Tables
turns that an air unit can remain in flight. card containing the Search and Shadow
2.437 Maximum Speed-The maximum Tables. Optimum placement of the card is
2.43 Air Unit Counters number of zones that an air unit can move in upright against the boxtop between the search
There are two basic types of air unit counters one turn. boards.
used in the basic game: long range reconnais- 2.438 Home Base-Location from which air 2.82 Hit Record Pad
sance and bomber. The bomber air units are unit operates (either aircraft carrier or land The Hit Record Pad is used to keep track of
further divided into two sub-types, level base). damage and salvoes available for each ship.
bomber and torpedo bomber, Thesilhouetteon 2.439 # ofAircraff-This value is used only in Only one side of the hit record pad, labelled
the front side of the counter indicates the type the intermediate game and is ignored in the 'Bismarck Hit Record Pad', is used in the basic
of air unit that it represents. basic game. game.
2.83 Range Finder and Battle Maneuver located by general search. Attheconclusion of 5.25 A battleship with a maximum speed of
Gauge the chance phase, each player moves his time '1 ' expends one fuel factor only if it moves one
These implements are used in the advanced marker to the next turn on his time record Zone in a flon 'C'turn. Once it expendsall of its
game only. track. This same sequence of phases is fuel factors. it can only move by emergency
followed each turn. movement.
3.0 PREPARE FOR PLAY 5.26 Each player records fuel expenditure by
Both players decide which game level to play. 5.0 SHIP ACTiViTiES O N checking off one fuel box in the fuel section on
Players should become familiar with the basic THE SEARCH BOARD the hit record sheet by the ship's name for each
game first before venturing into the more fuel factor expended. In order to insure that
5.1 Ship Movement fast battleships and carriers do not expend fuel
advanced games. Each player takes his player 5.1 A player can move all, some or none of
lid card with the 'Basic Game' side up and moving two zones in consecutive turns, it is
his ship counters on thesearch board in a t u r n suggested that players mark the turn number
places it in a location Out Of the
A player is never required to move any of his
view of his opponent. The opponent should in the expended fuel box, Under no circum-
ships in a turn,
never be permitted at the player aid card stance may a battleshipor aircraft carrier move
5.1 2 A cruiser may move up to two zones two zones in consecutive turns,
at any time during the game. The players also each turn,
put their basic game tables card i n a conve- 5.27 A ship whose speed is reduced due to
5'1 A Or aircraft carrier with a
battle damage still retains its original maxi-
nient location. Both players punch outtheship maximum speed of '2' may move two zones in
and air that they willuse and mum speed when determining fuel
mn-consecutive turns. It must alternate each
them On the search board as detailed in ture, EXAMPLE: As a result of battle damage,
turn that it moves two zones with at least one the Bismarck.s speed has been reduced to a
the order of appearance. Only those ships and turn in which it moves less than two zones,
air units listed in the basic game order of maximum move of just one zone per turn. It
5.14 A with a maximum
does not have to expend a fuelfactor every
appearance are 'le in the
d basic game. AllOf
'1' (either Rodney, Ramillies or Revenge) may time it moves a zone in a non-.C, turn, as would
the remaining counters are reserved for the move up to one zone each turn,
more advanced versions. A battle board 5.1 All made Or
the Rodney. For purposes of fuel expenditure,
counter for each battleship, cruiser and aircraft carriers is subject to fuel limitations it is still considered to have a speed of '2', even
aircraft carrier is alsopunched Out and set though it can no longer move two zones in a
(see section 5.2). The maximum speed of any turn,
aside with the battle board to be used in naval ship can be reduced due to battle
Or air Each One sheet 5.1 6 A ship can move less than its maximum 5 28 German Breakout Bonus: In the first
from the hit record pad. Begin play. of play, each German ship may move
speed or not at all. It is never requiredto move. three zones without expending any fuel or
5.17 When each entered must each German ship may move four zones at a
4.0 SEQUENCE OF PLAY be adjacent to the zone being exited. A ship
BISMARCK is played in turns. Each turn is cost of one fuel factor, or each ship may move
enter a 'One which does
divided into several phases which must be five zones at a cost of two fuel factors. Each
contain a grid-coordinate. There are several
performed in the sequence described below. exceptions and they are enumerated in the turn thereafter they must move normally.
5.29 Aircraft carriers cannot move 2 zones in
4.1 Unit Availability Phase: The British Terrain Effects Key. a turn that they launch air units.
player places on the search board any ships
5.3 Ship Patrol
which enter play in the current turn. Air units
5.31 All ships except aircraft carriers have
available from rest and refit in the currentturn
the capability to patrol. Patrolling allows ships
can be returned to their base.
to use a higher search strength when search-
4.2 Visibility Phase: The German player ing for enemy ships. Patrolling also improves
determines the visibility conditions for the
the chances that the Bismarck or Prinz Eugen
current turn. Ships may enter into or break
will locate a convoy.
from task force or convoy during this phase.
5.32 A ship may change to or from patrol
4.3 Shadow Determination Phase: Either or mode each turn. Any change to or from patrol
both players may select one air unit or ship in
mode must be made before the ship moves
the same zone as a located enemy ship to 5.18 There are entry and exit restrictions at IEXCEPTION:
shadow that ship. The ship must have the certain ports that prevent a ship from moving 5.33 A ship cannot move at all while in patrol
same or greater evasion rating than the ship it to certain adjacent zones. These restrictions mode. It may only move when it is in movement
is attempting to shadow. All ships designated are detailed in theTerrain Effects Key. German mode.
for shadow must move in this phase. The ships cannot enter a zone in the Irish Sea
Shadow Table is then utilized to determine the (these zones have black instead of white grid- 5.34 A ship is in patrol Only when the
success of the shadow attempt. coordinates), nor can German ships enter a patrol mode side of its counter is face UP.
4.4 Air Movement Phase: Any and all air zone containing a port in Great Britain. 5.4 Task
units in play may move up to their maximum Otherwise, a ship can enter any zone with a 5.41 Either player can combine any two or
speed. Air units which must return to base are grid-coordinate which is adjacent tothe zone it more of his ships, if they occupy the same
removed from the search board onto the Time occupies. zone, into a task force in the visibility phase.
Record Chart to be returned after a period of 5.19 Any number of ships may enter and/or There is no limit as to the number of ships
rest and refit. occupy the same zone without penalty. A ship which may be in the same task force.
4.5 Ship Movement Phase: Any and all ships cannot move off the search mapboard. 5.42 Ships in a task force have an advantage
in play which have not moved in the Shadow 5.2 Battleship and Aircraft Carrier Fuel in that they all can commence combat against
Determination Phase may move up to their Allotment enemy ships as a single group. If several ships
maximum speed. 5.21 In the basic game, cruisers are exempt- are in the samezone with enemy ships. but are
4.6 Search Phase: Each player may search ed from any fuel expenditure. They can move not in a task force, only one ship can initiate
every zone in which he has sufficient search up to two zones each turn without penalty. A combat. The other ships in the zone may or
capacity asdeterminedbythevisibility level for battleship or aircraft carrier with a maximum may not join combat at a later time.
the current turn. speed of '2' must expend one fuel factor of its 5.43 All ship counters that will operate in a
4.7 Air Attack Phase: An air unit in attack fuel allotment each turn that it moves i w o task force are removed from the search board
mode and in the same zone as a located enemy zones. and replaced by a numbered task force
ship may launch an air attackagainst that ship. 5.22 As long as a battleship or aircraft carrier counter. The ship counters are placed in the
Air units which flew from base this turn and with a maximum speed of '2' has at least one Task Force box on the appropriate player aid
with remaining movement may return to base unexpended fuel factor, it can move one zone card corresponding to the number on the task
after all combat is resolved. each turn without any fuel expeoditure. force marker. There is no limit to the number of
4.8 Naval Combat Phase: If both players 5.23 When a battleship or aircraft carrier task forces the British player can organize. If
have one or more located ships in the same expends all of the fuel factors available to it, it he runs out of counters. he may use the ship
zone, they mayconduct combat between these can no longer move normally and must RTB markers.
ships on the battle board if either player henceforth utilize emergency movement. 5.44 The task force marker is moved during
wishes. 5.24 Ships in emergency movement can the ship movement phase. The task force
4.9 Chance Phase: The British player rolls move up to one zone every second turn. These marker uses the maximum speed of the
two dice and consults the Chance Table to alternate turns are labelled 'C' on the time slowest ship i n the task force. The task force
determine whether the Bismarckand/or Prinz record track. Ships in emergency movement marker's move constitutes the move for all
Eugen locates a convoy or are themselves cannot move in a turn which is not labelled 'C'. ships in the task force. Fuel expenditure i n a
4
task force is determined independently for 6.3 Reconnaissance and Patrol their sum on the Visibility Change Table and
each ship. Ships may break from task force 6.31 British Bomber air units have both an moves the visibility marker forward or back
only during the visibility phase, before any attack and reconnaissance mode. Each time along the visibility track the number of boxes
ships begin their moves. A player has total that a British bomber air unit takes off from its equal to and in the direction indicated by the
liberty as to how he combines ships into task base, the British player must decide in which result. The result is the visibility level for the
forces as long as they are in the same zone. mode it will operate for its entire mission in the turn in progress. On the first turn of play the
5.45 A task force can patrol at the search air. Once aloft, the mode of a British bomber visibility level is automatically level '4'.
capability of any one ship in the task force. Flip unit cannot be changed. The mode in operation 7.15 If the visibility change would force the
the task force counter over to the blank side to is indicated by putting that side of the counter visibility marker off the end of the visibility
indicate that it is on patrol. face up. Only bomber air units in attack mode track, the visibility marker remains at the end
can launch an air attack. British bomber air box of the track and the excess is ignored.
6.0 AIR UNIT ACTIVITIES units, in reconnaissance mode, have an 7.16 Underneath several of the extreme
improved search and speed capability but visibility boxes are modifiers to the visibility
O N THE SEARCH BOARD cannot launch an air attack. change dice roll. If a visibility marker is in one
6.1 Air Unit Movement 6.32 LR recon air units can never launch an of these boxes at the start of the visibility
6.1 1 Each player can move all, some or none air attack. Instead of an attack mode, they have phase, the dice roll for visibility change forthat
of his air unit counters. An air unitcanenteror a patrol mode. Like ship patrol, an LR recon air turn is altered by that modification. For
pass through any zone on the map (EXCEP- unit can switch to or from patrol mode any or example, if the visibility marker is at level '7'at
TION: 6.12). every turn it is in the air by placing the proper the start of the visibility phase and the German
6.12 No German air unit may move through side of the counter face up. Any change toor player rolls a '7' for his visibility change dice
two consecutive zones containing a part of from patrol mode must be made before the unit roll, the dice result is changed by +1 from '7'to
Great Britain. German air units may fly over moves during that turn. '8'.
Eire. 6.33 NOTE: While in patrol mode, the maxi- 7.17 Visibility level 'x' means that no search
6.13 In a turn, an air unit can move any mum speed of the LR recon air unit is reduced can be made in the turn.
number of consecutive zones in any direction to '2'. but its search capacity is increased. 7.2 Search Procedure
or combination of directions up to the maxi- 7.21 During the search phase, the British
mum speed printed on the side of the counter 6.4 Air Unit Rest and Refit
that is face up. The maximum speed of an air 6.41 Every air unitwhich returnsto baseafter player may call out any and all zone grid-
unit can change depending on the mode it is in. completing its air mission must undergo a coordinates in which he has ships, air units
6.14 Any number of air units may enter or period of rest and ref it before it can return to and/or coastal search capability whose total
action. combined search strength equals or exceeds
pass through the same zone. The movement of
air units has no effect on ship movement and 6.42 An air unit that has been airborne and the visibility level.
vice versa. Air units cannot move off the returns to its home base must remain out of 7.22 After the British player has completed
search mapboard. play for the next turn for rest and refit. For his search, the German player may call out any
6.2 Air Endurance example, an air unit returns to its home base and all zones by grid-coordinate in which he
6.21 Each air unit has an endurance rating during the '0800, May 23' turn. It mustspend has ships, air units and/or coastal search
which states the maximum number of turns the '1 200, May 23'. turn in rest and refit. It can whose total combined search strength equals
that it may be airborne. An air unit may remain return to action on the '1 600, May 23' turn. or exceeds the visibility level.
airborne for fewer turns than allowed by its The controlling player removes the air unit
7.23 As each zone is called, the opposing
endurance rating, but it may never remain from the search board and places it on the
player must state whether or not any ships
airborne for more turns than allowed by its '1 600, May 23' slot on his Time Record Track.
(never air units) are in the zone in that turn.
endurance rating. If an air unit cannot return to During the Unit Availability Phase of the 'i600.
After the first turn, the German player only
its home base by the conclusion of the last turn May 23' turn, the air unit is returned to its
must also state whether any of his ships have
of its endurance, it is eliminated from play and home base and can be flown that same turn.
passed through the zone in that turn. If ship(s)
the opponent is awarded twovictory points for 6.43 A n air unit may not takeoff or land at any are located, the opponent must state the
its loss. A player cannot elect to fly any air unit other base other than its home base. number and general type (either battleship,
past its endurance even if he accepts the loss 6.44 After rest and refit, an air unit must be aircraft carrier or cruiser) of all ships in the
of victory points. returned to its home base. zone. He must also reveal which types are in
6.22 For endurance purposes, count the turn 6.45 Rather than keeping carrier-based air the same task force. For example, the German
that an air unit leaves base and the turn that it units physically with their home carrier, they player searches a zone which contains the
returns to base as airborne turns. For example, are better placed in Spain or Greenland to Hoodand the Prince o f Wales in task force and
an air unit with a maximum speedof '6'and an reduce counter congestion. Just remember the Suffolk and Kenya on patrol. The British
endurance of '2' may fly any number of zones that their true location is with their home player states that thereare two battleships in a
up to six from its base in one turn but must carrier. task force and two cruisers in the zone.
return to that base in the next turn. Unused
7.0 SEARCH 7.24 If a search is successful, the searching
movement cannot be saved from one turn to
7.1 Visibility player does not have to state the type of
the next.
7.1 1 Each turn during the visibility phase, the searching force which located it. He reveals
6.23 Some air units have an endurance of
German player determines, by dice roll, the nothing.
one turn. These air units must takeoff and land
in the same turn. Such an air unit must takeoff visibility level for that turn. This visibility level 7.25 Search is voluntary. A player can waive
from its base in the air movement phase and determines which zones can be searched for any and all of his eligible searches.
return to base at the end of theair attack phase enemy ships.
7.12 On both player aid cards is printed a 7.26 When totalling search strength in a
of the same turn. Its total movement in both zone, the searching player must check
phases cannot exceed its maximum speed. For visibility track comprising nine levels of
visibility. Each level is displayed as a square. whether the current turn is day or night. The
example, a torpedo bomber air unit with a left-hand search strength on the counter is
maximum speed of '5' and an endurance of '1 ', The number in each square represents the
minimum search strength able to search a used only in the day turns. The right hand
flies two zones from the Ark Royalduring the strength on the counter is used only in the
air movement phase, launches a torpedo zone at that visibility level. For example, during
the visibility phase, the German player deter- night turns. Never count the search strengths
attack during the air attack phase and returns of ships in a task force. Use only the search
three zones to the Ark Royal, which has moved mines that the visibility level for that turn is '5'.
Both players can search only those zones in strength on the task force counter. If the task
one zone away in its move, at conclusion of the force is on patrol use only the patrol search
air attack phase. Players also have the option which they have ships and/or air units whose
total combined search strength is '5'or higher. strength of one ship in the task force. The
to fly air units with an endurance greater than search strengths of all other ships in the task
1 for just one turn. 7.13 At the start of the game, both players
place a visibility marker on level '4' on their force must be ignored.
6.24 Air Unit Endurance markers have been
included as an aid in tracking the number of visibility track. The British player will have to 7.27 The British player has an inherent
turns that LR recon air units (these have great use the blank marker. Hereafter, any change in search strength of '4' search points in each of
endurance) can remain airborne. When an LR weather is based upon the current position of the zones occupied by the Faeroe Islands,
recon air unit flies from its base, the corre- the marker on the track. Shetland Islands, the coast of Ireland, the
sponding 'Return to Base' marker is placed on 7.14 During the visibility phase of each turn, coast of Great Britain and Hvalfiord. The
the time record track on the turn that the unit excluding the first turn of the game, the German player has an inherent search
must return to base. German player rolls two dice, cross-indexing strength of '4' search points in each of the
zones occupied by the coast of Norway and 8.15 Once the shadowing unit or task force Air units cannot be eliminated in combat. Air
France. All coastal search strengths are has been selected, the ship to be shadowed units are eliminated only if they are unable to
reduced to '3' at night. makes its move for the turn, then either player return to base.
7.28 An air unit can only search thezonethat rolls one die and cross-indexes the result with 9.13 A bomber air unit can launch an air
it occupies. It cannot search any of the zones the shadowing unit's name on the shadow attack only if it has started its mission in the
through which it moves. table. If the result is 'Lost Contact' theshadow attack mode. If the bomber air unit has flown
does not succeed. If the result is 'Hold Contact', from base in reconnaissance mode, it cannot
7.29 Ships in port cannot be located by sea the unit is successfully being shadowed, and
search nor by a combination of air and sea change to attack mode and cannot launch an
its new location must be revealed. The air attack. Bomber air unitscannot attackships
search. They can be located by air search only. shadowing player does not have to reveal the in enemy ports.
7.3 Fog names or types of ships conducting the
shadow. 9.14 All air attacks are conducted during the
7.31 When determining the visibility level air attack phase after all search has been
8.16 A player must reaffirm all shadow
each turn. both players check whether the completed, but before any naval combat is
contacts each turn. Even if an opposing ship
visibility change dice roll, including any begun.
was successfully shadowed in a previous turn,
modification, will also result in fog. If there is
fog, the visibility marker is adjusted normally,
the shadow table must still be consulted in the 9.1 5 The British player conducts any and all
current turn to determine whether contact has air attacks that he wishes to make first. Then
but neither player can conduct a search in any
been maintained. If a player requests to the German player does the same.
fog zone that turn. Search can be conducted
shadow a task force which has broken up in the
normally in any and all non-fog zones. visibility phase, the opponent must reveal
9.16 Each British bomber air unit is allowed
7.32 Fog occurs automatically in the first turn to make two strikes each day turn. Each
which ships (by general type) have left the task
of the game. Bergen, therefore, cannot be German bomber air unit is allowed to make
force.
searched in the first turn. one strike in a day turn. Air units are not
8.17 The current visibility can affect the allowed to make an air attack at night. A British
7.33 No type of combat (naval or air)can occur Shadow Table die roll as explained in the bomber air unit can assign its two strikes to
in a zone in fog. Shadow Table. one ship or assign one strike each to two
8.18 If the controlling player has moved the different ships of his choice.
ship or the task force being targeted for 9.17 To resolve air combat, the defending
8.0 SHADOWING shadow through twozones, he must announce player places the battle counter of each of his
8.1 Shadow Determination it before the Shadow Table is consulted. The ships in the zone under attack face down on
Shadow Table die roll must then be reduced by the battle board. The attacking player assigns
8.1 1 O n b the British player has the ability to '1 ' for that ship or task force the strikes he has available in that zone in any
shadow opposing ships or task forces (never 8.19 A ship or air unit is not required tofollow manner he wishes. For each strike, he rolls two
air units) located by search or shadow in the the ship it is shadowing in its movement dice and consults the proper Bomber Table on
previous turn. A ship or task force that is phase. the battle board for the result.
selected for shadow must make its move (if
any) before the shadow attempt is resolved and 8.2 Hiah S ~ e e d
Shadow 9.18 Any damage inflicted takes effect imme-
then reveal its new position.if the shadow is diately and is recorded for that ship on the hit
successful. The opponent can then react tothe 8.21 High speed shadow can occur only if a record sheet. If damage is inflicted, the name
shadowed ship's move with his air and ship successful search is conducted by the British of the ship must be revealed to the attacking
movement. player in the first of two zones entered by an player so that he can maintain a record of
opposing ship or task force in its move. If, damage on his hit record sheet. If nodamage is
8.12 To determine whether a ship can be during the Search phase, the British player inflicted, the name of the ship does not haveto
shadowed each turn, a player must perform locates a ship which has passed through the be revealed.
the following steps in the shadow determina- zone he is searching, he may immediately
tion phase: attempt to shadow the ship or task force with 9.2 Naval Combat Determination and Set-
a. Determine shadow assignment one of the shipstaskforcesor air unitsthat can UP
qualify for shadow in the zone. The shadow 9.21 When opposing ships have been located
b. Determine evasion capability can be attempted even if the ship or task force in the same zone, naval may occur at
C. Determine contact maintenance has been located i n the other zone of its move. the optionof one or both of the players, M~~~
8.22 The shadowing player uses the same than one naval action can occur in the same
8.13 For each opposing ship or task force to
procedure described in 8.15 to determine the zone in the same turn. Naval combat is
be shadowed, the British player may assign
success of the shadow. The ship to be voluntary. A ship or task force can only attack
one ship(exc1uding aircraft carriers), task force
shadowed still gains a '1' for the two zone enemy ships in the same zone.
or air unit in the same zone as a shadow unit.
There can never be more than one unit move on the Shadow Table die roll. 9.22 A player cannot initiate combat against
shadowing a single ship or task force. A 8.23 If the shadow is successful, the sha- an enemy ship or task force if his ships in the
shadowing unit cannot search in the same dowed ship or task force must reveal its final zone are not permitted to attack it.
turn. location, if not already known, and any and all 9.221 Aircraft carriers may never attack
British ships and air units in the search zone enemy ships.
8.14 If the shadowing unit is a ship, its which have not utilized their maximum
current evasion rating must be equal to or 9.222 A ship or task force may not attack an
movement and which are not in emergency enemy ship or task force if its current evasion
greater than the current evasion rating of the
movement may move the one zone into the level is less than that of the enemy unless the
ship or the slowest ship in a task force to be
shadowed ship's zone. Fast battleships and opponent accepts the combat. When a task
shadowed. If it is not equal to or greater than
aircraft carriers must be able to expend one force is attacking, its current evasion level is
the shadowed ship's evasion rating, the ship
fuel factor to enter thezone if thiswould be the that of the fastest ship. The evasion level of a
cannot shadow. If the shadowing ship is in a
second zone of their move. defending task force is that of the slowest ship
task force. all ships in the task force must be
faster than the shadowed shipor task force. If it 8.24 A ship on patrol may immediately contained.
is not equal or greater than the shadowedship change to movement mode in order to follow 9.223 A ship or task force cannot attack an
or task force evasion rating, the ship or task the shadowed ship. If it is a battleship or enemy ship or task force if it has already been
force cannot shadow. The British player may aircraft carrier on patrol, then it must be able to committed to another combat action.
then select another ship or task force in the expend one fuel factor to move. 9.224 A shadowing ship or task force may
same zone to shadow. Air units do not have to only attack the ship or task force it is shadow-
check evasion rating. The two conditions ing.
required to assign an air unit as a shadow is
9.0 COMBAT
that it must be able to remain in the air during 9.1 Air Combat 9.23 A player may announce attacks against
that turn and that it, alone, must be capable of only those ships and task forces that he located
9.1 1 Every bomber air unit has the ability to that turn by search or shadow. The British
conducting a search in the turn it is shadow-
attack any of the ships located by search in the player always announces his attacks first.
ing. For example, an LR recon air unit in patrol
zone that it occupies. LR recon air unitscannot
can only shadow in day turns when the 9.24 When announcing his intention to
perform air attacks.
visibility level is '6' or less, or night turns when initiate naval combat, a player must attack
the visibility is '3' or less. 9.12 Air units cannot attack enemy air units. each single opposingship(i.e. not in task force)
or task force separately. A single ship or task The British player chooses to attack the Bismarck, more ships have the same evasion rating. the
force cannot be involved i n more than one which he has successfully shadowed, with his attacking ships move first before the defending
naval combat i n the same turn. Both players battleships. (He is not allowed to attack the Bismarck
with his aircraft carrier). Since he has some
ships. After all movement has been completed,
must also announce the current evasion levels enemy ships may fire at one another. Upon
battleships in task force and another battleship by
involved. The namesof theshipsdo not have to completion of all fire, one or both sides may
itself, he must select randomly the ship or task force
be revealed. that will initiate combat against the Bismarck. Both attempt or agree to disengage, after which
9.241 When a player has a choice of more may initiate combat since their evasion levels are withdrawing ships make a bonus withdrawal
identical to the Bismarck's. The British player blindly move. This completes one round.
than one enemy single ship, or task selects the King George V to initiate combat. Only
force to attack, he announces the general type that ship can start combat against the Bismarck. The 9.32 Within one naval combat phase, players
of ship that he wishes to attack. Task forces Hood, Repulse, and cruisers can enter combat at a may fight any number of rounds. The naval
are identified by the most powerfulship later time as a reinforcement if not attacked by the combat phase is over only when all of one
contained in the following order: Prinz Eugen. Note that if the task force had been player's ships involved in naval combat have
battleship, cruiser and, lastly, aircraft carrier. If picked, both the Hood, the Repulse and any or all of been sunk or have been successfully dis-
a check of evasion levels still permits a choice the cruisers could have attacked the Bismarck. engaged.
The German player decides to attack with the
of target of the named type, the ship or task
Prinz Eugen. He can attack the remaining battleship 9.33 None of the survivors of a naval combat
force to be attacked must be determined (remember the task force is identified as 'battleship' action can participate in any other action in the
randomly (just pull the search counter out of a since that is the strongest typeof ship it contained), or same turn. They must wait until the next turn
CUP). the cruiser. He chooses to attack the cruiser. As the to recommence combat.
British player has only one cruiser type available (the
9.242 When a player has a choice of more Suffolk) this ship must defend against the Prinz
than one singleship or taskforce with which to Eugen. Since the ships were selected for the 9.4 Reinforcements
attack, he must state the type he wishes to use. Bismarck combat action before the Prinz Eugen
If there is still mcre than one ship or 9.41 At the conclusion of the third round of
combat action, the Bismarck battle must be con-
task force of that type, he must select one ducted first. battle, and every round thereafter, either or
randomly. both players, if they have qualified ships in the
9.28 Naval combat is conducted in the naval zone available to enter combat, may roll for
9.25 All other ships not involved in combat combat phase on the battle board. The reinforcement. For each individual ship or task
can enter combat at a later time as a reinforce- defending player always places his ships first force to enter, the controlling player rolls one
ment. in the center hex of the battle board. The die. A result of '1 ' permits it to enter combat in
9.26 In the rare occasions where both the attacking player then places his ships in anyof the next round. For each subsequent attempt
Bismarck and the Prinz Eugen are in the same the hexes of his choice along one edge of the for that particular ship or task force an
zone but not in task force, there is a possibility battle board. The attacking player rolls one die additional '1' can be subtracted from the die
that both can be involved in separate combat to determine which edge of hexes he must use roll.
actions. If this occurs, assume that the to set up.
9.42 When reinforcements enter, the con-
separate actions are occurring simultaneously 9.281 No more than two friendly ships may trolling player must roll a die to determine
even though they are to be resolved sequen- be placed in one hex. If the defending player along which edge of hexes he may place the
tially. The ship or task force selected for one has more ships than can be placed in his reinforcing ship or ships. All reinforcing ships
action cannot participate in the other. The first starting hex, the additional ships may be from the same task force must point in the
action selected must be the first action fought. placed in any hexes adjacent to his starting same direction. The reinforcing ships must be
The second combat action cannot be started hex. at least six hexes away from all enemy ships.
until the first combat action is completed.
9.292 A ship must always be positioned 9.43 Only those ships that can attack at least
9.27 Shipscannot breakfrom taskforce in the throughout combat so that its bow points one enemy ship in the naval action may enter
naval combat phase. When determining toward one of the six hex sides forming the hex as reinforcements.
combat, task forces must be treated in single it occupies. A ship may never point its bow
units. Once a task force has been committed to toward a corner of the hex. If laced improper- 9.44 A shiportask force which isable to enter
naval combat though, not all of the ships as a reinforcement may delay its entry. It can
ly, the opponent realigns the bow to point
contained have to participate as explained enter in any subsequent combat round at the
toward one of the two adjacent hexsides. All
below. controlling player's option. A player is never
ships on the same side must point in the same
required to bring reinforcing ships into battle.
9.271 If a task force contains an aircraft direction at the start of combat.
carrier, the carrier does not have to participate 9.45 If there are two separate naval actions
in combat as long as at least one other ship in occurring in the same zone, a player must
the task force does join in combat. The only record on paper each potential reinforcing ship
way to guarantee attacking an aircraft carrier and task force to either of the naval actions
is to catch it alone. before any combat begins. A ship or task force
which is committed to reinforce one naval
9.272 If a task force contains one or more action cannot reinforce the other naval action.
ships whose evasion levels are higher than
those of all opposing ships, then any or all of
those ships may avoid combat providing at EXAMPLE: From the previous pxample, the
least one ship whose evasion level is the same British task force containing the battleships Hoodand
or higher than the fastest opposing ship Repulse, the cruisers Kenya and Norfolk and the
aircraft carrier Victorious can legally enter as a
remains to fight. The escapingships mayenter
reinforcement into either the naval action against the
combat in a subsequent round at the con- Bismarck or the naval action against the Prinz Eugen.
trolling player's option. They must enter the Before any combat begins, the British player must
battle board from the side opposite that
entered by the enemy or (if part of the attacking
- - record which naval action the task force is to
reinforce.
force) along the side selected at the start of Illegal Legal
combat.
EXAMPLE: Combat Determination:
The British player has successfuIlyshadowedthe 9.5 Naval Combat Movement
Bismarck with the heavy cruiser Suffolk. He moves
the Suffolk into the Bismarck's new location along 9.51 In each combat round, a ship may move
with a task force containing the battleships Hoodand two hexes, one hex or not at all depending
Repulse, the cruisers Norfolk and Kenya, the aircraft upon its current evasion level.
carrier Victorious and a lone battleship King George
9.3 Naval Combat Procedure
V. The German player moves the Prinz Eugen and a 9.52 Ships are also allowed to change the
couple of air units into the same zone. The visibility 9.31 Naval Combat is conducted in rounds. In direction in which they are moving depending
level is '6'. so only the German player has sufficient each round, any and all ships may move oneor upon their current evasion level. A change of
strength t o search. He calls out the zone and the two hexes. Each ship moves within a specific direction is defined as changing the direction
British player announces that he has in that zone
two battleships, two cruisers and an aircraft carrier
sequence, starting with the ship with the of a ship's bowto pointtoward either oneof the
i n task force and a cruiser and battleship not i n task lowest evasion rating and finishing with the two hex sides adjacent to the one its bow is
force. ship with the highest evasion rating. If two or currently pointing
A
9.63 Every ship has four gun sections, each of
which has a certain sector of hexes into which
MOVEMENT ON BATTLE BOARD it can fire. The Sector Diagram illustrates each
Current Evasion Rating gun section and the hex sector into which it
can fire. A gun section cannot fire any of its
salvoes at a target that is not in its sector. The
0 1-3 4-1 0 11-17 18-24 25-29 30+ two secondary armament gun sections are
Maximum further limited in that each section may only
Movement 0 0 1 0 1 0 1 2 0 1 2 1 2 fire at a target in its sector in 'A' range. It
(in hexes) cannot fire at a target in 'B' range. Only bow
or or or or or or and stern turret gun sections can fire attargets
Maximum # of within sector in 'A' and 'B' ranges.
Direction Changes 0 1 1 2 1 2 1 0 3 2 1 3
Per Round
9.64 To determine the total number of shots
t that a ship can fire at a specific target ship, a
player first has to total the salvoesfor each gun
9.53 The movement and turning capability of the battle board, extend an imaginary field of section that can fire at the target. In the log
ships b n the battle board are displayed in the hexes outward around the board. Position and pad, four groups of gun boxes are printed
Combat Movement Chart shown above. Note move the ships in these imaginary hexes. beside each ship's name which correspond to,
that at certain evasion levels, a ship has a and are labelled by, gun section. In each box is
choice of moves and turns that it can make. For a salvo number indicating the maximum
example, a ship with an evasion levelof 28can 9.6 Naval Fire Designation and Resolution number of salvoes that that gun section can
move ahead two hexes and make up to one fire. If there is a zero in a gun section box, that
change of direction; or it can move just one hex 9.61 In each round, after any and all move- gun section has no fire power.
and make up totwodirection changes; or it can ment, a ship may fire at any enemyshipwithin
not move at all and make up to three direction 'A' or 'B' range. A ship that is one, twoor three 9.651 When a ship fires at an enemy ship
changes. hexes from a firing ship is in its 'A' range. A more than one hex away, its total salvo count
ship that is four, five or six hexesfrom a firing targeted for that ship must be halved (rounded
9.54 A ship is never required to moveor make ship is in its 'B' range. A ship which is seven or DOWN). This is the number of shots that the
any directional change. It may complete none more hexes from a firing ship is beyond its ship can fire. For example, the Bismarck is
or part of its move without penalty. firing range and cannot be attacked by the ship. firing all of its guns at a ship two hexes away.
The number of shots the Bismarck can fire is
9.62 Fire for each ship is resolved individual- eight (half its total salvo count of 17).
9.55 A ship may never move into a hex ly. A ship may fire at more than one enemy
occupied by an enemy ship. ship. A player must designate the number of 9.652 A ship does not halve its salvo count if
salvoes each of his ships intends to fire at firing at a target ship occupying the adjacent
enemy ships before resolving any fire. The hex. In this case, the number of shots it can fire
firing procedure for one ship must be com- is equal to its salvo count.
9.56 A player may physically move a ship
counter off of the battle board or start pleted before the designation and resolution of 9.66 For each shot fired, the attacking player
reinforcing ships off the battle board. In this fire for another ship is begun. If a ship is sunk rollstwo dice and cross-indexesthe result with
situation, all ships in play must be shifted the before all fire directed at it has been resolved, the DroDer ranae and fieldof firecolumn on the
same number of hexes in the same direction to the remaining salvoes designated against it banle board. b he result is either a miss which
return theship tothe battle board. In those rare are lost. The defending ship(s)alwaysfireafter causes no damage, or a hit which isdirected at
cases where it is impossible to fit all ships on all attacking ships have completed their fire. a specific gun section or at the ship's midships.
SECTOR DIAGRAM
9.717 A hit scored on a gun section that has
been completely knocked out is treated as a
midships hit, instead. For example, the Hood
has already received one hit to its port
secondary box. The Bismarck, firing from the
Hood's port side, gets another secondary hit.
Since the hit cannot be recorded on the
starboard secondary box and there are no
unmarked boxes remaining for the port
secondary gun section, the secondary hit must
be recorded as a midships hit.
turret hits, and three midships hits after one starboard secondary box can only be hit by a Number of Evasion
round of Damage is marked out as ship firing on the target ship's starboard side. If Die Rating Factors
illustrated below. a ship is firing directly into a target ship's bow Roll Regained
or stern, both the port and starboard secondary
9.712 When a hit resultstateseither'Consult
Special Damage A' or 'Consult Special Dam-
box can be hit, I
age 6' the attacking player rolls again for that
shot o n the appropriate Special Damage
Table. 111
9.713 All Naval Combat fire is considered 6 8
simultaneous. Damage does not take effect
until all combat fire for the round has been
resolved. For example, the Bismarck starts out
with a bow turret salvo count of seven. If two 9.729 A ship whose current evasion level is
bow turret hits are acquired in the first round, between '1 6' and '24' inclusive, must utilize a
the Bismarck still may count seven salvoes for maximum speed of '1 ' on the Search Board. A
the bow turret i n the first round; however, in
the second round, theBismarck would get only
five salvoes for the bow turret. - ship whose current evasion level is between
'7' and '1 5' inclusive must move by emergency
speed. A ship whose current evasion level is '6'
or less cannot be moved. It may be towed by a
SECONDARY
BB AND BC BOW ARMAMENT STERN battleship, by a ship of the same type, or any
TURRETS PORT STARBOARD TURRETS MIDSHIPS
I 'W!m]
two ships. All ships involved in the tow must be
BISMARCK D(x51 4 1 3 1 2 1 1 W ' j placed in task force and must move at
EVASION RATING: 29 AMMUNITION: 14 emergency speed.
9.8 Special Combat Fire Restrictions successfully withdrawn from combat. Its from route to locate a convoy, it must be in a
counter is removed from the battle board and it zone adjacent to one containing a convoy line.
9.81 The Rodney has no stern turrets. It does cannot be involved in any other naval combat It cannot be on the route. If a ship is to be within
have a third bow turret, but it is positioned so for the remainder of the turn. two zones of a convoy route, it can be either on
that it can fire only into the port and starboard route, one zone from route or two zones from
secondary armament sectors out t o 'B' range 9.98 While withdrawing, a ship has all of its
shots for each gun section halved (rounded route.
On the Hit Record Pad, the third bow turret is
located with the stern turrets. It is treated as a up ). If a gun section has already been 10.25 If a German ship qualifies in locating a
bow turret when taking damage. For each halved, halve (rounding up)whatever remains. convoy, and the German player wishes to
stern turret hit from broadside the Rodney 9.99 A ship may voluntarily withdraw but receive victory points for destroying it, he
receives, the British player rolls one die. A once in the process of withdrawal, a ship may states the name of'the ship or ships involved
result of '1' or '2' converts the hit to a bow N O T voluntarily disengage from t h e and their current location. The ship or ships
turret hit to either bow gun section. A result of withdrawal effort. cannot move on the search board in the next
'3'. '4'. '5' or '6'converts the hit to a bow hit turn. If the German player does not wish to
that must be taken by the third turret. When 1 0 . 0 CHANCE PHASE attack the convoy, he says nothing and play
firing at the Rodney's stern, all stern hits are proceeds to the next turn.
treated as a secondary hit. 10.1 At the end of each turn, the British
10.26 Only oneconvoy can bedestroyed each
player must roll two dice for each German ship
9.82 The Rodney must fire its stern turret at day.
and consult the CHANCE TABLE. The first dice
half strength (rounded down) if it also fires its roll always applies to the Bismarck or to both 11.0 TIME
main bow turret at a target in A range. The German ships, if in task force. The second dice
stern turret can always fire at least one shot. 11.1 Night
roll always applies to the Prinz Eugen when not
9.83 In each round that the Prince of Wales or in task force. Many times when the Prinz 11.1 1 Across the search board runs the 55'
King George Vfire their guns, there is a chance Eugen is in task force with the Bismarck, there line. The '2000' turn in any zone south of the
that one of the gun sections will be unable to may seem to be no need for the British player to 55O line is a night turn. The '2000' turn in any
fire. A die roll of '1'. '2' or '3' results in no make a second dice roll. It should be made zone north of the 55O line is a day turn. The
penalty to fire. A die roll of '4', '5' or '6' forces anyway, so as not to reveal the Prinz Eugen's '2400' turn is always a night turn.
either the bow or stern turret gun section to position i n relation to the Bismarck. 11.12 Ships involved in naval combat during
reduce itssalvocountto half strength (rounded 10.2 There are three types of results that a night turn can only fire at opposing ships in
down). If there is a strength reduction, second appear on the Chance Table: GENERAL their 'A' range. They must use the '6' range
die roll of '1 ', '2' or '3' forces the bow turret to SEARCH; HUFF-DUFF; or CONVOY LOCA- combat tables for all combat fire during night
reduce its salvo count and a '4'. '5' or '6' result TION. turns. Air units cannot launch an attack at
forcesthestern turretto reduce its salvo count. night.
10.21 If the result is a set of three numbers,
9.84 Cruisers must always use Special the German ship must reveal its current 11.13 When consulting the Chance Table for
Damage Table A when receiving special position to General Search if the three a ship in a night zone, only the HUFF-DUFF
damage, regardless of the range. If the result is conditions enumerated below are fulfilled: result is recognized. There can be no general
Special Damage B, use Table A in the same search or convoy attacks i n a night turn.
10.21 1 The ship is in a zone in or east of the
manner as Hood. Repulse and Renown. 1.2 Time Record
line of zones identified by a white circle and in,
9.9 Withdrawal or south of, zone row E. This area is defined as 11.21 Each player records the passage of
9.91 Attempts to disengage and withdraw the British patrol line . each turn by moving his time marker to the
ships from combat can occur only at the endof 10.212 The current visibility level is equal or next turn.
a naval combat round after all combat fire for less than the number to be applied. 11.22 After all phases of a turn have been
that round has been resolved.
10.213 The ship is not currently in a fog zone completed, the turn is over and the time
9.92 If both players agree to withdraw all of in a turn in which fog occurred. marker is moved to the next turn.
the ships involved in combat, the naval
10.214 Which of the three numbers applies 11.23 In the Basic Game, time starts at the
combat phase is immediately over and the
depends upon the ship's location. If the ship is '1200 May 22' turn and must end upon the
players proceed to the next phase.
in or within two zones east of a white circle conclusion of the '1 200 Mav 27' turn.
9.93 If only one player wishes towithdraw, or zone, the left-most number in column 'A' is
if both wish to withdraw some of their ships, used. If the ship is within two zones of the
each may do so with any ship whose evasion coast of Great Britain, Eire, or the Shetland 12 . 0 Victory Conditions
level is higher than every opposing ship of the Islands, the right most number in Column 'C' is
same or larger general type within six hexesof used. If neither of these two cases apply, the 12.1 The Basic Game ends when one of the
it, i.e., a cruiser cannot prevent a battleship center number in column 'B' is used. following five situations occur.
within six hexes of it from withdrawing. 10.22 If the result is HUFF-DUFF, it is 12.1 1 The Bismarck is sunk.
9.94 At the beginning of each round. in- assumed that the ship in question has issued a 12.12 The Bismarck enters any one of the
cluding the first round, players state which of radio message which the British have traced ports of Trondheim, Bergen, Brest or St. Naz-
their ships intend to withdraw. Blank counters back to its source through its HUFF-DUFFradio
are placed on top of withdrawing ships. Those aire.
tracking equipment. The German player must
ships whose evasion levels are reduced below announce one zone grid-coordinate. This grid- 12.13 The German player has accumulated
that of opposing ships within six hexes cease coordinate must either be in the zone that the more points than it is possible for the British
to be in withdrawal status and lose their blank ship currently occupies or in one of the six player to score.
counters. zones adjacent to it. 12.14 Play has reached the time limit.
9.95 At the end of each round, all ship 10.23 When the result is a possible located 12.2 At the end of play, both players total up
counters with blankcounters, MUSTmove one convoy, the German player gets victory points the number of victory pointsgained as listed on
additional hex after the conclusion of all for destroying the convoy if the ship or task the Victory Point Schedule. The player with the
combat. The bonus move is the same as a force in question meets the following two highest total is declared the winner. In the
normal combat move except that the requirements: event that both players have the same amount
withdrawing ship cannot change its direction of victory points, the game is a draw.
in the hex it exits. It may change its direction 10.231 The ship or task force has been
one hex side in the hex that it enters. neither successfully shadowed nor located by 12.3 British Victory Point Schedule: The
search in the current turn. British player accumulates victory points for
9.96 Both the normal combat move and the 10.232 The ship or task force is at the the following events as they occur.
bonus move of a withdrawing ship must be location and islode required to locate the
made so that the ship never movescloser toan 12.31 Sinking the Bismarck-30 points
convoy.
enemy ship than it presently is, unless it is Sinking the Prinz Eugen-1 0 points
impossible to do otherwise. 10.24 There are two lines emanating from
Great Britain and labelled either ATLANTIC or 12.32 Bismarck enters a friendly port with at
9.97 If, at the end of any bonus move, a AFRICA CONVOY. If a ship is to be on route to least one midships hit-6 points.
withdrawing ship no longer has any enemy Prinz Eugen enters a friendly port with at
locate a convoy, it must be in a zone containing
ship within six hexes of it, then it has least one midships hit-2 points.
one of these lines. If a ship is to be one zone
12.33 Bismarck enters any friendly port on a Sinking the King George V, Prince of 12.45 Bismarck is at sea with damage but
May 22 turn, or has not left Bergen by the end Wales (each)-1 6 points with an evasion level of 22 or greater at
of the 2000 :day 22 turn-1 4 points Sinking the Hood-14 points the end of the game.-2 points
Bismarck enters any friendly port on a May sinking the F!odney-12 points
12.46 Bismarck is at sea with no midships
23 turn-1 2 points Sinking the Repulse, Renown damage at the end of the game.-4
Bismarck enters any friendly port on a May (each)-1 0 points points
24 turn-1 0 points Sinking the Revenge, Ramillies Prinz Eugen is at sea with no midships
Bismarck enters any friendly port on a May (each)-8 points damage at the end of the game72
25 turn-8 points Each heavy cruiser sunk-6 points points
Bismarck enters any friendly port on a May Each light cruiser sunk-4 points
26 turn-6 points 12.5 Each player receives victory points for
Bisrnarck enters any friendly port on a May causing damage to enemy ships still afloat at
27 turn-4 points 12.42 British player mobilizes a ship on the end of play.
escort duty (see British order of appear-
12.34 Bismarck is at sea at the end of the ance)-1 point. Each midships hit to battleships or
game with an evasion level of 21 or less-6 aircraft carriers-;! points
12.43 Each British air unit which is unable to Each midships hit to cruisers-1 point
points
return to base-2 points
Prinz Eugen is at sea at the end of the game 12.6 A German ship can never enter a non-
with an evasion level of 21 or less-2 points friendly or neutral port.
12.44 German shio destrovs first convov-6
12.35 Each German air unit which is unable points 12.7 If a German ship enters a friendly port,
to return to base-2 points German ship destroys second con- the game is not over until any and all combat is
12.36 No convoy has been sunk-4 points voy-6 points concluded. The Bismarck and/or Prinz Eugen
German ship destroys third convoy-8 can be attacked by ship and/or air in a port
12.4 German Victory Point Schedule: The points zone the turn either or both enter the port.
German player accumulates victory points for German ship destroys fourth con- Once the Prinz Eugen has spent a turn i n port,
the following events as they occur. voy-10 points it cannot be attacked by ship. It can be anacked
12.41 Sinking the Victorious-24 points German ship destroys fifth convoy-1 2 once by air. If it leaves port and returns back
Sinking the Ark Royal-20 points points t o port, it can be air attacked again.
1 3 . 0 INTRODUCTION 1 4 . 0 WEATHER AND port cannot patrol. The Repulse when out of
13.1 In truth, the heading 'Intermediate fuel cannot return to a friendly port but must
VISIBILITY OPTION 1 exit by the closest west board edge zone.
Game' is a misnomer. A more accurate title 14.1 Rather than determine one visibility
would be 'A Collection of Optional Rules'. It is level for the entire Search Board, players must 16.4 In any turn in which the visibility level is
not required, nor is i t possible to use all of the now determine visibility levels for two areas- 5 or worse, each destroyer flotilla at sea that
rules together. These rules have been organ- one containing all zones north of the 55O line movesone or two zones automatically expends
ized into a single game for two reasons. and the other containing all zones southof the twice the amount normally expended. In any
Primarily, the rules are interrelated. Mostwork 55O line. Use a second marker (a number turn in which the visibility level is 7 or worse,
best when used together. Secondarily, this marker is best) on the Visibility Track to keep each cruiser that moves automatically ex-
organization permits development of a single record of the southern visibility level. This pends one additional fuel factor in addition to
expanded Sequence of Play. second marker starts at level 3. Change of any normally expended. In any turn in which
The addition of all of these rules into play visibility is determined independently for each the visibility level i s 8 or worse, each battleship
may be more than the playerswish to handle. If area. that moves automatically expends one fuel
unwilling or unable to use all of the Intermedi- 14.2 Players can also use the Weather factor in addition to any normally expended.
ate rules, players may select any of the rules System Variability Table on the .ntermediate Fog has no effect upon fuel expenditure.
for inclusion into their game. For this reason, Tables card. This table is consulted at the start 16.5 When using the lntermediate Weather
each rule in this section is presented to stand of the search phase for each area and rule (33.0). the fuel costs described in 16.4
on its own. increases or decreases the visibility by the above, apply only if the ship enters at least one
Unless specifically stated otherwise in the amount indicated for that search phase only. It zone of the required visibility level in any part
optional rule, all Basic Game rules still apply. does not affect the position of the visibility of its move. There is no penalty if it just leaves a
In many situations, the Basic Game rules will marker. zone of the required visibility level.
have to be expanded to encompass the 14.3 Variability affects search only. It does
additional ships provided in these optional not affect visibility in any other phase of the 16.6 Once a ship out of fuel returns to port, it
rules. This can be done without problem. turn. can no longer return to sea and is out of the
13.2 Included for the lntermediate Game is a 14.4 Level X visibility can be affected by game for the remainder of play. If using the
set of cards containing all tables that can be variability. A '-1 ' variability reduces level X to "Refueling" option (17.0). ships may return to
used plus an lntermediate Player Aid Sheet to level 8, '-2' to level 7, etc. sea.
be copied from the Rules Manual. When using 1 7 . 0 REFUELING
the tables, players must make sure to read the 1 5 . 0 FOG
15.1 Fog is now determined independently of 17.1 Each turn that a Britishshipremains in a
die or dice result correctly. There are three friendly port it may recover four fuel boxes of
methods to read dice. Which method to use is visibility. After rolling for visibility, roll one die
and consult the lntermediate Fog Table to its fuel allotment. Any number of ships may
indicated on the table. refuel in the same port in the same turn.
13.21 If the table states 'Die Roll', one die is determine whether fog occurs in the fog zones.
15.2 Add one to the die roll. If the new value 17.2 A German ship may refuel in a friendly
rolled and that result is used. port in the same manner as British ships. It
13.22 If the table states "Dice Sum", two dice still results i n fog, then fog alsooccurs in both
the Shetland and Faeroe Island zones. may also refuel atsea. OnlyGermanships may
are rolled and their sum is used, (i.e., a result of refuel at sea.
3 and 4 reads 7). 15.3 Fog is equivalent to X level visibility.
Variability affects fog as well as it does 17.3 German ships may refuel when occupy-
13.23 If the table states "Dice Roll", two dice ing any of these zones along the Search Board
are rolled and read as a two digit number. The visibility. For example, a -3 variability in a fog
zone is reduced to level 6 visibility. edge: A1 1 to A1 6, G I to 220 and 21 1 to 21 6.
result on the colored die is always the first Each complete turn that a German ship
digit. The result on the whitedie is always the 15.4 Naval combat still cannot be conducted
i n fog. remains i n any one of these zones, it may
second digit. For example, if a player rolls a 3 regain up to four fuel boxes.
on the colored die and a 4 on the whitedie, the 1 6 . 0 FUEL EXPENDITURE 17.4 Only one ship may refuel along any one
result is read as 34. 16.1 A warning must be inserted here. The board edge in a turn. As refueling is possible
13.24 When modifying either die on "Dice endurance of ships at sea was of critical along three board edges up to three German
Roll" tables, there isa possibility that there will importance to the British admiralty and the ships may refuel at sea in the same turn, but
be no corresponding result. For example, if a basis by which they laid their strategic plan to each must be at a different board edge.
player rolls a 46 and is to add one to the white stop the Bismarck. Maintaining a record of fuel 17.5 While refueling at sea, German ships
die, the new result of 47 is not availableon the costs for each and every ship can be very time- cannot move, search or shadow.
table. The dice are read using the base 6 rather consuming and detract from game play. 17.6 Aircraft carriers in port can also reclaim
than the common base 1 0 system. In base 6, Players should use this rule only if they are two of their attack or flight boxes (see 3 1 .O)
one can only count to six; all numbers ending willing to accepttheextra bookeeping required each turn they remain in port. They may not
in 7, 8, 9 or 0 are skipped. Once 6 is reached, to implement it. launch aircraft while in port whether refueling
onemust s k i p t o l l , 16to21.26to31,andso 16.2 Cruisers no longer have total freedom of or not.
on. Thesum of 46+ 1 does not equal 47, but 51. movement without any fuel costs. Each turn 17.7 No ship can reclaim more fuel, attack or
that a cruiser moves twozones, i t must expend flight boxes than it has initially.
13.3 Henceforth when using the term ship, it one fuel factor of its fuel allowance.
only refers to surface ships that are named. 16.3 Once a ship counter has expended all of
1 8 . 0 STARTING LOCATIONS
The term ship never includes destroyers or its fuel, not only is i t limited to just emergency I N NAVAL COMBAT
submarines. Destroyers are referred to as movement, but it must also return to the 18.1 At the beginning of naval combat, ships
either destroyers, flotillas, or destroyer flotil- nearest friendly port by the shortest route. can set up at a closer range than prescribed i n
las. Submarines are referred to only as sub- Place an RTB marker on the ship to indicate the Basic Game. Using the At Start Range
marines. that it must return to port. Ships returning to Table, the attacking player determines how
20.5 Once it has expended all of its amrnuni-
tion, a ship can no longer fire.
20.6 A ship which is refueling may replenish
its ammunition at a rate of eight factors per
turn.
20.7 Aircraft carriers have unlimited ammu-
nition. They do not have to maintain a record of
ammunition expenditure.
22.0 SUBMARINES
22.1 General Rules
22.11 Submarinescan only be introduced into
play in conjunction with Destroyers (23.0).
Both vessel types must be used together.
22.12 At the start of play, the German player
receives four submarine counters and the
British player two submarinecounters to place
on the Search Board as indicated on the
lntermediate Order of Battle on their respec-
tive lntermediate Tables Card. Each submarine
counter represents three submarines.
22.13 All information printedon thesubmar-
ine counters is identical to that on the ship
counters. Submarines do not have an evasion
rating as it is not needed. The letter printed
below the type symbol identifies that counter.
22.14 A submarine counter can move up to
one zone per turn. It does not expend fuel to
move. Submarines cannot join task forces or
convoys.
many hexes from the defending ship(s) he may
22.15 Submarines can conduct two types of
19.3 A ship is allowed to fire torpedoes once.
searches in the same turn. They may partici-
place his attacking or reinforcing ships. This Mark out the torpedo boxon the Hit Record Pad
pate in the normal search process for enemy
range also represents the maximum range of when torpedoes have been fired. Torpedoes
ships and convoys on the Search Board. If
fire for all ships. can be replenished in any turn that the ship is
using the "Convoys" optional rule (24.0). they
refueling.
may also search for convoys not on the Search
19.4 To resolve torpedo fire, cross-index the Board by utilizing the Off-Board Convoy
AT START RANGE TABLE strength of the torpedo salvo given to that ship
Search Table. Submarines shadow convoys
Visibility Level in the Hit Record Pad with a dice roll on the utilizing the lntermediate Shadow Table.
0-3 4-6 7-8 Ship Torpedo Combat Table. 22.16 Submarines can be located by search
Day 6 5 4
19.5 A ship to undergo a torpedo attack may only if at least one of the searching units is an
Night 4 3 3 announce that it intends to avoid the attack. In air unit. The searching player need only state
18.2 If at least one of the defending ships has this case, the ship must move first and must that he can search for submarines in the zone.
radar (see Advanced Specifications Chart), the make at least one change of direction in the It is not mandatory to state this if a player does
range for set-up is extended by one hex. The next round. Avoiding ships acquire an advan-
not wish to.
range of fire for radar equipped ships is also tageous modification to the torpedo attack as
22.17 Submarines cannot participate in
extended by one. All other ships must use the explained in the Ship Torpedo Combat Table.
naval combat. Submarines can never be
printed value as their maximum range. 19.6 Like gunfire, anydamage due to torpedo attacked. Submarines can be eliminated but
18.3 If a ship enters at a doser range than six attack does not take effect until all fire for the
only by an unfavorable result in their torpedo
hexes, it must still be placed in one of the hexes round is resolved.
attack resolution. All submarine losses are
along the new edge determined by a die roll. 20.0 AMMUNITION recorded on the lntermediate Plaver Aid Sheet.
Refer to the diagram to determine the new EXPENDITURE I N NAVAL 22.18 Submarines cannot transfer from one
boundaries. counter to another.
For example, the Bismarck is attacking the COMBAT 22.19 A submarine counter with a lossof one
Hood during a day turn at visibility 6. A die roll 20.1 On the Hit Record Pad is an ammunition submarine has all of its search ratings halved
determines that the Bismarck is to enter at value for each ship. In each round that a ship (rounded up). A submarine with two losses
edge 2. The Bismarck enters along this edge, fires half or less of its available salvo count, it cannot patrol and has a search strength of 1-1.
but five hexes away from the center of the expends 1 factor.
Battle Board as shown in the diagram. 20.2 In each round that a ship fires over half 22.2 Torpedo Attack
18.4 This new range is also the range at of its salvo count, it expends 2 factors (this can
22.21 When using submarines and destroy-
which withdrawing ships are allowed to happen only when firing at a ship one hex ers, a new phase, Torpedo Attack Phase, is
introduced into the Sequence of Play. Immedi-
escape. For example, at visibility level 5 at away).
ately after the Air Attack Phase, but before anv
night, a withdrawing ship four or more hexes 20.3 For each merchantman (see 24.0) that a
naval combat is begun, submarines (and
from all enemy ships can escape. German ship sinks, it expends 1 factor . If
destroyers) may conduct torpedo attacks
using the Chance Table, all ships involved
against any ships, task forces, convoys or
19.0 TORPEDOES I N expend a total of 5 factors for each convoy destroyer flotillas located in the samezonethat
NAVAL COMBAT destroyed. The German player must divide
turn by search or shadow. Each submarine
Many ships have the abi1itytofiretorpedoes.A these factors equally among all attacking
counter may conduct one torpedo attack in a
ship with torpedoes may fire at any one ship ships.
turn. The British player conducts any and all of
one or two hexes away on the Battle Board. 20.4 For each defensive fire against a des- his torpedo attacks first before the German
19.2 Torpedo fire is announced and resolved troyer (see 24.0) in a destroyer flotilla, a ship player conducts his. A submarine counter may
at the same time as gunfire. expends 1 factor. not conduct torpedo attacks in consecutive
turns. After conducting a torpedo attack, a reduction is permanent. If there is more than than one destroyer flotilla in the same task
submarine counter must wait at least one turn one flotilla in the task force, the defending force committed to attack, they must all attack
before conducting another attack. player chooses which one absorbs the loss. the same ship or task force.
22.22 For each of his submarine counters 22.283 For each hit received by a convoy, 23.4 Torpedo Salvoes
conducting a torpedo attack, the attacking either one merchant ship is sunk or an escort 23.41 Each destroyer flotilla receives a
player selects one target, either single ship of a ship is damaged as explained in Torpedo number of torpedo salvoes equal to the
particular type, a task force, single destroyer Damage Table. number of destroyers contained. For example,
flotilla or a convoy. If there is more than one a flotilla of five destroyers has five torpedo
single ship of the specified type, task force, 23.0 DESTROYERS salvoes, a flotilla of three destroyers has three
flotilla or convoy in the same zone, the target 23.1 General Rules torpedo salvoes, etc.
must be selected randomly from the group 23.1 1 Destroyers can only be introduced into 23.42 Each destroyer in a flotilla has one
chosen. play in conjunction with submarines. Both torpedo salvo for the entire game. Once it
22.23 Once the target has been selected, the vessel types must be used together. Only the
expends its torpedo salvo, it can never fire a
defending player determines its anti- British player has destroyers.
torpedo salvo again. The British player must
submarine strength as explained in the 23.12 At the start of play, the British player keep track of the number of salvoes expended
Submarine Attack Table. LR recon air units in places his destroyer flotillas on the search by each flotilla.
the zone can lend their anti-submarine board as indicated in his lntermediate Order of 23.43 An attacking destroyer flotilla is not
strength to all ship, flotilla, convoy and task Battle. required to fire every salvo that it has. The
force counters in the zone. The anti-submarine 23.13 Destroyers move and fight in flotillas. number to be fired is up to the British player.
strength of a task force or convoy includes the Each destroyer search counter represents one 23.44 Once all of the salvoes of a destroyer
combined anti-submarine strength of all flotilla of a specific number of destroyers. The flotilla have been expended, it can no longer
aircraft carriers and destroyers contained. small number below the name indicates the make a torpedo attack.
22.24 The anti-submarine strength of a number of destroyers in the flotilla. 23.45 If a destroyer loss as a result of air or
destroyer flotilla counter is a function of the 23.14 Destroyers may be lost to combat. The submarine attack is to be taken from a flotilla
number of destroyers contained. Under the British player must keep a record of the current which has expended some of its salvo allot-
name of each flotilla counter is a small strength of each flotilla on the lntermediate ment, the British player must determine
number. This number represents the actual Player Aid sheet. Losing destroyers in no way whether it also loses an unexpended salvo
number of destroyers i n the flotilla. When affects the flotilla's search strength. along with the destroyer. The probability of
determining the flotilla's anti-submarine 23.15 Destroyers cannot transfer from one loss is equivalent to proportion of unexpended
strength, multiply the destroyer's anti- flotilla to another. salvoes to the number of destroyers currently
submarine strength (as found on the Submar- 23.1 6 Destroyers can move up to two zones in the flotilla. Use the Torpedo Loss Table on
ine Attack Table) by the current number of each turn. the lntermediate Player Aid sheet to determine
destroyers in the flotilla. For example, a flotilla 23.17 Destroyer flotillas can search and if the torpedo salvo is lost.
of six destroyers has an anti-submarine shadow. Destroyer flotillas can themselves be 23.46 If the destroyer flotilla has not ex-
strength during the day turns of 6 x 2 = 12. located by search. If alone (i.e., not part of a pended any torpedo salvoes, then the loss of
During the night turns, it has an anti- convoy or task force), a destroyer flotilla cannot one of its destroyers automatically causes the
submarine strength of 6 x 1 = 6. be shadowed. All destroyer shadow attempts loss of a salvo.
22.25 For each torpedo attack, the attacking are resolved on the lntermediate Shadow
player rolls one die and cross-indexes the Table. Destroyer flotillas cannot patrol. 23.5 Torpedo Attack Resolution
result with the target's total anti-submarine 23.2 Destroyer Fuel Expenditure 23.51 If the target IS an individual ship, all
strength on the Submarine Attack Table to 23.21 Every destroyer flotilla has a fuel torpedo salvoes to be fired must be directed
determine the number of effective torpedo allotment of 26 factors. Each turn that the toward that ship.
salvoes the submarine counter can fire at the destroyer flotilla is at sea, it expends one factor 23.52 If the target is a task force, the German
target. of its fuel allotment. Each turn it moves two player places a tactical counter for each ship
22.26 If the target is an individual ship, all zones, it expends three factors of its fuel face down on the battle board or any open area.
torpedo salvoes must be directed toward that allotment. The British player then allocates the torpedo
ship. If the target is a convoy, all torpedoes 23.22 When a destroyer flotilla expends all of salvoes he wishes to fire in any manner he
must be directed toward the convoy. They its fuel factors, it is immediately removed from wishes to any ship or ships in the task force.
cannot be directed toward a particular ship in play. This removal gives no victorypoints to the The British player cannot allocate any one
the convoy. German player. torpedo salvo against more than one ship. The
22.27 If the target is a task force, the 23.3 Torpedo Attack counter for each ship under attack is then
defending player places a tactical counter for 23.31 Destroyers can initiate torpedo attacks turned over.
each ship face down on the Battle Board or any against enemy ships in the same zone during 23.53 For each torpedo salvo, ttfe British
open area. If the task force has one or more the Torpedo Attack Phase. player rolls one die and cross-indexes the
destroyer flotillas, he must also place one 23.32 Destroyer flotillas cannot participate in result with the target ship's current evasion
flotilla counter with the battle counters. The naval combat. They mawbe attacked by air or by rating on the Torpedo Hit Table. This rating can
attacking player then allocates his torpedo submarine. They may also receive defensive be modified as explained in the Torpedo Hit
salvoes in any manner he wishes to any ship or fire by ships targeted for their torpedo attacks. Table.
ships (including destroyers) in the task force. 23.33 Destroyer flotillas may torpedo attack 23.54 If the result is a miss, no damage
Any one torpedo salvo can be fired at no more any single ship or task force located by search occurs. If the result is a hit, the British player
than one ship counter. The counter for each or shadow in the zone that i t occupies. Any rolls one die and cross-indexes the result with
ship under attack is then turned over. destroyer torpedo attacks are conducted after the target ship's type on the Torpedo Damage
22.28 For each torpedo salvo attack, the submarine torpedo attacks in the Torpedo Table to determine the damage received. All
attacking player rolls one die and cross- Attack Phase. damage is recorded immediately.
indexes the result with the target ship's (or 23.34 Each destroyer flotilla may conduct 23.6 Defensive Fire
destroyer flotilla's) current evasion rating on only one torpedo attack in a turn. The 23.61 Before any of the torpedo salvo attacks
the Torpedo Hit Table. This rating can be maximum strength of the attackdepends upon are resolved in a destroyer torpedo attack, the
modified as explained in the Table. If the result the number of destroyers currently in the German player may conduct defensive fire. If
is a miss, no damage occurs. If the result is a flotilla. the target is an individual ship, it may conduct
hit, the target receives damage or, if a 23.35 For each destroyer flotilla that he one defensive fire for each torpedo salvo
destroyer flotilla or convoy, loses one destroyer wishes to conduct a torpedo attack, the British directed against it.
or merchant ship. player selects one target. either a single ship of 23.62 If the target is a task force. all ships in
22.281 For each hit received by a cruiser, a particular type or a task force. If there is more the task force may each conduct one defensive
aircraft carrier or battleship, the attacking than one single ship of the specified type or fire for each torpedo salvo directed against the
player rolls one die and consults the Torpedo task force in the same zone, the ship or task task force.
Damage Table for damage. All damage to the force to be attacked is selected randomly from 23.63 To resolve each defensive fire, the
target is recorded immediately. the group chosen. German player rolls two dice. A sum of 2
22.282 For each hit received by thedestroyer 23.36 If an attacking destroyer flotilla is part through 6 in a day turn causes the attacking
flotilla, one destroyer is sunk. The British of a task force, the ships in that task force can flotilla to lose one destroyer. A sum of 2 or 3 in
player marks in the lntermediate Player's Aid only attack the same enemy ship or task force a night turn causes the attackingflotilla to lose
sheet the reduced strength of the flotilla. T h ~ s as the flotilla in the same turn. If there is more one destroyer. Any other result is a miss. Also
for each destroyer lost, the German player patrol and one LR recon not on patrol are the same manner as ships. German ships
determines whether it loses one of the torpedo searching for a convoy in the same zone. The which are to shadow must have a current
salvoes being fired. A result of 1 through 4and submarine has an off-board search strength of evasion level of 8 o r higher if the convoy is slow
the salvo is lost. A result of 5 or 6 and the salvo 1 and the LR recon has an off-board search or a current evasion level of 12 or higher if the
attack can be resolved. strength of 1 for a total off-board convoy convoy is fast. Submarinescanalwaysshadow
23.64 Any destroyer and salvo losses due to search strength of 2 in the zone. convoys.
defensive fire take effect before the British 24.24 The German player cross-indexes this 24.37 German air units may s ~ a ~ o w c o n v o y s
player resolves the torpedo attacks. search strength with the current number Of if not required to return to base that turn.
convoys on the Search Board to arrive at a 24.38 ~h~ G~~~~~ player can shadow con-
24.0 CONVOYS convoy location value.
24.1 General Rules voys only. He must use the lntermediate
z4.25 The German player then rolls two dice Shadow Table to resolve shadow attempts.
24.1 1 There are two categories of convoys
and reads the result. This dice roll may be Like normal shadow, there can only be one
available in the game, those that are on the
Search Board, termed on-board convoys, and modified as indicated on the table. If the result shadow attempt per convoy per turn for ships
plus all modifications is equal to or less than and air units. However, any number of
those that are not, termed off-board convoys.
Search for on-board convoys is conducted the convoy location value, then an off-board submarine counters may shadow the same
utilizing the normal search procedure. Search convoy has been located. If the result is greater convoy. ~ a c h counter must suc-
than the convoy location value, then noconvoY cessfully shadow by itself to be able to attack
for off-board convoys is conducted utilizing a has been located. the convoy.
special procedure to be described below. If an 24.26 When an off-board convoy is located,
off-board convoy is located, it is placed on the the German player announces the zone in 24.4 Convoy Attack Eligibility
board and remains in play as an on-board which the search occurred. Both players then 24.41 C o n v o ~ s l o c a t e d bnormal
~ search, off-
convoy. place the blank sideof a ship RTB marker in the search, Or can be
24.12 Any and all German ships and sub- zone to mark the presence of theconvoy. Once attacked in the same turn. Attacks against
marines can search for, shadow and attack a convoy is on the board, it convoys are resolvedafter all normal attacks in
convoys. Also, German air units (including LR there until it reacheszone J l 6 o r until it moves the phase have been completed.
recon) can search for, shadow and attack off the board. The discovery of an off-board 24.42 Any German ship (with sufficient
convoys. Search for off-board convoys is convoy immediately increases the number of speed to shadow the convoy) or a German air
conducted upon conclusion of normal search. on-board convoys on the Off-Board Convoy unit may attack a Convoy located in the same
A German unit can either search or shadow in Search Table for all subsequent off-board 'One by search Or A wbrnarine
a turn. It cannot do both. convoy including those yet to be counter can only attack a convoy it successful-
24.13 All German shipswhich participated in resolved in the same turn. ly shadowed. This means that it cannot attacka
combat against enemy ships cannot partici- 24.27 At the start of play there may be up to COnVOY in the turn it was located by search. A
pate in convoy attack unless the naval combat three convoys already on the Search Board shadowing unit Can only attack the Convoy it is
was against the target convoy's escort. If there depending upon the scenario being played:
is one German ship in a task force ineligible to Troop convoy WS8B, the convoy being escort- 24.43 AS in all other air attacks, the visibility
attack a convoy, all ships in the task force are ed by Ramillies and the convoy (actually one level must be equal or less than 6 to permit a
ineligible. ship, Britannic) escorted by Rodney. German air unit to attack a convoy. A German
24.14 Off-board convoy search may be air unit cannot attack a convoy at night.
conducted during day turns only. German 24.3 Convoy Movement and Search 24.44 A German ship which was involved in
ships, air units and submarines can search for 24.31 When a new off-board cOnvO). is naval combat against a convoy escort may also
or shadowon-board convoys in any turn, day or discovered, the British player must immed~ate- attack the convoy in the same turn at a reduced
night. Attacks against convoys can occur in ly determine its speed and destination. This is capability,
any turn. done by following the instructions given with 24.45 A German ship which was involved in
24.15 All zones west of, but not including, the the Convoy Speed and Destination Tables. against ships not in convoy escort
British patrol line (see Terrain Key) and the 24.32 It is a useful aid to mark an arrow on cannot attack any convoy in the same turn,
zones on or adjacent to the convoy routes east the convoy marker and point it toward the 24.46 When determining the target for
of and including the British patrol line may be convoy's mark a On the attack, consider a convoy as a fourth category
searched for off-board convoys. Off-board marker to indicate its speed. All three convoys along with single ship, single flotilla and task
convoys cannot be located in any other zone. that start play are fast convoys. force. If a convoy is the target selected, both
German units can make normal searches for 24.33 Fast can only On turns the escortandmerchantshipscanbeattacked.
on-board convoys in any search board zone. marked C. can On Any German ship can attack a convoy no
turns marked S. On-board convoys are not matter what type of escort it contains.
24.16 When using this convoy rule, the required to move toward their destination.
Chance Table is no longer used and the They can move in any direction the British 24.5 Convoy Attack Procedure
Chance Phase is omitted from the sequence of player desires. The British player must make a 24.51 Each unit's type determines its attack
play. mark in the Convoy Evasions Section on the procedure.
24.2 Off-Board Convoy Search Procedure lntermediate Players Aid Sheet each time that 24.52 For each ship which conductsan attack
24.21 At the conclusion of normal search in a convoy moves in a direction which is not against a convoy, the German player consults
the Search Phase, the German player may closer to its destination than its previous the Ship/Convoy Attack Table. German ships
conduct one off-board convoy search for each location. At the end of the game, the marksare cannot attack the merchant ships of a convoy
legal zone (see 24.1 5) in which he has at least totalled up. They can increase the German until all ships escorting the convoy have been
one unit eligible to search. Only those German victory point total. sunk or withdrawn from combat. If an escort
units which did not shadow in the turn are 24.34 Search for and by on-board convoys is ship withdraws from combat, it is no longer
eligible to conduct an off-board convoy search. conducted like that for and by any other ship. part of the convoy and must be immediately
German units which did not shadow can All rules which apply to ship search apply to placed on top of the convoy counter in the
conduct both a normal search and an off-board on-board convoy search. An on-board convoy Search Board.
convoy search in the same turn. has a search strength of 1, day or night. 24.53 Each German air unit utilizes the
24.22 The German player is not required to Merchant ships in convoy cannot participate in AirIConvoy Attack Table to determine the
make any off-board convoy search in a turn, naval combat thouah their escorts can. Con- results of its attack. Ships in escort may add in
nor, if he does conduct an off-board convoy voys cannot patrol or shadow. their anti-aircraft strength to the convoy as
search, must he search in everyzone that he is 24.35 Ships join or leaveconvoys in thesame in the table.
eligible to search. Off-board convoy search is manner as task forces. Place ships in escort 24.54 German submarines attack convoys
purely voluntary. a convov under the convov marker, shiDs utilizing the procedure outlined in 22.2.
24.23 For each off-board convoy search that in the same zbne as a convoy bt; not with it aie 24.6 Convoy Dispersal
the German player wishes to make, he first placed on top of the convoy marker. Ships in 24.61 At the conclusion of any naval combat
must determine the off-board search strength escort have the same evasion level as the phase in which one or more convoys or their
of the German units in the zone to be searched. convoy being escorted, i.e., 8for slow convoys, escort were attacked by one or more German
He refers to the Search Strength section of the 12 for fast convoys. A ship with an evasion ships, the British player can declare that any or
Convoy Search Table, totals the search rating of less than 8 cannot join a slow convoy. all of those convoys are in "dispersal." He
strengths of each searching unit in the zone, A ship with an evasion rating of less than 12 should mark down on a piece of scratch paper
and states the total aloud to the British player. cannot join a fast convoy. or in the lntermediate Player's Aid Sheet
For example, one submarine counter not on 24.36 Located convoys can be shadowed in which convoys are in "dispersal." Just mark
15
the RTB I.D. number on the reverse side of the 27.15 No bomber unit can launch an attack in 27.42 Against land-based bomber air attacks,
counter or the name of the counter, if given. a zone containing, or adjacent to, an enemy a ship may use its full anti-aircraft strength
24.62 German ships have a reduced attack coast unless using Land-Based Fighter rule against the attack directed toward itself. It can
against "dispersed" convoys as explained in (35.0). use half (rounded down) of its anti-aircraft
the Ship/Convoy Attack Table. 27.2 Air Combat Determination strength against any land-based bomber
24.63 "Dispersed" convoys have their inher- 27.21 All air combat is resolved on the battle attacks directed at ships in adjacent hexes. It
ent anti-submarine strength and anti-aircraft cannot direct its anti-aircraft strength against
board.
stsength halved (rounded down). land-based bomber attacks two or more hexes
27.22 During the air attack phase, either
24.64 Convoys in "dispersal" can have no away.
player announces any air attacks against
escort. 27.43 A ship may divide its anti-aircraft
single ships, flotillas, task forces and/or
24.65 Once in "dispersal," the convoy must strength against more than one land-based
convoys, he wishes to initiate. The British
remain in "dispersal" for the remainder of the bomber air attack. Whatever is allocated to an
player always resolves his attacks first.
game or until it reaches its destination. attack adjacent to it must be halved, rounded
27.23 If the attacking player has more than
one air unit in the zone, he can split the air down.
24.7 A t Start Convoys For example, two land-based bomber air units, each
24.71 Technically, the Rodney is not escort- units to attack more than one target. Any one of which were determined to have 5 planes after
ing a convoy, but one ship, the Britannic. The air unit can attack no more than one target i n a consulting the Land-Based Bomber Strength Table.
Britannic cannot disperse. turn. attack the Bismarck and Prinz Eugen in task force.
24.72 The procedures for attacking convoys 27.24 If there is more than one target of the The German player places both ships in hexes
qpplies to attacking the Britannic. type named for attack, the target to be attacked adjacent to one another on the battle board. The
24.73 If this convoy receives a hit, the is determined randomly. British player allocates eight planes to the Prinz
27.25 No air attacks can occur at night, in fog Eugen and two planes to the Bismarck. The German
German player receives 4 v.p. for sinking the player commits all of the Prinz Eugen's anti-aircraft
Britannic and the convoy marker is immediate- or when the visibility is 7 or worse.
strength of six to the air attack against itself. The
ly removed from play. German player splits the Bismarck's anti-aircraft
27.3 Air Combat Set-Up
24.74 The Rodney and Ramillies convoys are strength of 8, committing six factors to the attack
no longer restrtcted to their Basic Game 27.31 For each air attack, the defending against the Prinz Eugen. Thisstrength must be halved
routes. The British player must still exit the player places a tactical counter for each ship in to three since the attack is being directed to an
Britannic at the west board edge and the the target under attack, facedown on the battle adjacent hex. The remain~ngtwo factors are commit-
Ramitlies convoy at J16. board. Only one ship can be placed in any one ted to the air attack directed at itself. The total anti-
hex. Placement of ships is important for anti- aircraft strength directed at the air attack against the
aircraft strength allocation. One destroyer Prinz Eugen is nine and against the Bismarck is two.
25.0 TROOP CONVOY WS8B flotilla counter is placed on the Battle Board to
25.1 The British player has a search counter represent all of the flotillas in the target. The
labelled convoy WS8B. This counter repre- 27.44 After all of the land-based bomber air
attacking player does not reveal the strength or attacks are resolved, the defending player
sents an important convoy of five ships the types of air units involved.
containing British troops and equipment being commits his anti-aircraft strength against any
27.32 If German air units are attacking a attacking dive or torpedo bombers using the
sent ta North Africa. convoy with escort, place the convoy marker
25.2 The troop convoy is placed on the Search same procedure as described for land-based
with the ships in the escort on the battle board bombers with one major difference.
Board at Clyde along with its escort as to represent the merchant ships of the convoy.
explained in the Intermediate Order of Battle. 27.45 If the attacking aircraft are torpedo
27.33 The attacking player determines his air bombers, the attacking player must also
25.3 The troop convoy is fast. It moves on C attack strength and allocates it among any and
turns only. It must move toward the south edge indicate a hex of approach. For each hex in
all of the ships, the flotilla, and/or the convoy which he has placed torpedo bombers, the
of the board between 217 and 221 inclusive. in the target as hedesires. He must distinguish
25.4 For each ship of the troop convoy sunk, attacking player must also announce one
between land bomber attacks and dive or adjacent hex as the hex of approach. It cannot
the German player gains 8 v.p. If the German torpedo bomber attacks. He uses a number
player gets five hits againstthe troopconvoy, it be either the hex toward which the target
marker to show the strength of each attack. ship's bow points or the hex toward which the
is removed from play. The German player can The number markers for land bomber attacks
never receive more than 40 v.p. for the troop target ship's stern points.
are placed on the target ship. The strength 27.46 A ship which is directing some or all of
convoy. For each ship of the convoy which is markers for torpedo or dive bombers are placed
nqt sunk, the British player receives 2 v.p. at its anti-aircraft strength toan adjacent torpedo
in the hex that the target ship occupies. air attack has that anti-aircraft strength
the end of play. 27.34 The attacking player may split the air
26.5 All rules which apply to convoys also quartered (rounded down) rather than halved if
strength of a bomber air unit against more than it is not adjacent to the hex of approach. Its
apply to the troop convoy. Its only difference is one ship in the target.
its greater value. anti-aircraft strength is not modified whatso-
27.35 The air strength of carrier-based ever if i t occupies the hex of approach or the
25.6 Any time the troop convoy is included in bomber air units is printed directly under the
play, the British player also is permitted to use hex of attack.
type symbol. This is the actual number of 27.47 Anti-aircraft strength of the destroyer
the Exeter and Cairo. They start with the planes in the unit.
convoy as escorts. flotilla(s) is automatically two. It can apply it
27.36 There is no set air strength for land- only against attacks directed toward itself.
based bomber air units. Instead, on the counter Other ships cannot direct their anti-aircraft
26.0 HUFF/DUFF is printed an asterisk. The strength of a land-
When using the Convoy Optional Rule, at the strength to any air attack against thedestroyer
based bomber air unit isdetermined by adding flotilla. A destroyer flotilla defends against air
beginning of each turn, the German player the current visibility level of the zone of attack
must consult the Huff/Duff Table. If the result attacks as if it were by itself.
with the range, in zones, of the air unit to its 27.48 A ship which used its anti-aircraft
names a ship currently at sea, he must reveal home base and, then, cross-indexing this sum
either the zone occupied by or any zone strength against land-based bomber air units,
with a dice roll on the Land-Based Strength and was not sunk, can use it again against dive
adjacent to the ship named in the table. Table. or torpedo bomber attacks.
27.37 The defending player then flips over his
27.0 AIR COMBAT ship counters. He allocates the anti-aircraft 27.5 Air Attack Resolution
27.1 General Rules strength (printed on the counter)of his ships to 27.51 Attacks against different ships are
27.11 To resolve air attacks against ships, the attack(s) as explained in the next section. resolved in the order designated by the
destroyers and convoys, players no longer use 27.38 Attacks directed against the convoy attacking player.
the system and tables presented in the Basic marker are resolved after any air attacks 27.52 Land-based bomber and carrier-based
Game. A more detailed system has been against the escort. The air attack against the bomber attacks, or land-based bomber air
developed and presented herein to resolve convoy is resolved using the Air/Convoy units from different home bases, can never be
these air attacks. Attack Table. All escort ships sunk by an air combined; they must be resolved separately. If
27.1 2 Air units cannot attack submarines. attack cannot add their anti-aircraft strength to the total air strength of a bomber group
27.1 3 An air unit can attack any one target, the convoy in the same phase. attacking the sameship is greaterthan ten, the
either a single ship, flotilla, task force or air strength must be broken into waves of 10or
convoy that has been located by search or 27.4 Anti-Aircraft Allocation less. The composition of each wave is uptothe
shadow in the zone that it occupies. 27.41 All land-based air attacks are resolved attacking player. as long as it does not exceed
27.14 Air units cannot leave a base in fog or before torpedo or dive bomber attacks, if any, ten. It must be stated before any attacks are
at a visibility level of 6 or worse. are resolved. resolved.
27.53 The defending player determines the 28.7 Fighter air units have a combat strength 31.0 AIRCRAFT CARRIER
effect of his anti-aircraft anack against each similar to carrier-based bomber air units. The LAUNCH CAPACITY
wave attack. He rolls one die and consults the small number below the type symbol indicates
Air Penetration Table corresponding to the the actual number of aircraft it contains. 31.1 Aircraft carriers have a limited service
bomber type. The resulting decimal multiplied capability and ammunition supply. Each time
28.8 When air players that a carrier-based bomber air unit in attack
by the anti-aircraft strength(fractions rounded must add the following steps:
to nearest olace)givesthe number of aircraft in mode flies from its carrier, the controlling
the wave .unable to penetrate to deliver the 28.81 If both escorting and CAP fighters are player must mark one of the carrier's attack
attack. If it is equal to or greater than the over the same target, CAP fighter penetration boxes on the Hit Record Pad. .When all of the
number of aircraft in the wave, no aircraft may must bedetermined. Escort fighters nullify one boxes have been marked that aircraft carrier is
penetrate. CAP fighter aircraft for each escort fighter no longer able to launch bomber air units in
27.54 Each air strength point able to pene- aircraft. attack mode.
trate resolves its anack on the appropriate 28.82 All CAP fighter aircraft not stopped by 31.2 Aircraft carriers are never penalized
Bomber Hit Table if attacking ships or Air/Con- escort fighters may attack enemy bombers. when launching air units in reconnaissance
voy Attack Table if attacking the convoy Each CAP fighter can prevent two bombers mode or fighter air units in anack mode. These
counter. from penetrating toattack. If there is more than can always be launched.
27.55 For each hit gained, its effect is one type of bomber involved in the attack. 31.3 ~h~ ~~~l~ isa special case. The Eagle
determined using the Dive/Level Bomber randoml~determine by die roll (1-3 dive or
Damage Table if from a dive or level bomber or cannot launch more than nine of its air unitsof
torpedo bomber; 4-6 level bomber)which type any type and in any mode during the entire
Torpedo Damage Table if from a torpedo is stopped for each CAP fighter.
bomber. -
game.
28.9 Those bombers unablepenetrate are 31.4 If an aircraft carrier receivestwoor more
27.56 Alldamage takes effect and is recorded
deducted from the bombing strength before it midships hits, it is no longer capable of
as soon as it occurs.
is allocated to individual targets. launching aircraft.
An example of air att8ck:The attacking player has 29.0 AIR UNIT LOSS 32.0 AIRCRAFT CARRIER
15 level bomber strength points (i.e., 15 aircraft)
directed against a cruiser. The defending player has 29.1 When resolving air attacks in the Air PROCESSlNG
allocated a total of 8 anti-aircraft strength points to
Attack Phase, there is a possibility that 32.1 The Intermediate Player Aid Card has a
this attack. The anacking player must divide the air
anack into at least two waves. Hechooses to form one individual aircraft will be eliminated due to processing section for each carrier, Upon
wave of 1 0 planes and the second wave of 5 planes. anti-aircraft and/or enemy fighter action. return from its mission, each carrier-based air
The defending player determines the effect of his 29.2 E~~~ time a playerdetermines the unit must be placed in the Processing On-Deck
anti-aircraft attack. Againstthe firstwave, he rolls a 3 failto penetrate, box of its its home carrier. Fromthere, it can be
which results in .40. The anti-aircraft strength of 8 number of his planes '
Result
II
the Intermediate Order of Appearance. Every
zone on the Search Board, therefore, will be
spanis,,N ~ ~ - B ~ ~ ~ ~ ~ ~ ~
covered by a visibility level. German Ship or task force may remain in port indefinitely. Henceforth treat Ferrol asafriendly
- port. Award five victory points to German player for diplomatic victory.
33.2 Weather Maintenance
2. Spanlsh Indecision
33.21 At the start of each Visibility Phase
except in the first turn of play, either player German ship or task force may remain in port indefinitely. If that ship or task force re-entersor
determines the movement of the number any other German ship or task force enters Ferrol, consult table again for new result. Award
markers for each track by consulting the German Player 2 victory points.
Weather Movement Table. Movement for each
track is determined independently. All move- 1
3-5 Geneva Conventlon
ment must be from west to east. For example, a Spanish government conforms to Geneva Convention. German Ship or task force must leave
die roll of one for the northern track causes all Ferrol by the sixth turn (24 hours) of the turn of entry. Ships may refuel while in port. Award five
number markers to move eastward to the next victory points to British player for diplomatic victory.
box. The marker in box 12 moves to box 13, etc.
1
The marker at the end of the track is removed 6 Internment
from the Search Board.
I
3erman ship or task force interned by Spanish government. Ships may never leave Ferrol.
33.22 If after weather movement, there is no Award victory point value of all ships interned plus ten additional victory points for the
longer any marker in either track's system start diplomatic victory to the British player.
box, then, and only then, both players deter-
mine a new frontal weather system for that NOTES: 1. Only a German ship task force which contains a ship with at least one half midships
track using the Weather System Appearance damage or insufficient fuel to reach a friendly port at maximum speed may enter Ferrol.
Table. 2. Except for result 2. "Spanish Indecision," any other result in the Ferrol Entry Table is
33.23 A weather system is composed of a permanent.
specific sequence of visibility levels. When a
new weather frontal system has been deter-
mined, the number markers are stacked in the SPANISH REACTION TO BRITISH RAID TABLE
system start box in the same sequence as Die
given in the table. The top marker corresponds Roll Result
to the rightmost visibility level of the weather
frontal system.
33.24 When there is movement along the
track, only the top marker in thestack is moved
to the next box.
33.25 As in the Weather andvisibility Option
I
1 Spain Declares War on Britain
Award 75 victory points to German player.
as X. Visibilities less than 1 are treated as 1. NOTE: All results except 4-6, "Spain Maintains Neutrality" are permanent. If the "Spain
33.27 Variability affects search only. It does Maintains Neutrality" result occurs the following procedure is instituted. For each subsequent
not affect visibility in any other phase of the British attack on Ferrol, consult the table untila permanent resultoccurs. Foreachsubsequent
tllrn attack an additional one is subtracted from the die roll.
36.2 The British player may use up to 10 land-
SHlP BREAKDOWN TABLE
based fighter planes total each day within
two zones of any Great Britain coast zone.
36.3 The German player may use up to 10
Die
Roll
Germany -, 11
Britain ,-
12
France U.S.
20
52.5 German Victory Point Schedule: The 52.55-Each of the following 53.31 They are in naval combat.
German player accumulates victory points ships which break from 53.32 The total number of the enemy's
for the following events at the end of play. convoy escort: Rodney, undamaged hull boxes exceeds their un-
52.51-Sinking the Eagle -1 5 pts. Ramillies, Cairo and damaged hull boxes.
-Sinking the Nelson -14 pts. Exeter - 1 pt.
-Sinking the Exeter and 53.33 There are no German ships in combat.
London (each) -8 pts. 52.6 Repairs do affect damage victory polnts 53.4 As soon as the above conditions are met,
-Sinking the Cairo -4 pts. (12.5). Only that damage which is unrepaired the British player immediately determines if
-Sinking the North Carolina -20 pts. at the end of play may be counted. This the French ships involved in combat surrender
-Sinking the Augusta -1 0 pts. includes ships in port or off the board as well as by consulting the French Surrender Table.
-Sinking the Dunkerque at sea. 53.5 French Surrender Table
and Strasbourg (each) -8 pts. 52.7 Victory points awarded to a player Die
-Sinking the Algerie and because of enemy carrier-based air loss are Roll Result
Tourville (each) -6 pts. still counted even if the home carrier is sunk.
-Sinking the Gloire and 1-3 All French ships whose evasion level
Planes lost with the carrier are not counted.
Galissonniare (each) -4 pts. is greater than the fastest British ship
-Each Allied destroyer sunk -2 pts. of the same or larger general type must
-Each British submarine immediately withdraw. All French ships
sunk -2 pts. unable to withdraw must surrender.
53.0 FRENCH SHIP CAPTURE 4-6 No Surrender.
-Each merchant ship sunk -% pt.
53.1 If the German player controlsthe French 53.6 The surrender resolution is made only
-Each British plane lost -% pt.
ships, the British player receives their vic- once in a combat action as soon as the
52.52-Each convoy evasion move -% pt.
tory point value if sunk. conditions listed in 53.3 permit.
52.53-Each German ship which
exits south board edge 53.2 The British player receives double the 53.7 A French ship which does not surrender
from row 2 -4 pts. French ship victory point value if captured. i n one turn may surrender at a later turn.
52.54-Each merchant ship of 53.3 French ships can be captured if they
convoy WS.8B sunk 53.8 French ships which surrender are im-
conform to the following conditions: mediately removed from play.
(maximum 4 0 points) -8 pts.
I
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ADVANCED GAME
pkliiq
+5 +5 +4 +2 0
6 7 8 X
-1 -2 -3 no
Nelson
/
, Broadside ",
Quadrant \
9
54.4 Battle Maneuver Gauge and Range
Finder
Each side gets one Battle Maneuver Gauge 55.27 The attacking ships may be faced in
and one Range Finder. The Battle Maneuver 55.23 Direction Establishment Table any onedirection as long as all ships are within
Gauge, is used to move and turn ships in 55.231 If both defending and attacking ships the required quadrant and no attacking ship is
combat. The Range Finder is used todetermine entered the combat zone in the movement closer to a defending ship than prescribed by
the distance between two ships. phase, the direction of attack is determined by the correct range.
54.5 Advanced Game Combat Card the following procedure. The defending player 55.28 All ships start combat face down.
The tables on this card are used to resolve states the adjacent zone occupied by the
advanced game naval combat. defending ship, task force or convoy'escort
before entering the zone of combat. This zone 56.0 SEQUENCE OF PLAY
55.0 SET-UP is counted as 1. From this zone the attacking Advanced naval combat is conducted in
When contact has been made on the search player counts each zone clockwise around the rounds. The naval combat phase is over only
board and the ships involved are to proceed to zone of combat until he reaches the adjacent when all of one player's ships involved have
naval combat, the following procedure to set- zone his attacking ships occupied. The direc- been sunk or successfully disengaged. Each
up combat is used. tion of approach corresponds to the number round is divided into several phases which
55.1 Ship Formation the attacking player has counted as indicated must be performed in the sequence described
55.11 If one or both players have more than in 55.232. below.
56.1 Initial Movement Plot movement factor. The speed loss is only
5 8 . 0 CHANGE OF SPEED temporary.
Both players secretly write in the speed and 58.1 Each ship is given a movement factor
move plot for each of their ships for segment 1 59.2 Place a quadrant marker on the ships
(m.f.) which determines the maximum number involved. If they also overlap there is a
of the current round. of factors that ship can move in a round.
56.2 Initial Movement Resolution: Players collision, if they do not overlap, there is no
58.2 When plotting a ship's initial move each collision.
move all of their shipsasplottedforsegment 1. round, the controlling player must write in its
56.3 Initial Combat Designation: Players speed. This speed cannot exceed the ship's 6 0 . 0 GUNNERY STRENGTH
designate fire for each ship in the Fire movement factor. The movement factor can be 60.1 Each ship has a certain number of guns
Designation Section of the Hit Record sheet. reduced due to damage acquired. as given in the Specification Chart. Guns are
56.4 Initial Combat Resolution: Players 58.3 The movement plot for the first move- divided into two classes, main gun and
resolve fire as designated. Damage received is ment segment must be half (rounded up) of the secondary gun.
marked on theHit Record sheet. ship's speed. The movement plot for the 60.2 Main guns are grouped into turrets.
56.5 Second Movement Plot: Players se- second segment must complete the remainder These are labelled in the Hit Record sheet,
cretly write in the move for each of their ships of the ship's speed. For example, the Bismarck main gun A, B, X and Y. Note that not all ships
for segment 2 of the current round. The total is to move at a maximum speed of 9 in round have four turrets. The number in the turret
move for segment 1 and 2 cannot exceed the one. In the initial movement segment, the indicates the number of guns in the turret.This
current speed. Bismarck must use exactly 5 factors of its ranges from two to four guns per turret.
56.6 Second Movement Resolution: Play- speed. In the second movement segment, it 60.3 Secondary guns are also grouped into
ers move all of their ships as plotted for must use exactly 4 factors of its speed. turrets. Each box represents one turret. Ships
segment 2. 58.4 A short turn expends a full movement may contain from one to five turrets on each
56.7 Second Combat Designation: Same as factor. side of the ship. The number in the box
56.3 58.5 A battleship, battle cruiser or aircraft indicates the number of guns in the turret.
56.8 Second Combat Resolution: Same as carrier can increase or decrease its speed by Ships which have a 0 turret, actually have no
56.4 no more than 7 m.f. from its previous round's secondary armament. It is given a box for
speed. Destroyers and light cruisers are under damage purposes only.
57.0 MOVEMENT PROCEDURE no such restrictions and can change their 60.4 Also by each turret are several arrows.
57.1 Ships are moved individually with the speed by any amount. These arrows indicate into which quadrants
use of the battle maneuver gauge. A ship can 58.6 If damage has forceda battleship, battle that turret can fire.
move any number of factors up to its current cruiser or aircraft carrier to reduce its move- 60.5 A main gun turret can fire at any one
speed and within its acceleration or decelera- ment factor by more than seven factors, it will enemy ship in one of the legal quadrants as
tion limit. Movement factors are marked on the take two turns for the ship to reduce its speed illustrated below. Note that the quadrant
battle maneuver gauge. to its revised movement factor. It must reduce marker must be used to determine the quad-
57.2 Each individual movement factor must its speed to its new movement factor as soon rants.
be one of three types: straight, full turn, or as possible. 60.6 A secondary gun turret can fire at any
short turn. Straight movement is measured 58.7 In the first round of combat, players can one enemy ship i n one of the legal quadrants
along the straight edge of the gauge. Turns are select any starting speed for their ships. as illustrated below. Note that most secon -
measured along the curved edge of the gauge. 58.8 A ship which loses movement factors dary turrets can never fire across the bow or
All movement is conducted from the white during an initial combat resolution phase stern of the ship.
stripe on the counter. that lowers its movement factor to less than 6 1 . 0 FIRE DESIGNATION
57.3 When executing a short turn, a ship is its current speed must reduce its current speed 61.1 During each fire designation phase,
permitted to move less than the full factor. and its second move for the round by half players recordeach target ship and the number
57.4 A short turn can only be executed if it is (rounded down) or to its current movement and type of guns directed at it for each firing
the last factor of the move or if the next move factor whichever is less. The ship completes ship in the Fire Designation Section of the Hit
is straight ahead. the movement loss (if any remains) in the next Record sheet.
57.5 Movement Plot round. 61.2 A shipcan fire at any number of shipsup
57.51 The Movement Plot section of the Hit
Record sheet is divided into three columns. In
5 9 . 0 COLLISION to the number of turrets that it has. A ship can
never split the guns of a single turret between
the first column isputtheship'sspeedfor each 59.1 If ship counters overlap at the end of more than one ship. More than one turret can
round. In the second column is put the ship's their move collision may oc:ur. All ships fire at the same ship.
written move for the initial movement resolu- involved in collision immediately have their 61.3 To distinguish between the main gun
current speed halved. As soon as the ship
tion phase. In the third column is put the ship's
moves one complete round at that halved or and secondary guns; place the letter 'm' bvthe
written move for the second movement
slower speed, it may increase its speed up to its number of main guns firing at the target and
resolution phase.
57.52 When plotting each move of his ships
on the Hit Record sheet, a player must use the
following notation. STERN
t -
57.521 The number of factors that a ship is to
move straight ahead is written as a number.
57.522 Any turns made by the counter are
written as an 'R' for each right-hand or
starboard turn factor or as an 'L' for each left-
hand or port turn factor.
57.523 A short turn is written as 'r' for a
right-hand turn or 'I' for a left-hand turn. Port Secondary
57.53 All plot notations must be specific and
written in the exact sequence in which it will
be executed.
Examples of plot notation: 31 1-the ship
moves three factors straight, one factor to the
left and a partial factor to the left.
LL1R1-the ship moves two factors to the left,
one factor straight aheadonefactorto the right
and finally one more factor straight ahead.
57.6 Logs are open to inspection only at the
conclusion of each segment. It cannot be
checked during the segment.
57.7 If one or more ships in column are to
follow the lead ship, it is sufficient to mark
'follow' in the Hit Record sheet. In this case,
the ship will follow the exact path of theship in
its immediate front.
the letter 's' by the number of secondary guns main guns at the Hood at extreme range, had roll to determine the type of armor that must be
firing at the target. not fired or had just fired its secondary guns at penetrated. The defending player then con-
61.4 An enemy ship must be in a quadrant the Hood in the previous round, it would have sults the target ship's armor section and states
into which the turret can fire to be a target for to add 16 to the dice roll. aloud the thickness of the armor type selected.
that turret. 62.54 All other modifications are determined 63.5 The attacking player then states the gun
61.5 No enemy ship which is more than in the Hit Modification section of the Hit Record type. He cross-indexes the type with the range
28,000 yards from the firing ship can be a sheet. Certain of these modifications can be in the Penetration Chart. If the resulting
target for that ship's fire. Range is always determined directly from the Hit Record sheet. thickness is equal to or greater than the target
measured from center of quadrant marker to Other modifications must be determined from ship's armor, the round penetrates and a hit is
center of quadrant marker. one of the tables provided in the Advanced scored. If the resulting thickness is less than
61.6 If the identities of the enemy ships are Tables Card. the target ship's armor, the round does not
unknown, the opposing player will give each penetrate and no hit is scored.
ship an I.D. #, stating the number aloud and 62.55 The modifications have been organ-
recording it by the ship's name on the Hit ized into categories to ease the modification 63.6 Certain results have no armor to pene-
Record sheet. Number markers can be placed process. Players who follow the system trate. Damage is automatically scored in this
on the counter as a reminder. outlined below will minimize the time that it case.
61.7 The Fire Designation Section is not takes to calculate the modification. Note that 63.7 Some results require the player to
aligned with the round number of the Move most of the modifications can be pre- consult a special damage table. This is done in
Plot. A player can attack more than two targets determined in other phases of the round. addition to any hit scored.
in a round. As each attack is resolved, the 62.551 Modifications 1 and 2 are permanent.
attacking player should 'X' out the designation They never change throughout the entire 64.0 RECORD OF DAMAGE
to indicate that it has been executed. battle. These modifications are identified by 64.1 A record of damage must be maintained
the prefix (P). These modifications should be
62.0 GUNFIRE RESOLUTION entered at the start of combat.
for each ship on the Hit Record sheet.
62.1 Each ship's fire is resolved in two steps. 64.2 The size of each hit varies according to
62.552 Modifications 3.4.and 5 are affected the type of gun which is firing as indicated in
Players first determine the number of hits a by damage to the firing ship and are identified
ship acquires on its targets. Then the damage the Damage Table.
by the prefix(D).These modifications should be
for each hit is determined. checked when the ship receives damage. Be 64.3 As damage for a hit is determined,
62.2 All gunfire in the same segment is careful to make sure that a modification does players mark out boxes in the appropriate hit
considered to occur simultaneously. Damage not take effect until the next combat resolution location from left to right.
does not takeeffect until all gunfire is resolved. phase. 64.31 In all cases but one, a hit which fails to
62.3 British ships resolve their gunfire first penetrate the required armor causes no
before German ships in any order the controll- 62.553 Modifications 6 and 7 are affected by
the ship's move and are identified by the prefix damage. If a hit fails topenetrate the armor of a
ing player wishes. main gun turret, it still causes some damage.
(M). During each movement plot phase, the
62.4 Hit Determination controlling player should check whether either 64.32 If a hit penetrates the main gun or
62.41 To determine the number of hits a ship modification applies in the next combat phase. crown armor, the entire turret is destroyed. If
gains on a target, the attacking player must first 62.554 Modifications 8, 9, 10.11 and 12 are the hit does not penetrate the armor, it scores
determine which range segment the target affected by target designation and are labelled damage as indicated by size of shell. When all
ship occupies as indicated on the Range bv the orefix IF).These modificationsshould be of the boxes are completely marked out, the
Finder. checked during each fire designation phase. turret is destroyed anyway.
62.42 The attacking player then cross- 62.555 The final four modifications 13, 14, 64.33 Some guns cause less than a full box
indexes the rangewith thetypeof gun firing on 15 and 16 are the only modifications that need worth of damage. Because of this, each box is
the ship's Rate of Fire Chart. Main and be checked when determining the modifica- divided into quarters. For example, if a type D
secondary gun fire must be resolved separate- tion. Note that in all modifications, 'ship' refers gun scores two hits on the hull, a total of one
ly. The result is called a gunfire multiplier. to the firing ship and not the target ship. and one half boxes are marked out.
62.43 The number of guns firing is multiplied 62.6 Each modification should be entered in 64.34 No box or fraction of a box may be
by the gunfire multiplier and rounded to the the space provided. When a modification is skipped when recording damage.
closest whole number to get the ship's changed, mark out the previous modification 64.35 Gun size is ignored when recording
gunnery factor. For example, the Bismarck and enter the new modification. secondary turret hits. A gun which penetrates
fires all eight of its main guns at the Hood secondary gun armor destroys the entire
which is 26,000 yards away in its starboard 62.7 If the ship is firing at more than one
target, modifications 8 through 16 may be turret.
broadside quadrant. The Hood is at extreme
range. The German player cross-indexes the different for each target ship. Players should 64.4 The exact location of turret damage is
range (extreme) with the main gun column to take care to distinguish between the always determined randomly among the
get a gunfire modifier of .3. This is multiplied modifications for different targets. turrets involved. This must include turrets
by 8 and results in agunneryfactor of 2(8x .3= 62.8 In the modification section of the Hit which have already been destroyed. It is
2.4 'rounded to closest whole number of 2i. Record sheet, sections (D)5 and 13 use the posiible for the same turret to be hit many
terms 'turn' and 'round'. These terms must be times before another turret of the same type is
62.44 The attacking player rolls two dice, changed to 'segment'. hit.
determines the modification to the roll and
6 3 . 0 DAMAGE 64.41 Secondary turrets in the port secon-
cross-indexes this result with the gunnery
dary section of the shipcan only be hit by a ship
factor on the Advanced Hit Table to get the 63.1 Once the number of hits acquired on a in the port quadrants of the target ship.
number of hits scored. target has been determined, the damage Secondary turrets in the starboard secondary
62.5 Hit Modifications caused by the hits must be determined. section of the ship can only be hit by a ship in
62.51 The most difficult part of gunfire 63.2 For each hit, the attacking player rolls the starboard quadrants of the target ship.
resolution is determining the modification to two dice and consults the Advanced Damage 64.42 Bow main gun turrets are turrets with
the Advanced Hit Table dice roll. This is also an Table. If the firing ship is in the target ship's an arrow pointing to the bow quadrant. Stern
extremely important part of the system and a bow or stern quadrant, the bow or stern main gun turrets are turrets with an arrow
specific procedure has been developed to section of the table is used. If the firing isin the pointing to the stern quadrant.
facilitate its implementation. target ship's port or starboard broadside
quadrant, the broadside section of the table is 64.43 In cases where a hit is scored on a
62.52 All modifications are cumulative. turret which has already been destroyed, no
used.
62.53 If a ship is firing a gun typeat a target at damage occurs.
63.3 Damage as determined on the table may
which it had notfiredwith thesamegun type in or may not take effect, depending upon armor 64.5 Once all superstructure boxes have
the previous combat resolution phase of the penetration. By each result is a series of codes. been marked out, all subsequent damage to
battle, it must modify the dice roll with the Each code indicates a type of armor. the superstructure is treated as hull damage.
Targeting Modifier on the Rate of Fire Chart.
63.4 Players cross-index the range between If they wish, players may automatically
For example, if the Bismarck, firing its eight the firing and target ship and the damage dice cause a ship to lose its radar as soon as it
receives a superstructure hit. This reflects the 67.2.Reduced Turn Arc
67.62 A ship may lay smoke in an unlimited
flimsiness of the radar structure at this time. 67.21 Included in the rules with the Interme- number of turns.
Players are not required to use this rule. diate Weather Tables are two turning arcs.
64.6 Note that the hull modification (D) 3 is 67.63 A smokescreen must be indicated in
These are attached the maneuver the movement plot. Mark 'SC' for smoke cover
indicated in the hull section. The modification gauges as indicated.
or 'SF' for smoke
- -. . .front.
.. - . ..
.
to be used is that in the left-most box of the 67.22 Battleships and aircraft carriers use
hull with at least one quarter undamaged. the outer curved portion of the gauge. Cruisers
67.64 When a ship plots smoke cover, all fire
directed at it must be modified by +8 in the next
64.7 There are special targets that .can be use either the intermediate turn arc or the
resolution phase. All fire of the ship
damaged. outside arc in its turn maneuver. Destroyers
under smoke cover must be modified by 5,
64.71 If the MFC Dir (main fire control may use all three turn arcs when making its
director) or Plot (plotting room) isdamaged, the turns. 67.65 When a ship plots a smoke front, it
places a number marker at each end of its
firing ship receives a permanent reduction to 67.23 A ship which hasachoiceof morethan move in its next movement phase. The outer
its fire modification. Only if the player gets a hit onearc with which tomakeaturn, marksa +or edge of each marker must be in line with the
on the special damage table will damage occur $ above the turn notation to indicate the wider
even if the armor was penetrated. These are ship's white stripe at the beginning and the
arc. For example, a cruiser which makes a left end of the move. The controlling player
the only target locations where armor may be turn on the battleship arc marks 'L+'. A
penetrated but no damage occurs. chooses which side of the ship the markersare
destroyer which makes the same turn marks placed.
64.72 If damage occurs in the control tower 'LS'. If it turns at the cruiser arc it marks 'L+'.
67.651 A smoke front is positioned along an
or rudder, the players consult the appropriate 67.3 Ship Weaving and Salvo Chasing imaginary line running from outer end of
special damage table to see how it affects the
67.31 In any movement phase in which a ship marker to outer end of marker.
ship's performance.
makes three or more turns, it is automatically 67.652 Any ship whose line of sight to the
64.73 Rudder and conning tower damage can considered to be weaving in the next combat target ship crosses any part of the smoke front
accumulate. Each time damage is acquired, resolution phase and gains the weaving modi- has its fire dice roll modified by +15,
the appropriate special damage table is fication.
consulted. Once the MFC Dir or Plot is 67.653 The smoke front remains for two
destroyed, all subsequent damage to thesame 67.32 In any rmvement phase in which a ship complete combat resolution phases then it is
hit location is ignored. makes threeor more turns otwhlch at least one removed,
is in the opposite direction to the others and in 68.0 REPAIRS
64.8 Once all hull boxes have been complete- which the note 'C' appears in the movement
ly marked out, the ship is sunk. plot, the ship is automatically considered to be 68.1 Repair to the rudder may also be
salvo chasing in the next combat resolution attempted hen making repairs.
6 5 . 0 AMMUNITION phase and gains the salvo chasing modifica-
EXPENDITURE 68.2 Repair procedure is the same as in the
tion. intermediate game with the following excep-
65.1 Each gun of an Allied shipexpends three 67.33 A ship can be either weaving or salvo tions.
ammunition factors when firing at a target in chasing, never both.
long or extreme ranges. 68.21 Main gun turrets which have been
67.34 The controlling player must indicate destroyed cannot be repaired.
65.2 Each gun of a German shipexpendsfour
ammunition factors when firing at a target in that the ship intends to salvo chase in the 68-22only one damaged main gun turret
long or extreme ranges. movement plot. If there is no notation and the may be subject to repairin a turn.
ship is making thecorrect turns it is considered
65.3 Each gun of all ships expends six to be weaving instead. 68.23 Players must substitute the Secondary
ammunition factors when firing at a target in Repair Table in 68.3 for the one used in the
67.4 Reduced Rate Of Fire intermediate game.
point blank, short or medium ranges.
67.41 The attacking player can voluntarily
65.4 If the guns are also targeting, the reduce the number of guns firing in thecombat
ammunition expenditure is halved (rounded resolution phase to conserve ammunition. For 68.3 Rudder Repair Table
down). example, the Prince of Wales has been Die
65.5 Once all ammunition of the gun type has
been expended, the ship can no longer fire
those turrets.
65.6 If they wish, players may divide their
designated to fire its 4gunAturret.The British
player may choose to fire with either 3, 2 or 1
guns in order to conserve ammunition. In
actuality the ship is still firing 4 guns but at a
reduced rate of fire.
Rall Result
~dderRepair
~nsuccessful -
ammunition supply equally among the turrets.
Ammunition may not be transferred from 67.42 For each gun that does not fire, the Secondary Repair Table
turret to turret. attacking player can modify its fire dice roll by
-1. F Result
m n a a r yr u i
66.0 WITHDRAWAL 67.5 Blocked tine Of Sight 3secondary turret repaire-
If a ship spends more than three rounds
67.51 If the target ship is in mediumor closer
range and a direct line from the firing ship's
outside of the starting range of all enemy ships
as determined by the Range Establishment quadrant marker to the target ship's quadrant 6 9 . 0 TORPEDO FIRE
Table, it may withdraw from combat. The marker crosses over any part of another ship's
counter, the line of sight is blocked. 69.1 A ship with torpedoes may fire them at a
controlling player just removes the counter
from the playing surface. Withdrawn ships 67.52 If the target ship is in long or extreme ship in its line of sight within 8000 yards
cannot return to the battle. range and a direct line from the firing ship's range.
quadrant marker to the target ship's quadrant 69.2 Ships use the same tables when resolv-
marker crosses over any part of another ship's ing torpedo fire as presented in the intermedi-
counter within 4000 yards of the firing ship, ate game.
the line of sight is blocked.
67.0 SPECIAL CAPABILITIES 69.3 When using those tables, ships within
67.53 In any other situation, line of sight is 4000 yards (inclusive) of target ship are in one
67.1 Hidden Ships not blocked. hex range. Ships between 4001 and 8000
67.11 Ships always start play facedown with yards fire torpedoes in the two hex range.
67.54 A firing ship with its line of sight
their identity hidden. blocked must add 15 to its hit dice roll. 69.4 The attacking player who intends to fire
67.12 A ship is turned up in the combat torpedoes must mark a 'T' and the target in the
resolution phase in which it fires its guns or in
67.6 Smokescreen Fire Designation Plot during the Movement
the movement resolution phase in which it 67.61 There are two types of smokescreens Plot Phase. Torpedo fire designated against a
moves to the next closer range segment (from which a ship may lay; one covering the ship target ship within 4000 yards is resolved in the
extreme range to long high, from long low to itself and the other as a wall of smoke in its next combat resolution phase. Torpedo fire
medium high, etc.) whichever comes first. front. between 4001 and 8000 yards is resolved in
the second combat resolution phase after the with three quarters damage has its gunnery Prince of Wales and King George V
torpedoes have been plotted to fire. reduced by three quarters and so on. Dice
69.5 At the beginning of the movement 70.5 Each time a destroyer receives a frac- r Result
resolution phase after the torpedo plot, the tional hit its movement factor is reduced in the
i2-
-~.w&,& &
gun in B
pE%*
jammed
controlling player must placea number marker same manner as gun strength.
underneath the ship to mark the location of the 70.6 D~~~~~ to destroyers isnot repairable. 15 .1 qrtq in X twtet perm. j a
gun in A turret jammed
m s
torpedo launch. This marker remains in that 14-15
ifa destroyer survives with damage, it 16-21 1 gun in 6 turret jammed-
position until the resolution of the torpedo fire. is removed fro,., the flotilla
roster and is no 22-23 '1 gun'in X turret jammed
69.6 If another ship happens to be in the line longer in play. 24-26 2 guns in A turret jammed
Of sight the target.ship and launch70.7 A destroyer in battle is represented by 25-31 2 guns in 6 turret jammed
position' it receives the torpedo fire instead of the back side of a basic game cruiser tactical $2-33 2 guns in X turret jwrimei
the original target. Otherwise the targeted ship ship counter. 34-66 No Effect
receives the torpedo fire no matter where it is.
71.0 SPECIAL SHIP 71.4 Guns which are permanently jammed
69.7 If the torpedo launch marker is in the are so for the duration of the turn only. In any
target ship's bow or stern quadrant when
FIRE LIMITATIONS subsequent battles, the guns can fire.
resolving torpedo fire, or if the ship isweaving, 71.1 The Prince of Wales, King George V, and 71 Guns which are jammed are
or both, the hit dice roll is modified by -9 tothe the Tirpitz have their fire modified by the tables jammed for that fire resolution only.
white die. presented in 71.3.
71.2 The tables are consulted at the begin-
70.0 DESTROYERS ning of each combat resolution phase for each
of the above ships which fire. If the turret
70.1 The British player may introduce des- affected is not firing ignore the result. 72.0 CONVERSlONS
troyers into advanced combat.
71.3 Tirpitz 72.1 When using the Advanced Tactical
70.2 Each destroyer has one hull box. It has Game with the Basic and Intermediate games
no other type of hit box. Every hit scored Dice the following conversions must be made.
Result
against a destroyer on the Hit Table automati-
cally damages this box. The Damage Table is
never consulted. When the box is completely
11
'" ' '
1 gun inA turret perm. jsmmw
gun in turret perm' jammed
7 gun in X turret pemt. @I
72.2 1 midships box = 1% hull boxes
3 evasion factors = 1 m.f.
marked out, the destroyer sinks. As can be
seen, one large shell hit is sufficient to sink a
8
16-lb
.f.gYn in Y turret perm. j i m ~
1 (tun in A turret jamnred
'1 1 intermediate ammunition factor = 24
advanced ammunition factors
destroyer. 2 guns i n A turret jammed
21 -22 1 secondary hit = 1 secondary turret
70.3 Every destroyer has a gun strength of 4 23-24 1 gun in B turret jammed
in the bow and stern quadrants and 8 in the
1 bow or stern hit = '/z bow or stern turret
25-26 2 guns in B turret jammed
broadside quadrants. The guns are type 2. 31-32 1 gun i n X turret jammed 1 battle board hex = 0-4000 yards
70.4 Each time a destroyer receives a frac- 33-34 guns in turret jammed 2 battle board hexes= 4001-8000 yards
tional hit, its gunnery strength is reduced by 35-38 1 gun in turret jammed
the same fraction. A destroyer with half 41-42 2 guns in turret jammed 72.3 Anytime a conversion cannot be made
damage has its gunnery halved. A destroyer . 43-66 Effect m evenly, round down.
SPECIFICATION CHART
NAME-
-
BOW
Main Gun A Main Gun B a i rn rn
Starboard Secondary
Main Gun
A X
STERN
Main Gun l
t v
M.G.Type.
Port
+ Secondary Sec Type.
Hull
RATE OF FlRE
Range Targeting Main Gun Secondary
Extreme -- - - AMMO
Long High - - . - - M.Gun Sec
Long Low .A 2
Medium High- . a- -F
Medium Low- - -
Short -
Point Blank - Continued on p. 29.
EXAMPLE OF ADVANCED COMBAT -2-Hood is not under fire
ing manner. Targeting +18-Hood did not fire l3
The Hoodand Princeof Walesentercombat
from the port broadside quadrant of theat target in previous segment. 14 +O-The Prinz Eugen made no
Bismarck and Prinz Eugen at a range of 26,000
(P) 1 +O-Hood has radar turns
yards. All ships move as plotted for the first
(P) 2 +O-Visibility is at level 2 15 +0-Prinz Eugen is moving at
segment. The British player designates all of +O-No hull damage a speed of 9
(D) 3
Hood's bow guns to fire against the lead ship
(D) 4 +0-Neither MFC Dir nor Plot l6 + l -Hood is firing Bow to Broad-
(Prinz Eugen) and he designatesall of Prince of has been destroyed side (column 1). Speed differ-
Wale's bow guns to fire against the trailing +O-Hood was not hit in previous ence is 0. Cross-indexing
(D) 5
ship (Bismarck). The range is too great for round +2 to -1 speed difference
secondary armament. The British stern turrets
(M) 6 +O-Hood's speed is 9 which is with column 1 results in
are unable to fire because the German ships one less then its full speed of modification of +1
are in both ships' bow quadrant. The German 10 The total modification is + 18 + 3 - 2 + 1 = 20.
player does not designate any fire for his ships
(M) 7 +O-Hood did not make any The British player rolls a 12. The +20modifica-
as the Prinz Eugen cannot fire to extreme turns in its move tion is divided by 6 because. in the base six
range and he wants to conserve Bismarck's
(F) 8 +3-Prinz Eugen is a cruiser counting system, the ten place becomesthe six
ammunition. (F) 9 + o - H ~did ~ ~not firein previous place. The result of 3 r 2 is read as+32for base
The British player calculates the Hood's turn six. The new dice roll is now 12 + 32 = 44, and
gunnery factor by multiplying the number of
(F) 10 +0-British crew is fresh results in a 'miss'. In fact, the Hood had no
guns firing (4) with the main gun multiplier at
(F) 11 +0-Hood is firing all of its guns chance a hit. If it is difficult to
extreme range (.2). The result, .8, is rounded to at the same target convert the modification from base ten to base
Six, just count the amount of the modification
-
(F) 12
the nearest whole number of 1.The Hood'sfire @-Hood is only ship firing at
dice modification is determined in the follow- Prinz Eugen along the dice roll column on the Hit Table to
arrive at the correct result.
NAME
-. M . F . RADARBTORPSA
~ mm (MI AMMO
M.Gun Sec
SLiw p75
34
3n 70t
--
C.T. A
--
RATE OC FIRE
Range Targeting Main Gun Secondary .A. L.L. L.4 E*t.
Extreme +IQ . Z .-/LC& E 164. /q" h" 10- g- 6. 4*
Long High - ! A AI/LI
The gunnery factor for the Prince of Wales 13 -2-The Prince of Wales is not the Hood, the Prince of Wales cannot possibly
is (6 guns) x (.2 multiplier) = 1.2 rounded to the under fire score a hit in column 1 of the Hit Table. The
nearest whole number of 1. The hit dice 16 +I-The Prince of Wales is in Hood expends 6 ammunition factors (4guns x
modification is determined next. identical situation as Hood. 3 factors per gun x % targeting modifier). The
Target- Prince of Wales expends 9 ammunition factors
+i7-The Prince of Wales did not All other modifications are a. (6 guns x 3 factors per gun x % targeting
ing
fire at Bismarck in previous The final modification of + 17 + 1 - 2 = +16 modifier),
segment. +
converts to +24 in base six (16 6 = 2 r4). Like
-
BOW
Main Gun A Main Gun B
Starboard Secondary
Main Gun X
-
STERN
Main Gun Y
Guns
-*
Target M Gun Sec
,573
M . G . T ~ ~ ~ E
* Port+ Secondary
+ Sec Type Z
$
,
-
Bow
Main Gun A Main Gun 6 4
qarboa~d Syondary
I r Main Gun X
STERN
Main Gun Y
- Port - Secondary
-.....I
RATE OF FIRE
Range Targeting Main Gun 9
Extreme -4L.3-
Long High I '4 .5 2
NAME- F
.!I. RADAR-YLSTORPS-
.... .. - NAME,
-
BOW
, &
Ma~nGun X
--
STERN
Ma~nGun Y
BOW
.t-
Ma~nGun A Matn Gun B Ma~nGun X
-
STERN
Ma~nGun Y
u r t r c t r e superstructure
@+ MG ~ y p e k * I 99 PP M G TYWP
Hull SecTvoeA Hull Port Secondary Set Tvne b
HULL ARMOR GUN ARMOR SPECIAL ARMOR HULL ARMOR GUN ARMOR SPECIAL ARMOR
Belt ' C.T. - Belt ' - M.Gun 6" C.T. -
Deck" K" 11'' I@" Crown" , 11"!16" Plot L(" Deck " Crown" 4-1 , Plot -
Secondary* MFC D i r x Secondary: MFC D i r ~
Rudder' G"! d" Rudder ' 2 "1 d "
RITE OF FIRE UA- OF FlRE
Range Targeting Main Gun Secondary Range Targeting Main Gun
Extreme +lb .R Extreme* .4
-
LongHiih +I4 .C .iT LorgHiih *IJ .C
AMMO
LongLow +I1 .9 L M.Gun S- LagLow +I1 I AMMO
MediumHih* 2 MediumHiih +8 1
.7 M.Gun Sec
MediumLow + b 1 .6 7.2 6001 Medium Low +& 3 314 203
Short c b - 2 bA
,
Point Blank +6 10 20 Point Blank + &Y rl
NAMEL%~C&&X w.r.L RADAR& T O R P S ~
-
BOW
CA)EISEOAU
Main Gun A
Starboard
Main Gun B
L Seconda
a w . 1p
i t STERN
n ~ u Xn Main Gun Y
BOW Starboard Secondary STERN
M.G.TY~P
Hull - Port- Secdndary Sec Type A Hull port
%Type Z
HULL ARMOR QUN ARMOR SPECIAL ARMOR HULL ARMOR GUN ARMOR SPECIAL ARMOR
C.T. 2 Belt ' 1"1 'fa' M.Gun t" L/"
Belt '
Deck " !0 ! I '
M.Gun
Crown"l"! la
Secondary2'
IL"
,#
! Plot I'l" ~ ~ ~ 1 6
2" k " 1 "1 2 " crown" / - - / - C.T.
Plot 3"
-
MFC D i r L Secondary2 MFC
: r iD
Rudder 'u, Rudder' 2.14"
UATLOFm UATL OF FIRE
Ranee Tming Main Gun Secondary Range Targeting Main Gun Secondary
.3 L//*
Extreme- +I&
.
-
Long High + Irl Ir .
.r ~onsHigh d .
.r r,lA
Lonsh a l L I x AMMO
M.Gun, Sec
Longlow+III..ClVlA AMMO
M.Gun, Sec
Medium High2 1 .7 A MediumHiih*8 9 .s Z
Medium Low +b 3 7.2
A A 18
Point Blank +L 210
NAME -.. .L
RADAR& TORPS~/P
Bow Starboard Secondary STERN
-
BOW
Main Gun A Main Gun B
sgd*
ain Gun X
STERN
Main Gun Y
Superstructure
HUII
-.am. Porl Secondary
CY M.G.TYWA
set Type
nuLL ARMOR GUN ARMOR SPECIAL ARMOR HULL ARMOR GUN ARMOR SPECIAL ARMOR
Belt ' M.Gun Y" C.T. 6" Beit ' i- M.Gun L C.T. 3
Deck" Y ! !IY" Crown" Y'y 8-1 l'/" plot ;L" Deck" 2"! 6 !11" Crown" - 1 - / - Plot 2
Secondary: MFC D i r L Secondaryx' ' MFC D i r z
Rudder' q'! 6" Rudder' 2Y 'f "
UATEOFFRL UATLOFFtRE
Ranee Targeting Main Gun Secondary Ranee TarOating Main Gun Secondary
Extreme- A Extreme -A A l l n
-
LongHigh +id 2 IJlr\ Long High + 14
.dhllA
.rr .
Ll.
z AMMO
Long Low &a
+11 AMMO
Medium High 1.3 a Medium High2 & L M.Gun Sec
MediwnLow
A
?& 1.
7 1
7.1
.
7
tb ' 1 600 Medium Low
shm
+b
tls 1 8 2
3 1 3 2\61300
Point Blank +b a ld Point Blank c6 102
NAME M.F.L RADAR& TORPSY
BOW
t- 3
-
tarbo rd
$ L Seconda
A?! STERN
A
BOW
C- --
STERN
Main Gun Y
Superstructure
HULL ARMOR GUN ARMOR SPECIAL ARMOR HULL ARMOR GUN ARMOR SPECIAL ARMOR
Belt' / X I 14" M.Gun C.T. lo'l ~elt 8" !10" M.Gun 11'' C.T.
Deck .. 41' 1 g* 1 / #I ~rown..J'I@
~econdaryi'
" 1 4"
'
PIO~ /01(
MFC D i r z ..
Deck" 4.1 dl' / IJ" crown"Y./$"
Secondary-
/I 4" plot 10"
MFC Dir 2 "
Rudder. yay/
G'' Rudder=*
BOW
Main Gun A
1
&Q-h
Secondary
+un X
STERN
A
Main Gun Y
Superstructure Superstructure m m
+@+@&@Q3
- port- secondary- Sec Type X Y,,II Port Secondary Sec Tvae
HULL ARMOR GUN ARMOR SPECIAL ARMOR HULL ARMOR GUN A R M O ~ SPECIAL ARMOR
-
IG" 3 2
~ ~*
~~~k ..
l /b"!
t 18"
6' / l o " / 16.1
M.Gun
crowns.8" / 11"
Secondary-
1''
C.T.
Plot s
MFC D i r L
Belt '
Deck" 6 1 10" / /b"
M.Gun
~rown..T
la
Secondary-
. d" / 14"
.
C.T.
plot 10.1
MFC Dir?"
Rudder.- Rudder-'
RATE FlRE RATEOFFIW
Range Targeting Main Gun Range Targeting Main Gun Secondary
LL!L -2 I .z MIA
Extreme
Long High 4-15 .5 Long High + IC .L(
Long Low 1 2+ -7 AMMO /.5 AMMO
MediumHigh 1.1 M.Gun Sec Medium High - M.Gun Sec
Medium Low +b 1.9 MediumLow +7 1.7 9.'1
shod +
-b Short -rb 3.5 20
Point Blank +(r Point Blank +6 7 a
NAME- -M . F . RADAR=
~ T O R P S ~ NAME-
".. .
e. M.F.L
RADARE
TOUPS*
-
Bow Starboard
*&&4
NO
Secondary STERN BOW
f-
I
STERN
A
mL
~ a ~ n ' G uAn Mam Gun B& M a ~ n Xp Matn Gun Y
Superstructure
M.G.TYWE
Port ' secondary Hull Port seEbndary sec Type A
-
~ ~ l Id"!
t Ib" M.Gun I
' C.T. - M.Gun C.T. I+"
~ ~ ~ k 6"
. ./ 10" / / b " crown" 8"/11" / I 8" plot A" Deck "
~ e c o n d a w x' MFC D i r x Secondary- MFC Dir7
Rudder =
.
RATEOFFlRL RATE FIRE
Range
Extreme
Targeting Main Gun Secondary
+18.z- &/A
"""
Extreme 'TAng
-
Main Gun
.r -
- N/A
Secondary
-
BOW
Main Gun A
rUL
Lorr~orJ
Main Gun B
-
Starboard
YE5
Sec~ndary*)~ STERN
AURORA
BOW G n LnrgA Starboard Secondary STERN
Superstructure
I
GUN ARMOR SPECIAL ARMOR HULL ARMOR GUN ARMOR SPECIAL A,gMOR
A B C
Port Secondary
Hull Port Secondary Sec Type Z.
+I&
Main Gun
-1
N,*
.
v Range
Extreme
Targeting Main Gun Secondary
Long High - -
-& -
rr 14 - AMMO
low ti3 .GZ AMMO LongLow r
*I3. 5 M.Gun Sec
~ e d i u m ~ g h+ 10 22
2 10 1
M.Gun Sec Medium HighCIO - 3.6 -
MediumLowt7 2.9 9.8 Medium Low t7 9.%
Short Short t 6 --to
PointBbk +b 10
I? Point Blank +b --20
NAME- 9cda5-R M.F.L
RADAR# TORPS. NAME K fN YA M.c.L
RADAR& T O R P S ~
BOW -. ::i,"&r1
f--
Main p u n A
4Y
'W0uILC.M
Starboard
Main p u n B &@
"0
~econda#O
Main Gun X
-
STERN
Main Gun Y
BOW Starboard Secondary
-
STERN
4
Hull Port Secondary Sec Type Z
BOW
t-
Main Gun A Main Gun B
Starboard Secondary
i 1. i L A
111 121
12111-I~un~
- -
STERN
MainGunY
Bow
Main Gun A Main Gun B
Starboard Secondary
c;t. b a i n ","n X
-
STERN
Main Gun Y
Hull
+
@@@@
- port- ~econdary-
M.G.T~~~&
Sec Type 2 U,,II
t
Port Secondary
I
~ . ~ . T ~ p e s
Sec Tvoe Z
nuLL ARMOR GUN ARMOR SPECIAL ARMOR HULL ARMOR GUN ARMOR SPECIAL ARMOR
Belt ' M.Gun 2 C.T. Belt ' L&J.AL
6.'.
M.Gun
+
C.T.
l Plot 8"
%"
Deck" 8"! 1 % !IS" Crown'' a"! /7"! i l" Plot A Deck"
"
& Crown" 2 6
,a
!IZ" !
Secondary; MFC D i r 2 " Secondary- MFC
: r iD
Rudder' LO'!9'' Rudder-*
RATEOFFIRE RATE OF FIRE
Range Targeting Main Gun Secondarv Range TaFgeting Main Gun Secondarv
Extreme +Ib . 2A Extreme - - -
LongHih +t4 .C wlm ANY0
Long Low
Medium High
Medium Low
* 1:
A
+ -7-
.7z
.T
3! L
I 7 2
M.Gun Sec
1
7 4 s 950.
MediumHgh-1
Medium Low-
- 1(1
AMMO
M.Gun Sec
I360
s-c'll rl Ll.I 10
PointBlank ti A In Point Blank 2 20 -
a
-
BOW
:m Gun A
SrllASBaua(r
Ma~nGun B
Starboard
&n
Secondaw
@am Gun X
STERN
Mam Gun Y
-
-L AG A L ~ ~ D N W I C R L
Bow
Main Gun A Main Gun B aa m
Starboard Secondaw
Main Gun X
STERN
A
Main Gun Y
C
C
Superstructure
M G Typei
4 4 t
+ M.G.TvpeA
..
clllll ' Port- Secondary Sec Tvoe Hull + Port Secondary Sec Type 1
nuuA~MOR GUN ARMOR SPECIAL ARMOR n u u ARMOR QUN ARNOR SPECIAL ARMOR
Belt ' . L L ' M Gun CT A Belt' -. C.T. Y"
Deck" ["/ lo !d Crown" L, !c ! !1- Plot - Deck" 2"/ 6 ! I
Secondary2 MFC Dlr- Secondary" MFC
; r iD
Rudders- - \Rudder 's
RATEOFFIRE RAl€OFF#L
Range Targeting Main Gun Sgmdary Range Targeting MainGun Sgmdary
Extreme c / Q * l i A .
Long High tlk . r ~* Extreme
Long High +
k
lb . 3
'
.L
l A 1
ANN0
Long Low .
MediumHiihA
Medium Low
r
+7
l. pI
!. 3
2.
+&A/-
6. ( +
AMMO
M.Gun Sec
I
LongLm'f*r.t-
MediumHiih+lo
MediumLow t7
/. 3
4 -
- M.Gun Sec
Y 221 2Ljo
s-c'll , 3 l o SPJIl c: 19-
20 Point Blank - - 9 0 -
-
BOW
Ma~nGun A Ma~n
Gun B
Starboard Secondaw STERN
~ a t n ~ xu n ~ a ~ n Y~ u n Maln Gun A
BOW
t-
Maln Gun 8
Starboard
0
Secondary
Ma~nGun X
STERN
A
Ma~nGun Y
-b Lt
+ +
121DDa + MG Type3
+
IdDDN M G Type*
n u u ARMOR QUN ARMOR SPECIAL ARMOR HULL ARMOR GUN ARMOR SPECIAL ARMOR
Belt '
Deck"
Y"/-
Y'! 8" ! r"
M.Gun
Crown" 2' L ! -!
,
C.T.
12" Plot 1(
'
A Belt ' u-
- u ,I.'
M.Gun
Crown" 1
G ,,
!L !12"
C.T.
Plot
2"
21
Secondary z MFC D i r L Secondary - MFC D i r L
Rudder' 4'' z"! Ruddera-
RATEOFFIW RATEOFFIRE
Range Targeting Range Targeting MainGun Sgmdary
Extreme- Extreme- a-
-
Long High cih ANN0 LongHiih +:& A-
Long Low + 13 ANY0
LaylLow + I? M.Gun, Sec
Medium High+rn Medium H iA M.Gun Sec
MediumLow t 7 MediwnLow +7 d od
c? s-c'll c7
Pdnt Blank + I Point Blank +I
NAME.
-
BOW
Main Gun A Main Gun B
Starboard
h
* Seconda
* r
n m a i n Gun X
STERN
4
MahGun Y
BOW
t-
Main Gun A Main Gun B
Starboard
n
Secondary
Main p n X
STERN
Main Gun Y
Superstructure
M.G.TypeZ
Port Secondary Sar Tvnn
Hull Port Secondary Sec Type Y
Belt '
Deck "
-
GUN ARMgR
M.Gun
Crown"
Secondary:
-
- 1 - !-
SPECIAL ARMOR
C.T.
Plot '
-
MFC D i r L
.
Rudder' 211 -
HULL ARWR
Belt.
Deck " -* , ,-
GUN ARMOR
M.Gun t
Crown"
(
Secondary-
'
1 - - 1-
SPECIAL ARMOR
C.T.
Plot 2
<
MFC D i r Z
Rudder. 2"! 4 "
- -
Long High - - - Long Hgh -
LongLOW-.S!-- AMMO Long Low + I -
MediumHgh- E -- M.Gun Sec MediumHgh- - 2 AMMO
Medium LW 7 l b05- Medium Low -- d M,Gun Sec
- fb -
20 - I
Point Blank - - - Point Blank +
6- -
ZP -
BOW
+ +1 I 1 1+I r
Starboard
- - - -
Seconda STERN
A
Bow Starboard Secondary
H
STERN
A
a,
C- t-
Main Gun A Main Gun BA 7 I 1
2 z l ~ a i Gun
n X Main Gun Y jn;nA,*
fi fiSuperstructure
Main g u n X Main Gun Y
M.G.Typel M . G . T ~ ~ ~ B
Hull Port Secondary Sec Type 2 Hull Porl- Secondary Sec Type 2
HULL A R ~ R
Belt
Deck" 4 ! !
,, GUN ARY_OR
M.Gun
Crown" -
-
-! !-
SPECIAL ARMOR
C.T.
Plot
-
-lo"
HULL ARMOR
Belt '
Deck" 2 I &"I 12"
GUN ARMOR
M.Gun
crown"2"/ t " /
rr'
. SPECIAL ARMOR
C.T.
Plot -
-
Secondary L MFC D i r L Secondaw: MFC Dir-
Rudder* Z''! '' Rudder '-
RITE OF FIRE RITEOFFIRE
Range Targeting Main Gun Sem@afy Range Targeting Main Gun Semndary
Extreme I Extreme - - L
- -
Long High ---
AMMO AMMO
MediumHiih- ? -- M.Gun Sec MediumHigh2 M.Gun Sec
MediumLow + 7 - 168s Medium Low +7 -
+ lr
- - A -
t3 -
PointBlank
NAME-
. +La
-u . r . 8 RADAR-
- - ~
TORPS-
Point Blank
NAME-
+1 18
,. .
-M.F.
mm-am mHDH
Superstructure
Port Secondary
M.G.T~~~z
-
HI~II Port Secondary
--
GUN ARMER
-
SPECIAL 4 M O R HULL ARMOR - GUN ARMOR SPECIAL ARMOR
Deck "
M.Gun
Crown" -
-!- ! -
C.T.
Plot
Belt '
Deck " +1 - M.Gun
Crown"
Z
- -
1 j -
C.T.
Plot
L
."
Secondary 1" MFC Dir- Secondary: MFC D l r Z
Rudder '- Rudder '2,
RATE OF FIRE
Range Targeting Mail Range Targeting Mair Gun Secondaty
Extreme - - Extreme - -
- -
AMMO LongHiih- - X!L- AMMO
Longlow - M.Gun Sec Lmglow - 2.
- L- M.Gun Sec
MediumHigh - Medium High - A - root
Medium Low -
-T4
Medium LOW-
- 7.
,.
..8-
1
Point Blank 2 Point Blank + - -
INTERMEDIATE PLAYER AID SHEET
DESTROYER HIT RECORD Fuel Expense
FUEL TORPEDOES STRENGTH 2 zones 1 zone
3 factors 1 factor
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 I c l n r n u u u l
Torpedo Strength -4
I I I I I I I I I I I I I I I I I I I I I I I I I crlIm m n i ~
Ark Royal Torpedo Bomber 1-1 Fighter 1-1 LAND BASED AIR STRENGTH
cuul m
l
lrl
ll UIEu
cmn nnn
CEUn uul
cum
TORPEDO LOSS TABLE
Torpedo Bomber
# of Destroyers
Eagle
# of 1
salvos 2
remaining
3
-
ships cannot enter a
Great Britain or Eire
bast zone
5. Air Base
"enerally decorat
6. Island Zone
Ge
enter Irish Sea zone.