submarine (ah) rulebook

32
1.0 INTRODUCTION One of the few remaining campaigns of World War II yet to be covered on a tactical level has been the submarine war against commerce shipping and naval fleets. It was a war with no fronts; of hit and run tactics: a one-on-one duel reminiscent of the air war of World War I, complete with aces and acts of chivalry. But it also was fought with no holds barred, a struggle i n which a second's hesitation or lapse in concentration meant the difference between death and survival. Post-war analysis has concluded that the closest Germany ever came to defeating Britain was through its U-boat campaign. The U.S. submarine war against Japanese shipping was so spectacular that in three and a half years, Japan lost over 50% of her merchant fleet to the U.S. submarine fleet alone. Almost every country's submersibles scored successes against capital ships. No side was ever completely secure from the sudden torpedoing of a battleship, cruiser or carrier. SUBMARINE i s a tactical recreation of the submarine war. A player assumes the role of either a submarine or escort captain. He can l aunch torpedoes at convoys or combat ships or hunt down submarines with depth charge runs. Scenarios included depict the major types of operations initiated during the war from attacks on unescorted convoys to attacks on major warships. There is also a campaign game that recreates the U-boat wolf pack tactics against Allied shipping in the North Atlantic. A Do-Your- Own section shows players how to set up their own actions with submarine and anti- submarine vessels of all major combatants i ncluding France, Italy and Russia as well as the U.S., Britain, Japan and Germany. SUBMARINE i s divided into three games of i ncreasing complexity: the Basic Game, Basic Game with Optional Rules and the Advanced Game. You should play only the Basic Game until accustomed to its system of play. You can then proceed to the Basic Game with Optional Rules. Once familiar with the total Basic Game package, you may continue to the Advanced Game. Do not feel obligated to play the Advanced Game if you find it too complicated. It has been included only for those who wish to make a closer study of the capabilities of the various ships involved. It is strongly suggested that you learn the rules in the order presented to avoid any confusion that could reduce your enjoyment of the game. Take your time. The game is very enjoyable on all levels.

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Page 1: Submarine (AH) Rulebook

1.0 INTRODUCTIONOne of the few remaining campaigns of

World War II yet to be covered on a tactical levelhas been the submarine war against commerceshipping and naval fleets. It was a war with nofronts; of hit and run tactics: a one-on-one duelreminiscent of the air war of World War I,complete with aces and acts of chivalry. But italso was fought with no holds barred, a strugglei n which a second's hesitation or lapse inconcentration meant the difference betweendeath and survival. Post-war analysis hasconcluded that the closest Germany ever cameto defeating Britain was through its U-boatcampaign. The U.S. submarine war againstJapanese shipping was so spectacular that inthree and a half years, Japan lost over 50% ofher merchant fleet to the U.S. submarine fleet

alone. Almost every country's submersiblesscored successes against capital ships. No sidewas ever completely secure from the suddentorpedoing of a battleship, cruiser or carrier.

SUBMARINE i s a tactical recreation of thesubmarine war. A player assumes the role ofeither a submarine or escort captain. He canl aunch torpedoes at convoys or combat ships orhunt down submarines with depth charge runs.Scenarios included depict the major types ofoperations initiated during the war from attackson unescorted convoys to attacks on majorwarships. There is also a campaign game thatrecreates the U-boat wolf pack tactics againstAllied shipping in the North Atlantic. A Do-Your-Own section shows players how to set up theirown actions with submarine and anti-submarine vessels of all major combatants

i ncluding France, Italy and Russia as well as theU.S., Britain, Japan and Germany.

SUBMARINE i s divided into three games ofi ncreasing complexity: the Basic Game, BasicGame with Optional Rules and the AdvancedGame. You should play only the Basic Gameuntil accustomed to its system of play. You canthen proceed to the Basic Game with OptionalRules. Once familiar with the total Basic Gamepackage, you may continue to the AdvancedGame. Do not feel obligated to play theAdvanced Game if you find it too complicated. Ithas been included only for those who wish tomake a closer study of the capabilities of thevarious ships involved. It is strongly suggestedthat you learn the rules in the order presented toavoid any confusion that could reduce yourenjoyment of the game. Take your time. Thegame is very enjoyable on all levels.

Page 2: Submarine (AH) Rulebook

BASIC GAME RULES

2.0 COMPONENTS2.1 MapboardThe mapboard consists of three panels,

labelled A, B and C, which are isomorphic (i.e.,they can be fitted together in a variety ofpositions). At the start of play the panels of themapboard should be positioned to conform tothe diagram below:

Superimposed over the map is a grid ofhexagons (commonly referred to as hexes)which are used to determine movement, rangeand position of the ships in play. In each hex is ani dentification code which is used to set up theships for the various scenarios and to record theposition of submarines utilizing hidden move-ment. Each panel has two directional com-passes that are used to determine the directioni n which a vessel is heading and the initialpositions of certain vessels as explained in theappropriate scenario. Each of the four sides ofthe mapboard is identified by a number or pair ofnumbers derived from the compass directionsand aids in the entry of ships into play.

2.2 Unit CountersI ncluded in the game is a sheet of die-cut

counters and markers representing the shipsand weapons used during the war. Each counterand marker contains information essential to

the play of the game. A ship counter alwaysoccupies two hexes on the mapboard.

2.2.1 Surface Ship Counters

2.2.2 Submarine Counter

2.2.3 Explanation of Terms

Class-I dentifying title of each ship type

Name-Name of the shipI. D. Code-Identifies a ship without a nameBow-The front of the ship. This is the

pointed end of the ship diagram on the counter.The bow always points in the direction in whichthe ship is moving.

Bow Hex-The hex occupied by the bow(forward half) of the ship.

Stern-The rear of the ship. This is therounded end of the ship diagram on the counter.

Stern Hex-The hex occupied by the stern(rear half) of the ship.

BASIC GAME 20.8 Intermediate Scenarios 42. Ahead Throwing Weapons1. I ntroduction 20.9 Campaign Game 43. Anti-Submarine Attack Resolution2. Components OPTIONAL RULES 44. Advanced Sonar Search3. Prepare for Play 21. Submarine Hidden Movement 45. Sonar Depth Contract4. Filling out the Log Sheet 22. Sonar Search 46. Radar Search5. Sequence of Play 23. Radar Search 47. Night Visual Search6. Ship Movement 24. Radar and Sonar Fit 48. Surface Gunnery7. Plotting of Movement 25. Star Shells 49. Crew Quality8. Change of Speed 26. Variable Submarine Entry 50. Weather9. Diving and Rising ADVANCED GAME 51. Special Weapons

1 0. Collision 27. I ntroduction 52. Repair11. Launching Torpedoes 28. National Data Cards 53. I ncreased K-gun Capacity1 2. Torpedo Movement 29. Additions to the Log 54. Submarine Versus Submarine1 3. Torpedo Detonation 30. Convoy Movement DESIGN YOUR OWN SCENARIOS1 4. Reloading Torpedo Tubes 31. Change of Speed Limitations 55. I ntroduction1 5. Anti-Submarine Weapons 32. Silent Running 56. Conversion Tables1 6. Anti-Submarine Attack Resolution 33. "Snort" Speed 57. Additional Turns1 7. Surface Gun Fire 34. Submarine Emergency Movement 58. Convoy Plot1 8. Blocked Line of Sight 35. Launching Torpedoes 59. Torpedo Reload Rate1 9. Ship Damage 36. Torpedo Direction 60. Cargo20. Scenarios 37. Torpedo Detonation 61. Depth Charge Capacity20.1 Victory Conditions 38. Hit Points 62. Torpedo Availability20.2 Convoy Formations 39. Torpedo Arming 63. I talian, French and Russian Vessels20.7 Introductory Scenarios (solitaire) 40. Torpedo Hidden Movement 64. Sample Game

41. I nitial Torpedo Load Synopsis of Play on back of Manual

SURFACE SHIP TYPE-Capital Ship NationalityBB-Battleship Blue-United States

BC-Battle Cruiser Red-Great BritainBlack-Germany

PBB-Pocket Battleship Yellow-JapanCV-Aircraft Carrier Green-Italy

CVE-Escort CarrierLt. Blue-NeutralGray-Russia

CA-Heavy Cruiser Blue Green-France

CL-Light CruiserDD-DestroyerDE-Destroyer EscortE-EscortC-CorvettePF-Patrol FrigateS-SloopSC-Submarine ChaserML-Mine LayerTB-Torpedo BoatMerchantmanC-2-General Cargo type 1C-3-General Cargo type 2T-2-Tanker type 1T-3-Tanker type 2

IC-2 -LibertyVC-2-Victory

Page 3: Submarine (AH) Rulebook

2.3 Tables and ChartsA set of 4 National Data Cards provides

players with the information for all availablevessels organized by country. A card containingBasic Game tables is also provided for use inresolving search and combat. Those sections inred are used in the Advanced Game only.

2.4 Ship's Log PadAll essential ship data and information

needed for ship movement and weaponsemployment are recorded in the Log. One side ofthe Log sheet is designed for use by the Escortplayer and the other side for the Submarineplayer.

2.5 Inventory1. Game box and lid2. Three panel "22 x 33" mapboard3. One sheet of die-cut counters4. Five card set of tables and charts5. Ship's Log Pad6. Two dice (one colored and one white)

NOTE: The colored die is used only in theAdvanced Game.

2.6 ScaleEach turn simulates 30 seconds of real time,

and each hex is 100 yards from hexside tohexside.

3.0 PREPARE FOR PLAY3.1 A scenario is selected from the Scenario

Section ( 20.0) of this manual. All informationnecessary for the set-up is found in the scenario.The conditions for victory are also included inthe scenario instructions. It is better to start withthe early and simple scenarios and move on tothe more difficult scenarios as experience isgained.

3.2 Remove from the counter sheet the shipcounters listed for use in the chosen scenario.Make sure that the ships have the correctnationality and class (and the correct name, ifspecified in the scenario).

3.3 Lay out the mapboard in the configura-tion illustrated in 2.1 unless stated otherwise inthe scenario.

3.4 Sides are chosen and each player takescommand of one or more vessels available to hisside. Henceforth, a side will be referred to as aplayer even if there is more than one player on aside (i.e., the Escort side will be referred to as theEscort player and the Submarine side will bereferred to as the Submarine player).

3.5 Each player fills in his side's Log sheet(s)with the pertinent data for each ship hecommands according to the instructions insection 4.0. All needed information is given onthe appropriate National Data Card.

3.6 Each player places the ships which he isto use at the start of play on the mapboard. Thebow hex and direction heading that each ofthese ships is to occupy is given in the scenarioi nstructions.

4.0 FILLING OUT THELOG SHEET

4.1 Each ship has its own peculiar charac-teristics depending upon its class and the periodof the war during which the scenario occurs.

4.2 A player must fill out a Log for each shipor submarine he controls. All characteristics forthat vessel will be recorded in the Log. Adiagram has been provided to illustrate thisprocedure.

4.3 All red sections in the Log are ignored inthe Basic Game. They are used only in theOptional or Advanced Game.

4.4 Submarine Log Sheet:4.4.1 Enter the submarine's Name and

Class as found in the scenario and on the shipcounter in space 1.

4.4.2 Place the submarine's Defense Typei n space 2. This value is a quantification of itssize and maneuverability.

4.4.3 In space 3, place the submarine'sMaximum Surface Speed (the maximum num-ber of hexes it can move in a turn when starting

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the turn on the surface), Normal SubmergedSpeed (the maximum number of hexes it canmove in a turn if starting submerged withoututilizing emergency power), and MaximumSubmerged Speed (the maximum number ofhexes it can move in a turn if starting its turnsubmerged utilizing emergency power). Thedifference between the maximum submergedspeed and the normal submerged speed iscounted as emergency power speed. LeaveSilent Running and "Snort" Speed spacesblank.

4.4.4 In space 4 place the submarine's DiveRate, Rise Rate and Maximum Safe OperatingDepth (M.D.).

4.4.5 The Surface Gunnery Strength of thesubmarine firing forward, broadside and aft isrecorded in space 5.

4.4.6 The Crew Rating i s ignored in theBasic Game. Leave space 6 blank.

4.4.7 The visibility distances, space 7, arei gnored in the Basic Game.

4.4.8 In space 8, record the vessel's victorypoint value. I f the submarine is sunk or

4.5 Convoy/Escort Log Sheet:

4.5.1 Convoy Section:4.5.1.1 Fill out this section only if the

scenario to be played requires a convoy. It isi mportant to note that any number of merchantmen in play (from one to the maximum available)

make up and are defined as a convoy.4.5.1.2 Fill i n the I. D. number, Defense

damaged, the opponent receives this number ofpoints (or a fraction thereof see 20.1) to counttoward their victory objective.

4.4.9 Place the submarine's emergencypower value i n space 9. This value is the totalnumber of hexes a submarine can move in ascenario by using its emergency power speed.

4.4.10 I n space 10, count off a number ofboxes equal to the number of damage pointsneeded to force the submarine to the surface;draw a vertical line down the end of the final boxand continue counting off the additional boxesup to the number needed to sink the submarine.Any extra boxes on the Log are marked out.

4.4.11 In space 11, count off the number ofboxes equal to the number of torpedoes avail-able for reload for both the bow torpedo tubesand the stern torpedo tubes. Mark out theunused boxes. Draw a vertical line between theboxes to separate the bow and stern reload.Stern torpedoes cannot be fired out of a bowtube and vice-versa.

The type of torpedo that a submarine can usedepends upon the date of the scenario. Checkthe Basic Torpedo Data Chart on the National

Type, Damage Capacity ( number of hits neededto sink the ship) and Victory Point Value for eachmerchantman in any one of the merchantmanboxes. Ignore the Cargo Section in the BasicGame. Each merchantman's data must berecorded in the box which occupies the positioncorresponding to its actual location in theconvoy ( see 20.2 for convoy placement). Allmerchantmen specifications are found on the

Data Card to determine what types of torpedoesare available at the time of the scenario. Asubmarine, in the Basic Game, may use only onetype of torpedo of the Submarine player'schoice. He should also note in the margin of theLog the maximum speed and damage factor ofthe type of torpedo selected.

4.4.12 The MOVE COLUMN ( space 12) willbe used to record the submarine's movementplot and depth for each turn of play. TheOPERATIONS COLUMN i s not used in the BasicGame.

4.4.13 In space 13, labelled BOW TUBES/STERN TUBES, use the number of col-umns equivalent to the number of bow tubesand stern tubes for that class of submarine.Extra tubes not being used in the bow or sternshould be marked out. Ignore the first row ofboxes in the Basic Game. A submarine is alwaysconsidered to have all of its bow and stern tubesl oaded with torpedoes at the start of a scenariounless limited by the number of torpedoesavailable to it as stated in the scenario instruc-tions. This is over and above the number oftorpedoes available for reload. ( 4.4.11)

appropriate National Data Card. The leftmost( port) column of the convoy on the mapboardmust always be column one on the Log.Merchantman boxes not used are marked out.

4.5.1.3 The plotted moves of the convoy willbe recorded in space 1. All merchantmen in playmake the same move. Only one plot per turn isrequired. The convoy's movement is alwaysplotted three turns in advance.

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4.5.2 Escort Section:The characteristics for all surface ships

which are not classified as merchantmen arerecorded in this section. All data is provided inthe appropriate National Data Card. All ships ofthe same class use the same entry given in theData Chart on the National Data Card.

4.5.2.1 In space 1, enter the damagecapacity of the ship.

4.5.2.2 I n space 2, record the types of anti-submarine weapons that the escort can use.Check the Weapons Availability Chart on theNational Data Card for the types of weaponsavailable during the period given in the scenarioi nstructions. Each period represents one sea-son: W-Winter, Sp-Spring, S-Summer, F-Fall. Aship that is given a type of weapon in the DataChart cannot use it until it participates in ascenario in the same or subsequent period to itsavailability.

A. Ahead Throwing Weapon (ATW). Thereare two types of ATW (squid and hedgehog). Aship may only possess one type of ATW. Write"S" in ATW box for squid or "N" for hedgehog, orl eave blank if the ship does not possess an ATW.

B. K-gun is a special type of depth chargel auncher that fires depth charges from the sideof a ship. A ship may possess none, one, two orthree k-guns on each of its sides. A ship alwayshas the same number of k-guns on each side(e.g., a ship given one k-gun on the National DataCard has one k-gun on its port (left) side and oneon its starboard (right) side for a total of 2 k-guns.A ship given 2 or 3 k-guns on the National DataCard has 2 or 3 k-guns on each side for a total of4 or 6 k-guns. Write the number of k-guns (either1, 2 or 3) in the K-Gun Box or leave a blank if theescort does not receive any k-guns.

C. Stern Rack Depth Charge (D.C.) i ndicatesthe number of D.C. counters that can be droppedfrom the stern of a ship in any one turn. Thisnumber is entered in the D.C. box.

4.5.2.3 In space 3, place the SurfaceGunnery Strength of the ship firing forward,broadside and aft.

4.5.2.4 The Crew Rating is ignored in theBasic Game. Leave space 4 blank.

4.5.2.5 Space 5 is filled in only if using theOptional Hidden Movement Rule. (31.0).

4.5.6.6 I n space 6, enter the victory pointvalue of the ship.

4.5.2.7 In space 7, enter the defense type ofthe ship.

4.5.2.8 In space 8, enter the MaximumSpeed of the ship (This is the maximum numberof hexes that the ship can move in one turn).

4.5.2.9 In space 9, enter the ship's Nameand Class.

4.5.2.10 The current speed of the ship (thenumber of hexes it moves for each turn of play)will be recorded in the corresponding turn box inspace 10.

5.0 SEQUENCE OF PLAYOnce the set-up is completed, play begins.

SUBMARINE is played in turns. Each turn iscomposed of 7 sequenced phases. Each phasemust be completed in the exact order presentedbelow. By each phase heading is the referenceto the rule(s) which pertain to the activities

performed in that phase. A synopsis of thissequence of play has been included on the backof this manual as an aid to play.

5.1 Movement Plotting Phase (7.0)This phase is conducted simultaneously by

both players even though the description of playi s presented sequentially.

5.1.1 The Submarine player secretly writesdown (plots) in the Log the movement andchange of depth (if any) for each submarine inplay, for the turn in progress. This move, and anydepth change does not take effect, though, untilthe Submarine Movement Phase (5.6).

5.1.2 The Submarine player secretly writesdown (plots) in the Log the movement for alltorpedoes to be fired in the turn in progress. Healso marks whether he is reloading torpedoes.This torpedo movement does not take effect untilthe Torpedo Launch and Movement Phase (5.5).

5.1.3 The Escort player secretly writesdown (plots) the movement of the convoy. Theconvoy consists of every merchantman in play.The convoy's moves are always plotted threeturns in advance. During the first turn of play,the Escort player must write movement plots forthe convoy for turns one through four. In turntwo he will plot the convoy's move for turn five,etc. The convoy does not move until the ConvoyMovement Phase (5.3).

5.2 Surface Gunnery Attack Phase (17.0)Either or both players execute any and all

surface gunnery attacks.5.3 Convoy Movement Phase (7.6)The Escort player moves the convoy accord-

i ng to the plotted move for the current gameturn.

5.4 Escort Movement Phase (6.0, 8.1,8.2)The Escort player moves each escort vessel

and executes any anti-submarine attack foreach escort vessel in turn. These attacks are notresolved until the Anti-Submarine Attack Reso-lution Phase. He may choose the order in whichthe escorts move. These moves are not plotted.The current speed of the escort for the turn iswritten in the Log at the end of its move.

5.5 Torpedo Launch andMovement Phase (11.0, 12.0)

The Submarine player launches and movesall torpedoes that are plotted to be fired in thecurrent turn. After moving all torpedoes firedthis turn, those torpedoes which have beenl aunched in previous turns are then moved inany sequence the Submarine player desires andall possible hits caused by their movement areresolved as they occur.

5.6 Submarine MovementPhase (6.0, 8.3, 9.0)

The Submarine player moves each submar-i ne according to its plot for the current gameturn.

5.7 Anti-Submarine AttackResolution Phase (15.0, 16.0)

The Escort player resolves any and all anti-submarine attacks executed in the EscortMovement Phase.

6.0 SHIP MOVEMENT6.1 Each ship has a maximum speed (or

three maximum speeds in the case of submar-i nes). The maximum speed for each ship is giveni n the National Data Card and should be entered

i n the ship's Log. All merchantmen in convoyhave a speed of 1 or 2 depending solely onwhether they are in a slow convoy or a fastconvoy, as stated in the scenario. The MaximumSpeed indicates the maximum number of hexesthe vessel can move in that turn.

6.2 A ship must expend one factor of itsspeed for each hex its bow enters.

6.3 A ship may never move more hexes thani s allowed by its maximum speed. It can movefewer hexes.

6.4 Speed factors may not be accumulatedfrom turn to turn nor transferred from ship toship.

6.5 Ship counters can only move into a hexto which the bow of the ship points.

6.6 A ship (other than a merchantman) maychange its facing (make a directional turn of) onehexside for each hex that it enters. This changeof direction is made by pivoting the bow to facean adjacent hexside (either left or right). Sinceeach ship counter occupies 2 hexes, as a ship'sbow is pivoted one hexside to an adjacenthexside, the stern will swing into a new hex.

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6.7 There is an exception to the 6.6 rulingthat a ship may make only one turn for each hexthat it enters. A ship may make two turns whilei ts bow is in the same hex if it makes onehexside change of facing at the end of one turnat any speed and the second hexside change atthe start of the next turn at a speed of 3 or less.The ship must move three hexes or less in thecurrent turn to qualify.

6.8 A change of facing does not cost anymovement points.

6.9 A ship must complete its move beforeanother ship can begin its move.

6.10 A ship may utilize partial hexes. If aship is in danger of running off the board eitheran empty panel may be positioned to allowcontinuation of movement or all ships can bemoved back toward the center of the board aspecific number of hexes in the same direction.I f a ship cannot be returned to the mapboardbecause the repositioning would force anothership(s) off the board, the guilty player must alterthe move of the fewest number of his ships toensure that all ships remain in play. He cannotvoluntarily remove a ship from play. A player canmove one or more ships off the mapboard if themove conforms to the victory conditions of thescenario being played.

6.11 Generally, a player is not required tomove every ship under his control nor is herequired to move any ship under his controlwithin the following restrictions: a submarineplotted to move in the current turn must moveexactly as plotted (7.0); merchantmen mustmove their maximum move every turn (7.6).Escorts must move if unable to slow speedsufficiently to stop movement (8.0).

7.0 PLOTTING OF MOVEMENT7.1 Both submarines and merchantmen

must have their movement plotted on their Logsi n the Movement Plotting Phase before anymovement actually takes place. Once theirmovement phase arrives, they must make theirmove (if any) exactly as previously plotted forthat turn. A submarine which does not intend tomove writes "0" for its plot. Merchantmen mustmove two hexes, if part of a fast convoy, or onehex, if part of a slow convoy, each turn.

7.2 The movement of escort vessels is notplotted. The Escort player decides how to movethe escorts during the Escort Movement Phase.

7.3 All notations of plotted movement arewritten in the Move Column of the submarine orconvoy log.

7.3.1 The number of hexes that a ship is tomove is written as a number.

7.3.2 Any turns made by the counter are

written as an "R" for a Starboard (right-hand)turn of one hexside or as an "L "for a port (left-hand) turn of one hexside.

7.4 All plot notations must be specific andwritten in the exact sequence in which it will beexecuted.

7.5 Logs are never open to full inspection tothe opponent during play. If a player has anyquestion as to the legality of a move, theopponent must show the move plot (excludingsubmarine depth) for that move; he can coverallother information on the Log.

7.6 There will be just one plotted move eachturn for all merchantmen in play. For example, ifthe movement plot for a particular game turncalls for the (slow) convoy to move forward onehex and then make a left turn, every merchant-man in play must execute that same move.

7.6.1 Merchantmen must move a specifiednumber of hexes each turn. If the scenarioprescribes a fast convoy, all merchantmen mustmove two hexes per turn. If the scenarioprescribes a slow convoy, all merchantmenmust move one hex per turn. A merchantmanmay make only one directional turn maneuverper turn, either at the beginning or end of itsmovement.

7.6.2 A list of every possible legal move-ment plot for a fast convoy and a slow convoy isgiven below:

Fast Convoy ( Speed 2):L2 or R2

22L or 2R

Slow Convoy (Speed 1):L1 or R1

11L or 1R

No other moves are allowed.7.7 Each Movement Plotting Phase, the

depth that each submarine will occupy at theend of the Submarine Movement Phase isentered in the Depth Column ( see Diving andRising, 9.0).

8.0 CHANGE OF SPEED8.1 A submarine or escort vessel is not

required to move the number of hexes indicatedby its maximum speed. It may move any numberof hexes not exceeding its maximum speed, andwithin its allowed change of speed.

8.2 At the completion of the movement ofeach escort the Escort player must write thenumber of hexes the vessel moved (its currentspeed) in the Escort Speed Section of its Log inthe current turn box. The current speed cannever exceed its maximum speed.

8.2.1 On any given turn, an escort vessel orsubmarine may never increase its current speedby more than two hexes over its speed in theprevious game turn (e.g., an escort that moved ata speed of three in game turn 6 could noti ncrease its speed to more than five on gameturn 7).

8.2.2 On any given turn, an escort orsubmarine may never reduce its current speedby more than two hexes below its speed in theprevious game turn (e.g., an escort that moved ata speed of five on game turn 4 could not reducei ts speed to less than three on game turn 5. Itmust move at least three hexes).

8.2.3 In the first turn of the game, an escortvessel or submarine may move at any speed notexceeding its maximum speed.

8.3 Submarine SpeedA submarine has three possible maximum

speeds depending upon its depth and emergen-cy power remaining: a maximum surface speedwhile moving on the surface,

a normal submerged speed while moving submerged and notutilizing emergency power, and a maximumsubmerged speed while moving submergedunder emergency power.

8.3.1 A submarine that starts its turn on thesurface may freely move any number of hexesup to its maximum surface speed, even if thatsubmarine ends its move submerged.

8.3.2 A submarine that starts its turnsubmerged may freely move any number ofhexes up to its normal submerged speed or itmay move more hexes than allowed by itsnormal submerged speed up to its maximumsubmerged speed by expending emergencypower factor(s), even if that submarine ends itsmove on the surface.

8.3.3 For each hex that a submarine thatstarts its turn submerged moves over and abovethe number of hexes allotted to it by its normalsubmerged speed, it expends one factor of itsemergency power. (For example, a class VIICGerman submarine has a normal submergedspeed of one hex and an emergency maximumsubmerged speed of three hexes. If the submar-i ne is plotted to move two hexes that turn while

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submerged, it expends one emergency powerfactor. If it is plotted to move three hexes thatturn while submerged, it expends two emergen-cy power factors. It cannot be plotted to movefour hexes in a turn as this is more than isallowed by its maximum submerged speed).

8.3.4 Once all emergency power factorsallotted to a submarine have been spent inemergency movement, it can no longer move itsbow into a new hex in the next turn whilesubmerged. It can make one directional turnmaneuver each turn, though. The submarinemust begin to rise to the surface at its rise rate(see 9.0). A submarine which starts its turn onthe surface can always move any number ofhexes up to its maximum surface speed evenwhen it has used all of its emergency power. Asubmarine on the surface without emergencypower cannot submerge again for the remainderof the scenario. Thus, at least one emergencypower factor must be retained by a submarine ifthe Submarine player wishes it to stay and movesubmerged.

8.3.5 Emergency power can never bereplenished. Once an emergency power factor i sspent in movement, it is checked off on thesubmarine's Log and is lost for the remainder ofthe scenario.

8.3.6 A submarine cannot be plotted tomove in such a way that it would use moreemergency power factors than it has remaining.If this does occur, the Escort player replots thesubmarine's move at its Normal Submergedspeed.

9.0 DIVING AND RISING9.1 Only a submarine may move in a vertical

plane as well as in a horizontal plane during itsmove. A record of a submarine's verticalmovement is maintained on its Depth levelcolumn on the Log. It is not represented on themapboard.

9.2All depths are measured in increments of25 feet. All ships on the surface are at a depth of0 feet. A submarine at a depth of 25 feet isconsidered submerged at periscope depth. Asubmarine at a depth of 50 feet or more isconsidered submerged, but not at periscopedepth. A submarine must always occupy a depththat is a multiple of 25 feet (e.g., 375 ft., 400 ft.,1 25 ft., etc.).

9.3 A submarine may dive (submerge) atany multiple of 25 feet up to its maximum diverate per turn. A submarine is never required todive. Diving is purely voluntary.

9.4 A submarine may rise at any multiple of25 feet up to its maximum rise rate per turn. Itdoes not have to rise unless forced to do so byaccumulated damage (19.2) or expenditure of allemergency power (8.3.4).

9.5 Diving and rising do not cost anymovement factors. A submarine does not haveto move in order to dive or rise.

9.6 A submarine which changed depth onthe previous turn is not required to change depthat the same rate and direction on the presentturn. It may stop or change direction and/orchange the rate of depth change.

9.7 Each class of submarine has a maxi-mum depth given in the National Data Card towhich it can safely submerge. If the submarine

dives to a deeper depth, the controlling playerrolls one die at the end of the submarine's moveto determine whether the submarine survivesthe dive. If a 1 through 5 is rolled, the dive issuccessful, the submarine has survived and canremain at this depth without penalty.

9.8 For every additional dive that thesubmarine makes in the scenario deeper than itsmaximum or current depth (whichever isdeeper), the Submarine player must repeat thedie roll procedure. If after any dive deeper thanthe submarine's maximum depth a six is rolled,the submarine is sunk and immediately removedfrom play. These depth rolls cannot be madesecretly.

9.9 A submarine can never dive deeper thanone and one half its original Maximum Depthrounded down as printed on the National DataCard.

9.10 The depth of a submarine need not berevealed unless it is at a depth of 0 feet. Thesubmarine player must state when a submarinei s on or not on the surface.

9.11 A submarine cannot be plotted tochange its depth in the same turn that it isplotted to fire one or more torpedoes.

9.12 Any change of depth for a submarine isentered in the Depth Column for the current turnduring the Movement Plot Phase. The physicalchange of depth does not occur until the end ofthe submarine's move in the Submarine Move-ment Phase.

10.0 COLLISION10.1 When a surface ship enters a hex that

already contains another surface ship either bymoving into that hex or by turning so that itsstern enters the occupied hex, a collisioni mmediately occurs between those two ships.Both ships lose at least one-half ( 1/2) of theirdamage capacity immediately, and are "dead inthe water" for the rest of the scenario. THEYMUST STAY IN PLACE AND CANNOT MOVE ORTURN. They can fire surface gunnery, ATW,and/or k-guns. If damage loss due to thecollision causes the ship to lose all of itsremaining damage points the ship sinks imme-diately and the opponent is awarded the victorypoints for the ship as if he had sunk it in combat.A ship counter should be flipped over to indicatethat it is "dead in the water."

10.2 In a collision which involves at leastone submarine, the Submarine player rolls onthe "9" damage point column of the DamageTable to determine the amount of damage thesubmarine(s) receives. A surface ship in colli-sion with a submarine still receives one half ('/z)damage. It does not become "dead in the water"but has its maximum speed halved (roundeddown) for the remainder of the scenario.

10.3 No collision may occur if at least one ofthe colliding vessels is a submerged submarine( even if both are at the same depth).

10.4 By provision of 10.3 above, one ormore submerged submarines may occupy thesame hex or hexes without penalty.

10.5 A submarine which starts its movesubmerged cannot collide with a ship on thesurface even if it ends its move on the surface. Itcan pass through or end its move in the samehex or hexes with other ship(s) without penalty.A submarine on the surface which is to dive can

collide with a ship on the surface during any partof the move.

10.6 A ship cannot collide with a surfaceship (not submarine) that has been "dead in thewater" at the start of the turn. It may occupy orpass through the same hex or hexes withoutpenalty.

10.7 If a collision does occur, both shipsremain in the position that they occupiedi mmediately before the collision. Two ships onthe surface can never occupy the same hex orhexes simultaneously with the exceptionsi ndicated in 10.5 and 10.6.

11.0 LAUNCHING TORPEDOES11.1 Each submarine, depending upon its

class, has a certain number of torpedo tubesfrom which torpedoes are fired. These tubes canbe located in the bow and in the stern of the ship.The number and location of torpedo tubes foreach class of submarine is available in theNational Data Card and should be marked in thesubmarine's Log. All torpedo tubes of a submar-i ne are considered loaded when it enters playunless limited by available torpedoes as statedi n the scenario instructions.

11.2 During the Movement Plotting Phase,a submarine may plot to launch any number oftorpedoes from none up to the total loaded in thesubmarine's tubes.

11.3 Each torpedo to be fired in a game turnmust have its move for that turn plotted in theMovement Plot Phase. This plot is placed in thetorpedo tube box corresponding to the tube fromwhich the torpedo is being fired and the turn offire. In subsequent turns after the turn of fire, atorpedo moves on a fixed straight course at itsmaximum speed. It cannot turn after the turn offire.

11.4 All torpedo plots must contain threepieces of information: the first hex the torpedo isto enter, its direction and the number of hexes itwill move on the turn of its fire.

11.4.1 A torpedo which is to be fired in thecurrent turn from a bow tube must be plotted toenter either hex A, B or C as its first hex ofmovement as marked in the diagram below.

1 1.4.2 A torpedo which is to be fired in thecurrent turn from a stern tube must be plotted toenter either hex X, Y or Z as its first hex ofmovement as marked in the diagram below.

11.4.3 A torpedo upon entering its first hexof movement (in either hex A, B, C, X, Y or Z ) mayface in one of three directions:

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11.4.3.1 A torpedo may continue in astraight line from the submarine. In thisdirection, the "tail" of the torpedo points towardthe bow or stern hex of the submarine fromwhich it was fired. No notation is needed in theplot to indicate this direction.

11.4.3.2 A torpedo can make a one hexsideturn from the straight line direction (as ex-plained in 11.4.3.1) either left or right bymarking "L" for the left turn or "'R" for a rightturn.

1 1.4.4 In a torpedo's launch turn, it may beplotted to move any number of hexes from one tothe number equal to its maximum speed. It mustcount hex A, B, C, X, Y or Z as its first hex ofmovement. In all subsequent turns it must movei n a straight line at its maximum speed.

11.5 A torpedo may be launched from anydepth from 0 feet to 100 feet. A torpedo cannotbe launched at a depth of 125 feet or deeper.

11.6 More than one torpedo may be plottedto fire on the same course within the numberavailable in the bow or stern tubes.

11.7 To recap: On the turn of fire, a torpedomay turn once as it is fired and it may move lessthan its maximum speed. On all subsequentturns it must move its maximum speed and itcannot turn.

12.0 TORPEDO MOVEMENT12.1 During the Torpedo Launch and Move-

ment Phase, the submarine player moves eachtorpedo being fired as plotted.

12.2 After the one left or right turn that atorpedo can make (as explained in 11.4.3.2) atorpedo must move in a straight line of hexes ati ts plotted speed and continue to do so insubsequent turns at its maximum speed until itdetonates against a ship or runs past allavailable targets and is removed from play.

12.3 A torpedo must move into the hextoward which the nose of the torpedo points.

12.4 At the moment of fire, a torpedo mustbe set up to run shallow or deep. Place a sparemarker underneath a shallow running torpedoto distinguish it from a deep running torpedo.

12.5 Any number of torpedoes may occupythe same hex.

13.0 TORPEDO DETONATION13.1 When a torpedo enters a hex occupied

by a surface ship (excluding another submarine),the submarine player must determine whetherthe torpedo has hit the target. He immediatelyrolls a die and cross-indexes the result with thetarget's defense type and torpedo's attitude tothe target on the Torpedo Detonation Table todetermine whether the torpedo has hit. If it hasnot hit, it must continue its move until it hits anddetonates against another target or it hasexpended all of the movement factors of itsspeed for that turn.

13.2 A submarine at any depth (evensurfaced) cannot be hit by a torpedo.

13.3 The direction of the torpedo as it exitsthe adjacent hex into the target ship's hexdetermines the attitude of the torpedo. Thediagram below shows the various attitudes of atorpedo entering a target ship's hex.

13.4 The torpedo's attitude to the targetship is cross-indexed with the target ship'sdefense type on the Torpedo Detonation Table todetermine the range of die results needed tocause a hit (e.g., "5" means a die roll of 5 or lessi s a hit, "2" means a die roll of 2 or less is a hit,etc.). The die roll itself may be modified asexplained on the Torpedo Detonation Table. Thesubmarine player then rolls a die to see if it hashit. If the result is not within the spread, thetorpedo has missed and continues its move.

13.5 If the torpedo has scored a hit, thesubmarine player again rolls a die and cross-i ndexes the result with the torpedo's DamageStrength (found on the Basic Torpedo DataChart) on the Damage Table to determine thenumber of damage points to be removed fromthe target ship's damage capacity. A torpedowhich has scored a hit is immediately removedfrom play.

13.6 A ship which receives a number ofdamage points equal to or greater than itsdamage capacity is sunk and immediatelyremoved from play. Its victory points areawarded to the submarine player. Other torpe-does that have yet to move can pass freelythrough the hexes just occupied by the "sunk"vessel.

13.7 Damage hits received can never berepaired. A ship with accumulated damage ofone-half or greater of its damage capacity is"dead in the water" and cannot move or turn forthe duration of the scenario (Exception:Collision-see 10.2). Flip the ship counter overto indicate "dead in water". Ships with l ess thanone half damage can still move normally.

13.8 A torpedo cannot detonate against atarget ship during the turn that it is fired. If atorpedo enters a hex occupied by a surface shipon the turn of launch, the submarine playermust roll for a hit as explained in 13.4. If thetorpedo does score a hit, it does not detonate buti s removed from play (it is a "dud"). If it misses, itcontinues its move.

13.9 If during its move, a surface ship whichenters or pivots its stern into a hex containing atorpedo the Submarine player must immediatelydetermine whether the torpedo has scored a hit.He follows the same procedure given in 13.4.See the sample game for an example of such anattack.

13.10 An individual torpedo may onlyattempt to hit a ship once. If it misses, it cannever hit that same ship again, even if it passesthrough another hex which is occupied by thatship. It continues to move as if no ship is in thehex.

13.11 A torpedo which is set to run shallowmay hit any surface ship. A torpedo which is setto run deep cannot hit an escort vessel but mayhit a merchantman or capital ship. A deeptorpedo will pass beneath an escort vesselwithout any chance of a hit.

13.12 The disadvantage i ncurred byl aunching a shallow torpedo is that there is agreater chance that it will be spotted andevaded. This disadvantage is reflected in theadverse modification to the die roll whenutilizing the Torpedo Detonation Table.

13.13 Depth charges, squids and hedge-hogs have no effect on torpedoes.

14.0 RELOADING TORPEDOTUBES

14.1 Only one torpedo may be fired from asingle torpedo tube at one time. That torpedotube must be reloaded before another torpedocan be fired.

14.2 It requires three turns to reload atorpedo tube. Only one bow and one stern tubei n each submarine can be reloaded at the sametime. For example, if a submarine fired twotorpedoes from two bow tubes and one torpedo

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from a stern tube in turn 3, one bow tube andone stern tube would be reloaded at the end ofturn 6 and ready to fire for turn 7. The other bowtube would be reloaded at the end of turn 9 (afterreloading in turns 7, 8 and 9) and ready to fire forturn 10.

14.3 To indicate which tube is being loaded,simply mark an X in the appropriate torpedotube's column for the next three consecutiveturns.

14.4 For each tube reloaded, one torpedobox in the Torpedo Reload section of the Logmust be marked out. Torpedoes in the bowsection of the Torpedo Reload section cannot beloaded into the stern tubes and vice-versa.

14.5 I n the Basic Game, all torpedoes in asubmarine must be the same type unless statedotherwise in the scenario, though differentsubmarines may contain different types oftorpedoes.

15.0 ANTI-SUBMARINEWEAPONS (ASW)

15.1 All escort vessels are fitted with fromone to three types of anti-submarine weaponswhich can be utilized against submergedsubmarines during the Escort Movement Phase.

15.2 There are a total of four types of anti-submarine weapons available; stern rack depthcharges, k-gun depth charges, squids andhedgehogs. The availability of these weaponsare indicated in the Weapons Availability Chart.Note that no escort may carry both squid andhedgehogs.

15.3 Surfaced submarines are never affect-ed by anti-submarine weapons.

15.4 Stern Rack Depth Charges:15.4.1 All escort vessels are equipped with

depth charge racks at the stern of the ship.15.4.2 The depth charge capacity of an

escort, found in the scenario, represents themaximum number of depth charge counters thatcan be dropped from the stern of that ship duringany one Escort Movement Phase.

15.4.3 An escort may drop any number ofdepth charges up to its capacity during theEscort Movement Phase.

15.4.4 Depth charges that are dropped fromthe stern rack of an escort are placed in the hexdirectly behind and adjacent to the hex occupiedby the stern of the escort.

15.4.5 Depth charges that are dropped fromthe stern rack can only be placed in a hexthrough which the stern of the ship counterpassed (exited) while moving forward that turn.Swinging the stern to a new hex while executinga turn does not qualify.

15.4.6 Any number of depth charges withinthe escort's depth charge capacity may bedropped from the stern rack into a single hex.There is no limitation other than the depthcharge capacity itself.

15.4.7 An escort may drop one or moredepth charges in any or every hex exited by itsstern during its move as long as the total for theturn does not exceed its depth charge capacity.

15.4.8 Two easy rules of thumb state:A. The number of hexes into which an escort

can drop depth charges is equal to its currentspeed.

B. Any time an escort expends a movement

factor it can drop stern rack depth charges in thehex that the stern occupied before the move-ment factor was expended.

15.4.9 No surface ship (excluding submar-i nes) may enter or move through a hex which ispart of a path (or "wake") of hexes of anotherescort conducting an anti-submarine attack( with any ASW) in the same turn even if no ASWi s fired or dropped into the hex entered. Thisapplies whether the escort that is conductingthe ASW attack has already moved or will movei n a future portion of the phase. A ship whichmoves into the path of an escort conducting anASW attack in the same phase negates theattack.

15.4.10 A surface ship (excluding submar-i nes) may not move into or pass through a hexthat contains one or more k-gun depth chargesat the moment of its move. Another escort couldplace k-gun depth charges in the hex in asubsequent portion of the movement phase. Anescort can pass through or end its move in a hexcontaining one or more hedgehogs or squidcounters without penalty.

15.4.11 If an escort is forced to enter ormove through a hex containing a k-gun depthcharge, the move negates the ASW attack.

15.5 K-Guns:15.5.1 Certain escorts are equipped with k-

guns. Check the scenario to determine whichships are so equipped.

15.5.2 K-guns throw (or fire) depth chargesto the sides of the ship. These depth charges are300 or 250 lb depth charges only. These are thesame type that are dropped from the stern. Theonly difference between the two types is themethod of discharge from the ship.

15.5.3 A ship may be equipped with one,two, or three k-guns as indicated in the scenariobeing played. One k-gun indicates that the shipmay discharge one k-gun depth charge fromeach side of the ship (or two k-gun depthcharges, total) each Escort Movement Phase.Two k-guns indicate that the ship may dischargetwo k-gun depth charges from each side of theship (or four k-gun depth charges, total) eachEscort Movement Phase, etc.

15.5.4 K-gun depth charges may be dis-charged from different hexes during a singlegame move.

15.5.5 K-guns may be fired before, duringor after the actual movement of the ship from thehexes occupied at the instant of firing. They maybe fired at the start or finish of a directional turnof the ship.

15.5.6 Depth charge counter when dis-charged from k-guns must be placed in the fol-l owing location illustrated below.

15.5.7 A k-gun cannot be fired into a hexoccupied by a friendly ship nor may a ship enter ahex occupied by a k-gun depth charge.

15.6 Ahead Thrown Weapons (Squids andHedgehogs)

15.6.1 There are two types of AheadThrown Weapons (ATW); hedgehogs andsquids. Escorts equipped with either are soi ndicated in the National Data Card. An escortmay have only one type of ASW. It will neverhave both.

15.6.2 A hedgehog or squid may be fired atany time before, during or after the actualmovement of the escort. They may be firedbefore or after a directional turn of the ship. Theymay only be fired from the hexes occupied at thei nstant of firing.

15.6.3 A hedgehog equipped escort fires asingle hedgehog counter either one or twohexes directly in front of the ship (i.e., towardwhich the bow of the ship points) as illustratedbelow. An escort may fire one "H" counter ina turn.

15.6.4 A squid equipped escort fires threesquid counters in any hex or hexes within thefiring range of the ship as illustrated below in aturn. Each squid counter may be fired into aseparate hex, all into the same hex, or two intothe same hex and one into another hex withinthis area.

15.6.5 Neither squids or hedgehogs mayfire across or into a hex occupied by anotherfriendly ship. If a ship cannot trace a two hexpath free of a friendly ship to a target hex, twohexes away, it cannot fire an ATW into that hex.

15.6.6 Any and all types of ASW may befired or dropped into the same hex.

15.7 An escort may not execute any type ofanti-submarine attack (depth charges, hedge-hogs, squids or any combination thereof) in twoconsecutive turns. It must wait at least one turnbetween attacks.

15.8 Each ship has an unlimited supply ofdepth charges and Ahead Thrown Weapons. Aship will never run out of anti-submarineweapons although it is still restricted as to thenumber and type of weapons it can fire in anyone turn.

15.9 A submarine cannot undergo depthcharge or squid (not hedgehog) attacks in twoconsecutive turns. If, by chance, a depth chargeor squid is in a hex into which a submarine

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which underwent attack the previous turnmoves, it ignores the effect of the attack, unlessi t moves into a hex occupied by anothersubmarine which did not undergo an ASWattack in the previous turn. In this case it wouldbe affected by the attack.

15.10 If a ship is conducting any type ofASW attack from a given hex, its attack must beperformed while the ship is in that hex, at eachpoint of its movement.

16.0 ANTI-SUBMARINEATTACK RESOLUTION

16.1 Upon conclusion of the SubmarineMovement Phase, any depth charges, hedge-hogs and/or squids which occupy the same hexas a submarine may do damage. Those anti-submarine weapons not in the same hex with asubmarine have no effect and are removed fromthe board.

16.2 The Submarine player must show hismovement plot to the escort player on request toverify his move. No other information on the Logneed be revealed.

16.3 Depth Charge Resolution:16.3.1 For each depth charge (whether

fired from a k-gun or dropped from the sternrack) that is i n the same hex as a submarine, theescort player must announce the depth at whichi t has been set to explode (25 feet or deeper). Hemay resolve these depth charges in any order hewishes.

16.3.2 Depth charge counters must be setto explode in depth multiples of 25 feet, (e.g., 25feet, or 50 feet or 75 feet, etc.), within itsmaximum depth charge setting as indicated ini ts Weapon Availability Chart on the NationalData Card.

16.3.3 Each depth charge counter in a hexmay be set to explode at the same or differentdepths.

16.3.4 The Submarine player secretly de-termines for each submarine under attack thedamage strength of each depth charge by cross-i ndexing the submarine's defense type with thetype of depth charge and the proximity of thedepth charge's explosion depth to the submar-i ne's depth on the Depth Charge Attack Table.The Submarine player does not have to revealthe submarine's depth to the Escort player.

16.3.5For each depth charge in the attack(s), the Escort player rolls one die. The

Submarine player cross-indexes this die rollwith that depth charge's damage strength on the

Damage Table to discover the amount of damage(if any) incurred.

16.3.6 The Submarine player is not re-quired to reveal the amount of damage receivednor must he reveal whether the submarine issunk.

16.3.7 If there is a question of honesty, theEscort player should record the depths his depthcharge(s) is set to explode and the die result(s).At the end of play, he can check this with thesubmarine's depth during the turn of attack forthe actual damage.

16.3.8 A depth charge set to explode morethan 50 feet from the submarine's depth has noeffect.

16.4 Ahead Thrown Weapon Resolution:16.4.1 The Escort player does not have to

name an explosion depth for either hedgehogsor squids.

16.4.2 The Submarine player secretlycross-indexes the defense type of the submarineunder attack with the type of Ahead ThrownWeapon (and number of Ahead Thrown Weap-ons if squid) on the Anti-Submarine AttackTable to determine the damage strength of theweapon against the submarine. This damagestrength may be modified by the submarine'sdepth as indicated in the Modification Section.

16.4.3 The Escort player rolls one die foreach hedgehog or group of one or more squid inthe same hex. The Submarine player cross-i ndexes this value with modification, if any, withthe damage strength for that Ahead ThrownWeapon on the Damage Table to determine theamount of damage received (if any).

16.4.4 As in 16.3.6 above, the submarineplayer does not have to reveal the amount ofdamage received. He must state though, wheth-er a hedgehog has caused damage but not theamount of damage.

17.0 SURFACE GUN FIRE17.1 After both players have completed the

Movement Plotting Phase and before anyphysical movement of the counters in playoccurs, any vessel on the surface may fire at anyopposing ship on the surface within its rangeand line of sight.

17.2 All surface gunfire is conducted simul-taneously.

17.3 Unless specifically stated as havingsurface gunnery strength in the scenario beingplayed, merchantmen do not have surfacegunnery strength. Most submarines and escortshave a surface gunnery strength.

17.4 Each ship capable of surface gunfirehas three surface gunnery strengths. Only oneof these surface gunnery strengths can be usedeach turn, and only one target ship may be firedupon per firing vessel.

17.5 Each ship with a surface gunnerystrength has 3 fields of fire; forward, broadsideand aft, as illustrated below:

17.6 A ship may use only its forwardgunnery strength if it fires at a target in itsforward field. A ship may use only its broadsidegunnery strength if it fires at a target in either ofi ts broadside fields. A ship may use only its aftgunnery strength i f it fires at a target in its aftfield.

17.7 If the target ship straddles two fields offire (i.e., either forward and broadside field, or aft

and broadside field) the firing ship utilizes thebroadside gunnery factor.

17.8 For each ship firing, the controllingplayer performs in order the following steps. Hemay perform the surface fire of several ships inany order he chooses.

17.9 Surface Gunfire Resolution:17.9.1 Since all surface fire is simultane-

ous, no inflicted damage is absorbed until allships have fired. Therefore which player firesfirst does not affect the results of fire. For thesake of order, the Submarine player mustresolve all his surface fire first.

17.9.2 As each ship fires, a player simplystates which opposing vessel is the target,determines line of sight, counts the range inhexes between firing ship and target excludingthe hexes that the firing ship is occupying andi ncluding the closest hex in line of sight that thetarget ship occupies, and proceeds to gunfireresolution.

17.9.3 Cross-index the firing ship's correctgunnery strength (see 17.6 and 17.7) with therange to the target ship on the Surface GunneryTable to determine the damage strength of thegunnery fire. This value may be modified asexplained on the Surface Gunnery Table.

17.9.4 For each ship firing, the controllingplayer rolls one die and cross-indexes this resultagainst the damage strength of the target shipon the Damage Table to determine the amountof damage that the target receives.

17.9.5 A firing ship can only fire at onetarget ship during the Surface Gunnery FirePhase.

17.10 Each ship fires separately and at notime may gunnery factors from more than oneship be combined. However, more than one shipmay fire at the same target at different timesduring the phase.

17.11 Submarines cannot fire on the turn inwhich they have been plotted to dive eventhough they are still considered on the surfaceand can be fired upon during the SurfaceGunnery Phase.

17.12 Escorts may use their surface gun-nery only against submarines that are on thesurface.

18.0 BLOCKED LINE OFSIGHT

18.1 A ship may not fire (use surfacegunnery) through any surface vessels. A shipmay always fire through a submarine.

18.2 To determine whether the line of sighti s blocked, place one end of a straight edge onthe center of the firing ship counter and theother end on the center of the target counter. If

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the straight edge crosses any part of a hexcontaining another surface ship counter, theli ne of sight is blocked and the firing ship maynot fire at that target with surface gunnery.

18.3 I f the line of sight runs along the side ofa hex containing another ship on the surface,l i ne of sight is not blocked, unless the hexsidecrosses through the ship's bow and stern hex.

19.0 SHIP DAMAGE1 9.1 An escort or merchantman which

receives a number of damage points totalling atl east half of its damage capacity is "dead in thewater" and cannot move or turn for theremainder of the scenario (exception: Collisions -- see10.2).

19.2 A submarine which receives enoughdamage to force it to the surface (see 4.4.10)must rise 25 feet each turn until it comes to thesurface and it must remain on the surface for theremainder of the scenario or until sunk.

19.3 Any ship which receives a number ofdamage points equal to or exceeding its damagecapacity is sunk, and immediately removed fromplay.

20.0 SCENARIOSThe scenarios presented in this section

represent actual submarine and anti-submarineactions fought during World War II. A Design-Your-Own section at the end of this manualallows you to create hypothetical actions orrecreate actual battles not covered by thescenarios. Each scenario contains all thei nformation necessary to set up and play anhistorical battle.

20.1 Victory ConditionsEach scenario has listed special victory

conditions which outline the specific require-ments for victory for each player. If the victoryconditions utilize victory points (hereafter referred to as V.P.) as the method of determining

victory, the following victory point awards areused in scoring:

20.1.1 Each ship sunkThe opponent receives the total number ofvictory points of the ship.20.1.2 Each ship "dead in water" (this

does not include submarines with-out emergency power).

The opponent receives one-half (rounded upof the victory points of the ship.20.1.3 Each ship with damage but still

able to moveThe opponent receives one victory pointfor each damage point received by amerchantman or escort and two victorypoints for each damage point received bya submarine or capital ship.20.1.4 Each torpedo fired.The Escort player receives one victorypoint for each torpedo fired.

20.2 Convoy Formation20.2.1 If the scenario requires a convoy, it is

placed on the mapboard in one of the formationsli sted below. The formation to be used is statedin the scenario.

20.2.2 Each formation is composed of three

or more columns. Each column is composed of 2or more ships.

20.2.3 When placing the merchantmen incolumn, always leave five unoccupied hexes inthe column between the stern hex of the ship infront and the bow hex of the ship directly behindi t.

20.2.4 Each column of ships is eight hexesapart from the adjacent column or columns of

ships.20.2.5 All ships in convoy must point their

bow in the same direction.20.2.6 The Escort player may place the

available merchantmen in the convoy positionsi n any sequence he wishes. He cannot leavegaps in the formations. All ships in the same rowmust be eight hexes apart and all ships incolumn must be six hexes apart as describedabove.

20.2.7 Formation 1This convoy formation is composed of 18 ships in 6 columns

with 3 ships per column.Column 1 2 3 4 5 6

Bow hex of T23 B23 J23 R23 Z23 H23l ead shipDirection

Bd A6

Bd B6

Bd B6

Bd B6

Bd B6

Bd C6

20.2.8 Formation 2This convoy formation is composed of 1 5 ships in 5 columns

with 3 ships per column.Column 1 2 3 4 5

Bow hex of X23 F23 N23 V23 D23l ead shipDirection

Bd A6

Bd B6

Bd B6

Bd B6

Bd C6

20.2.9 Formation 3This convoy formation is composed of 12 ships in 6 columns

with 2 ships per column.Column 1 2 3 4 5 6

Bow hex of T23 B23 J23 R23 Z23 H23l ead shipDirection

Bd A6

Bd B6

Bd B6

Bd B6

Bd B6

Bd C6

20.2.10 Formation 4This convoy formation is composed of 12 ships in 4 columns

with 3 ships per column.Column 1 2 3 4

Bow hex of B23 J23 R23 Z23l ead shipDirection

Bd B6

Bd B6

Bd B6

Bd B6

20.2.11 Formation 5This convoy formation is composed of 10 ships in 5 columns

with 2 ships per column.Column 1 2 3 4 5

Bow hex of X23 F23 N23 V23 D23l ead shipDirection

Bd A6

Bd B6

Bd B6

Bd B6

Bd C6

20.2.12 Formation 6This convoy formation is composed of 8 ships in 4 columns

with 2 ships per column.Column 1 2 3 4

Bow hex of D23 J23 R23 Z23l ead shipDirection

Bd B6

Bd B6

Bd B6

Bd B6

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20.3 Escort Placement20.3.1 After placing the convoy (if any) in its

proper formation, any and all escort vessels inthe scenario are placed on the board.

20.3.2 In those scenarios in which theescort's bow is not placed in a specific hex, anescort vessel may be placed by the Escort playeranywhere on the mapboard outside of theperimeter of the box formed by the convoy.

20.3.3 Once play starts, the Escort playermay move the escort(s) into or through theconvoy box.

20.4 Submarine Placement20.4.1 In those scenarios in which a

submarine's bow is not placed in a specific hex,the Submarine player will position each sub-marine utilizing the following procedure. Sub-marines are always placed last after all ships ofthe Escort player have been placed on themapboard.

20.4.2 For each submarine to be posi-tioned, roll one die. A submarine's bow may beplaced in any hex within 12 hexes of thecompass hex that corresponds to the die rollwith the following exception. A submarinecannot be placed within 7 hexes of an enemyship. In the unlikely case that a submarinecannot be placed within 12 hexes of thecompass hex without also being within 7 hexesof an enemy ship, the submarine may be placedwithin 7 hexes, but at the maximum distance inwhich it still is within 12 hexes of the compasshex.

20.4.3 A submarine may face in anydirection that the Submarine player wishes.

20.5 Scenario FormatI . I ntroduction (includes time period of

scenario)II. Order of BattleIII. Starting LocationsI V. Victory ConditionsV. Game LengthVI. Special RulesVII. Optional Rules20.6 All Order of Battle information will be

l ocated on the appropriate National Data Cardunder the proper class heading.

20.7 Introductory Scenarios (Solitaire)At least one solitaire scenario should be

played before attempting the Intermediate orAdvanced scenarios.

SCENARIO 1UNESCORTED CONVOY 1I. I ntroductionA German submarine attack is made on an

unescorted British convoy in the spring of 1940.11. Order of Battle1. German SubmarineU. 128, Class VIIB2. British Convoy4-C2 merchantmen4-C3 merchantmen4-T2 merchantmenIll. Starting Location2. U. 128 (see 20.4)2. Convoy, Fast (see 20.2.10)I V. Victory ConditionsAt the end of the scenario, the German player must

have acquired at least 27 V.P. in order to win. Deduct 1V.P. from this amount for each torpedo fired.

V. Game Length20 turns, Day scenarioVI. Special Rules1. The convoy's move is not plotted. It is deter-

mined each turn during the Convoy Movement Phaseby rolling one die and consulting the table below.

2. All merchantmen have the following surfacegunnery strengths: Fwd 1, Bde 1, Aft. 0. A merchant-man must always fire at the closest submarine in rangeand line of sight.

SCENARIO 2UNESCORTED CONVOY 2I. I ntroductionAn American submarine attack is made on an

unescorted Japanese convoy during winter of 1942.II. Order of Battle1. American SubmarineSalmon, Class New "S"2. Japanese Convoy4-C2 Merchantmen4-C3 Merchantmen4-T2 TankersIII. Starting Location1. Salmon (see 20.4)2. Convoy, Fast (see 20.2.10)I V. Victory ConditionsAt the end of the scenario, the American player

must have acquired at least 41 V.P. in order to win.Deduct 1 V.P. from this amount for each torpedo fired.

V. Game Length20 turns, Day ScenarioVI. Special Rules1. All merchantmen have the following surface

gunnery strengths. Fwd 1, Bde 1, Aft 0 . A merchantmanmust always fire at the closest submarine in range andli ne of sight.

2. The Salmon must use the Mk 14 torpedo withthe magnetic exploder.

3. The Convoy moves as explained in Special Rule1 of Scenario 1.

SCENARIO 3KILLER GROUP 1I. I ntroductionA U-boat has just been detected in the North

Atlantic by a British "hunter-killer group" of fourdestroyers in early spring of 1941.

II. Order of Battle1. German SubmarineU. 128, Class VIIC2. British PlayerLark, Class Black SwanEaston, Class HuntWhitehall, Class WViceroy, Class VIII. Starting Location1. U. 128 i s placed in bow hex N32, Bd B, facing in

direction 1.2. Two British ships of British player's choice must

be placed within 12 hexes of compass II and two Britishships of the British player's choice must be placedwithin 12 hexes of compass VI.

I V. Victory ConditionsThe British player must sink the submarine to win.

Any other result is a loss.V. Game Length8 turns, Day ScenarioVI. Special Rules1. The submarine's movement is not plotted. It it

determined each turn by rolling one die and comparingthe result to a number marker randomly drawn on theSubmarine Movement Table printed below. Use oneeach of the following markers; 0, 1, 2, 3, 4, 5, 6. Thesubmarine's movement is determined just prior to theSubmarine Movement Phase.

2. Ignore the Emergency Power limitations to thesubmarine's movement. The submarine can alwaysmove the movement plot selected on the table.

3. The Escort player does not name a depth ofexplosion for each depth charge but rolls one die andconsults the Depth Charge Table below to determinethe proximity of the depth charge to the submarine.

SCENARIO 4KILLER GROUP 2I. I ntroductionAn encounter between an American hunter-killer

group and a Japanese super submarine in the summerof 1945.

It. Order of Battle1. Japanese SubmarineHA 201, Class HA 2012. American PlayerEngland, Class BucklyBates, Class BucklyHerzog, Class CannonIII. Starting Locations1. HA 201-N32, Bd B, dir. 62. England-J39, Bd B, dir. 6

Bates-R39, Bd B, dir. 6Herzog -- R39, Bd B, dir.6

I V. Victory ConditionsThe American player must sink the submarine to

win. Any other result is a loss.V. Game Length8 turns, Day ScenarioVI. Special RulesAll special rules listed in Scenario 3 are also used in

this scenario.SCENARIO 5KILLER GROUP 3I. I ntroductionA Japanese hunter-killer group discovers an

American submarine on patrol in the spring of 1943.I I. Order of Battle1. American SubmarineFlasher, Class Gato2. Japanese PlayerKamikaze, Class Kamikazelkazuch, Class AkatsukiOki, Class EtorufuFukue, Class EtorufuIll. Starting Locations1. Flasher-N32, Ed B, dir. 62. Kamikaze-J41, Bd B, dir. 6

lkazuchi -- R41, Bd B, dir. 6Oki -- M39, Bd B, dir. 6Fukue -- O39, Ed B, dir. 6

I V. Victory ConditionsThe Japanese player must sink the submarine to

win. Any other result is a loss.

Die Roll 1 2 3,4 5

Convoy Move L2 R2 2 2L 2R

Depth Charge Table

Die Roll 1 2

Depth Setting within 50 ft. within 50 ft.3 4

same depth same depth

5 6Miss Miss

Submarine Movement TableNUMBER MARKER

0 1 2 3 4 5 6

D 1 1 1 L 1 R L1 R1 2 1 L1IE 2 1 R1 2L 2R L2 R2 1 L2 1 R2

R 3 «1 201 3 1L1R 1 R1L L1R1 R1L10L 4 1 R2L 1 L2R L2R1 R2L1 L1R2 L2R R2LL

5 1L1L 1R1R R1R1 L1L1 L1L R1R L1R

6 R1L 1 L1 2 R1 L1 1 R 1 LJ

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V. Game Length8 turns, Day ScenarioVI. Special RulesAll special rules listed in Scenario 3 are also used in

this scenario.20.8 Intermediate Scenarios

SCENARIO 6THE HUNT FOR "WOUNDED BEAR"I. I ntroductionAfter the Battle of the Coral Sea in the spring of

1 942, the badly damaged Japanese carrier, Shokaku,managed to elude American submarines in the area oneight separate occasions. This scenario recreatesAmerica's last chance to stop the Shokaku, code-named "Wounded Bear" by American intelligence,before she reaches the friendly waters of Japan.

II. Order of Battle1. American PlayerTriton, Class T2. Japanese PlayerShokaku, Aircraft Carrier. (The Shokaku has only 8

damage points remaining before it will sink.)Hibiki, Class AkatsukiIll. Starting Locations1. Triton-L1 1, Bd B, Dir. 42. Shokaku -- P38, Bd A, Dir. 6

Hibiki -- P31, Bd A, Dir. 6I V. Victory ConditionsThe American player must inflict at least 8 damage

points to sink the carrier or sink the escort to win. Thecarrier must exit edge of the mapboard by the end ofturn 15 for the Japanese player to win. Any other resultis a draw.

V. Game Length1 5 turns, Day ScenarioVI. Special Rules1. The carrier's move must be plotted in the Convoy

Move Column of the Log three turns in advance untilthe submarine fires torpedoes or the submarine comeswithin ten hexes of the carrier. The carrier's maximumsurface speed is 3. The destroyer moves as normal.

2. The submarine has one torpedo in the forwardtubes and four in the stern. There are no reloads.

SCENARIO 7THE SINKING OF THE ARK ROYAL

I . I ntroductionI n the fall of 1941, just after the Germans had sent

U-boats to the Mediterranean, U.81 was ordered tointercept a British task force heading east towardGibraltar. Early in the afternoon of November 13, shediscovered the fleet steaming directly toward her. U.81was able to sink the Ark Royal and escape unscathed.

11. ORDER OF BATTLE1. German Player U.81, Class VIIC2. British Player Ark Royal, Aircraft CarrierIllustrious, Aircraft Carrier (see C4 on the Capital

Ship Specification Chart)Barham, BattleshipJavelin, Class JMeteor, Class MAmazon, Class AChesterfield, Class TownBerkeley. Class HuntQuail, Class QIII. Starting Locations1. U.81-N2, Ed B, Dir. 32. Ark Royal-N28, Ed B, Dir. 6Illustrious-N35, Ed B, Dir. 6

Barham -- N21 , Ed B, Dir. 6Javelin-N14, Bd B, Dir. 6Meteor-N42, Bd B, Dir. 6Amazon-G24, Bd B, Dir. 6Chesterfield-G31, Bd B, Dir. 6Berkeley-U24, Bd B, Dir. 6Quail-U31, Bd B, Dir. 6I V. Victory ConditionsThe U-boat must inflict at least 12 points of damage

on either of the carriers or at least 18 points of damageon the battleship and not be sunk; or sink either one ofthe carriers or the battleship without regard to its ownloss by the end of turn 15 for the German player to win.

The British player must exit all capital ships and atleast three of the six destroyers off edge 6 of themapboard by the end of turn 15, while avoiding theGerman victory conditions; or sink the U-boat while notlosing any British ships to win. Any other result is adraw.V. Game Length1 5 turns, Day Scenario

VI. Special Rules1. The battleship and two carriers move as a

convoy (i.e., all three ships move from one writtenmove.) Their movements are all written three turns inadvance of the current game turn.

2. The carriers and battleship move at a maximumsurface speed of 4. The destroyers move normally.

SCENARIO 8DESTROYER GUNNING ... WAHOO RUNNINGI. I ntroductionI n the winter of 1943, "Mush" Morton took U.S.S.

Wahoo on his first patrol as her captain. After sneakingundetected nine miles inside a Japanese-held harborand sinking a destroyer, the Wahoo single-handedlyproceeded to sink every ship in a four ship convoy.Morton successfully attacked another convoy in arunning gunfight on his return trip to Pearl Harbor. TheWahoo l eft Brisbane a nonentity and returned to Pearl ahero.

II. Order of Battle1. American Player Wahoo, Class Gato2. Japanese Player 2-C2 Merchantmen1 -C3 Merchantman1 -T2 TankerFukue, Class EtorufuIII. Starting Location1. Wahoo -- E41 , Bd B, Dir. 32. C2 Merchantman-N41, Bd B, Dir. 6C2 Merchantman-K43, Bd B, Dir. 6C3 Merchantman-N46, Ed B, Dir. 6T2 Tanker-Q43, Bd B, Dir. 6

Fukue -- N34 , Ed B, Dir. 6All merchantmen are in a fast convoy.IV. Victory ConditionsThe Wahoo must inflict at least 30 damage points

without being sunk by the end of turn 20 in order for theAmerican player to win. Any other result is a Japanesevictory.

V. Game Length20 turns, Day ScenarioVI. Special RulesAll merchantmen in convoy have the following

surface gunnery strengths: Fwd 0, Bee 1, Aft 0.VII. Optional RulesThe game can be extended to 40 turns. In this

option, the Wahoo must inflict at least 50 damagepoints without being sunk to win. Any other situation isa Japanese victory.

SCENARIO 9BUNGO SUIDO "PETE" vs. SAM DEALEY'S

HARDER

I. IntroductionAt Bungo Suido, the southern entrance to the Sea

of Japan, was stationed one of the most tenacious ofthe Japanese Imperial Navy's destroyer commanders.His unrelenting pursuit of enemy submarines quicklyearned him the nickname "Bungo Pete." He turnedBungo Suido into one of the most dangerous areas inthe Pacific for submarine operations. This is ahypothetical situation, set in Bungo Suido during thefall of 1943, pitting "Bungo Pete" against Sam Dealey,America's ace destroyer killer who perfected the "downthe throat" torpedo shot.

II. Order of Battle1. American Player-Harder, Class Gato2. Japanese Player-Enoki, Class Matsu-Sado,

Class Etorufu-Kume, Class Ukuru BIII. Starting Locations1. Harder starts with its bow in any hex that

contains a 44 in its I.D. code.2. Enoki -- U14 , Bd A, Dir. 3-Sado -- D21 , Bd B,

Dir. 3 -- Kume -- K20, Bd B, Dir. 3I V. Victory ConditionsThe Harder must either exit edge 6 of the mapboard

with at least 4 torpedoes loaded in her tubes by the endof turn 28 or sink the Enoki for the American player towin. Any other result is a Japanese victory.

V. Game Length28 turns, Night ScenarioVI. Special Rules1. The Harder must use Mk 18 torpedoes.2. Only mapboard panels A and Bare to be used. No

ships can use any hexes past column N of board B.3. The action takes place at night and the Hidden

Movement Optional Rule (31.0) must be used. TheEnoki is equipped with a special version of theJapanese sonar which has no modification to the SonarSearch Table. The Kume and the Sado are not equippedwith sonar.

SCENARIO 10GERMANY'S SECRET WEAPONI. I ntroductionI n the spring of 1945, Germany introduced its new

generation submarine, the Class XXI. This was the firstpractical submarine designed to operate under water.All earlier classes of submarine had been designed tooperate on the surface and dive only in emergencies.Although too late to affect the outcome of the war, (thefirst submarine left port for patrol just a week beforeGermany's surrender), this scenario depicts ahypothetical encounter between the German super suband a British destroyer group.

II. Order of Battle1. German Player--U. 2511, Class XXI2. British Player-Dunkirk, Class Battle (Use

another class ship counter). Cadiz, Class Battle -- Armada,Class Battle

III. Starting Locations1. U.2511-M37, Bd B, Dir. 32. Dunkirk-D48, Bd B, Dir. 6-Cadiz-X48, Bd B,

Dir. 6-Armada-N48, Bd B, Dir. 6I V. Victory Conditions0.2511 must exit mapboard edge 3 by the end of

turn 10 for the German player to win. The British playermust prevent the exit by the end of turn 10 to win.

V. Game Length1 0 turns, Day ScenarioVI. Special RulesThe U-boat may use both normal and T-3 torpedoes.

Place the initials of the type of torpedoes being used inthe type row of the Torpedo Tube section and reloadsection of the log.20.10 Advanced Scenarios (ConvoyScenarios)

SCENARIO 11THE WOLF PACKI. I ntroductionWithin the space of one week in early March of

1941, the three top U-boat aces of Germany wereeither killed or captured during attacks on the NorthAtlantic Convoys. "Silent Otto" Kretschmer, commander of U.99, and Joachim Schepke, commander of0.100, were both lost attacking the same convoy.Schepke was killed and Kretschmer was captured. Aweek earlier, Gunther Prien in U.47, the man whosuccessfully penetrated Scapa Flow the previous year,was killed attacking another convoy. This is a semi-hypothetical (i.e., two of the aces were involved and theother was fairly close by) attack of all three aces onConvoy OB 293 in the winter of 1941.

I I . Order of Battle1. German Player-U.47, Class VIIB -- U.99 , Class

VIIB -- U.100 (substitute U.120), Class VIIB2. British PlayerCONVOY.4-C2 Merchantmen4-C3 Merchantmen2-T2 Tankers2-1C2 Merchantmen4-T2 TankersESCORTS.Isis, Class IJavelin, Class JStarling, Class Black SwanGladiolus, Class FlowerIII. Starting Location1. U.47 (see 20.4)-U.99 (see 20.4)-0.100 ( see

20.4)2. Convoy, Fast (see 20.2.7)-Escorts (see 20.3)I V. Victory ConditionsThe German player must gain at least 50 more

victory points than the British player by the end of turn20 to win. Any other situation at the end of turn 20 is aBritish victory.

V. Game Length20 turns, Night ScenarioSCENARIO 12PQ 17I. I ntroductionDuring the spring and early summer of 1942,

Britain has successfully directed several convoys fromher home ports to the Russian port of Murmansk nearthe Arctic circle. The route followed by the convoys wasparticularly dangerous as it passed along the coast ofNorway, from which Germany could send land-basedair and/or a good portion of her surface fleet toi ntercept any naval movement that passed by, as wellas her normal contingent of U-boats which operated inthe area.

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Spurred on by her earlier successes and the need todivert capital ships to other fronts, Britain. strippedmuch of the escort force for convoy PQ 17 which left forMurmansk in early July of 1942. Coincidentally,Germany decided to release the Tirpitz, Bismarck'ssister ship, into the Arctic. Thoroughly alarmed at thissurprisingly aggressive move, Britain signalled for theweakly defended convoy to split up and make forMurmansk at best speed.

The resulting action was little short of a massacre.German air and U-boat forces had a field day with thedisorganized and now vulnerable convoy. Only one-third of the thirty-three ships of PQ 17 reachedMurmansk. The truly ironic aspect of the whole affairwas that although the Tirpitz had left her Norwegianport, she never left Norwegian coastal waters andconsequently never actually threatened PQ 17. Thisscenario covers one isolated incident of the many thatoccurred.

II. Order of BattleGerman Player1. U91, Class VIIC -- U.128 , Class IXC2. British PlayerCONVOY.-4-C2 Merchantmen4-C3 Merchantmen2-T2 TankersESCORTS:Dahlia, Class FlowerGladiolus, Class FlowerLark, Class Black SwanWren, Class Black SwanIII. Starting Locations1. U.91 (see 20.4)-U. 1 28 ( see 20.4)2. Convoy, Slow (see 20.2.11 )Dahlia (see 20.3)Gladiolus (see 20.3)Lark (see 20.3)Wren ( see 20.3)I V. Victory ConditionsThe German player must gain at least 38 more

victory points than the British player by the end of thegame to win. Any other situation at the end of the gamei s a British victory.

V. Game Length20 turns, Night ScenarioVII. Optional RulesU.696 and/or 0.190 may enter the game as

reinforcements (see 36.0 for instructions). For eachsubmarine that enters play, add 18 victory points to theBritish victory point total.

20.1 Campaign GameCONVOY ONS 5 (April 28 to May 4, 1943)I. I ntroductionThe spring of 1943 marked the high point of the U-

boat campaign against Allied Atlantic shipping. Thebattle against Convoy ONS 5 was the turning point inthe Battle of the Atlantic. Thereafter, the U-boats wereforced to the defensive and were never again able toregain the initiative. The greatest threat to Britain'ssurvival was neutralized.

Fifty-one U-boats confronted ONS 5. They wereable to sink only twelve freighters at the exorbitant costof six submarines lost to escort and air attack.

The Campaign game breaks down the battle into 8smaller scenarios that recreate the most critical eventsof each day. The individual scenarios are set up so thatt hey all need not be played at one sitting. It is possiblefor two people to play one scenario one day and anotherseveral days later. It is important, though, to maintain arecord of the victory points earned by both sides.

It has been necessary to "scale down" the size ofthe convoy to facilitate play within the limits of themapboard. Therefore, certain factors, specificallyconvoy size, remain constant for all eight scenariosregardless of the results of the previous scenario(s).

II. Order of Battle1. German PlayerThe German Player has a pool of 51 submarines of

t wo classes.25 Class VIIC26 Class IXCNote: If there are not enough of one class of

submarine for the scenario being played, substituteother submarines but maintain the proper classcharacteristics.

2. British Player4-C2 Merchantmen4-C3 Merchantmen4-T2 Tankers4-IC2 Merchantmen2-T3 TankersESCORT:Niagra, Class TownChesterfield, Class TownIsis, Class ILoch Killen, Class LochLoch Fada, Class LochWhitehall, Class WSpragge, Class Captain"HUNTER-KILLER" GROUPKeats, Class CaptainRowley, Class CaptainJavelin, Class JVesper, Class V type 2III. Order of Appearance1. U-boats (see 20.4)2. Convoy, Fast (see 20.2.7)Escort (see 20.3)"Hunter-Killer" Group (see Special Rules 7 through

9)

I V. Victory Conditions1. The players play eight scenarios in sequence as

explained in the Special Rules. Both players determinethe number of victory points scored for each scenario inthe following manner:

The victory point values for each submarine in playduring any portion of the scenario are totalled. Thevictory point values for each of the escorts in playduring any portion of the scenario are totalled. Theplayer with the lesser total subtracts his total pointvalue from the opponents total point value and isawarded the difference. The fact that a ship may havebeen sunk during the game has no bearing on thesecalculations which are based on the total victory pointvalues of all ships that participated in the scenario onany or every turn (e.g., the Submarine player has threeClass IX U-boats that were in play in some portion of thescenario. Each Class IX U-boat is worth 37 victorypoints for a total of 37 x 3 = 111 victory points. TheEscort player has two Class Loch frigates of 7 victorypoints each and two Class Flower corvettes of 5 victorypoints each for a total of 24 victory points. Thesubmarine total of 111 minus the escort total of 24 = 87victory points awarded to the Escort player.

3. Any other victory points awarded are done asexplained in 20.1 except that each depth chargedropped from the air (see Special Rule 10) awards theSubmarine player 1 victory point.

4. Both players keep track of the victory pointsawarded for each scenario. At the conclusion of theeighth and last scenario, both players total the numberof victory points that each received. The player with thehighest total wins. A tie in victory points is a drawngame.

V. Game LengthEach scenario is 20 turns in l ength.VI . Special Rules1. Each submarine can be used only once in the

Campaign game, even if it is only in play for one turn. Amaximum of eight submarines can be in play in anygiven turn of the scenario.

2. At the start of each scenario, four submarinesmust be positioned on the board as explained in 20.4.

3. Four additional submarines are brought into thescenario as reinforcements as explained in 36.0.

4. Once a submarine has been used in play, even iffor only one turn, it can never be used again in another

5. The convoy formation is identical at the begin-ning of each scenario regardless of losses incurred inprevious scenarios. This is valid as the convoy on themapboard, being much smaller than the actual convoy,would have ships that were not involved in previousscenarios available for the present and/or futurescenarios.

6. Rule 5 above does not apply to escorts as thesewere always in short supply. An escort that is sunk or"dead in the water" in one scenario can no longerappear in future scenarios.

7. In addition to the escorts, the British have a"hunter-killer" group available to defend the convoyshould any three of the original seven escorts be sunkor immobilized ("dead in the water"). These four shipsmust be brought into play as a unit in the same turn.They arrive along the board edge, randomly determinedby a die roll. The die result corresponds to the boardedge to enter.

8. Any turn after the turn in which three or more ofthe original escort vessels have been incapacitated asexplained in 7 above, the British player may announcethat he is sending for the "hunter-killer" group. Thiscall is purely voluntary and the British player is neverrequired to call for the "hunter-killer" group. If the"hunter-killer" group is summoned, they always arriveat the beginning of the second scenario after thecurrent scenario in which the call is made (i.e., onecomplete scenario is played after the scenario in whichthe summons is made before the "hunter-killer" grouparrives.)

9. Once the summons is made, the "hunter-killer"group must arrive at the specified scenario and mustalways start play in future scenarios.

1 0. The British were also able to maintain a fairamount of air cover during the daylight hours.Consequently, the British player has a total of twenty-four depth charges that may be "dropped" from aircraftduring the course of the entire eight scenario Campaigngame. The British player must allocate the number ofdepth charges he wishes to have available for eachscenario being played at the start of the Campaigngame. This is secretly written on a slip of paper at thestart of the game and revealed at the conclusion of thegame.

11. Aircraft depth charges. May be dropped onlyduring the daylight scenarios:

Scenario 1-April 28-NightScenario 2-April 29-DayScenario 3-April 30-NightScenario 4-May 1-NightScenario-S-May 2-DayScenario 6-May 3-DayScenario 8-May 4-NightScenario 8-May 5-Day

1 2. Aerial depth charges that are committed to ascenario must be expended in that scenario. Any aerialdepth charges which are not expended are lostpermanently. For example, if the British player commitseight aerial depth charges to each of the first threedaylight scenarios and he expends only six in eachscenario, he permanently loses the six not used.

13. Aerial depth charges can only be used againstU-boats that are at a depth of 75, 50, 25, or 0 feet.

1 4. Aerial depth charges are the 300 lb. variety ofdepth charge. They are always set to explode at 50 ft.

1 5. The U-boat does not have to give its depth butthe Submarine player must state if a U-boat can beattacked by aerial bomb if submerged at a depth of 25,50, or 75 feet.

1 6. Aerial depth charge attacks occur during theEscort Movement Phase and are resolved immediately,before the U-boat moves.

1 7. To use an aerial depth charge, the Britishplayer simply places the depth charge counter in a hexcontaining a portion of the U-boat.

VII. Optional RulesIf utilizing the optional Hidden Movement Rule

(21.0), during daylight scenarios, all submarines atdepths of 75, 50 or 25 feet are automatically spottedand continually remain in view nn the mapboard.

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OPTIONAL RULESAny or all of these optional rules may be used

with the Basic game rules. Both players shouldagree before starting the scenario which ofthese rules to use in play. Certain scenariosrequire the use of the Variable Submarine EntryRule (26.0) and the Submarine Hidden Move-ment Rule (21.0). Remember that these rulescomplicate and lengthen the game. If you do notwish to spend more time and effort in play thanyou have up to now, ignore this and theAdvanced Game Section.21.0 Submarine Hidden Movement

21.1 When utilizing this rule, a submarinewhich enters play submerged or on the surfaceout of visual range is not placed on the mapboard(i.e., it is hidden) until such time as it is spottedby an enemy vessel (see 21.4).

21.2 The Submarine player should writedown the bow hex and facing direction for eachsubmarine that starts the scenario hidden in thefirst box of the Location-Hex section of theSubmarine Log. He should continue thisprocedure each turn for each submarine that ishidden or becomes hidden after writing itsmovement plot. It is important to do this so as tokeep track of the submarine's position at alltimes that it is off the mapboard.

21.3 While a submarine is in view and onthe mapboard, all of its movement must bevisible. It must remain on the mapboard as longas the Escort player is able to maintain contactwith the submarine.

21.4 A submarine is visible and must be onthe mapboard if it conforms to one or more of thefollowing five situations. If it does not conform toany of the five situations it is hidden and can beremoved from the mapboard.

21 .4.1 A submarine on the surface or at adepth of 25 feet during a daylight scenario isalways visible and placed on the mapboard.

21.4.2 A submarine on the surface or at adepth of 25 feet during a night scenario isvisually located and placed on the mapboardwhile it is within 4 hexes of an enemy vessel orwithin 7 hexes of an enemy vessel that wastorpedoed in the previous Torpedo DetonationPhase and is still afloat.

21.4.3 A submarine on the surface or at adepth of 25 feet during a night scenario isvisually located and placed on the mapboardwhile it is in or adjacent to a hex containing astarshell marker

21.4.4 A submarine on the surface or at adepth of 25 feet during a night scenario is placedon the mapboard if it has been located by enemyradar. It remains on the mapboard until suchti me as it dives below a level of 25 feet.

21.4.5 A submarine submerged at a depthof 50 feet or deeper in any scenario is placed onthe mapboard only if it is located by enemy sonarand stays on the mapboard as long as it remainsi n enemy sonar contact.

21.5 A visually located submarine mustremain in view only for that period that it isvisible. A submarine can start its movement

phase out of visual contact, move into andthrough hexes within visual contact, and end itsturn back out of visual contact. It is only placedon board for that part of its move that is in visualcontact.

21.6 The Submarine player does not have toplace a torpedo fired by a hidden submarine onthe mapboard until it reaches the last hex of itsmove in the turn it was fired. In all subsequentmoves, the torpedo remains on the board.

21.7 When conducting all searchoperations, whether sonar, radar or visual, therange of hexes in which a hidden submarine canbe located is counted from (and excluding) thebow hex of the searching ship to (and including)the closest of the two hexes occupied by thesubmarine.

22.0 Sonar Search22.1 Sonar search is the only method by

which the Escort player can locate a submarinethat is submerged at a depth of 50 feet or deeper.A submarine at a depth of 25 or 0 feet can neverbe located by sonar and is always ignored in allsonar searches.

22.2 Sonar search is conducted by eachescort equipped with sonar (see 24.0) during theEscort Movement Phase. At the end of themovement of each sonar-equipped escort, theEscort player may conduct a sonar search forthat vessel as explained in Sonar SearchProcedure (22.4).

22.3 If a submarine is located or sonarcontact maintained by the sonar search of anescort, other escorts that have yet to move thatphase may react to the submarine and movetoward and attack it. If a submarine is not locatedor contact not maintained by sonar search, asonar-equipped escort that has yet to move maybe able to locate or maintain contact with thatsubmarine by sonar search.

22.4 Sonar Search Procedure22.4.1 There are two distinct types of sonar

search available to a sonar-equipped escort:1. Sonar sweep is used to locate a submerg-

ed submarine (at a depth of 50 feet or deeper)that is hidden.

2. Sonar Homing is used to maintain contactwith a submerged submarine (at a depth of 50feet or deeper) that is already in sonar contactand is visible on the board.Both types of sonar searches use the sameSonar Search Table.

22.4.2 After a sonar-equipped escort hascompleted its move, and before the next escortstarts its move, the Escort player announceswhether it will conduct a sonar sweep, conduct asonar homing or make no sonar search at all.

22.4.3 I f the sonar-equipped escort is tomake a sonar sweep, the Escort player rolls onedie and compares the result with the escort'scurrent speed to determine the range in hexes inwhich a hidden submarine can be located. Thedie roll must equal or be less than the die valueof the proper range column to use that range. A

die roll over that value indicates that the sonarsweep was completely unsuccessful.

22.4.4 When conducting a sonar sweep,the Initial Echo die modification must be used inaddition to any other modification that mightapply.

Example' a British escort with ordinary sonar has moved at aspeed of two. At the end of the escort's move, the Escort playerannounces that it will conduct a sonar sweep and rolls a '2' onthe die, As the escort's sonar is unimproved sonar and non-Japanese sonar, the die is only modified once to 3 by the InitialEcho. This value is cross-indexed with the current speed of twoand results in an effective sonar range of 0 to 1 5 hexes. A hiddensubmarine (bow or stern) within 1 5 hexes of the bow hex of thesearching escort would be spotted. If a "1 "were rolled on the die,this result modified to "2" by Initial Echo would allow a hiddensubmarine within 30 hexes of the escort's bow hex to be spotted.I f a 3,4,5 or 6 were rolled, the sonar sweep would beunsuccessful.

22.4.5 If the sonar sweeping escort is ableto get an effective sweep range of either 15 or 30hexes from the searching escort's bow hex, theSubmarine player checks to see if any hexoccupied by a hidden submarine at a depth of 50feet or deeper is within this range. If no part of ahidden submarine (bow or stern) is within 15 or30 hexes of the bow hex of the sweeping escort,then no submarine is spotted. If a part of ahidden submarine at a depth of 50 feet or deeperi s within this range, it must be placed on theboard in the position that it occupied at the endof the previous turn. It is important to keep this inmind as many players tend to use a submarine'scurrent turn position and depth. They forget thatthough the movement plot is written in thebeginning of the turn, the actual movement ofthat plot occurs after the Escort MovementPhase during the Submarine Movement Phase.During the Escort Movement Phase, the sub-marine is still in the location it occupied at theend of the previous turn. If two or more hiddensubmarines at a depth of 50 feet or deeper arewithin range, only the submarine closest to theescort's bow hex is placed on the board. In rarecases of ties, the Submarine player chooseswhich submarine to reveal. Only one hiddensubmarine is ever located by one escort's sonarsweep. The submarine is placed on the boardbefore the next ship moves.

22.4.6 A sonar-equipped escort which is toconduct a sonar homing must name onesubmarine currently in view on the board andwhich was located by sonar in the previous turn.

22.4.7 Sonar homing is performed in thesame way as a sonar sweep. The Initial EchoModification is never used, though the othermodifications can still apply. At least one hexoccupied by the submarine must be within therange of the searching escort's bow hex asdetermined on the Sonar Search Table tomaintain contact with the submarine.

22.4.8 Only the submarine named as theobject of sonar homing can be located by sonarhoming.

22.5 The maximum speed at which a sonar-equipped escort can perform a sonar search,either sweep or homing, is 4. A sonar-equippedescort which moves at a greater speed cannotconduct a sonar search.

Page 16: Submarine (AH) Rulebook

22.6 A submarine that is located by sonarsearch remains visible and on the mapboarduntil the next Escort Movement Phase, at whichti me the Escort player must attempt to maintaincontact. If all attempts fail, the submarine isremoved from the board before the SubmarineMovement Phase. If a submarine which wasl ocated by sonar during the Escort MovementPhase moves out of the sonar range or movesout of the sonar depth range during theSubmarine Movement Phase, it must stillremain on the board until the end of next EscortMovement Phase.

22.7 A submarine which underwent adepth charge attack (i.e., within two hexes of anydepth charge counter) in the previous turncannot be located by sonar search in the currentturn. It may be located by sonar sweep in thenext turn.

22.8 All visible submerged submarines (50feet or deeper) with which the Escort player wasunable to maintain contact must be removedfrom the board at the end of the EscortMovement Phase and before the start of the nextphase.23.0 Radar Search

23.1 Radar search is the only method bywhich the Escort player can locate a sub-marine that is at a depth of 0 to 25 feet and notvisually spotted. A submarine at a depth of 50feet or deeper can never be located by radar (onlyby sonar) and is always ignored in all radarsearch.

23.2 Radar search is conducted by eachescort equipped with radar (see 24.0) during theEscort Movement Phases. At the end of themovement of each radar-equipped escort andbefore the next escort can move, the Escortplayer may conduct a radar search for the vesselas explained in Radar Search Procedure (23.4). Ifan escort is equipped with both sonar and radar,i t may conduct both a radar and a sonar search atthe end of its move, but before the next escortmoves.

23.3 I f a submarine is located by the radarsearch of an escort, it is immediately placed onthe board in the location that it occupied at theend of the previous turn. Other escorts that haveyet to move that phase may react to thesubmarine and move toward and attack it. If asubmarine is not located, a radar-equippedescort that has yet to move maybe able to locatethat submarine by radar search.

23.4 Radar Search Procedure23.4.1 Only hidden submarines can be

l ocated by radar search.23.4.2 If at least one radar-equipped escort

i s in play, a submarine that is located by radarremains in view on the board indefinitely untilthe end of a Submarine Movement Phase inwhich it has dived to a depth of 50 feet or deeper;at which point it must be removed from theboa d.As Iong as a radar-located submarine stays onthe surface or at a depth of 25 feet, it stays on theboard and the Escort player never has to makeany additional attempt to maintain contact withi t.

23.4.3 As each radar-equipped escort con-ducts a radar search, the Escort player rolls onedie and the Submarine player checks on theRadar Search Table to determine whether the

escort locates one submarine either on thesurface or at a depth of 25 feet, or makes noradar contact at all.

23.4.4 I f the escort is able to contact asubmarine at a depth of 0 to 25 feet, theSubmarine player immediately places on theboard the closest hidden submarine at a depth of0 or 25 feet to the bow hex of the searchingescort.

23.4.5 If the escort is only able to contact asubmarine at a depth of 0 feet, the Submarineplayer immediately places on the board theclosest hidden submarine at a depth of 0 feet tothe bow hex of the searching escort.

23.4.6 If the escort makes no radar contact,no submarine is placed on the board.

23.4.7 Of course, if there is no hiddensubmarine at the correct depth(s), no contactcan be made.

23.5 A submarine which is in visual or radarcontact at the beginning of its move in theSubmarine Movement Phase but which dives toa depth of 50 feet or deeper, is removed from theboard only at the end of the move.

23.6 Merchantmen never have any type ofradar or sonar. Capital ships may have radar (see24.0). They never have sonar.24.0 Radar and Sonar Fit

24.1 On the Weapon Availability Charts,the types of radar and sonar available to eachcountry and the period of their availability arel isted. There was always a period of months,though, between the period that a weaponbecame available and the period when allvessels had been refitted with the weapon.When utilizing the Radar and Sonar SearchRules, the Escort player should use the Radarand Sonar Fit Table while filling out the Log todetermine which vessels have radar or sonari nstalled.24.2 Procedure

1. For each escort to be fitted, select thel atest type of radar or sonar that is available onor before the period of the scenario.

2. Roll one die and cross-index the resultwith the type of escort or capital ship beingfitted. If the result is a "fit" then that type ofradar or sonar can be used. No result indicatesthat the vessel cannot use that type of radar orsonar. If a vessel fails to be fitted with one type ofradar or sonar, the Escort player may attempt tofit it with another type that is available. Severalattempts at fits may occur before the vessel isfitted or until all available types have been tried.

3. The die roll can be modified by the numberof periods between the period of the scenarioand the period of the radar or sonar's availability.The Escort player can subtract the number fromthe die roll equal to the difference in periods. Forexample, for a scenario occurring in the summerof 1943, the Escort player wishes to equip aFlower class corvette with 10cm radar. Theperiod of initial availability for 10cm radar is thewinter of 1943. This is two periods before theperiod of the scenario. The Escort player rolls a 4and subtracts 2 for a final value of 2. This is notenough for a fit and the corvette cannot use1 0cm radar. The Escort player can then attemptto fit the corvette with an older type of radar.

24.3 I f the modification to the dieautomatically guarantees a fit, (e.g., a modifica-tion of 3 to DD's, 4 to DE's, etc.), the ship canautomatically be fitted with that type of weapon.

24.4 The Radar and Sonar Fit Table is usedfor each escort to determine whether it is fittedwith radar or sonar or both. Sonar fit isdetermined independently of radar fit.

24.5 An escort is considered to beautomatically fitted with sonar if it is available inthe first period (entry into the war) on itscountry's Weapon Availability Chart (e.g., thefirst period for the United States and Japan is W' 42, for Germany and Great Britain, it is F '39,etc.) An escort which fails to be fitted with amore modern type of sonar is still considered tobe fitted with the sonar available at the start ofthe war. This does not apply to those escortswhose country does not have sonar available atthe time of its entry into the war, nor does thisever apply to radar. Radar fit must always bedetermined on the Radar and Sonar Fit Table.25.0 Star Shells

25.1 Each escort (not merchantman orcapital ship) in the scenario may fire one or twostar shell counters per turn.

25.2 A star shell which is placed in a hexoccupied by or adjacent to a submarine aids inthe visual sighting of the surface gunneryagainst that submarine during a night scenario.

25.3 A star shell can be placed in any hex onthe game board by the Escort player.

25.4 Star shells are placed on the board atthe end of the Surface Gunnery Phase and areremoved at the end of the following SurfaceGunnery Phase.

25.5 An escort that is to fire star shells maynot participate in surface gunnery in the same ornext turn. It may fire star shell(s) again in thenext turn.26.0 Variable Submarine Entry

26.1 In certain scenarios, one or moresubmarines are permitted to enter play after thescenario has started. For each reinforcing

24.1 RADAR AND SONAR FIT TABLE

SHIPTYPE D.D., Cap. Ship D.E., E., T. B. C., P. F., S., S.C., M. L.

D

1IE

2

R

30L

4L

5

6

FIT;

FITFIT

Fl

FIT

FIT

'-t t

Page 17: Submarine (AH) Rulebook

submarine, use the following procedure todetermine its turn of entry.

26.2 The Escort player uses all of thenumber markers included with the game todetermine whether a reinforcing submarine is toenter play and the compass number to deter-mine its entry location. All number markers aremixed and placed face down.

26.3 At the start of turn 3, and every thirdturn thereafter, (e.g., turns 6, 9, 12, 15, etc.), theSubmarine player may attempt to bring into playone reinforcing submarine of his choice that hasyet to enter play.

26.4 The Submarine player picks onenumber marker and secretly examines thevalue. If the value is 0, a reinforcing submarinecannot enter play. If the value is 1 through 6, onereinforcing submarine may enter play at thestart of any turn, including the turn in which thenumber marker is picked. The submarine mustenter play within 12 hexes of the compass thatcorresponds to the number on the markerpicked. This placement must be made within therestrictions of Submarine Placement (20.4).

26.5 At the start of the turn that thesubmarine player does decide to bring in the

reinforcing submarine, he reveals the marker tothe Escort player and puts the submarine intoplay as explained in 26.4.

26.6 For each reinforcement attempt, allnumber markers must be available for selection.I f the Submarine player is delaying the entry of areinforcing submarine, he cannot attempt tobring any other reinforcing submarine into playuntil the currently available submarine isbrought into play. He may attempt to bring in anew submarine in the same turn he is bringingi n a delayed submarine.

ADVANCED GAME27.0 INTRODUCTION

I n the Basic and Optional games, certainli berties were taken in regard to ship andweapon capabilities to insure that the gamesystem remained "clean" and unencumbered(i.e. no "dirt" was added to obstruct or com-plicate the flow of play). The Advanced Gamehas been included for those who do not mind amore detailed system of play that, in turn,permits a more accurate analysis and com-parison of ship and weapon capabilities.

One of the difficulties in the Basic Gamescale of one turn = 30 seconds, one hex = 100yards is that the minimum move of one hex perturn is equivalent to 6 knots. This does notpermit an accurate representation of a sub-marine's submerged cruising speed (its normalsubmerged speed) which never exceeded 4knots until the advent of the super submarinesi n 1945. Nor does it permit as fine a gradation asi s needed to differentiate speeds of the shipsi ncluded.

I n the advanced game the time scale isaltered to one turn = 51 seconds while thedistance scale remains the same at one hex =1 00 yards. The minimum move of one hex perturn is now equivalent to approximately 3.5knots. This allows submarines to operate at amore realistic underwater speed. It also permitsa more accurate representation of the speedcapabilities of the ships involved. This change inthe time scale effectively doubles the speed of allships and torpedoes in the game.

All of the Advanced game rules have beendesigned around this change in time scale andhave been included together in the AdvancedGame. This does not mean, though, that all ofthe Advanced Game rules must be usedtogether as a set. Consider the Advanced Gameas a collection of Optional rules from which theplayers can select rules they wish to use for thescenario they are to play.

The Advanced Game builds onto the systemalready defined in the Basic Game. The Ad-vanced Game rules basically embellish weaponand movement capabilities or alter combatresolution. All Basic Game rules and proceduresapply in the Advanced Game unless statedotherwise.

28.0 NATIONAL DATA CARDS28.1 Each National Data Card has been

organized by country so that only those ships,weapons, charts and game tables pertinent tothat country are contained on the card.

28.2 There is one exception to the organiza-tion of the National Data Cards as explained in28.1. All of the radar and sonar search tables ona country's National Data Card represent thecapabilities of the sonar and radar models usedby the opposing countries. This switch wasmade to simplify play as the Submarine playermust use the tables to interpret the success ofthe search without having to reveal the locationand depth of his submarine(s).

28.3 At the start of play, both the Sub-marine and Escort player should use theNational Data Card which corresponds to hisside's nationality. He does not have to use anyother card. All of the data, tables and charts hewill use are available on the card. He cannot useany chart or table on any other card except forsurface gunnery (see 48.4).

28.4 The Basic Game Tables Card is notused in the Advanced Game. The Sequence ofPlay printed on the card can be used forreference as the Advanced Game follows thesame sequence of play.

28.5 I MPORTANT! If required to roll twodice, when using the Advanced Game Tables,the dice must be read in the following manner.Always read the dice throw as a two digitnumber. The result on the colored die is alwaysthe first digit. The result on the white die isalways the second digit. For example, if a playerrolls a 3 on the colored die and a 5 on the whitedie, the result is read as a 35. Never sum the diceresults. The roll above is not 3 + 5 = 8, it is 35.Using this system, the lowest unmodified valuei s always 11. The highest is 66.

29.0 ADDITIONS TO THE LOG29.1 As already noted in the Basic Game,

the sections in red in both the Submarine and inthe Convoy/Escort Log are used in the Ad-vanced Game.

29.2 The function of each of these Ad-vanced sections in the Logs will be explained inthe rule or rules covering its use as indicated

below.29.3 Submarine Log

1. SInt Rng (Silent Running)--32.02. Snrt Spd ("Snort" or Schnorkel

Speed)-33.03 Crew Rt. (Crew Rating)-49.04. Visibility-35.2.35. Emergency Power-34.06. Damage-38.07. Torpedo Reload-41.08. Operations-32.3, 33.3, 34.3, 35.2.3,

41.59. Initial Torpedo Load (Type, Bow

Tubes/Stern Tubes)-41.029.4 Convoy/Escort Log

1. C. (Cargo)-60.02. Crew Rtg (Crew Rating)-49.03. Snr (Sonar)-22.0, 44.04. Rdr (Radar or ASDIC) -- 23.0 , 46.05. D.C. Available, D.C. Expended-61.0

NOTE. ASDIC is the British term for sonar. Both terms refer to thesame instrument.

29.5 Because of the change in the timescale, many of a ship's characteristics used inthe Basic Game have been changed. Only theAdvanced Ship Data Charts are used whentranscribing ship data onto the Logs in theAdvanced game.

29.6 The same Merchantmen Data Chart isused in both the Basic and Advanced games.

30.0 CONVOY MOVEMENT30.1 Because of the change in scale, the

speed of a fast convoy increases from two tothree. The speed of a slow convoy increasesfrom one to two.

30.2 The total number of legal movesavailable to a fast or slow convoy are givenbelow:

Fast Convoy

Slow Convoy3L, 3R

2L, 2RL3, R3

L2, R23

2These are the only moves that can be plotted fora convoy.

Page 18: Submarine (AH) Rulebook

31.0 CHANGE OF SPEEDLIMITATIONS

31.1 A ship can now increase or decreasei ts speed up to 3 hexes per turn rather than 2 aspreviously permitted in the Basic Game (8.2.1).

31.2 Improved turn ability as explained in6.9 can now be performed by a ship that moves 5hexes or less in a turn.

32.0 SILENT RUNNING32.1 All submarines have the capability to

move at "silent running" speed. This speed mayvary depending on the type of submarine asindicated on the Advanced Submarine DataCharts. Submarines that are "silent running"are more difficult to locate by sonar search.

32.2 "Silent running" speed is composed of2 numbers separated bya slash. The first number(left of the slash) is the maximum submarinespeed of the "silent running" submarine. Thesecond number (right of the slash) is the numberof turns the "silent running" submarine needsto move its maximum speed. For example, a"silent running" speed of 1 /2 (used by mostsubmarines) permits a submarine to move up toone hex every two turns.

32.3 A Submarine player that wishes asubmarine to move at "silent running" speedmust make the decision during the MovementPlot Phase. He writes "S" in the Operationssection for the current and following turn.

32.4 Checking the Submarine Data Chartsyou will find that the second digit of the "silentrunning" speed for all submarines is two. All"silent running" movement must be made intwo turn increments. No submarine can move at"silent running" speed for just one turn.. It mustmove at "silent running" speed for at least twoturns. If the Submarine player decides to let thesubmarine continue to move at "silent running"speed, he must indicate it in the Operationssection of the submarine's Log during theMovement Plot Phase for the next two turns. Thenumber of turns that a submarine is "silentrunning" must always be a multiple of 2.

32.5 A submarine with a "silent running"speed of 1 /2 must move 1 hex in its first turn ofthe "silent running" increment. It cannot movei n the second turn of the increment, though itcan make a directional turn.

32.6 A submarine with a "silent running"speed of 3/2 may move 1 or 2 hexes in its firstturn of the "silent running" increment. It maymove 1 hex or not at all in its second turn of thei ncrement. If it does move 2 hexes in the firstturn, it must move 1 hex in the second turn.

32.7 A "silent running" submarine that hasbeen plotted to move 1 hex or not at all for thecurrent turn cannot rise. If it is plotted to move 2hexes for the current turn, it may rise 25 feet.

32.8 A "silent running" submarine may beplotted to dive 25 feet if it is plotted to move atl east 1 hex in the same turn.

32.9 A "silent running" submarine cannotrepair (52.0) or reload torpedoes.

33.0 "SNORT" SPEED33.1 A schnorkel, popularly called "snort",

i s a special device used, almost exclusively, bycertain German and Japanese submarinesduring World War II. A "snort" permits a

submarine to move submerged while using itsdiesel engines.

33.2 Only those class submarines given asnort" speed on the Advanced Submarine Data

Chart can use a "snort" and only at andsubsequent to the period it becomes available onthe Weapons Availability Chart.

33.3 A Submarine player that wishes asubmarine to move using the "snort" mustmake the decision to do so during the MovementPlot Phase. He writes "snort" in the Operationssection of the Log for each turn of use. In anysubsequent turn he can change to submerged or"silent running" movement. Each turn thesubmarine continues to move using the "snort",the Submarine player must mark "snort" in theOperations Section of the Log during theMovement Plot Phase.

33.4 A submarine using the "snort" canmove any number of hexes per turn up to themaximum number listed for it under "snort"speed in the Advanced Submarine Data Chart.

33.5 A submarine can only use the ""snort"while submerged at a depth of 25 feet. It cannever dive or rise but must remain at a constantdepth of 25 feet.

33.6 A submarine using the "snort" neverexpends emergency power factors while movingwithin its "snort" speed.

33.7 A submarine cannot use the "snort"and "silent running" speed at the same time.

33.8 A submarine using the "snort" canregain one expended emergency power factorfor every three turns (not necessarily con-secutive) it uses its "snort".34.0 SUBMARINE EMERGENCY

MOVEMENT34.1 The amount of emergency power

available to a submarine in the Advanced gamei s much greater than the amount that wasavailable to it in the Basic game. This increase isa more accurate representation of a sub-marine's battery capacity and submerged en-durance.

34.2 The Submarine player can use the redportion of the Emergency Power section of theLog to keep track of the number of emergencypower factors expended.

34.3 A submarine can regain one expendedemergency power factor for every three turns(not necessarily consecutive) that it is on thesurface, or using its "snort", or a combination ofthe two. Mark "Charge" in the Operation sectionduring the Movement Plot Phase for each turnrecharging. A submarine can never have moreemergency power than the amount available toi t on the Submarine Data Chart.

34.4 Because of the increased emergencypower capacity, it may appear that a submarinecan move at its maximum submerged speed forthe length of the scenario without any penalty.Yet the practice of draining the battery wasconsidered dangerous in normal operations as asubmarine's ability to escape attack was in largemeasure dependent upon the length of time itcould remain submerged. There can be,therefore, two penalties incurred by a sub-marine utilizing emergency power:

34.5 A submarine using emergency poweri s easier to spot by sonar homing as explained inthe Sonar Homing Modification Chart on the

National Data Card.34.6 At the conclusion of a scenario in-

volving a convoy, the Escort player may chooseone or more submarines that are in sonar, radar,or visible contact at the end of the last turn ofplay as target(s) for a prolonged attack. Theremust be at least five escorts, that can still moveat maximum surface speed, available at the endof the game to make a prolonged attack.

34.7 Prolonged Attack Procedure34.7.1 The Escort player may pick any

number of escorts still in play, over and above aminimum of four escorts which must remainwith the convoy, to participate in prolongedattack against one or more enemy submarines.All escorts counted including the four with theconvoy must be able to move at full speed.

34.7.2 The Escort player verbally assignsthe escorts available for prolonged attack to anyor all of the submarines still in radar, sonar orvisible contact at the end of the scenario.

34.7.3 One escort cannot be involved inmore than one prolonged attack.

34.7.4 Only those escorts which have agreater speed than a submarine's speed, eithersurface or maximum submerged (used only if ithas at least half of its emergency powerremaining), can make prolonged attack againstthat submarine. If no escort assigned to asubmarine can exceed its surface or submergedspeed, then the submarine automatically es-capes. The Escort player cannot reassign escortsafter learning the submarine's speed.

34.7.5 For each prolonged attack initiated,the Escort player totals the number of attackpoints as explained below. The Submarineplayer totals the number of defense points in thesame manner. The Escort player rolls two diceand cross-indexes the roll with the differencebetween attack and defense points (attackpoints-defense points). The result is thenumber of additional emergency power factorsl ost by the submarine under attack.

I f the submarine has fewer emergencypower factors remaining than has been lost byprolonged attack, i t is considered sunk and theEscort player is awarded the victory points forthe sinking. If it loses less than or the sameamount of emergency power factors as it hasremaining, it has escaped.

Attack Points:For each vessel without sonar-1For each vessel with Japanese sonar-2For each vessel with ordinary sonar-3For each vessel with 10 cm sonar-4For each vessel with 3 cm sonar-5

Defense Points:The submarine has a maximum submerged

speed of 1-1The submarine has a maximum submerged

speed of 2-2The submarine has a maximum submerged

speed of 3-3The submarine has a maximum submerged

speed of 4-4The submarine has a maximum submerged

speed of 5-5

Page 19: Submarine (AH) Rulebook

35.0 LAUNCHING TORPEDOES35.1 There are two methods by which a

submarine can launch torpedoes-aimed andunaimed. The advantage in firing an aimedtorpedo is that the Submarine player can plot thenumber of hexes it can move on the turn of fire.The number of hexes that an unaimed torpedocan move on its turn of fire is determinedrandomly on the Unaimed Torpedo Table on theNational Data Card.

35.2 Aimed Torpedo Fire35.2.1 A submarine which is to fire aimed

torpedoes must select one or more targets fortorpedo fire the turn prior to the actual fire of thetorpedoes.

35.2.2 Crew quality (see 49.0 for crewquality determination) affects the number ofships which can be targeted for aimed torpedofire.

Novice crew-3 shipsExperienced crew-4 shipsProfessional crew-5 ships

35.2.3 During the Movement Plot Phase ofthe turn prior to the intended turn of aimedtorpedo fire, the submarine may select for targetany number of ships up to its crew quality limitand within the visibility range of its bow hex asstated on the Submarine Visibility Table on theNational Data Card. These targeted ships mustbe listed in the Operations section of the Log forthat turn.

35.2.4 During the Movement Plot Phase ofthe following turn, the submarine must plot tofire at least a number of torpedoes equivalent tothe number of ships targeted in the previousturn for all torpedoes fired in this turn to qualifyas aimed. The submarine may fire more aimedtorpedoes than the number of targeted ships. Itcan never fire less.

35.2.5 If a submarine cannot fire orchooses not to fire at least as many torpedoes asships targeted, those torpedoes (if any) that arefired are unaimed.

35.2.6 Whether a submarine does or doesnot fire aimed torpedoes the turn after targetingships, it must take a turn to re-target before itcan fire aimed torpedoes again.

35.2.7 On the turn of ship targeting, asubmarine cannot change its depth.

35.2.8 An aimed torpedo which misses allships targeted in the turn before its fire but doesenter a hex occupied by a ship that was nottargeted, must take the unaimed torpedomodification on the Torpedo Detonation Tableon the Data Card to determine torpedo detona-tion. An aimed torpedo which hits a shiptargeted in the turn before its fire is not affectedby the unaimed torpedo modification.

35.2.9 Note that on the Submarine Visibili-ty Table only the class XXI and class XXIIIGerman submarines can fire aimed torpedoes ata depth greater than 25 feet (they are equippedwith supersonic detection gear, termed s gear).All other submarines must be on the surface (0ft.) or at periscope depth (25 ft.) to fire aimedtorpedoes.

35.2.10 Class XXI and Class XXIII Germansubmarines can fire aimed torpedoes to a depthof 150 ft.

35.2.11 It is also important to note that inconsequence of 35.2.6 above, a submarinecannot fire aimed torpedoes in two consecutiveturns. It must take a turn of targeting previous toeach turn of aimed torpedo fire. It cannot targetships in a turn that it fires torpedoes. Asubmarine can target ships in consecutive turnsbut, of course, it means that torpedoes were notfired during any of the turns of target determina-tion.

35.2.12 A targeted ship may move out ofthe submarine's visibility range after targetingand still continue as a target for the submarine'saimed torpedo fire.

35.2.13 The Submarine player must revealthe Operations portion of the Log to confirm thata ship struck by an aimed torpedo was a targetfor that torpedo.

35.3 Unaimed Torpedo Fire35.3.1 A submarine at any depth up to 75

feet (no longer 100 ft. as i n Basic game) duringthe Movement Plot Phase can be plotted to fireone or more unaimed torpedoes during thatphase. Class XXI and XXIII German submarinesat any depth up to 150 feet during the MovementPlot Phase can be plotted to fire one or more

unaimed torpedoes during that phase.35.3.2 A submarine firing an unaimed

torpedo does not have to target any ship for fire.It does not have to take a turn of targetpreparation before the turn of fire as required foraimed torpedo fire.

35.3.3 A submarine may fire unaimedtorpedoes without any restriction except for itsdepth at the time of fire and the number ofloaded torpedo tubes.

35.3.4 Any torpedo fired that does notqualify as an aimed torpedo is an unaimedtorpedo and must have its speed for the turn offire determined by the Unaimed Torpedo Table.The direction of the unaimed torpedo is stilldetermined and plotted by the Submarine playerduring the Movement Plot Phase.

35.3.5 The number of hexes moved by anunaimed torpedo on the turn of fire is deter-mined at the moment of its fire in the TorpedoMovement Phase. The Submarine player rollst wo dice and indexes the roll on the UnaimedTorpedo Table. The result is the number of hexesthat that torpedo must move in the turn of fire.As in the Basic game, after the turn of fire, bothaimed and unaimed torpedoes must move in astraight line at their respective speeds (printedon the Torpedo Table).

35.3.6 Note that certain results in theUnaimed Torpedo Table give two numbersseparated by a slash. If the larger number isequal or less than the torpedo's speed, then theunaimed torpedo must move that number ofhexes in the turn of fire. If the larger number isgreater than the unaimed torpedo's speed, thenthe unaimed torpedo must move the number ofhexes equivalent to the smaller value.

35.3.7 A submarine can be plotted to dive(even to a depth greater than the maximumdepth at which it can fire torpedoes) on the turnof torpedo fire as long as it is within the depthli mit during the Movement Plot Phase.

35.3.8 The Submarine player when plottingthe fire of unaimed torpedoes needs to write inthe Log only the direction the torpedo is to move.He does not write in the torpedo's speed for theturn of fire.

35.3.9 Unaimed torpedoes have an un-favorable modification to detonation as detailedon the Torpedo Detonation Table on the NationalData Card.

36.0 TORPEDO DIRECTION36.1 In the Advanced game, a torpedo is

allowed to travel in a straight line along hexsidesas well as along the hex grain.

Hex grain (used in the Basic game)

hexside36.2 Because of this added directional

movement, a torpedo may be plotted to move innew directions on the turn of fire.

34.75 PROLONGED ATTACK CHART

Point Difference -4 -3 -2 1 0 1 2 3 4 5 6 7 8 9+65-66 20 25 30 35 40 42 44 46 48 50 52 54 56 5863-64 1 8 23 28 33 38 40 42 43 45 46 48 49 50 5061-62 1 6 21 26 31 36 38 40 41 42 43 44 45 46 4755-56 1 4 1 9 24 29 34 36 38 40 41 42 43 44 45 46D53-54 1 2 1 7 22 27 32 34 36 38 40 41 42 43 44 45

I 51-52 1 0 1 5 20 25 30 32 34 36 38 40 41 42 43 44C 45-46 8 13 18 23 28 30 32 34 36 38 40 41 43 43

43-44 6 11 1 6 21 26 28 30 32 34 36 38 40 41 4241-42 4 9 1 4 1 9 24 26 28 30 32 34 36 38 40 4135-36 2 7 1 2 1 7 22 24 26 28 30 32 34 36 38 40R33-34 - 5 1 0 15 20 22 24 26 28 30 32 34 36 38

0 31-32 - 3 8 1 3 1 8 20 22 24 26 28 30 32 34 36L 25-26 - 1 6 11 1 6 18 20 22 24 26 28 30 32 34L 23-24 - - 4 9 1 4 1 6 1 8 20 22 24 26 28 30 32

21-22 - - 2 7 1 2 1 4 1 6 1 8 20 22 24 26 28 3015-16 - - - 5 1 0 1 2 1 4 1 6 1 8 20 22 24 26 2813-14 - - - 3 8 1 0 1 2 14 1 6 1 8 20 22 24 2611-12 - - - 1 6 8 1 0 1 2 1 4 1 6 1 8 20 22 24

Page 20: Submarine (AH) Rulebook

36.3 When plotting a torpedo's directionand movement for the turn of fire, a torpedoplotted to move along a hexside will have eitherLC or RC written with the initial hex of fire and itsspeed for the turn of fire (if aimed) as illustrated,above.

36.4 A torpedo cannot be plotted to move ina direction which is not illustrated in thediagram above. The exception is made for the T3German torpedo which has superior turningcapabilities (see 51.4.2).

36.5 A diagram for all the possible direc-tions in which a torpedo (other than the T3torpedo) can be fired is included in the Sub-marine Log.

37.0 TORPEDO DETONATION37.1 Because of the increase in directional

movement, the number of attitudes at which atorpedo can strike a target ship is correspond-i ngly increased. The diagram, below, illustratesall of the possible directions from which atorpedo can attempt to detonate against a target.

37.2 The attitudes diagrammed on the leftof the target ship represent all possible direc-tions which a torpedo traveling along hexsidescan strike the port side of a ship. The attitudes onthe right of the ship are the directions which atorpedo traveling along the hex grain can strike

the starboard side of the ship. This diagram isi ncluded on the Surface Ship Data Cards next tothe Torpedo Detonation Table. It is important tounderstand that a torpedo can strike the targetwhile moving along hexsides from the starboardof the target ship as well as from the port asi ll ustrated. The same is true of torpedoes movingalong a hex grain. Each attitude (other than 1and 13) on the diagram has its mirror image onthe other side.

37.3 Torpedo Detonation Procedure:37.3.1 A torpedo that enters a hex occupied

by a ship at an attitude illustrated in the diagrami n 37.1 can detonate against and damage thatship. To determine whether a torpedo detonatesand causes damage, the Escort player must firstdetermine whether the torpedo hits the target orwhether it misses and passes by the target. If thetorpedo does hit the target, then the Submarineplayer must determine whether the torpedoexplodes or is a dud. If the torpedo is not a dud,the Submarine player then determines thedamage caused by the explosion.

37.3.2 Hit Determination:37.3.2.1 If a torpedo enters a hex occupied

by a ship at one of the attitudes illustrated in37.1, the Escort player cross-indexes the targetship's class, or name if a capital ship, with thenumber of the attitude at which the torpedoentered the target hex on the Torpedo Detona-tion Table on his Data card to determine the hitprobability value. This two digit number (hitprobability value) is the maximum dice roll thatthe Submarine player can roll and hit the ship.He states this value to the Submarine player. Healso states any modification(s) that will pertainto the dice roll if the target ship is "dead in thewater" or if the torpedo is unaimed and/orshallow running.

37.3.2.2 The Submarine player rolls twodice. If the result (with any modification) is lessthan or equal to the hit probability value, thenthe torpedo has hit the ship. If the dice roll isgreater than the hit probability value, then thetorpedo misses the ship and continues its move.

37.3.2.3 If the torpedo hits, the Submarineplayer rolls two dice again and cross-indexes theresult with the type of torpedo that hit on the DudTable on his National Data Card. If the result is a"dud" then no damage occurs and the torpedo isremoved from play. If it is not a "dud" result,then the Submarine player determines thedamage caused.

37.3.2.4 The Submarine player rolls twodice and cross-indexes the result with the typeof torpedo that hit on the Torpedo Damage Tableon his National Data Card to determine thenumber of hit points that the target shipreceived.

38.0 HIT POINTS38.1 In the Advanced game, all damage

received by a vessel is taken in hit points ratherthan damage points used in the Basic game.

38.2 For every ten hit points received, avessel loses one damage point from its damagestrength. Space has been provided in both theSubmarine and Escort Logs to keep track of hitpoints. For example, a surface ship with adamage strength of 3 needs 30 hit points tosink or 20 hit points to become "dead in thewater".

38.3 A short note is inserted hereto explainthe seemingly needless complication of hitpoints. The use of hit points was dictated by theneed to increase the probability that a depthcharge could inflict minor damage to a sub-marine. In most depth charge attacks, a sub-marine would succumb to a slow accumulationof damage rather than a lucky hit or two.

39.0 TORPEDO ARMING39.1 Contrary to rule 13.8 of the Basic

game, in the Advanced game, torpedoes can hitand detonate against a target in the turn of fire.

39.2 A torpedo must travel at least fourhexes during the turn of fire before it candetonate. If a torpedo does enter a hex occupiedby a ship that is within four hexes of the hex inwhich the firing tube is located (bow hex or sternhex), the Submarine player determines detona-tion as explained in 37.0. If it hits the ship, thetorpedo is a dud (no need to use the Dud Table)and is removed from play and no damage isi nflicted. If it misses the ship, it continues itsmove.

40.0 TORPEDO HIDDENMOVEMENT

40.1 This rule should only be used if allplayers are willing to accept the delay in playentailed in the increased amount of recordkeeping of hidden torpedo positions.

40.2 At the end of the move of a torpedo ini ts turn of fire, the Submarine player is notrequired to place the torpedo on the board. Hemay keep the torpedo off the board.

40.3 At the end of each hidden torpedo'smove, the Submarine player must record thegrid-coordinate number of the hex it occupiesand its direction number (see illustration below).There is no prescribed place in the log to recordthis information. The Submarine player mayplace it in the Torpedo Tube Section or on aseparate sheet of paper.

40.4 A ship which passes through a hexoccupied by a hidden torpedo(s) cannot undergoa torpedo attack. The attack is resolved in theTorpedo Movement Phase.

40.5 The position of a hidden torpedo is onlyrevealed when it enters or occupies a hex (orhexside, which is part of the hex) occupied by anenemy ship; or when an enemy ship enters a hexthat it occupies, or enters a hex one hexside ofwhich it occupies. Once a hidden torpedo isplaced in view on the mapboard, it remains onthe board even if it misses the target, and all ofi ts future movement is made on the mapboard.

40.6 A ship has the capability to takeevasive maneuvers to avoid any hidden torpedoentering either of the hexes or hexside that itoccupies. This evasion capability is dependent

Page 21: Submarine (AH) Rulebook

upon the torpedo's propellant and target ship'sspeed and is determined before the submarinecan determine torpedo detonation.

40.7 The Escort player selects one of thethree tables, below, which corresponds to themaximum speed of the target ship.

40.8 The Escort player rolls two dice andcross-indexes the dice roll with the type ofpropellant that the torpedo uses on the EvasionTable (the type of propellant i s found on theTorpedo Data Chart) to determine whether theship can take evasive action.

40.10 A result of 0 means that the shipcannot take any evasive action and must remainwhere it is. A result of "Turn" permits the ship tomake either one left turn or one right turn. Aresult of "Turn(] )" permits the ship to move byone of the following four plots: 1, L1, R1, 1 L, or1 R.

40.11 The Escort player can roll for evasionfor each torpedo that enters a hex or hexside thata surface ship occupies until it makes anevasion. Once a ship makes one evasivemaneuver in a turn, it can attempt no otherevasion during that turn.

40.12 At the end of the Torpedo Launch andMovement Phase, a merchantman or capitalship (whose move is being plotted) which madean evasion turn, survives all torpedo attacks andis not "dead in the water", must return to theposition it occupied at the beginning of theTorpedo Movement Phase. The evasion turndoes not affect its movement for the next turn.

40.13 Any evasion turn and/or movementfor an escort or capital ship (not having its moveplotted) must be counted as part of its next turn'smove.

40.14 When determining torpedo detona-tion, it must be done in relation to the ship'sposition after its evasion. A torpedo may not beable to hit a ship at all because of the evasion.

40.15 A hidden torpedo which enters a hexoccupied by a ship and misses as a result ofevasion on the Torpedo Detonation Table mustbe placed on the game board for the remainderof its time on board.

41.0 INITIAL TORPEDO LOAD41.1 In the Advanced game, a submarine is

not restricted to carrying just one type oftorpedo. In each available square of the Torpedo

Reload Section and Type Row of the Bow/SternTube Section of the Log, the Submarine playershould write in the type of torpedo loaded in thattube or available for reload when preparing theLogs.

41.2 Only those torpedoes available for thatsubmarine at the time of the scenario (seeTorpedo Data Chart) can be used by thatsubmarine. Note that certain submarines andcertain torpedo tubes can use only one type oftorpedo.

41 .3 As a tube is reloaded in the course ofplay, the number of the tube is recorded on thefirst turn of reload in the tube square un-derneath the torpedo being reloaded in theTorpedo Reload Section.

41 .4 A torpedo loaded or being loaded into atube can only be removed from the tube by firingi t.

41.5 The Submarine player must mark inthe Operations section as well as theBow/Stern Tube Section of the Log each turnthat the submarine is reloading torpedoes.Reloading does not have to occur in consecutiveturns (i.e., the submarine can temporarily stopreload for any number of turns). One tube in thebow or stern must be reloaded, though, beforeanother tube in the same bow or stern can beginreloading.

41.6 No more than 25% (rounded down) of asubmarine's torpedoes can ever be acoustic orcircling or a combination of the two. At least 75%of the torpedoes must be non-acoustic and non-circling. T3 torpedoes are an exception. Up to1 00% of a German submarine's torpedoes canbe of the T3 variety.

42.0 AHEAD THROWINGWEAPONS (ATW)

42.1 Hedgehogs must be fired two hexes infront of the firing ship rather than one or twohexes as allowed in the Basic game.

42.2 All squid or hedgehog attacks against asubmarine which is in sonar contact at theconclusion of the Escort Movement Phase areresolved at the conclusion of the Escort Move-ment Phase before the submarine moves. If ahidden submarine is in the same hex, it mustundergo the same attack.

42.3 All other anti-submarine attacks in-cluding ATW attacks against hidden submarinesare still resolved during the Depth ChargeResolution Phase.

43.0 ANTI-SUBMARINEATTACK RESOLUTION

43.1 Because of the possibility that an ATWand/or depth charge may be fired or droppedi nto the same hex as a hidden submarine, allanti-submarine attacks should be resolvedwhether there is a visible submarine in the samehex or not.

43.2 In order that hidden submarinesremain hidden and the depths of all submarinesremain secret, the burden of anti-submarineattack resolution falls upon the Submarineplayer.

43.3 The Submarine player does not have toreveal any of the submarine information used todetermine the results of anti-submarine attack,although, if the submarine is visible, some of theinformation (for example, defense type) iscommon knowledge.

43.4 It is possible that an anti-submarineattack may have no chance of inflicting damageas there is no submarine in the hex of attack. TheSubmarine player should go through themotions of determining the result of the attack(s)to keep the Escort player confused as to the truesubmarine location(s).

43.5 All damage due to ASW attacks isrecorded secretly. The Submarine player doesnot have to announce whether a submarine hasbeen sunk. Neither player is ever permitted toinspect the other's Log for damage. If ahedgehog attack has caused damage, theSubmarine player must state that the Sub-marine has received damage. He does not haveto state the amount.

43.6 After all anti-submarine attacks in onehex have been resolved, the Escort player rollsone die. If the result is a 1 or 2 and the attack(s)caused the submarine to sink, the Submarineplayer must announce that the submarine issunk.

43.7 If the Escort player ever wishes todouble check the accuracy of a submarine'sdamage, he should keep track of the pertinentdata for all anti-submarine attacks. At the end ofthe game, he should check this with theSubmarine's position and depth on the Log atthe time of the attack.

43.8 Hedgehog Attack Resolution:43.8.1 For each hedgehog attack being

resolved, the Escort player rolls two dice.43.8.2 The Submarine player checks the

40.9 EVASION TABLETargetSpeed

Torpedo10+

steam oxygen electric

9-5

steam oxygen electric

4-1

steam oxygen electric64-66 turnip turn(1 ) turn turn(1) turn(1) turn turnt n t urn61-63 turn(1) turn(1)0 t urn, I turnip 0 t urn n54-56 t urn(]) turn(_]) 0 turn(]) turn(]) 0 t n51-53 turn(1) turn(1) turn(1): urn n44-46., turn(]) turn turn t urn41-43 r',(

,. tern turnt urn n t I34-36 n 0 turn 0 0 ,3 "E31-33 t urn 0 t

r24-26 0 0 r21-2314-1611-13 v v v

Shallow running torpedo-add one to the die.

Page 22: Submarine (AH) Rulebook

Hedgehog Modification Chart on the Escort DataCard to determine any modification to either orboth dice due to the target submarine's defensetype and current speed. This current speed is thenumber of hexes it has been plotted to move inthe turn of the attack.

43.8.3 The Submarine player cross-i ndexes the modified dice roll with the sub-marine's current depth to determine the numberof hit points received. Note, if the attack occursbefore the submarine's move (see 43.2), theSubmarine player must use the depth it oc-cupied at the end of the previous turn.

43.9 Depth Charge Attack Resolution:43.9.1 For each depth charge attack, the

Escort player names the depth that the depthcharge is set to explode and rolls two dice.

43.9.2 The Submarine player checks the(Teardrop/Squid/D.C.) Modification Chart onthe Escort National Data Card to determine anymodification to either or both the dice due to thetarget submarine's defense type and currentdepth.

43.9.3 The Submarine player then cross-i ndexes the modified dice roll with the differencei n depth between the depth of the submarineand the depth of the explosion on the properDepth Charge Table on the Escort National DataCard, to determine the number of hit pointsreceived.

43.9.4 If the submarine's depth is notwithin 50 feet of the depth charge's explosion, itreceives no damage.

43.10 Squid Attack Resolution:A squid is actually a depth charge fired ahead

of a ship. In the Advanced game, each squidcounter fired is resolved independently utilizingthe Depth Charge Attack Resolution (56.9). Asquid must always fire 3 depth charge counterssimultaneously in any turn that it fires.

43.11 I f two or more submarines are in thesame hex as an anti-submarine weapon, eachsubmarine can be damaged by the attack. Foreach attack, the same dice roll is used to resolvedamage for all submarines in the hex of theattack.

44.0 ADVANCED SONARSEARCH

44.1 All sonar search rules (including sonarsweep and homing) of the Optional game thathave not been altered in this section still apply toAdvanced Sonar Search.

44.2 An escort conducting a sonar sweepmust travel at a speed of 3 or less. An escortcannot utilize sonar sweep at a speed of 4 orgreater.

44.3 An escort conducting a Sonar Sweepcan only locate a submarine within the quadrant(called a sweep quadrant) formed from the bowhex as illustrated below.

44.4 Only a submarine (submerged at adepth of 25 ft. or deeper) that occupies at leastone hex (either bow or stern) within the sweepquadrant of the searching ship can be located bythe sonar sweep.

44.5 Sonar Sweep Resolution:44.5.1 Listed on each country's Submarine

Data card is the sonar sweep capabilities of allopposing countries. The Submarine playerhandles all search tables.

44.5.2 The Escort player rolls two dice. TheSubmarine player cross-indexes this result onthe Sonar Sweep Table on his National DataCard with the column which corresponds to thetype of sonar being used. The result is theeffective range of hexes from the bow hex of thesearching escort for the sonar within the sweepquadrant . This range may be reduced by certainconditions listed on the Sonar Sweep Table.

44.5.3 I f a (closest if more than one) hiddensubmarine that can be located by sonar is withinthis number of hexes in the sweep quadrant, itmust be placed on the board.

44.6 Sonar Homing Resolution44.6.1 Listed on each country's Submarine

Data card is the sonar homing capabilities of allopposing countries.

44.6.2 The Escort player rolls two dice. TheSubmarine checks the Sonar Homing Modifica-tion Table to see if any of the situationsdescribed that can modify Homing resolutionmight apply. Note, using the "snort" at a speedhigher than normal submerged speed is con-sidered the same as "using emergency power".

44.6.3 The Submarine player cross-i ndexes the dice result, with any modification, tothe searching escort's current speed to deter-mine whether contact is maintained or lost withthe visible submarine.

44.6.4 I f the current speed is over themaximum listed on the Sonar Homing Table,that escort cannot conduct sonar homing.

44.6.5 The visible submarine must bewithin the maximum hex range of the sonarbeing used to the bow hex of the searchingescort for that escort to attempt to maintainsonar contact with it. The maximum range forsonar homing is the greatest range for thatsonar in the Sonar Sweep Chart. The range isalways the value that corresponds to the 65-66dice roll on the chart. For example, Japanesesonar has a homing range of 1 5 hexes.

44.6.6 There is no sweep quadrant forsonar homing.

45.0 SONAR DEPTH CONTACT45.1 During World War II, sonar sets had

not developed a total contact range. As anattacking escort rushed toward its intendedtarget, it would lose sonar contact with it as thesubmarine passed underneath the sound arcgenerated by the sonar. Ahead throwingweapons were developed to compensate for thisl oss of contact as, theoretically, they could befired before losing contact or, at least, lessen theti me lost between contact loss and the actualattack.

45.2 As each sonar-equipped escort con-ducts a sonar sweep, any submarine at a depthbelow the escort's sonar contact depth cannot.be l ocated.

45.3 To determine the contact depth, theSubmarine player counts, by the shortest route,the number of hexes (range) from (and ex-cluding) the bow hex of the sweeping escort to(and including) the bow or stern hex occupied bythe submarine, whichever is farther from theescort's bow hex. If the submarine is at the sameor shallower depth as the depth which cor-responds to the range between the two vesselson the Sonar Contact Depth Chart, it is subject tosonar sweep. If it is below the depth, it cannot becontacted by sonar sweep. For example, asubmarine is 6 hexes away from a searchingescort and is at a depth of 300 ft. On the SonarContact Depth Chart, a range of 6 corresponds to300 ft. The submarine is subject to a normalsonar sweep by the escort. if the submarine wasat a depth of 325 feet or deeper, it could not bel ocated by sonar sweep.

45.4 A searching escort can still attempt tomaintain homing contact with a visible sub-marine that has dived below sonar depth contact( passive listening devices would be used). If thesubmarine is silent-running, the homing contactdie roll will be modified (see the Advanced SonarHoming Table). Once contact is lost, thesubmarine can be removed from play and issubject to just sonar sweep.

46.0 RADAR SEARCH46.1 As in sonar search, all radar search

rules of the Optional Game that have not beenaltered in this section still apply to AdvancedSonar Search.

46.2 Generally, only a submarine on thesurface can be located by radar, except that asubmerged submarine using a "snort" can bel ocated by 3 cm. radar.

46.3 As each ship conducts its radar search,the Escort player rolls two dice. The Submarineplayer cross-indexes the dice roll with the type ofradar being used on the Radar Search Table onthe Submarine Data Card to determine the basicradar range.

46.4 This basic range may be increased ordecreased by the type of crew or weather listedon the table.

46.5 The range is the number of hexeswithin which an escort could spot a submarineon the surface. Unlike the advanced sonarsweep quadrant, advanced sonar homing andradar still range 360° around the bow hex of thesearching escort.

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47.0 NIGHT VISUAL SEARCH47.1 Escorts only (not merchantmen or

capital ships) have a special night searchingcapability that may extend its night visual range.Only those escorts not equipped with radar canuse night visual search to search for hiddensubmarines on the surface.

47.2 Night visual search is made at the endof an escort's move at the same time radarand/or sonar search is made.

47.3 Night Visual Search Procedure:47.3.1 As each escort conducts its night

visual search, the Escort player rolls two dice.The Submarine player cross-indexes the diceroll with each submarine's depth at the end ofthe previous turn on the Submarine Data Card todetermine the escort's basic visual range to thatsubmarine if on the surface, or its basic visualrange to that submarine if at a depth of 25 ft.

47.3.2 This basic range maybe increased ordecreased by the weather or by nationality.

47.3.3 The range, with any modification, isthe number of hexes within which an escortcould spot that submarine.

47.3.4 Any and all submarines which canbe spotted are immediately placed on themapboard.

48.0 SURFACE GUNNERY48.1 Advanced surface gunnery is con-

ducted utilizing the same system detailed in theBasic game (17.0). Advanced surface gunneryutilizes the Advanced Surface Gunnery Table toresolve combat.

48.2 For each ship firing, the controllingplayer rolls two dice and cross-indexes theresult with the range to the target ship on theAdvanced Surface Gunnery Table to determinethe damage factor. This factor can be modifiedas detailed on the table.

48.2.1 A further explanation is needed toclarify two modifications. "First fire" modifica-tion is used if the target ship was not fired uponby the firing ship in the previous turn. "TargetSub Fires" modification is used if the targetsubmarine utilized surface gunnery in the samephase.

48.3 After determining the final modifieddamage factor, the player rolls two dice againand cross-indexes the roll with the modifieddamage factor on the Advanced SurfaceDamage Table to determine the number of hitpoints the target ship receives.

48.4 The Submarine Data card does notcontain surface gunnery tables. The Submarineplayer can use the tables on any of the Escortcards (all the Surface Gunnery Tables areidentical).

49.0 CREW QUALITY49.1 When utilizing this rule, each player

determines the crew quality for each escort orsubmarine in play at the start of the scenario orCampaign Game utilizing the table below.

49.2 There are three types of crewsavailable; professional, experienced and novice.

49.3 Crew quality on escorts affects thesonar and radar search range. Crew quality onsubmarines affects the number of ships whichcan be targeted for aimed torpedo fire.

49.4 Capital ships, when utilizing radarsearch, are considered to have novice crews.

49.5 A ship with a novice crew is given nobenefit for sonar or radar search, and thereforenovice ratings are excluded from Sonar andRadar Search Tables.

49.6 Crew Quality Table:

I f the country has been at war for at least twoyears at the time of the scenario subtract 1 fromthe die roll, If the country has been at war for atl east three years at the time of the scenario,subtract 2 from the die roll. A country's entryi nto war is the same as the first time period on itsWeapon Availability Chart.

50.0 WEATHER50.1 If using this rule, at the start of the

scenario or Campaign Game, the Escort playerrolls two dice and checks the Weather Table todetermine the prevalent weather condition forthe length of the scenario.

50.2 Weather affects visibility and radarsearch capabilities for all vessels. Thesemodifications are indicated on the appropriatetables.51.0 SPECIAL WEAPONS

51.1 Acoustic Torpedoes:51.1.1 An acoustic torpedo automatically

detonates against a ship (you still must roll for"dud") if it enters any hex or hexside adjacent tothe target ship (hereafter referred to as "detona-tion field") as illustrated below. A ship movingi nto the acoustic torpedo's detonation field willnot cause it to detonate. A ship utilizing a"foxer" may be able to misdirect the acoustictorpedo. Like all torpedoes, an acoustic torpedomust move at least 4 hexes to arm (see 39.0).

51.1.2 I f an acoustic torpedo moves into thedetonation field of a surface ship without a"foxer" in tow in the Torpedo Launch and

Movement Phase, the Submarine player doesnot have to roll for a hit on the TorpedoDetonation Table. If the torpedo is not a "dud",he immediately consults the Torpedo DamageTable to determine the number of hit points thetarget ship receives. If more than one ship can behit by an acoustic torpedo at the same time, theactual target must be determined randomly.Only one ship can be damaged by an acoustictorpedo.

51.1.3 Regardless of the amount of damagethat a ship hit by an acoustic torpedo receives iti s automatically "dead in the water".

51.2 Foxers:51.2.1 Upon its availability, all escorts of

the proper nationality may be consideredequipped with a "foxer". Merchantmen andCapital Ships cannot use "foxers". A "foxer"misdirects acoustic torpedoes by creating a

Die Roll Quality1 Professional2 Experienced3 Experienced4 Novice5 Novice6 Novice

50.3 Weather TableLocation of

Scenario PacificAtlantic andNorth Sea Mediterranean

D R 64-66 Gale Gale GaleI 0 54-63 Storm Storm StormC L 41-53 Rough Rough RoughE L 11-36 Clear Clear Clear

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greater racket than the ship's engines.51.2.2 A ship does not have to use a "foxer"

if it is equipped with one. If a "foxer" is in use, itis defined as being "in tow".

51.2.3 An acoustic torpedo whichdetonates against a ship which has a "foxer intow" must roll on the Acoustic Torpedo Hit Tableto determine whether it hits the ship causingdamage or hits the "foxer" causing no damageto the ship, but destroying the "foxer".

51.2.3 Acoustic Torpedo Hit Table

51.2.4 It should be noted that a "foxer"which is destroyed by one torpedo can stillmisdirect other acoustic torpedoes that could hiti n the same phase and can be renewed (a new"foxer" dropped) in the next turn. A shipequipped with a "foxer" always has other foxersavailable for use.

51.2.5 During a turn in which a "foxer" is tobe put into tow or removed from tow, it isi ndicated only under the current turn box of anescort's Current Speed Section of the Log duringthe Movement Plot Phase, an X means "in tow"and an 0 means "removed from tow". Eachturn, thereafter, the '"foxer" remains "in tow" or"removed from tow" until a new notationchanges the "foxer's" position.

51.2.6 The disadvantage of a "foxer in tow"i s that when in use it reduces the sonar searchcapabilities of that ship as indicated on theSonar Tables in the National Data Cards.

51.2.7 If the target is not moving, theacoustic torpedo loses its special properties andis treated as an electric torpedo. It must roll fortorpedo detonation. It uses the electric torpedodamage column in the Damage Table. Forexample, the T3 German torpedo would use theG7E column.

51.3 Circling Torpedoes:51.3.1 After traveling a distance of at least

15 hexes, a circling torpedo must automaticallyturn in a 1800 arc, as illustrated below.I t can turn either left or right at the discretion ofthe Submarine player. The torpedo continues tomove, after turning, in a straight path for a setdistance and then makes another turn. Thiscycle of turn and straight movement continuesuntil the torpedo detonates or runs out of power.

Once a torpedo makes its first left or right turn,on all subsequent turn arcs, it must alternate itsdirection so that the total progress of the torpedoi s in one direction.

51.3.2 During the Movement Plot Phase,the Submarine player must determine thecourse of a circling torpedo as well as its initialdirection and speed for the turn of fire (if aimed).The course is limited by three factors:

51.3.21. The number of hexes traveled in astraight line by the torpedo before it makes itsfirst turn arc. It can be any number from 15hexes to 45 hexes.

51 . 3.22. The direction of the first turn arc;either left or right. All subsequent turn arcsalternate in direction (e.g., if the first turn arc isl eft, the next turn arc is right, the third turn arcl eft, etc.)

51.3.23. The number of hexes traveled in astraight line by the torpedo on all subsequentstraight runs after its first turn arc. This does nothave to be the same as the distance traveledbefore making the first turn arc. It can be anynumber from 15 to the number chosen in 1.,above.

51.3.4 The course information must bewritten on a scrap of paper or in the margin ofthe Log. The course must be identified (tube andturn of fire) with the torpedo using it.

51 .3.5 A circling torpedo can travel for 17turns. If still in play after the end of the 17th turn,it is removed from play.

51.4 T3 Torpedoes:51.4.1 These are special torpedoes with

both acoustic and circling capabilities designedfor the German class XXI and XXIII submarines.Any other German submarine can use thesetorpedoes at the time of, or subsequent to, theiravailability.

51.4.2 As well as having acoustic andcircling capabilities the T3 torpedo had a greaterarc of fire. A class XXI or XXIII submarine can fireT3 torpedoes in these additional directions.Other submarines equipped with thesetorpedoes cannot use these directions.

51.4.3 All T3 torpedoes use the specialAcoustic Torpedo Hit Table, below.

51.5 One-ton (Mk X) Depth Charge:51 .5.1 Only British destroyers (DD's or any

British ship that has at least one torpedo tube.You'll have to do your own research here.) canuse a one-ton depth charge. Each ship can carryand is equipped to carry only one one-ton depthcharge.

51.5.2 In any Escort Movement Phase, aBritish destroyer which is carrying a one-tondepth charge may drop it in lieu of the normaldepth charge drop from its stern.

51.5.3 The one-ton depth charge is droppedfrom the stern. Damage is determined in thesame manner as a normal depth charge. Anydamage incurred by a submarine as a result ofthe one-ton depth charge is increased by fourtimes the amount received on the DamageTable. For example, if a ship receives 10 hitpoints of damage as a result of a regular depthcharge explosion, it would receive 40 hit pointsdamage if the depth charge was the one-tonMk X.

51.5.4 An escort can fire k-gun depthcharges and/or ATW in the turn it drops a one-ton depth charge. It cannot drop other depthcharges from the stern.

51.5.5 An escort which drops a one-tondepth charge states so at the moment of thedrop.

51.5.6 An escort can drop only one one-tondepth charge in the scenario or Campaign Gamebeing played.

52.0 REPAIR52.1 Any ship that has damage and is not

sunk can possibly repair (remove) one hit pointper turn from its damage.

52.2 A submarine that is repairing musti ndicate this activity in the Operations section ofthe Log for the current turn during the Move-ment Plot Phase. A repairing submarine cannotfire torpedoes. Repair activity by a submarinecan aid an escort in maintaining contact with itas indicated in the Sonar Tables in the NationalData Cards.

52.3 A merchantman can only repair if it is"dead in the water". As soon as it reduces itsdamage below the level that caused its im-mobilization, it must move again. It thencontinues its movement as part of the convoyfrom the position it presently occupies. It canchange direction to conform to the direction ofthe convoy. Once under way again, a merchantship can no longer repair. Repair can beconducted automatically each turn for everymerchantman "dead in the water".

52.4 An escort, submarine, or capital shipcan repair each turn it travels at a speed of 2hexes or less.

52.5 All hit points repaired are removed atthe end of the turn.

52.6 A ship (excluding merchantmen) cannever remove a hit point by repair that wouldcause it to lose a damage point if it is not "dead in

First Acoustic Second AcousticTorpedo

Torpedo*Die Roll1 Ship

Ship

17"t

Foxer

Ship;FoxerFoxer

*and all subsequent

FoxerFoxertorpedoes in the same turn

Dice Roll T3 Torpedo Hit Table1-4 Foxer5-6 Ship

Page 25: Submarine (AH) Rulebook

the water". A ship "dead in the water" canalways repair until able to regain movement. Forexample, a ship with 21 hit points could onlyremove 1 hit point. Removing two hit pointswould cause it to lose one damage point. If it had29 hit points, it could remove up to 9 hit points.

53.0 INCREASED K-GUNCAPACITY

53.1 Allow all American DE and PF toincrease the number of k-guns to 4 in anyscenario occurring in 1943 or later.

53.2 Allow all British DE, S, C, and F toincrease the number of k-guns to 2 in anyscenario occurring in 1942 or later.

54.0 SUBMARINE VERSUSSUBMARINE

54.1 A submarine can be hit by a torpedo inthe same manner as a surface ship.

54.2 A submarine must be at a depth of 0 or25 ft. to be hit by a torpedo. A shallow runningtorpedo cannot hit a submarine at a depth of 25ft. A deep running torpedo can hit a submarine ata depth of 0 or 25 ft.

54.3 Torpedo detonation and damageagainst a submarine is resolved by the sameprocedure used in the Advanced game. Utilizethe entries given in the chart below to determinewhich entry to use on the Torpedo Detonation

Table. A submarine with a defense type of 1would have the same probability of being hit as aJapanese Kaikoben II.

DESIGN YOUR OWN SCENARIOS55.0 INTRODUCTION

The design of SUBMARINE easily lends itself toi ndependent creation of scenarios. There are hundredsof submarine actions that occurred during World WarII which can be made into interesting and enjoyablescenarios. Many of these battles have acquired a heroicstature and are well documented in popular histories.With the aid of this section and some hard data, you canrecreate any battle which might interest you.

The important scales that you will need to convertactual ship performance into game values have beeni ncluded. Several special rules that are more ap-propriate for scenarios of greater duration than thoseprovided in the game have also been included.

56.0 CONVERSION TABLES56.1 Only the simple conversion scales

have been included. Such evaluations as victorypoints, defense type, surface gunnery and theemergency power value used in the Basic gamecan be determined most easily by comparing thestatistics of a ship to be converted to one ofsimilar size and capability already included inthe game.

56.2 Scales:1. Time in the Basic/Optional game is 30

sec./turn. Time in the Advanced game is 51.5sec./turn.

2. Distance is 100 yards from hexside tohexside.

3. Speed in the Basic/Optional game usesthe ratio of 1 hex/turn = 6 knots. Speed in theAdvanced game uses the ratio 1 hex/turn = 3.5knots.

4. One damage factor = approx. 250 tons ofweight.

5. Each depth charge counter representst wo depth charges. Each k-gun counterrepresents two k-gun depth charges. Eachhedgehog counter represents one round of fireof one hedgehog mortar. Each squid counterrepresents one squid depth charge.

56.3 For certain ship and weaponcharacteristics it is almost impossible to presenta simple conversion formula. But the basicvariable for these conversions can be explained.Use them as an aid when comparing ships inplay.

56.3.1 Advanced emergency power is bas-

ed on the difference in hexes between themaximum submerged speed and the normalsubmerged speed multiplied by 60 (e.g., a onehex difference is 60 emergency power factors).

56.3.2 The defense type of a ship isbasically a function of its length (if a submarine)or speed (if a surface ship) or a combination ofthe two if the ship possesses extraordinaryspeed in combination with its dimensions.

56.3.3 Torpedo attitude or the probabilitythat a torpedo will hit the target at an angle is afunction of the target's length and width. If aship to be converted has approximately the samel ength and width as another ship already in thegame, it should use the same torpedo attitudeprobabilities.

56.3.4 Surface gunnery is very difficult toscale in the game as it is one of the morecomplex calculations made. For example, thesurface gunnery strength of a battleship in boththe Basic and Advanced game is much greaterthan is necessary to gain maximum fire capabili-ty against a submarine. This strength is in actualproportion to its total fire power. But it is almosti mpossible to imagine a battleship being able totrain 14" or 15" guns on a submarine. Abattleship would have, though, a large amountof secondary armament that could be used.Guns of less than 3" calibre were generallyi neffective against submarines. Each of theseli mitations must be factored in or out of the basicgunnery strength. The best procedure is to usethe gunnery values of a ship with guns of similarsize and placement.57.0 ADDITIONAL TURNS

There is no reason why players should beli mited to 20 to 30 turns per scenario. This isespecially true as most submarine actions tookseveral hours or days rather than a half hour orl ess. The obvious difficulty in adding more turnsi s the corresponding increase in playing time. Ifa scenario is devised which will include moreturns, it may be advantageous to incorporatesome or all of the following rules.58.0 CONVOY PLOT

A convoy very rarely turned with the frequen-cy permitted in the game. This was because the

success of the maneuver depended upon theability of the captain of each merchantman toturn at the prescribed time. In emergencyconditions to get 30 to 60 ships to turnsimultaneously was a minor miracle.

Players should agree before starting play torestrict the number of turns in which a direc-tional turn can be made by the convoy or toprevent a convoy from turning at all (this wouldbe especially true for a slow convoy). Forexample, in the Basic game, a fast convoy canpick a 2L, 2R, R2 or L2 plot just once in everythree turns or five turns or whatever youconsider a fair and valid amount of time.

59.0 TORPEDO RELOAD RATE59.1 In actuality, it took almost all sub-

marines at least 12 minutes to load one torpedointo one tube. This reload rate should bereflected in game turns. Use the Reload RateTable to determine the actual reload rate fornon-XXI class submarines.

59.1 RELOAD RATE TABLE

59.2 Class XXI submarines have anautomated reload. A torpedo tube cannot bereloaded until all loaded tubes have been fired.All tubes can then be reloaded at once in 12(Advanced) or 24 (Basic) turns. After the firstreload, subsequent reloads are done by handl i ke other submarines.

60.0 CARGO60.1 The value of a merchantman was a

function of its cargo as well as the type of vesselitself. This has already been demonstrated inpart by the increased value of the tankers.Players can use the following tables to deter-mine the cargo for each merchantman and thecorresponding victory point value in a scenario

Japanese TorpedoDetonation Table

EntrySubmarine

Defense Type0 Chaser H281 Kaikoben 112 Ukuru B3 Kamikaze4 Akatsuki5 Shimikaze

Crew Advanced Basic/OptionalPro 1 2 turns 24 turnsExp. 1 5 turns 30 turnsNov. 1 8 turns 36 turns

Page 26: Submarine (AH) Rulebook

i nvolving laden convoys. Note convoys returningto the U.S. were generally empty.

60.2 CARGO TABLE:Class-All freighters (C2) and Liberty ships

( VC and EC)

A tanker (T3) is always worth 32 victory points.'triple the number of hits needed to sink"double amount of damage received

61.0 DEPTH CHARGE CAPACITY61.1 Many escorts had a limited depth

charge capacity. This was especially true of thefleet destroyers as anti-submarine attack wasj ust one of several missions these ships wererequired to perform.

61.2 At the start of each scenario or at thestart of the Campaign game the Escort playershould roll two dice for each escort that will beused and consult the appropriate table below todetermine the number of depth chargesavailable to it.

61.3 A 600-lb depth charge counts as threedepth charges. The one-ton depth charge doesnot count against the total. All other types ofdepth charges count as one depth charge.

61.4 For years 1939, 1940 and 1941, usenext lower table (e.g., British DD would use tableA). An escort can always use table A.

61.5 If the escort is carrying a squid orhedgehog launcher-the Escort player takes thesame dice roll used to determine available depthcharges and consults the ATW Availabilitybelow to determine the number of rounds of firefor hedgehog or squid. A squid must fire threedepth charges when it expends a round. A squidmortar can never fire one or two depth charges.These rounds do not count against the escort'sdepth charge capacity.

62.0 TORPEDO AVAILABILITY62.1 Toward the end of its patrol , a

submarine would begin to run low on torpedoes.Since a submarine participating in a scenariocould be near the end of its patrol as well as nearthe beginning, the Submarine player cansecretly roll on the table 62.2 to determine thenumber of torpedoes available to each sub-marine.

62.2 Torpedo Availability Table:Availability Decimal x Torpedo Capacity =

number of available torpedoes (round up).

62.3 A submarine's torpedo capacity-is itstotal number of torpedo tubes plus its total

torpedo reload. For example, a Class VIIC Germansubmarine has 4 bow and 1 stern tubes plus 9reloads for a total capacity of 14. If a 23 is rolledfor torpedo availability, the submarine wouldhave 14 x .40 = 5.6 or 6 torpedoes available.

62.4 Only one in every four availabletorpedoes (rounded down) can be acoustic orcircling. For example, if a submarine has 19available torpedoes, only four can be acoustic orcircling. Fifteen must be non-acoustic, non-circling. German T3 torpedoes are not included.63.0 ITALIAN, FRENCH AND RUS-SIAN VESSELS

63.1 Specifications for certain Italian,French and Russian vessels have been includedi n the game. These vessels are made availablefor players to use in their own scenarios.

63.2 All French and Russian submarinesmust use the Radar and Sonar Search Tablesprinted on either the American or British DataCards in the Advanced game.

Dice Roll Cargo Log Code V.P.11-25 General ( G) 826-42 Ore ( 0) 1 243-53 Grain ( G r) 1 554-56 Timber (T) 8'61-63 Sugar ( S) 1064-65 Explosives ( E) 1 8"66 Military Stores ( MS) 1 5

Class-Refrigerated Ships (C3)V.P.Dice Roll Cargo Log Code

11-42 Meat ( M) 1 843-52 General ( G) 1 553-61 Perishables ( P) 2062-64 Grain ( Gr) 1 865-66 Military Stores ( M S) 20

Dice Roll

Tanker (T2)V. P.Cargo Log Code

11-31 Aviation Fuel (AF) 32"32.45 Fuel Oil (FO) 2646-54 Diesel Oil (DO) 2855-62 Naval Fuel (NF) 3063-64 Crude Oil (CO) 2465-66 Lubricating Oil ( LO) 32

Dice Roll Rounds Available64-66 1 061-63 1 054-56 951-53 944-46 841 -43 8

= 34-36 631-33 624-26 521-23 51 4-16 411-13 3

Dice Roll Availability Decimal64-66 1.0061-63 1.0054-56 1.0051-53 7044-46 . 70 -,'41 -43 . 7034-36 . 5031-33 . 5024-26 . 5021-23 . 401 4-16 . 3011-13 . 20

Nationality

GermanDD

ADE

-E

BCPF or FSSC

-ML

BTB

I talian

Russian-

AB-

British

American JapaneseB

C

BE

E-

-

EDC

D

-

B

B

-

B

-

B

DICE ROLL TABLE A TABLE B TABLE C TABLE D TABLE E64-66

1 8 36 50 75 1 2061-63

1 8 36 50 75 1 2054-56

1 8 36 50 75 1 2051-53

1 2 30 40 65 11044-46

12 30 40 65 11041-43

1 2 30 40 55 1 0034-36

1 2 24 40 55 9031-33

1 2 24 30 45 8024-26

6 24 30 45- 7021-23

6 1 8 30 35 6014-16

6 1 8 20 35 5011-13

6 1 2 20 25 40

Page 27: Submarine (AH) Rulebook

64.0 SAMPLE GAME64.1 Provided herein is a few sample turns

of the Basic Game. Use this section as an aid infamiliarizing yourself with the game system. Itmight be more useful if you set up and play alongas you read the commentary.

On the back cover of this manual is asynopsis of the sequence of play. You shouldrefer to this while playing the game.

64.2 The sample game begins on turn 2with the following ships in position on themapboard:

GermanU. 190 in hex S28-A, Dir. 2, depth 75 feet.British EscortAmazon, bow in hex T-35-A, dir 6, current

speed 4

Armada, bow in hex D31-B, dir 6, currentspeed 4

British Convoy (fast)C-2 in hex, bow in A35-B, dir 6C-3 in hex, bow in 135-B, dir 6C-3 in hex, bow in Q35-B, dir 6C-2 in hex, bow in A42-B, dir 6T-2 in hex, bow in 142-B, dir 6T-2 in hex, bow in Q42-B, dir 6The German torpedoes are G7A. All depth

charges are 600 lb, depth charges. All notationi n black on the logs were written before the startof turn 2. All notations in blue have been writtenduring the course of the game.

64.3 TURN 264.3.1 The German Submarine player

secretly plots the move of the submarine (L3)

and plots to fire two torpedoes from the bow (B7and CL7). This is written in the Log. Thesubmarine is not plotted to dive or rise.

64.3.2 As the Submarine player plots hissubmarine's move for the turn, the British Escortplayer plots the move of the Convoy for turn 5.He must always plot this move three turns aheadof the current turn.

64.3.3 As the submarine is submerged, nosurface gunnery occurs. The Escort player thenmoves the merchantmen straight ahead twohexes as plotted for turn 2.

64.3.4 The Escort player moves the Amaz-on 1 L 1 R 3R and increases its current speed to 5hexes per turn. It ends its move with its bow inhex S30, dir. 1. The Armada moves 1L4L1R andi ncreases its current speed to 6 hexes per turn. Itends its move with its bow in hex Y28, dir. 5.

Page 28: Submarine (AH) Rulebook

64.3.5 U. 190 now moves the two torpe-does plotted to fire. The torpedo plotted to moveB7 moves straight ahead to hex Z32, dir. 2. Thetorpedo plotted to move CL6 turns left in hex Cand straight ahead 5 more hexes to X32, dir. 2.

64.3.6 The Submarine player moves U.1 90L3 as plotted. The submarine ends its move withbow in hex V27, dir. 1. U. 190 has moved itsmaximum emergency speed of three and mustexpend two emergency power factors.

64.4 TURN 364.4.1 The Submarine player plots the

submarine to move R1 R1 L for turn 3. He plotsthe submarine to dive 25 ft. to a depth of 100 ft.

64.4.2 The Escort player plots the convoy tomove R2 for turn 6.

64.4.3 There is still no opportunity forsurface gunnery fire.

64.4.4 The merchantmen move two hexesstraight ahead and turn right as plotted for turn3. The leading merchantman in the first columnhas swung its stern into the hex occupied by thetorpedo in hex Z32. This is resolved just as if thetorpedo struck the ship in the Torpedo Move-ment Phase. The torpedo attitude to the target isdirection 4. The players cross-index the defensetype (type 5) with the attitude of 4 to get amaximum detonation probability of 4. A die rollof 1, 2, 3 or 4 means that the torpedo explodes. Aroll of 5 or 6 means that the torpedo has missed.The Submarine player hits with a die roll of 2.The G7A torpedo uses damage column 10 on the

Damage Table. The Submarine player rolls againand gets a 1. This is cross-indexed with column1 0 for a result of 10 damage points. This is morethan the 5 damage points needed to sink the shipand it is removed from play. The torpedo is alsoremoved from play.

64.4.5 The Escort playermoves the Armada straight ahead three hexes tohex V27, turns right, moves one more hex intoV26 and fires one k-gun depth charge into hexW26 and the other into hex U26. The Armadacontinues into hex V25 and drops all 5 of itsdepth charges into hex V27. It finishes its moveturning right, moving one hex straight ahead,making a final right turn and firing a squidcounter each into hex W25, W26 and X26. TheArmada has moved 3R 2R1 R for a current speedof 6 and has ended its move in hex W24, dir. 2.

The Amazon moves three hexes straightahead to hex V29, fires its hedgehog into hex

W28 and continues into the same hex. Note thatwhile it is illegal for surface ships to enter a hexcontaining any depth charges (including K-gun),it i s permissible for them to enter a hexcontaining hedgehogs and/or squids only. In theAdvanced game, only a ship that fired a squid

Page 29: Submarine (AH) Rulebook

can enter into the hex it occupies. The Amazonhas moved 4 hexes straight ahead and ends inhex W 28, dir. 1.

64.4.6 The Submarine player moves theremaining torpedo 8 hexes to hex F36 on panelB.

64.4.7 The submarine now moves asplotted R1 R1 L and ends with its bow in hexW28, dir. 2. It has moved at a speed of 2, which isone over its normal submerged speed and mustexpend another emergency power factor. Itmoves to a depth of 100 ft, in the last hex of themove.

64.4.8 Only the hedgehog fired by theAmazon is in a hex occupied by U.190. This is theonly weapon that can possibly damage thesubmarine. All the other depth charges andsquids have no effect and are removed fromplay. The Submarine player cross-indexes thehedgehog column with the submarine's defensetype of 2 to obtain a damage factor of 6. Since thesubmarine's depth is 100 ft., the damage factoris not changed. The actual damage factor is notrevealed to the Escort player as he might deducethe submarine's general depth from this infor-mation. The Escort player rolls a die of 1. TheSubmarine player secretly cross-indexes theresult with column 6 on the Damage Table.U.190 receives 4 damage points. This is morethan enough to force the submarine to thesurface but one less than is needed to sink it. Hemust state that the submarine received some

damage as the weapon used was a hedgehog.The Submarine player does not have to revealthe amount of damage to the Escort player.

64.5 TURN 464.5.1 The Submarine player plots the

submarine to move L3. It can start the move witha directional turn after ending its previousmove with directional turn as it is moving threehexes or less. This move will cause it to expendanother 2 emergency power factors. U. 190 mustbe plotted to rise to 75 ft. this turn. U.190 isi mmune from attack this turn as DC and DCKcounters were used last turn.

64.5.2 The Escort player plots the convoy tomove 2 hexes straight ahead (2) for turn 7.

64.5.3 Still no surface gunnery. The sub-marine will be on the surface at the start of turn8 and can be subject to gunnery fire then.

64.5.4 The Escort player moves each mer-chantman L2 as plotted for turn 4.

64.5.5 The Armada moves 1 R3 and endswith its bow in hex X28, dir. 3. It has a currentspeed of 4. The Amazon (being careful not tomove into a hex containing a portion of theArmada moves L2R1R1R2R for a total speed of 6hexes this turn. It ends its move with its bow inhex Y28, dir. 4. Note that neither escort everi ncreased or decreased its speed by more thantwo hexes over its move of the previous turn.

64.5.6 The torpedo continues to move andenters the stern hex of the tanker in column 2

from hex H37. The torpedo attitude is 3, thetanker's defense type is 5. There is no modifica-tion to the die roll. The Submarine player rolls a 5i ndicating that the torpedo hits and rolls againwith a result of 2. Cross-indexing this withcolumn 10 on the Damage Table, the tankerreceives 10 damage points which is enough tosink it

64.5.7 U.190 moves L3 and ends its movewith its bow in hex Z27, dir. 1, It rises to a depthof 75 ft.

64.6 At this point of the game, the Submar-i ne player has received 8 V.P. for sinking the C-2merchantmen and 27 V.P. for sinking the T-2tanker for a total of 35 V.P.

The Escort player receives 2 V.P. for the twofired torpedoes and 8 V.P. for 4 points of damageto the submarine for a total of 10 V.P. If theEscort player could have inflicted one moredamage point on the submarine, it would havesunk for 26 V.P. This plus the 2 torpedoesexpended would give the Escort player a totalaward of 28 V.P.

Page 30: Submarine (AH) Rulebook

DESIGN CREDITSHISTORICAL RESEARCH AND DESIGN:Steve PeekGAME DEVELOPMENT: Mick UhlCOVER ART: Joe DeMarcoBOARD ART: Jean BaerCOUNTER ART: Scott MooresPRODUCTION COORDINATOR: Tom ShawCHARTS AND TABLES: Bob HaynesPLAYTESTING: George Uhl, Paul O'Niell,Arnold Blumberg, Dale Wetzelberger, JimBurnett, Don Greenwood, Bruce Milligan,Richard Hamblen, Frank Davis, Joe Balkowski.PRINTING: Monarch ServicesCOMPOSITION: Colonial CompositionCopyright 1978, The Avalon Hill Game Company, Baltimore, MD,Printed in U.S.A.

Page 31: Submarine (AH) Rulebook

Attack Points:For each vessel without sonar-1For each vessel with Japanese sonar-2For each vessel with ordinary sonar-3For each vessel with 10 cm sonar-4For each vessel with 3 cm sonar-5

Defense Points:The submarine has a maximum submerged

speed of 1-1The submarine has a maximum submerged

speed of 2-2The submarine has a maximum submerged

speed of 3-3The submarine has a maximum submerged

speed of 4-4The submarine has a maximum submerged

speed of 5-5

34.75 PROLONGED ATTACK CHARTPoint Difference -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9+

65-66 20 25 30 35 40 42 44 46 48 50 52 54 56 5863-64 1 8 23 28 33 38 40 42 43 45 46 48 49 50 5061-62 1 6 21 26 31 36 38 40 41 42 43 44 45 46 4755-56 1 4 1 9 24 29 34 36 38 40 41 42 43 44 45 4653-54 12 1 7 22 27 32 34 36 38 40 41 42 43 44 4551-52 1 0 1 5 20 25 30 32 34 36 38 40 41 42 43 44

C 45-46 8 1 3 1 8 23 28 30 32 34 36 38 40 41 43 43E 43-44 6 11 1 6 21 26 28 30 32 34 36 38 40 41 4241-42 4 9 1 4 1 9 24 26 28 30 32 34 36 38 40 41

R 35-36 2 7 1 2 1 7 22 24 26 28 30 32 34 36 38 4033-34 - 5 1 0 1 5 20 22 24 26 28 30 32 34 36 380 31-32 - 3 8 1 3 18 20 22 24 26 28 30 32 34 36L 25-26 - 1 6 11 16 1 8 20 22 24 26 28 30 32 34L 23-24 - - 4 9 1 4 1 6 1 8 20 22 24 26 28 30 3221-22 - - 2 7 1 2 14 1 6 18 20 22 24 26 28 3015-16 - - - 5 1 0 1 2 1 4 1 6 1 8 20 22 24 26 2813-14 - - - 3 8 1 0 1 2 1 4 1 6 18 20 22 24 2611-12 - - 1 6 8 1 0 1 2 1 4 1 6 1 8 20 22 24

40.9 EVASION TABLETargetSpeed

Torpedo10-

steam oxygen electric9-5

steam oxygen electric

4-1

steam oxygen electric64-66 turn(1) turn(1) turn turn(1) turn(1) turn turn turn turn61-63 turn(1) turn(1) 0 turn(1) turn(1) 0 turn turn 054-56 turn(1) turn(1) 0 turn(1) turn(1) 0 turn turn 051-53 turn(1) turn(1 ) 0 turn(1) turn 0 turn turn 044-46 turn(1) turn 0 turn turn 0 turn= turn 0"41-43 turn(1) turn 0 turn turn 0 turn turn 034-36 turn 0 0 turn 0 0 turn`, 0 031-33 turn 0 0 turn 0 0 turn 0 024-26 0 0 0 0 0 0 0, 0 021-23 0 0 0 0 0 0 0 0 014-16 0 0 2 0 0 0 0 0 0 011-13 0 0 0 0 0 0 0 0 0

Shallow running torpedo-add one to the die.

50.3 Weather TableLocation ofScenario Pacific

Atlantic andNorth Sea Mediterranean

D R 64-66 Gale Gale GaleI 0 54-63 Storm Storm StormC L 41-53 Rough Rough Rough

` E L 11-36 Clear Clear Clear

51.2.3 Acoustic Torpedo Hit Table

Die RollFirst Acoustic

TorpedoSecond Acoustic

Torpedo*1 Ship Ship2 Foxer Ship3 Foxer Ship4 Foxer Foxer5 Foxer Foxer6 Foxer Foxer

'and all subsequent torpedoes i n the same turn

51.4.3 All T3 torpedoes use the specialAcoustic Torpedo Hit Table, below.

Dice Roll

T3 Torpedo Hit Table1-4 Foxer5-6 Ship

60.2 CARGO TABLE:Class-All freighters (C2) and Liberty ships

VC and EC)

Dice Roll11-2526-4243-5354-5661-6364-6566

CargoGeneralOreGrainTimberSugarExplosivesMilitary Stores

Log Code(G)(0)(Gr)(T)(S) (E)( MS)

V. P.8

1 21 5B'

1 01 8"1 5

Class-Refrigerated Ships (C3)Dice Roll11-4243-5253-6162-6465-66

CargoMeatGeneralPerishablesGrainMilitary Stores

Log Code(M)(G)(P)

( G r)( MS)

V. P.1 81 5201 820

Tanker(T2)Dice Roll Cargo Log Code V. P.11-31 Aviation Fuel ( AF) 32"32-45 Fuel Oil ( FO) 2646-54 Diesel Oil ( DO) 2855-62 Naval Fuel ( NF) 3063-64 Crude Oil ( CO) 2465-66 Lubricating Oil (LO) 32

A tanker (T3) is always worth 32 victory points

triple the number of hits needed to sink'double--- -`

Page 32: Submarine (AH) Rulebook

BRIEF SYNOPSIS OF PLAY FORBASIC/OPTIONAL GAMEPHASE 1. MOVEMENT PLOT PHASE (7.0) (This is performed by both players at the same time).Step 1. The Submarine player secretly plots the movement and depth for every submarine in play. He also plotsthe movement for any and all torpedoes to be fired in that turn. The actual movement and change of depth of thesubmarines and torpedoes do not occur until the Submarine Movement Phase and Torpedo Launch andMovement Phase, respectively.Step 2. The Escort player plots the movement for the convoy (defined as all merchantmen in play) for the turnthat is three turns ahead of the current turn of play (e.g. if current turn is 3, the plot would be written for turn 6).I n the first turn, the movement plots for turn one through four for the convoy must be written. Escorts andcapital ships do not have their movement plotted (unless stated to do so in the scenario being played). Theactual convoy movement does not occur until the Escort Movement Phase.PHASE 2. SURFACE GUNNERY PHASE (17.0)

Upon conclusion of the movement plot either or both players may fire guns at opposing ships which are onthe surface, in view and in line of sight.PHASE 3. STAR SHELL PHASE (35.0) (Optional)

Each escort may fire one or two starshells into any hex on the board. All starshells fired in the previous turnare removed from the game board.PHASE 4. CONVOY MOVEMENT PHASE (7.6)

The Escort player moves all merchantmen in play exactly as plotted for the current turn. All merchantmenuse the same movement plot. No other ship is moved. Capital ships, if their move is plotted, move in this phase.PHASE 5. ESCORT MOVEMENT PHASE (6.0, 8.1, 8.2)

After moving all merchantmen, the Escort player moves any and all escorts and capital ships (if their movei s not plotted) in play. An escort can increase or decrease its move for the current turn by two hexes over itsmove of the previous turn. Each escort is moved one at a time. While it moves, it may drop depth charges, fire k-guns and/or launch ahead throwing weapons (squid or hedgehogs) if equipped. At the end of each escort'smove, (if using Optional Rules) it may conduct sonar and/or radar search if equipped. Escorts that have yet tomove may take advantage of sonar or radar contacts made by escorts which moved earlier in the phase.PHASE 6. VISIBLE SUBMARINES LOST BY SONAR HOMING REVERT TO HIDDEN STATUS (32.5) (Optional)

Once all escorts to be moved have been moved, and all intended search completed, any submergedsubmarines that are on the game board and which were not contacted by sonar in the previous phase can beremoved from the board.PHASE 7. TORPEDO LAUNCH AND MOVEMENT PHASE (11.0, 12.0)

Any torpedoes that were plotted to be fired in Phase 1 of this turn move exactly as plotted. Those torpedoesalready on the gameboard are moved in a straight line at their movement speed. A torpedo does not have to beplaced on the board until it enters the last hex of its move on the turn of its fire. Each torpedo is movedi ndividually, its move completed and damage caused, if any, determined before the next torpedo moves. Ifduring its move, a torpedo enters a hex occupied by a surface ship, the Submarine player determines whetherthe torpedo detonates and if it does detonate, the amount of damage it causes. A ship sunk is immediatelyremoved from play. A ship "dead in water" is flipped over. If a torpedo does not detonate it must finish its move.I t may have the opportunity to detonate against another ship. A torpedo cannot detonate against a ship in theturn it is fired.PHASE 8. SUBMARINE MOVEMENT AND DEPTH' CHANGE PHASE (6.0, 8.3)

Each submarine plotted to move for this turn must move exactly as plotted. Any depth change occurs at theend of the move. Up until this point in the game, a submarine is considered to be at the depth level it occupied atthe end of the previous Submarine Movement and Depth Change Phase.PHASE 9. ANTI-SUBMARINE ATTACK RESOLUTION PHASE (15.0, 16.0)

After all submarines have been moved as plotted, each submarine that occupies a hex which contains oneor more depth charge(s), k-gun charge(s) or ahead throwing weapons laid during the Escort Movement Phasemust undergo anti-submarine attack. All anti-submarine weapons that are not in the same hex as a submarineare removed from play without causing any damage.PHASE 10. VISIBLE SUBMARINE OUT OF VISUAL RANGE OR RADAR DEPTH REVERT TO HIDDEN STATUS (31.7)(Optional)

I f a submarine moves out of radar or visual contact, it can be removed from the mapboard.