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Attack Sub Rules

1. This document outlines the rules for a naval warfare simulation game. It describes the components of the game including ship cards, action cards, and markers used to track sensor values, attack values, contact levels, and more. 2. The setup section explains how to select sides, place ships and markers, and determine starting hand size. Players are dealt cards equal to their hand size to begin. 3. During a player's turn, they may perform one action with each ship/helicopter in their force, with the goal of achieving their victory conditions by the end of alternating turns.
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© © All Rights Reserved
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0% found this document useful (0 votes)
348 views

Attack Sub Rules

1. This document outlines the rules for a naval warfare simulation game. It describes the components of the game including ship cards, action cards, and markers used to track sensor values, attack values, contact levels, and more. 2. The setup section explains how to select sides, place ships and markers, and determine starting hand size. Players are dealt cards equal to their hand size to begin. 3. During a player's turn, they may perform one action with each ship/helicopter in their force, with the goal of achieving their victory conditions by the end of alternating turns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RULES OF PLAY

1. COMPONENTS
1.1 CARDS: There are two types of cards. The 128 playing cards
are called •• Action cards" . The larger cards are a representative sample
of the navies of the world and are called "Ship cards".
I I
2. SETUP
AttlCk
VIllI
~ 2.1 SHIP MARKERS: Select a scenario to be
~ played and cut cards for the right to choose sides.
The player drawing the highest. RN selects his side;

_.-.,.PS So .J>!! ·
the loser gets the first tum. Each player places the Ship cards for his
side in front of him. Place two square system markers of the same
SENSOR DETE~ r-
-----.
Card Symbol Random Number color on each Ship in the maximum value boxes of its "Sensor Value"
Card Type-----'r PASSIVE SOH.I." and "Attack Value" Tracks. Place a third square system marker of
- - - ..... . . r-
'~ ~ - ... ""~
QuanlHauve Mod,rler
o. S,~",m
the same color beneath and pointing towards the maximum value box

~
of the Ship's Current Detect Value.

.-
, •• -e

X ..:-';-
')..~
, ~
The 1~lInk.1 information printed iray on the SlIip cards Is not reley.nl to play Ind
il included for reference PUrpoKs only . The displK\:mc:m value for SurfK\: Ships
renee .. I "fulllo&d" undercombal conditions. Surface Ships arc no! drl.wn to scale.
Refer 10 the "lenalh" specifications for a tn.w:r renCClion ofRClUll s ize. Submarines,
on the otherlland, arc drawn 10 scale. Thcir Displacement and Speed figures renect
.... bme1JCd ltMul.
Red color indicl.CI u.sqe.... SEN
durinl the opponenl'. turu.':I PS PS
"-=----":./
1.2 ACTION CARDS: Each Action card contains an illustration and
name of its function, a quantitative modifier or strength, and a Random
Number (he~afte, refC"M to as RN) ranging from 0 to 7 (or the
CONTACT
Malfunction symbol "X") at the lop center used to resolve chance LEVEL
situations. At the bottom of each card is a "hit" result for resolving
successful attacks.
2.2 CONTACT MARKERS: Submari nes place one circular Contact
1.3 TERMINOLOGY: marker matching the color of their System markers on the "No
SUBMARINE: Any "Ship" card labelled "55", "SSN", "SSGN", Contact" space of each opposing Ship's Contact Level Track. Surface
or "SSBN", Ships, because they share Contact information, place one of their
SURFACE SHIP: Any Ship card thai is no!: a Submarine. Nationality markers on the "No Contact" space of each opposing Sub-
SHIP: Reference to Surface ships andlor SUbmarines. marine's Contact Level Track. NOTE: A Ship's Contact Level Track
m:ords the level of contact thai opposing Ships have on it-DOl its level
SURFACE FORCE: All Surface Ships owned by one player. Only of contact on opposing Ships. These markers will be adjusted along
one player can have a Surface Force. their respective tracks during the course of play.
<: is less than
2.3 HAND SIZE: Each player is entitled to hold a number of Action
O!:: is greater than or equal to
cards which compose his "Hand" out of his opponent's view. A
1.4 COLOR-CODING: Black Action cards ate used only during a player's Hand size is equal to three cards plus an additional card for
player's own tum. Red cards are used only during an opponent's tum. every Ship not playing dead (5.5) and currently airborne Helicopter
Cards which have both black and ted comer symbols can be used in in his force.
either player's tum. EXAMPLE: A play'" ... _ force 00I>SisQ IIOkly of t:hc /II"""'" aad \Ju'ee .irt>ont Hdlccpen
1-<* pieceI ...,. too repa..:o.oI "" - . . . • oumpod., ..t,~ ... ¥dope 10 T AHOC. Mt. muin>um Hmd Siu of JeYaI: III ..... pi ....... for ...,., oft:hc Hcli<»pta1 aad t:hc /IIoIhotI.
4S17K.rbdRd, ........... MD2121._~ ....... ' II • ..... IiIt ... canq
-...,.1DI\lOr """'"
@
1-100-999-3222 Toll ""'" 10 .......... _ cvd. Deal each player a number of cards equal to his staning Hand
fiiiiii' size and place the remainder face down in a Draw pile. As
USS JIit F. IllUn, Action cards are used o r discarded, they are placed face up
in the Discard pile. If discarding more than one card at a time, the
discards can be placed as a group so that the opponent can view only
the top discard. When the Draw pile is empty, shuffle the Discard pile
and usc it as the new Draw pile. To record the passage of time, place
a "I" circular Deck marker near the deck and replace it with the next
higher number Deck marker each time the deck is shuffled.

teE!,?
3. PLAYER TURN
3,1 Player Turns alternate until someone achieves his Victory Con·
ditions. A Player Tum consists ofperfonning a maximum of one action
'"""
um
[Exception: Battle Stations] on each ship and/or airborne Helicopter
[Exception: Transports, 12.3]. A player need not predesignate those
actions; that is, he may observe the results of one action with one Ship
before deciding what to do with the next. There are seven types of

_-
AlPS
_ AlPS AS 1
actions which each Ship may pedom in its rum: 7 AS PS 5 PS
A. Attempt to increase the Contact Rating 00 someJall opposing Ships
by playing a "Sensor Detection" card (4.1). If a Helicopter plays
a "Sensor Detection" card, it must draw a RN to see if that
_._ .,- -_--
SENSOR OETECTION

------
10<1..., _ _
. .... - ......
ACTIVElPASSIVE
SENSOR DETECTION
. ...... -.
ACTIVE SONAA

.' ~-
SENSOR DETECTION
PASSIVE SONAA

. .
~~
~-,-""""-
Helicopter is discarded (10.3).

~'
-
~~
: ::-

""" ~n"
B. Ancmpt to decrease the opposing Contact Rating on that Ship by

=- .,< ..
playing a " Contact Reduction" card (S.2).
~ __ . JI< :.. -"'
C. Attack one Ship by playing one or more appropriate " Weapon ,>y
Lockon" cards (6.1). If a Helicopter attacks, it must draw a RN
afterwards to see if the Helicopter is discarded (10.3).
~ ATTACK "" ATTACKx2
,~~-:
SENSOR

D. Remove damage 10 that ship by playing a "Damage Control" AlPS AlPS AS AS PS PS


card (6.7).
E. Decrease or increase the Contact Rating of lbal Ship and all 4. SENSOR DETECfION (AlPS);
opposing Surface Ships (or one Submarine) it is played against by 4.1 OVERVIEW: Ships locate each other by playing a " Sensor
playing an "Open/Close Range" card (8.1). Allematively. a Detection" card and drawing a RN for each enemy Ship in play for
reinforcement may attempt to enlcr play with a "Close Range" which the searcher desires a stronger contae!. Searching is optional;
card ( 11.1). a searcher need not draw a RN to check for every opposing vessel,
F. Repair a System Malfunction on that Ship by playing a "Techni- but if he plays a Sensor card he must search for at least one Ship. The
cian" card or by drawing a RN :!: 4 (9.4). RN is added to the Sensor value of the Ship performing the action and
G, Lauoch a Helicopter from a Helicopter-equipped ship by playing modified by any ConlBct Reduction cards played by the defending Ship
a "Helicopter" card (10.1) as that Ship's action. (5. 1). u this modified number is :!: the target Ship's current "Detec-
tion Value", move the Contact marker of the searcher one box to the
Helicopters may perfonn only Actions A and C above.
right on the target's Contact Level Track.
3.2 REACTIVE PLAYS: A Ship may play only one red card [Excep-
tion: Battle Stations, 3.6] in response to each black: card played against 4,2 AcrIVE/PASSNE SONAR (AlPS): A Submarine may not play
it during an opponent's tum. Red "Passive Sonan" played by Ships a Sonar card against a Helicopler. Some Sensor cards contain both
which are not attacked or SUbjected to an " Active Sonar" search Active and Passive (AlPS) capabilities and may be used either way
because the Searcher chooses not to "ping" them, do nO! count in the at the owner's option.
maintenance of this I: 1 ratio. There are fou r possible defensive plays: 4.21 ACTIVE SONAR (AS): An "Active Sonar" card may be played
A, A "Close/Open Range" card may be played to negate the effects only during a player's own rum and adds one to the Sensor value during
of an opposing "Close/OpeD R4nge" card (8.S) if already in contacl that rum. When playing an "Active Sonar". the player must designate
with the playing Ship(s). the target(s). Other opposing Ships, whether a Sensor anemp( is
B. An "Evasive Action" card may be played to modify the effect of resolved againslthem or not, may playa "Passive Sonar" even though
a "Weapon Lockon" card (7.1). the black card wasn't directed al them.
C. A "Contact Reduction" card may be played to lessen the Sensor 4.22 PASSNE SONAR (PS): A " Passive Sonar" card may be played
values of any "Sensor Detection" attempt (5.3) . either during one's own rum or during the opponent's . If played in
D, A "Passive Sonar" card may be played 10 aulomatically increase a friendly rum, the searcher's Sensor Value is not increased; however,
the Contact Level of any opposing Ship using "Active Sonar" the searcher is immune to the defender's play of a " Passive Sonar"
(4.22), or any attacking Submarine (6.8). The "Passive Sonar" card. When any opponent uses an "Active Sonar" card in a search
card may be played by a Ship which is not a target of the anempt. any defending Ship may playa "Passive Sonar" card to
search/attack. increase its ConlBct Level on the searching Ship. This "Passive Sonar"
card is immediately discarded and cannot be used against other searches;
3,3 HELICOPTER CHECKS: If a . 'Helicopter" card appears while however, the defender could play another " Passive Sonar" card to
drawing for a RN , a " Helicopter Check" ( 10.31) must be made for
increase its contact against any new searchers. See 6.8 for use of Passive
any airborne helicopters of the drawing player.
Sonar against attacking Submarines.
3.4 DISCARDS: A player who takes Ill) actions during his tum musl
discard one or more cards. A player who takes any action during his 4.3 MAXIMUMJMINIMUM CONTACT: A Contact marker cannot
own tum (including a Reinforcement attempt) may not discard any be advanced faMber than Levei4, although it can be decreased. Oace
,,",,. reduced , Contae! Levels can be subsequently increased again to 4.
ConIBct can never be reduced lower than the " No Contact" box. Sensor
3.5 F1LUNG YOUR HAND: At the end of his own Player Turn, a cards cannot be played if all potential targets are al maximum contact
player may draw enough cards to refill his Hand. Players who play
levels. In g~neral, no card can IH play~d without a legitimate gam~
red cards during their opponent's turn must wait until the end of their function; that is , a Damage Control card cannot be played on an
own tum 10 fill their Hand. A player whose Hand Size is for any reason undamaged Ship or an Evasive Action card played by a Ship which
decreased beneath his current total of cards need IlOl discard the excess, is not under attack just to rid the Hand of these cards .
bul he cannot draw new cards while currently exceeding his maximum
Hand Size.

player plays a "Battle Stations" card on a Ship, as


3,6 BATILE STATIONS (BS): Anytime a , .,--- . , - - - - "
3 as CONTACT
it may take two Actions during that rum instead
of one. However, the two actions cannot be
BATILE SYmONS
_
LEVEL
identical such as two " Close/Open Range"
cards or two "Weapon Lockons" exceeding the 4.4 SUB/SURFACE CONTACTS: A Submarine's Sensor findings
target Contact Level. [EXCEPTION : A Ship belong 10 it alone-the Contact information is not shared between other
could play two "Evasive Action" cards pro- vessels of the same side as is done with Surface Ships. Thererore a
vided they were different types; such as a "High Contact marker matching the color of the system marters of the search-
Speed Tum" and a "Noisemaker". A Ship ing Submarine is necessary for each opposing vessel. However,
could also make twO Repair attempts provided whenever a Surface ShiplHelicopter increases the contact it has on an
they were to different systems, or one used a as as opponent, that new Contact Level is instantly enjoyed by all Surface
"Technician" card while the other used a "'=:-==.,.,-"'::2'
Random Number draw.] Playing a BS card does not allow an action
Ships on its side. Thus, movement of only one Nationality marker on
the Submarine's ConlBct Level Track is necessary to update the Contact
plus a discard. Level for all Surface Ships against that Submarine.

2
CR 4
CR Wl 5
WL DC o DC
--...--
CONTACT REDUcnON
s..n-N....., -1
-., •
WEAPON LOCKON
FIRE 3 . . .
Contact: . . . .

- -~-.-.

~
- I •
-'~"~i ..
CR
SUNK

CR Wl
SEHSORX2

Wl
Sub Only Sub Only
6. WEAPON LOCKON (WL)
S. CONTACf REDUCfION (CR) 6,1 REQUIREMENTS: To attack, a Ship or Helicopter must playa
5.1 OVERVIEW: "Contact Reduction" cards may be played in either "Weapon Lockon" card. The target must have a current Contact Level
player's tum. During a friend1y tum, they are used 10 anemp( to reduce by the firing Ship or Helicopter 2: the Contact number printed inside
the contact level that enemy Ships have on a friendly Ship. In the the Sollllt Screen of the "Weapon Lockon" card. Targets whose current
enemy's tum, one may be played on each Ship in response 10 a "Sensor Contact Levels are "NoCon!act" or "No Attack" may not be attacked.
Detection" card to modify the chance of success of that and all sub- 6.2 AITACK VALUES: Most Ship cards have two Attack Values for
sequent search attempts against thai Ship for the resc of that Player Tum. each damage status. The bollom value with the submarine silhouetle
5.1 FRIENDLY TURN: To reduce its current Contact level, a Ship is used to resolve auacks against Submarines. However, the top value
may playa "Contact Reduction" card and draw a RN i!:. the number differs depending on the Ship type. For Submarines, it is used to resolve
attacks against Surface Ships. For Surface Ships it is the number of
listed on the card. If successful, all Contact markers on thai Ship's
Contact Level Track are lowered by one (moved one space 10 the left), Helicopters that Ship can support in play at one time given its current
Attack Value status.
5.3 OPPONENT'S TURN: Before an opponent draws a RN to resolve 6.3 Each Ship or Helicopter may attack only one target per tum.
a "Sensor Detection" attempt against a Ship. the defender may play
one "Contact Reduction" card 10 modify the Sensor value used against 6.4 MULTIPLE FIRE CARDS: More than one "Weapon Lockon"
it. Subtract the red number indicated on the card from the Sensor Value card may be used in a combined attack if the Contact Level of the target
of the searching Ship. The effects of a card can only be used to modify equals or exceeds the sum of all the Contact Values on the "Weapon
Detection attemptS against the Ship actually playing it, although it affects Lockon" cards used. The strength of multiple card attacks are added
all attempts against that Ship for the remainder of the current Player together, modified once by the attacker's Attack Value, and resolved
Tum. For this reason, players should resolve each announced Sensor with a single RN.
attempt before revealing what they'll do with their other Ships as the EXAMPLE: A~ IIftdamt&uI JoIM 1fH8"' """. c - t..c.d o() "" . . _ . . Vi<to< ill
.5<Ibmarinc. TIIe.kltlo 1IDdpf7 pIo)'ll "' W_~ " can! ...tat Fi.. ad C - .... _
presence of a played "Contact Reduction" card may discourage further ot2. pI.'.-her "Wcapon Loc..."' can! willi I Fi........ ot2 _ . c - ~ ..... 0( 1.
Sensor attempts during that Player Tum. Only one "Contact Reduc- Tho I<IIal ot the C-.ct val .... pioyod io ) wbkb eqoaaIo the c _ ~l on .... SUbmari ....
tion" card can be played to assist each Ship during a single opponent's Tho .... "&Ih ot ......... k prior ... the RN dra.. ;" 6 (Jaluo Rod,..n A....,k V"ue +2. Fi", Val ...
turn. +2. Fi .. v ..... +2). However. beelUK ,"" Jaluo RtId,..n plljIft 'wo bl..,k ""rd. "Pi ... ,""
SUbmori .... Iho.so.ict pll)",' mey now ploy up .o 'wo rod <HdJ In ....,,;.,.. on IIw Submori...-
eilher two "E.u;ve A",Ion" ""nit. Of 1ft " E.... lve ActIon" _ . "F'uo.ive Sonar". Of twO
"Paooiyc SooIan". Thio COIJIbi1lOld ItIKk is reooIvooI by drawl", """ RN.

5,4 SUB ONLY: Those • 'Contact Reduction" cards with a submarine 6.5 RESOLUTION: The fire strength on the Weapon Lockoncard(s)
silhouc:ae in the center beneath the RN can only be used by Submarines. is modified by the current Attack Value on the attacking Ship or
To aid in easy identification, the top portion of I "Sub Only" card Helicopter card and any Evasion card played by the defender. If that
is light grey. total plus that of a RN is 2: the target's Defense Value, the Ship has
been hit. If not, there is no effect. If hit, draw another card from the
Draw pile and apply the Hit result listed on the bottom of the card
5.5 PLAYING DEAD: A Submarine may shut down all non-essential by moving the target's Attack and/or Sensor Value markers one or
equipment and even release flotsam in an attempt to slip enemy contact two boxes to the right along their respective Tracks as directed by the
as its immediate reaction to any hit upon it (including a Dud) by placing card. Any target whose hit result is "Sunk", or whose "Attack" or
a marker on the Sub's "Systems Shutdown" box. The declaration "Sensor Value" marker is moved into its "Sunk" box is removed
(which is made during the opponent's tum) must be made after the from play. A hit result of "Dud" signifies that the warhead did not
hit resolution and before the next play. This reduces all Contact Levels detonate, and therefore the target is not damaged.
on that Submarine by one and allows it to draw one RN in each subse-
quent tum. If the RN is ~ 4 it reduces Contact by one level, or the 6.6 DAMAGE: If a Ship is damaged, its Detection and Defense values
Sub may drop Systems Shutdown status and immediately play any play- are both reduced by one thereafter regardless of any subsequent Damage
able card. While in "Systems Shutdown" it may play no Black cards, Control efforts. Show the reduced values of the Ship by sliding the
take no action in its own tum, and does not add to maximum Hand Detection Value marker to the top so that it's arrow points down at
Size. The only red cards it may play are: the reduced value, and placing a "1" Defense marker on the Defense
box. Subsequent hits will not further reduce these values.
CII
""""
----'
--,--
, --........

...,- -
,
CII .~ Cl
"""" .,,"'
-..-.-. .. 6.7 DAMAGE CONTROL: A damaged Ship may move a damage
marker one box to the left by playing a "Damage Control" card in
its tum and thereby recover lost Sensor or Attack values. However,
a reduced Detection/Defense value is never restored. "Damage
iN4 . .-
Control" cannot save an already "sunk" ship, nor repair a malfunc-

-- -
.:- tioning system.

CII -
_c! I

Surface NOIK
'"

CII CII CII PI PI


P ...;vc Sonar
6.8 SUB AIT ACK CONSEQUENCES: Whenever a Submarine
attacks, all opposing Surface ShipslHelicopters increase their Contact
Level by one on that Submarine if a defending Surface ShiplHelicopter
plays a "Passive Sonar" card as a reaction to that attack. Individual
The drawing ofa RN by a "Systems Sbutdown" submarine is not an Submarines of the defender may each increase their Contact Level on
action and does not prevent the player from discarding. the firer by playing a " Passive Sonar" card. NOTE: Passive Sonars

3
played against Active Sonar searches (3.2) and Submarine attacks are 8.5 REACTIVE PLAYS: Whenever a player plays a "C/OR" card
the only instances in which a Ship may playa red card in response in his rum, it may be negated by his opponent immediately playing
to a black card directed against a different Ship. Such a play does not a "C/OR" card to nullify its effects (before any Contact Level markers
prevent that Ship from being able to play another red card against any are changed) . The Ship play ing the negating card must have aJready
black card directed against it subsequently during that tum. established contact ("No Attack" status is sufficient) with elements
of the moving force. The "C/OR" card is the only aJlowed action for
that Surface ForcelSubmarine in that player tum, whether it is nullified
X or not. A player may not playa "C/OR" card during his opponent's
EA EA rum except to negate one just played by the opponent. A Surface Force

----_
EVASIVE ACTION can play only one negating "C/OR" card per turn.
H ~ 'd Tum, -I
...
.~

\
-=--- T 4
T
.p .I'
" .. !!J!
[ . ]1 ---""
.
TECHNICIAN
~

"
7

£
SENSOR SENSORx2 00'
EA EA EA EA EA
Sub Only Sub Only

7. EVASIVE ACfION (EA)


1.1 OVERVIEW: "Evasive Action" cards may be played to modify
the strength of an attack in response to an opponent's "Weapon
Lockon" card. Subtract the number indicated on the card from the
attacking Ship's/Helicopter's Attack Value. One "Evasive Action" 9. SYSTEM MALFUNCfIONS (Xl

~
card may be used against each "Weapon Locken" card [EXCEPTION: 9'l OCCURRENCE: A System Malfunction occurs whenever
Battle Stations; 3.6]. Once played, the EA card is worthless against MALF an "X" Random Number is drawn to resolve a Sensor Check
subsequent attacks and is discarded. -1 or Attack. When it occurs, the Attack or Sensor Check fails
1 .1 SUB ONLY: "Evasive Action" cards containing a Submarine and a circular Malfunction marker is placed on top of the correspond-
silhouette beneath the RN can only be used by Submarines. ing System marker of the acting Ship. That ship must apply a - I
modifier to that system value until it is repaired. Should a malfunction
occur during a Helicopter Duration/Sensor Check or Attack, that
ClDR 7 ClDR Helicopter is d iscarded.
CLOSE/
__-__--
OPEN
_ _ CJOIII RANGE
., • c-.c.

-"". ""................ ...


..........
....... ,,_ ... ....
9.2 SENSOR MALFUNCTION EFFECTS: All Contacts of the
malfu nctioning Ship are reduced by one and no more Sensor checks
may be attempted with that card. EXCEPTION: A Surface Ship with
a malfunctioned Sensor does not reduce its existing contact marker

.~
if there is another friendly Surface Ship (not Helicopter) in play without
a Sensor system malfunction of any kind .

,
~
• Q f 9,3 SUBSEQUENT MALFUNCTIONS: Should a
SENSORx2lATTACK W LF System malfunction again before it is repaired, the
ClDR ClDR - 2 System marker should be replaced with a -2 circular
MaJfunction marker which will reduce the System value by two until
8. CWSEIOPEN RANGE (C/OR) it is repaired. A lone Surface Ship suffering a subsequent malfunction
8 .1 OVERVIEW: A "Close/Open Range" card is played during a must lower its present Contact levels by one. Should a System mal-
player's own tum to either increase or decrease Contact Levels, but function a third time before it is repaired, replace the -2 System
it cannot be played unless the moving vessel has established a minimum Malfunction marke r with a "Down" circular marker (and in the case
Contact Level (anything above "No Contact") on an oppoSing Ship of a Down Sensor system, reduce all Contacts on its Contact Level
(Exception: Reinforcements: 11.1 ) that is the object of that play. Track to No Contact). The affected Ship's System may not be used,
nor may that Ship attack until it is repaired at least to the -2 level.
8.2 SHARED PLAYS: All Surface Shipsl Helicopters must share the
play of a "Close/Open Range" card, and therefore may conduct no
9.4 REPAIRS: A System Malfunction is repaired to the next best step
other actions that tum (Exceptions: Reinforcements 11.1 and Trans-
by declaring a Repair attempt as that vessel's sole action for a tum
ports 12.3). Submarines cannot share "C/OR" cards and must play
and drawing a RN ~ 4 or by playing a "Technician" card. A single
them individually. If a Submarine plays a "CIOR" card against another
Repair operation will not return a "Down" system to full operational
Submarine, it affects the Contact Levels of only those two Submarines.
status-it would have to undergo three successful Repair attempts. If
8,3 OPEN RANGE: Playing a "C/OR" to "open" the range between any Repair attempt draws an "X" RN, the system reverts to "Down"
Ships reduces the Contact Level of the moving Submarine and all status until repaired. A Repair attempt is an Action and therefore
opposing Surface Ships (or one opposing Submarine of his choice) one prevents discards by that player during thai rum.
box on their respective Contact Levels. If a Surface Force plays an
"Open Range" card, the Contact Level of the Surface Force and one 9,5 RN X: Unless specified otherwise, a Random Number draw of
opposing Submarine of its choice is reduced one level on their respec- "X" is treated as "0".
tive Contact Levels.
8.4 CLOSE RANGE: Playing a "C/OR" to "close" the range
between Ships increases the Contact Level of the moving Submarine
and all opposing Surface Ships (or one opposing Submarine of its
choice). If a Surface Force plays a "Close Range" card, the Contact
level of the Surface Force and one opposing Submarine of its choice
is increased one level on their respective Contact Levels.

4
o HE n. REINFORCEMENTS
11.1 ENTRY: Some scenarios list Ships available as reinforcements.
HEUCOPTER These Ships are not available at first and do not acid to Hand Size until
SENSOR: 2
ATTACK: +2
_ _ H......... ""0fI0. they enter play. A reinforcement may enter play whenever its owner
plays a "Close Range" card for it and draws a modified RN ~ 6.
-x-.-.
CIOII.
et.;O. ...............
lIN < ...
The RN drawn is added to the number of the current deck. Only one
reinforcing Ship may enter per successful "C/OR" play and the second
listed reinforcement may never enter before the first listed reinforce-
ment arrivcs. A reinforcement's entering "C/OR" card may not be
negated by an opponent's red "C/OR'" play. This attempt does not
AnACKx2lSENSOR count against the options of any other Ship but does prohibit discards
by that player in that tum. The entering Ship may not perform any
HE ""'" other action on its player turn of entry unless it plays a Bailie Stations
card after its successful entry to allow one additional action.
10. HELICOPTERS (HE)
10.1 LAUNCHING: Surface Ships having a Helicopter symbol in the 11.2 CONTACT: No adjustment to any Contact marker is made as
upper right~hand comer may play "Helicopter" cards which may, in a result of an entering reinforcement, although an entering Surface Ship
subsequent tums, be used to search for or attack Submarines. The automatically gains the Contact Level of other friendly Surface Ships
number in the top-Ieft triangular half of the Ship's current Attack Value in play.
status indicatcs the maximum number of "Helicopter" cards that Ship
may have in play. As its sole action during its own tum, such a Ship 11 .3 DURATION: If all Ships of a side are sunk before its reinforce-
may play one "Helicopter" card which is placed adjacent to the Ship. ments enter play, the scenario ends.

10.2 EFFECT: A Helicopter has the same Contact Level as the Ship
which launched it, but may be used on subsequent tums to perform
independent Sensor Checks and attacks of its own using the Sensor!
Attack values (2) printed on the Helicopter card. As such, it is con-
sidered a separate Ship for purposes of conducting Operations and
determining a player's Hand size.

10,3 DURATION: Each Ship Helicopter symbol contains a circled


number inside its silhouette which reflects the relative length of time
T,...".", Goo."",""" 10 ....... Sll,.
any "Helicopter" card from that Ship remains in play. Each time a r,...".", moy"", pIoy ... y Ac •...., <MI.
Helicopter is used to perform a Sensor Check or attack, a Helicopter
Check must be drawn at the end of that operation for that panicular
Helicopter. If the RN drawn is ~ the Helicopter Duration Number,
that Helicopter may stay aloft. Otherwise, it is discarded.
10.31 HELICOPTER CHECKS: Every tum that a player with
...
......
Helicopters in play draws a RN (not a Hit resolution card) which is
also a "Helicopter" card or plays a "C/QR" card on his Surface Force
(whether in his tum or his opponent's), he must make a Helicopter
Check for each of his Helicopters in play at the end of thai player tum. 12. TRANSPORTS
If the RN is not ~ the Helicopter's Duration Number, that Helicopter 12.1 HIT EFFECTS: Transports have neither Attack nor Sensor
must be discarded. No matter how many times a player draws a values. Ifhit, the marker on the Damage Track of a Transpon is moved
Helicopter RN during a tum, he is never required to make more than one bolt to the right for each" Attack'" or "Sensor" hit result.
one Helicopter Check per tum for each Helicopter in play, plus one 12.2 HAND SIZE: Transports have no effect on a player's Hand size.
immediate Helicopter Check for each Helicopter after it performs an
operation. 12,3 ACTION CARDS: Transports may not play any card-even
"C/OR" cards played to negate a Submarine "C/OR" play affects
EXAMPLE: The UdDl"y hat it> one .Ilowed HoikopIc:r . Iotl. l1IaI Hell""",er makes. Sensor
Cb«k ...... fon. ohc: resulti". Helioopler Cb«t 111 dra"""' • .. , .•. ODd i. dixar<lod. The Uda/Qy. only their escorts; not the Transports.
whic!l Iw "'" yec po:rfonned on oc:tion. moy now loy,"", anocher Helicopter (if It Iw ......) in
EXAMPLE: A Vioolor III SUbmari"" pI&y' . " O - Ranae" <OnI whi<h i. Urun.diotely nopted
.he .."'" .um. 111 pI.y ofan .. Opeft Ranae·· <OnI1I1 . T..anopon·. eo<:otI. The "'" resul. is mo. ohc: Submit ..""
inm:ues """txt .... the Transpo<! but the ron,""" of ohc: _ i " , _ and SUbmarine on
10.32 BAD WEATHER: Whenever an "X" RN is drawn during a eoch other remain """hoD&ed.
Helicopter Check, bad weather grounds all Helicopters. Discard all
airborne Helicopters. No new Helicopters can be launched until the
weather clears. The Surface Force player may draw one RN at the 13. SCENARIOS
end of each of his subsequent turns to check the weather. If he draws
a RN ~ 4 the weather clears and he may launch new Helicopters in The scenarios are hypothetical encounters based on probable situations
subsequent turns. This Weather Check is not considered an action and in contemporary conflicts. Players may augment those provided with
does not prevent discards. their own designs. The strategy varies a great deal from one scenario
to another. Players are encouraged to sample them all rather than
concentrating solely on the introductory ones.
10.4 ORPHANS: Helicopters cannot be attacked directly. However,
any already airborne Helicopter whose Ship is sunkieltitted is removed 13.1 CV SENSORS: The Kennedy has no Sensor values (-) and is
from play. Similarly, a ship whose Attack status declines to the point dependent on its launched Helicopters to detect Submarines. However,
where its Helicopter Attack Value number is less than the current its Sensor Value Track is still used 10 determine Ship damage.
number of its Helicopters in the air, must immediately remove eltcess 13.2 CV ATTACK VALUES: The carriers Moskva . Kennedy, and
Helicopters. INVINCIBLE have no attack values (-) and are dependent on their
Helicopters to attack Submarines. Those Helicopters have an Attack
10.5 SUB-ONL Y SCENARlOS: In scenarios with no Ship capable Valoe of "2" regardless of the damage status of their carrier. However,
of launching a Helicopter, "Helicopter'" cards remain in play for use Ships with an Attack Value of "0" may attack.
as RN and Damage cards, although they fulfill no useful function in 13.3 SEAWOLF: The' 'swimmout" torpedoes of the Sea wolf allow
a player's hand and can only be discarded normally. attacks without detection by Passive Sonar (6.8).

5
13.4 ALFA CIOR EXCEPTION: Due to its great speed, an Alfaclass
Submarine's "C/OR" play cannoI be automatically negated by an 13G TURNING THE TIDE: As the tide of war turns in favor of
opponents •'C/OR" reaction. 1be opponent may attempt to negate the NATO, many of the bases lost to the Soviets in the opening rounds
play with a reactive "C/OR" card of his own, but must also draw must be retaken. One such base lies near the toWn of Narvik in Norway.
a RN 2: 4 for it to be successful. If the RN is < 4, the reactive card But the Soviets are waiting on land and at sea.
is played with no effect. SOVIET: Si<ra. DaMII. SIIIOmt
13.5 VIcroRY CONOmONS: If DO other Victory Conditions are NATO: Jolin lWdgert. SimplOft. T",)ior, 1 Trampons
cited, the first player to sink all opposing Ships currently in play wins. The Soviet wins by sinking all three Transpons. Any other result is
However, if a scenario has no specific Victory Conditions to the a NATO victory.
contrary, a player may win by sinking one opposing vessel and sub-
sequently exitting all of his Ships without having any sunk. If trying
to win in this fashion, the exitting player may permanently remove 13B BOOMER: A$ I Soviet ballistic submarine moves toward its firing
a Ship from play by playing an "Open Range" card for that Ship position under the northern ice floes , a NATO sub-group intercepts
if it has achieved "No Contact" status on all opposing Ships. An the " boomer" and its escort. The "boomer" must bee1iminated before
"Open Range" card played by a "No Contact" status Ship cannot it poses a strategic threat.
be negated (8.!i). SOVIET: Zamiua. 1_ Ra,Ol'
NATO: :wawoll Reinforc:c:menl: Ashevilk
13A SUB DUEL: A pair ofU .S. submarines have been operating too Nato wins by sinking the Zamitsa. Once play has entered the second
succ.essfully in the Atlantic, sinking Soviet submarines and surface ships deck, the Zamitsa may draw a RN every time it plays an "Open Range"
alike. To counter the threat, the Soviets dispatch two of their best killer card which is not negated by NATO. If the RN is less than thecumnt
submarines. deck, the Soviet wins.
NATO: Los A",~lu. &ltImon
SOVIET: IWlII ROIO'" SlMJnsov
131 SINK THE MOSKVA: The fl agship of a Soviet ASW group, the
Anti-Submarine cruiser M oskva, has proven itself too effective against
13B SEARCH & DESTROY: As a NATO convoy makes its way to NATO submarines. NATO reacts by breaking from doctrine and form-
Iceland, a satellite update detects Soviet submarines moving toward ing a wolfpack to hu nt it down.
the convoy. An ASW group is sent out on an interception course to
SOVIET: Mash... , Udaloy. N~iJ:rorl"'rY. kVItI).JI"rY. T",W"
remove the threat. N .... TO: Ashevlll~. AMapOI/I Rcinforc:c:menl: Trafalgar
NATO: "",.,1"/11. SI17Ip1Oft NATO wins by sinking the Moskva. The Soviet wins if the Moskva
SOVIET: Moln/yo. SlMJI1SOV
exits (13.5) anytime after the first deck without losing more Ships than
NATO. Only Mosk\'Q-not its escons-must exit to end the scenario.
13C BREAKOUT: To feed on the rich NATO surface convoys in the Any other result is a draw.
North Atlantic, the Soviets form sub groups to break out from the
Norwegian Sea. Waiting for just such a move, NATO submarines
position themselves to imercept. 13J THE RE11JRN HOME: The Soviet carrier Kiev has operated
N .... TO: S«JwoIf Raafon:aneM: TrvfoIF
successfuUy in me:
Atlantic since the outbreak of Ilostilities but Deeds
SOVIET: Il'OII ~. ~. Dri:tJINUt Rcinfor=nmt: ~ to return to pan. The banlecruiser Kirov is sent out to escort her back.
All NATO submarines in the area are directed toward the force in hopes
Soviets win if they can manage any combination of two sunken NATO of bagging a major prize.
submarines and/or exined Soviet submarines. Each Soviet submarine SOVIET: KifV>'. Kiev, N~iJ:rori"'rY. Ni~. Tallin
must gain Contact Level 1 on aNATO submarine before it can attempt NATO: AJhevIIh. SeawoIf Reinforcemenl: Lo.J An8~I~s
to exit.
NATO wins by sinking either the Kiev or the Kirov. Otherwise, the
Soviets win. Once play has entered the second deck, the Soviet may
13D FALKLANDS: The Argentine submarine force was a constant draw a RN every time he plays an "Open Range" card which is not
threat to the British during the Falklands War. A single successful attack negated by NATO. If he draws a RN less than the number of the current
on either the troop convoys or carrier task forces could have spelled deck, the scenario is over.
disaster for the entire campaign. Here a pair of Argentine subs are
discovered by a patrolling British submarine.
BRITISH: S"''ift,"n
13K FLArrOp: As NATO losses mount, they must risk the use of
.... RGENTINE: StJlla Reinforcemenl: Sa.. u,is smaller task forces. One such force is caught leaving Norfolk by a
Soviet wolfpack which has been assembled for just this task.
13E REBEL WITHOUT A CAUSE: A renegade Soviet super boomer N.... TO: K~""My. VI,.,!nla. John Rodl~rt. $i17lps(HI. Taylor
is detennined to end Glasnost by starting ww m. If it reaches its firing SOVIET: II'QIt Rqgov • .$boonuw. YDlls~ Reinfon:emenl: BoIIhDytJ Nt:WJ
position, several American cities will be obliterated. A Soviet surface The Soviets win by sinking the Kennedy. NATO wins if the Kennedy
task force has orders to find and destroy it before it can reach its firing exits (13.!i) anytime after the first deck without losing more Ships than
position. the Soviet. Only the Kennedy-not its escorts-must exit to end the
RENEG .... DE: 0ppc:t.Im.0 scenario. Any other result is a draw.
SOVIET: RtNMIUlrY. Si"lfot'OpOl Rein{orccmeN: UdDJoy
The Soviet Surface Force wins by destroying the boomer before it 13L OOLFPACK; Allied forces in Norway desperately need supplies.
reaches its firing position. OIlCC play has entered the second deck, the 1be Soviets are just as determined to prevent their arrival and have
Typhoon may draw a RN every time it plays an "Open Range" card. assembled a picket line of submarines off the Norwegian ooast to contest
If the RN drawn is less than the number of the current deck, the the arrival of NATO convoys.
Renegade wins.
NATO: J,,";ndbl~. Nrnfolk. Sh~.8f~Id. Se_I. 1 Tnmporu
SOVIET: OriJ. lRKDbrin. J_ Ro,ov ~infOfttl"l'leRI: SkYol1SOV
13F MOUNTING THE THREAT: As a large Soviet troop convoy
Soviet wins the instant he sinks six points of NATO vessels. Any other
makes its way toward Iceland , a NATO sub group is detected. To
result is a NATO victory. The Invincible is worth sU points, each Trans-
counter the threat, the Soviets send out an ASW screen along with
port is worth two points, and each escort is worth one point. The Soviet
whatever help they can get. must immediately subtract one point from his score whenever he loses
SOVIET: Udalo),. N/lwlo}'~v Reinforcemenl : KOIOV. Admiral u.pshin a Subma rine.
N .... TO: Lo.J An8~ltl. Vol/a",

6
can be jusl as accurale given sufficienl time to collect dlc ......... , ....
13M CONVOY SCREEN: A NATO troop convoy is on its way to Even the actual ship type can be detennined. giVCD sufficieal __ _
Europe and the ASW group screening the convoy has noted heavy sub- jusl by listening 10 the sounds generated by a ship and coqaa . . . . .
marine activity and cal led for help 10 prevent any "leakage" from with a compuleriud library of sound profiles. Bul how much i n t _
getting through to Ihe convoy. The Soviets, for their pan, likewise is enough? Obvious ly, the more information you have. the better yow
direcl additional forces 10 the area. chances 10 score a hit. But if you fire prematu rely . not only will you_
likely miss your target, but you will undoubtedly aJert him 10 your pruaaoe
NATO: ArleiBIo &rh. 80 .._ And all the lime you are lookin& for him. he is also trying 10 rUld)'CIU.
Reinforcement I: John IWdBer$ It is, in many respectS. the ultimate pme of "chicken": two gun.fi~
Reinforomxnt 2: Los klge/II staring each Other down. Who will blink first?
SOVlET: !VGtt RD80V. Sotw>nso..
Reinforcement I: Yenlu, In game temu all these factors come into play in a moch kss com-
Reinforcemem 2: Gril plicaled manner. Weapon anacJcs can be made at the lower "coract kvds"
Reinforcemem 3: Su,.., but the chances of a successful hit are less !han if you wait for a bmtt
target solution, i.e., high "contactlevds". To get ttw higher level you
1be Soviets win by scoring any combination of five sunken NATO can use either passive or active sonar detection card.I or lDOYe 109o-ards
ships and/or exilted Soviel Subs ( 13 . .5). No Soviet Sub may anempt the target. Active cards will raise the enemy Contact k,·ds faster due 10
to exit before it has spent at leasl one entire deck in play. NATO wins their + I modifier, but may give a .....y your own positioa eveo ruter. I
by avoiding the Soviet Victory Cond itions, should also dispel the notion that the playing of a sonar eard eqo.uru:s 10
that system only being used when the card is played . Playing the eard
simulates the acrual updating of ongoi ng sonar infonnation. NOl draWUl&
the right card 5imulates difficulty obtaining betler information. Whether
NOTES FROM THE SKIPPER il is because of temperarure changes' 'bending" the sound ....ves 01" humID
When Avalon Hill first approached me about doing a modem 5Ub- error on the pan of you r crew. it all amounts to a slower increase in enemy
marine game I was currently working on a more detailed simulation of contact levels in game tenns,
modem naval combat. This posed a different type of challenge because
although they wanted the game to represent the weapons and decisio n But other elements can a lso effect how sound wa ... es travel in .... teT.
making of contemporary submarine warfare, they also required that il be Hiding abo ... e or below "thermal layers" andlor "surface noise" crealed
simple to play. 7bose familar with my pasl designs know that I' ve never by drift ice or storms are not the only elements affectinl sonar contacts,
been happy with the constraints ofbexagonal maps and tnditional couruers. but these are used in the game to visualize the overall effect of reducinl
1lIe choice 10 use cards rather than the more tnditional heugonal map
the contactlevd. For submarines, Silent Running (creepi", allow spec:cb
was an obvious staning point. Action cards allow one to incorporate all around five knots) or turning away from a contact can beaneffective means
random result tables and player interaction in an easily used and under- of maintaining. low contad le ... el or reducing. high OTIC.
stood manner. As a side benefit, they also allow almost any prohability Surface ships ha ... e a number of disadv.ntages when facing sub·
d istribu tion. But most importantly, cards allow for fast play . This is a must marines, both in the game and in real life. They're aenerally noisier. have
for the less serious game player who is the primary audience for which fewer places to hide, and their sonan are less effective because they operate
this game was intended. One final, bul overwhe1ming, argumenl for cards from the surface. However, they do have two important advantages that
was that of physical appearance. With aU the games currently on the marUI, the game portrays effecti ... ely. First. they are general ly an lied tOJether
a newcomer must stand out from the c rowd. To do this, a game firsl has e lectronically by a "data link". This feature allows all surface ships to
to be noticed and the most eye-calching device yet found in boardgaroes use information obtained by any omer surface ship. Se<:ondly. many sur·
is a deck of attracti ... ely iIIuslrated ca rds . r.ce ships have helicopters. Helicopters can hover over an area, unseen
With thai said, I'll step down off my soapbox and address some by a submarine and tower an active or passive sonar buoy into the water.
speciflC design decisions. Conlemporary submarine warfare can be a very The first and last wund that • submarine may hear from a he1icopcer is
complicated subject to simulate in dcuti.I. Whaa mates it especially difficult a torpedo enteri", the ....ter before it hil5 home. Helicopters can also be
for a simpler game is the sorting through of all the information related electronic:a1ly linked to all the other surface ships in the area and be dis-
to the subject while retaining and emphasizing only the ITI05t important patched to any Ioc:atioa fasl:er than any submarine can leave it. Ho ....e ... er.
characteristics to be learned. Let's stan with the detection process. In moA helicopel'S are not " 'uIXlUt their lirrutati0D5. Wei&ht limits allow only o ne
na ... al combat situations the ma.in objective is to remQ\e an enemy threat 01" two torpedoes to be c::arried as weU as limiting the number of sonar
from an area. In"'ariably this is done by sinking enemy ships 01" reudenD& buo)'S. In p:o: renm we JCe the tarocaI advaJuge of an alrl:JorDe helioop!er
them hors de combat by applying suff)cient Ihmare that tbty ..ill aU 11) the IarJa IiaDd $1#. but you take a chance of losina your helicopter
it upon themsch'es 10 retreat. Bul to ciamag"e a ship. ODe IIIllSf tint fuId (i.e., I'on:iaa • to re:mm to ItS mocher ship) if you perfonn an action with
it. This is where sensoq (01" ~ specirx:a11y III ~ CCJcDt.I., . . . .) .. Yau em abo be d randomly with the passage of time due 10 fuel and
come in. If you think $OIIaT is simple, you','e been .."IlCb!", 100 muda we:Mbtt re:suama. One might wonder why a ship can'l jUSllaunch another
television. Breaking it down 10 the basest fUndamentalJi. sooar is KJUnd bebcopu:r "~'er It likes. Why does a card need 10 be played? Launch·
tra ... eling through water... Passi ... e·· SO!IIt COO$i.sts of liscenina: fOl" the enemy InC a bdicopttT ill a rolling sea is not allihal easy. More time (i.e. draw·
without sending out any signals of one's own which mishl live away your Irli' bc:licoplef cant) may be necessary for the helicop!:er 10 be prepared
own position. "Active" sonar gives out a signal (the familiar "pinging" with fuel. "-eapom, and sonar buoys. Such time requirements translate
sound of the Hollywood "B" movies) in hopes of creatin, an echo when in game termS 10 the need to draw (and play) • card.
that s ignal bounces off a hull. Two things happen. More detailed infor- Few oft:hese systems ha ... e been '·ICSted·· in combat situations. Thinp
mation is obtained aboul ships operating in the area, but at the expense can and do 10 very wrong-which is why the Falklands War was of so
of revealing one's own position to a listening enemy ship (i.e. passive much interesllo naval siralegists. At thb level, what actually goes wrong
sonar). Thus, the effective use of sonar is the most basic element of .... hen obtaining a "malfunction" result is nOi important. The effect o{the
contemporary submarine warfare. Should a vessel use acti ... e sonar to malfunction is! A torpedo tube door may lock up or a computer may break
optimize chances of collecting infonnation aboul enemy ships in the area down. Whatever the problem, the re$Ult is a sySlem operating al a reduced
while thereby increasing the chances of his own detection, or wait and level of efficiency.
continue to listen quietly in hopes of gathering more information than you're Damage 10 ships in modem combat is often. hil or miss affai r with
giving away. Layered on top of this are other important considerations. a $Ingle hit disabling or sinking a ship more often than not. In game terms
How much information is enough to launch a weapon system and obtain this has been adjusted somewhat and a more optimistic view of ship
a kill? The initial information from sonar is rather limiled, especially for mortality taken to make the game more entertaining. II should also be noted
pauive sonar. Bearing o r direction to the eoerny may well be all the in- that some of the s ubmarines seem to have the potential to absorb as much
fonnation you mighl obtain. F iring II • target with "bearing" informa- damage as many of the surface ships. This is 001 the case. As a general
tion only will usually result in a miss. 1lIe missile may activate il5 homing rule the 10rpedoes fired from submarines are much larger and carry Iwice
radar too lale and milS its target a1logether, or too early and ,i ... e itself the explosives. Surface ships generally use what arc termed "stand-off'
away, allowing it to be easily defeated by ECM (Electronic Counter weapon systems. These systems must fire a missile (or something simpler)
Measures) or ASM (Ant i-Surface MiMiles). Torpedoes ha ... e similar that carries the torpedo to the approximate location of lhe submarine and
problems. Acti ... ating a torpedoe's homing sonar too early gives the target releases its homing lorpedo al thai point. Since the torpedo must be carried
more time to react and deploy counlermeasures. Torpedpes with their more by the missile, the torpedo's weighl (including warhead) plays an importanl
limited range, fired II targets thai are out of range or that can be "outrun" role in limitin& the size of the warhead. Torpedoes carried by heJicopters
become an obvious waste. suffer from the Ame limitation although they are carried to the WJet
1lIe more one listens, either actively or passively, the more infor- location by the helicopter rather than a miMile.
mation is gathered and the greater the accuracy of the contact solution. 1lIe last element of the game we'l1 discuss concerns the relative values
Active sonar gathers data quicker and more accurately, but pBMive solutiOll5 of the ships themselves. Detection is directly relaled to the noise the sh ip

7
generales. NATO ships have always enjoyed an advantage when compared
with the noise lheir Soviet counterparts generate. But this gap is slowly
closing. espocially with the new generation of submarines coming 001 of
Russia. Thus we see ships like the Victor 1lI with a fairly high detection
THE GENERAL
rating. 11M: SovietS also use acoustic coatings on many of their newer sub Now flit 'fill' " - ' - III . ,. . QIII'n& . . ..a pIOIIIIm II PfObItIty "'10
hulls which can absorb sonar signals. Probably the hardest ships to detect . . . . . . . . . . . . . . .- -. .'fIII' ....... protIIIrn, ... .....,ou...
are the diesel/electric 5ubmarines whose electric engines are so quiet. yet
tt.-...,....._............-.-...........
.......... t n.. ........
..... to_ ............... )Di,mIl ~

=-.. .
require snorkeling near the surface 10 recharge batteriC5. 11M: Soviets use lluI:wII_
.......... CI&r. . . . fII ................... aI .... E-vu.c.altir
a number of the latter type in their coastal walen where they are effective
................. fII . . . . . . . . . . . . . . . . . ,. . . . . . aI .......
in avoiding detection. Surface ships. even when "quieted", like many of
the newer NATO ships, are generally noisier than most submarines. Know- fan ................ ~1IId And ~ 1888.-
ing that they are noisier and therefore operating at a disadvanwge. sur-
.... - . . . . . . . . "'...... 1Dak. n.-.offInc
.. F 1£ Dll'OI'I'Q'BmlWlWllDCDUMI . . . , .. . . . . . tar.
face sh ips (and many of the noisier submarines) operate continually with ,.... .... forWCII . . . ~ ...... _I • • J ,fII..,-.t.ktt
active sonar believi ng that the best defense is a good offense. ....~ ___ al . . whIah_ ........ CI&r .......................

Much of the technological advantage of the West also shows up in '-MrIO ftnd .. CIIIIIOI*iC fortNt .... ....., ... _ ........
the quality of their sonar systems. Most NATO subs operate with IICJ( only
__ ........ O-" .. In . . PlillloIn. . . . . .
more effective sonar. but also with "towed arrays". Not only are these c.... ... MIy . . . . _ .... d ................. ~~'* . .
systems more effective than the usual hull mounted sonars. but they also to .......... llrulMta ..... ....,. ..... tartlllCl' . . flln. ........
have a full 360 degree art: unlike hull sonars. Noise from the propellers . . . c.n,.n(• ....., .............
. . . . . . . . . ~..,'fIII'_CI' . . . III . . n.MIIDrtI . . . . .
and wake of the ship diswrb incoming sound signals in an art: approJli-

_br_ .... _
.-..
mately 60 degrees astern. This dead area can be used by a good captain . . Cl&rdlllCln .........................."..pa ..................
to approach an enemy ship undetected. To reflect thU in gsme tenn/i, sonar ..,..fII ..... llrn. .............. c:.:w....~a..r.
..... oant*i.IEIII8...w" ...........
....,
values are larger for better Sonar systems and/or if the system is a "Towed . . - . , . . , ......... ..-...cI ....... OOi . . . . . . vbv ........ G:ed~
Array" .
For game purposes. sllack values ponray a number of different ~QIIDIII . . . . . . . . .,......,.". . Clllll'Ml MIdIIIn ThaOBeW.
c lements all rolled into one. For example. most submarines can use a
-..
. . . . . . . . . . . . . . 6cI.- ....... ,,-.. . . - ... In odw parIodI
number of weapons to attack a ship. The Los Angeles class submarine.
for example. can fire a "Harpoon" cruise missile against su rface lIITgets
from ils torpedo tubes as well as a Mark 48 torpedo against either surface
o r submerged targets. The "Harpoon" is an excellent anti·ship missile
snd its +3 rating in the game reflcct$ its high accuracy and survivability
to air-defcnse systems. By way of explanation. it should be noted thaI when
1M - ' . I h t cud
" ....,--"'- .......
..... DIllIN w.....r ... tNt...,.. .......... tt. .... It _1
aur .... oc.GN NW.Y818 ooUm ......
' I ..
...... lhdfll ...... allfglml11'11v1ii ...d . . . . . . . . . _ _ _ bv
........... tar . . ~.and . . . . oI ....... _~ ...... 1n
AMd

I defensive can! such as "Evasive Action" is pllyed against such an attack


it represents IICJ( only the maneuvering of the ship. but more importantly ~ Itta . .
ThaC8BALwI~ . . . . .
"'** IndudI.--......
1M - - . . n..b*4 a . 1 ' I _ holnol.."•• 1t. and oIlwi _
f1f .,..., _
to
*lira. And . . . . . In , ....
~_for8lllcl
the effective use of air defensive systems to shoot down the missile. 11M: gIm8 II&'IIntI. n.. _ _ wi ... " . onf¥ 10 . . . . . . . . . . . . 10
Mark 4g torpedo also receives a high rating. II i5 a wire-guided torpedo
with active and passive sonar for searching I nd homing o n its target. Even
after Ilunch • wire-guided torpedo can have its targeting d.ta updated
""-
a..ItiMAia •• III: In_ CI.BTION lOX In -*' ..... you'I find a. orWv
ofIIaIiiI_ oI .... lI...p •• • a'Id CItw10M for tNiltnd ... odw ~
through the: guide-wire. Once il reaches a position clO5C enough to its larget,
it'5 built-in sonar takes over. These torpedoes can prove 10 be very difficult ........ """'-: 1raNItM~ odw . . fnIm ThI Awlon . . a.ne c:omp.,y
or VIctory 0..-1 0IIIIk .,.... out In N RfADER'S IlUVERS GUIDE. n. RBG
10 evade once I "good" weapon system lock is obtained.
I hope: walking through some of the rationale behind the rules has
... e-nI"" oompIId Ii¥ our.
.......-noc • ...,
~ll . . . . "'-1IIa people who_
JI :..... GiItIc. ......... OOii ....... V._iijiOi-. . .
made lhe game more enjOYlble for you by increasing your appreciation . . . . . . . . . . . . . . . . . " .... fII . . =··II ... ,...lnwRBG.
for the realism factored into the game mechanics. Although simple, the
game is far from s implistic. Playen looking for a more involved conlem-
. . . .: : :
tdIIt¥, ....£___
t .................
........ fIINt ==onIn . . 0JI"*Ig
.... _tIatuI
* At; •••
porary naval game should watch for my nexl game. BLUE WATER NAVY.
which includes all aspoclS of naval combat including surface ships. 5ub-
marines. and aircraft. Check the pages of11M: GENERAL for information
lboul thi5 and other games of skill by Avalon Hill.
......... In . . . . . . , . . . . . . . . . . . . . . . . . . . . . . . .
MtIIIt ... _ _ _ ........................ o.na
Cam;:anr. In .............lM'fOIfa ....:In' .... ,.... . . . . on
. . . . . . . . . . . . . .' ...................... 1'41
v...tn ev.y .... yuu'l1nd." _ _ to ba 1PPIad ......... COlI
01 poMagI ..... ~ . . . . ca.cdv flam .... Avalian . . GIna
"'"-",
. .. you

...... InDI;dan .. ,I14..... - . ....... _ _ or ..... tc . . . .


I, .*" on
-,
QUESI'IONS: _ a.. • moIt4. I*IotIcaI dI\Ioad • aIridMItin ganq ilia
We resr«tbM weearKIC _ _ pme~ by pbone. lioweva-, we will "*'*' And Ita ......... ,... .......... IN blat"... ~ your enjoy-
with. ~ If yoo'r1I om-
IJ)' 10 .... _ .u r--.bkI QIIeI'Iet by mail proykled you ot.erve !he follow-inl "*'101_ and ... odw..-..,.,.,.toId
vInoad, ..-.d yow d..tr. b • ~ ~. s.. .. PARTS UST
~ wtch your _ QII'I'iii for pRoaa.
I . All ~ _ be ............ njed by • -.aped, Idf-aOl1reNed eDveIope
..... ~ u. s. p...,e ad'ficico!l for ftnI ~ a.lI _f'orei&nen URIbIc
10 IeCUR U.S _. . . . . l1li)' purdIue In '-rnIrionaI Reply COupon IUfficienl

-,
Cor ~ .,... from tbeiT kIcaI PM 0IIk:e. QueItlonf; CIIUIOI be renuncd
inIide ocber onIcnd ~bep your ~ ICpaBte from orden.
CREDITS:
2. Do 1IOII1Ik~ Cor _thlDone pma. U your Ieaer has 10 10 from IIESIWlCD a DDlGN: Counaoy ........
_ deIiper 10 ..aer, !be cbIIIc:ea or II beiDa: ' - or cltlayed ~ .,-.y GAME DEVELOPMENT: Doa Orcoawood
3. Do _Ilk queIrioaI oa desiF or hiAoricaIlUb;ecU. 1lIb type or naICriaI
COVER AlIT: George PuNb k
is bell covered In our 1DIfIZIDe; nIE GENERAL. Purc:IIa. of IN iec::tHUI_1ded GRAPlDCS: Charles Kibler, Dave Dobyski
lJI"iII f_re i_ of 17IE GENERAL coverill8 that pma II reconmx:nded. TYPESETI1NG: Colonial Composition
4. 00 lIOII uk ua 10 rewriIe • rule for you or 10 explain It In other terms. We
CIMOIIIke !be time 10 .. rile bldividualesay rapoiIICIIlO vque quationa, oor PREP DEFf, COORDINATOR: Lou Velenovsky
can we JIC*lbly dD ~ Iritb lIlY beaer lUUIu !han the vetWn you cwready PRINTING: Monarch Services
p;lUeU wbicb UIIderwed IeVCI'II cuefully prepared drafta. 1berefore. pIeue
..,.. yow quatioaI in. YesINo formal: IIId refer 10 !he pnlpCi' rule IIUIIIben PLAYI'FSI'ING: ADdrew Lewis, Neil MoraD, Paul Harper,
. . - poaIn& • CjI..ton. Bruce Buts, FliDe Allen. MicbIcI SmidI, Joel 5pcD::e, JeffTabiaD,
~ . P\cae ate !he time 10 ICC if you can _ _ your own ~ . Mosc Mike Phelps. Bob PumeU. David Spugler. Philip Coveney,
~ "" reeeive In' ~ ~ iD IN RIla. WbeD writina 10 .... , PI*' EmcIt Schuben. Durd Plam
your ~ ean:fIdly _ _ !bI! we receiv'II: are ~ ambiJuou$ly W'OI'dtd dial
it is i~ible 10 live • precise _ _ .
SEND 1'0: Oame QI.-ioN 01l1li1
The AvaIoa Hill GIme Company
4517 HarfonI Ro.d The Avalon Hili Game Company
DM ..... of ..........h ... _ ...... I'riocod III USA' Ali Rip _
Baltimore. MD 212 14
E6063 21116·4 6660001
8

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