FLEET
— ay 72nd Fleet Rules, Page 2
Table of Contents
4.0 Introduction ...... 3 44.0 Damag: ist
20 Game aati 3 Ill How Damage Occurs. 24
2.2 Game Questions». 3113 Air Unit Damage in
233 Playing Pieces. 3 Bombing Combat 24
2.4 Abbreviations 5 42.0 Special Units . 24
’ of Play.» 7 12.1 Aloft Carers 20.0024
se sh 12.2 Airborne Early Warning
(ABW) Air Units 4
BASIC GAME RULES 12.3 Bleeronic Warfare (EW)
4.0 The Action Phase . 8 ot ae a
44.1 The Action Segments § 180 Introductory Scenarios. .25
44.2 Unit Activation - § 13.1 Scenario 1: Standing Naval
443 Limitations on Activation 2... Force Alantic .-.0-...++...25
44 What Activated Units 13.2 Seenaio 2: Sink the
Can Do 8 Boomers! 25
4.5. The Action Seanent Prac 11/9 13.3 Scenario 3: Into the Jaws of
4.6 Fords 9 the Backfire 26
134 Seenaro 4: Dama the
Sie an ive 8 Torpedoes i
‘5:2 Surface Unit Movement .......9 13.5 Scenario $: The Big Stick ...28
5:3 Submarine Unit Movement 10
oe 10 INTERMEDIATE GAME RULES
‘Stac ie! 44.0 Airfields and Ports.......30
60 Stacking . 10M Attacking Airfields and
6.1 Stacking Restrictions " pans o
62 Groups eels Snes >
70 strategic Ak Missions .....42 48,0 infermeote Scenarios 24
7.1 Mission Eligibility 1a Ot, etineraese omy
7.2 Interception Mission 2 oe a
73 Reconmissance Missions |---.13 45,9 Sout sass Way. a
Si Tae Cocetaetoa: 1513 Scenario 8; The Battle of
Missions 1B ce a
ines to bat 1341544 Scenario 9: NATO
8.0 Combat Air Patrol (CAP)...44 Resurgent 35
1 How to Perform CAP «18
8.2 CAP and Aicso-Air Combat 14
8.3 CAP and SSM Combat .
8.4 Returning to Base
9.0 Detection .
‘9.1 Detection Zones
9.2 Placement of Detection
Markers.
9.3 Detection Restrictions.
‘9.4 Effects of Detection
9.5 Removing Detection
Markers
40.0 Combat .
10.1 Initiating Combat ©
10.2 Combat Values
10.3 Torpedo Combat
10.4 Surface-to-Surface Missiie
(88M) Combat
10.5 Bombing Combat
10.6 Anti-Submarine Wariare
(ASW) Combat
10.7 Airto-Air Combat
10.8 Combat and Base Hexes
248
‘15 ADVANCED GAME RULES
“1546.0 Time of Year .
+15 16.1 Darkness
1516.2 Drift lor.
ts 4700 Weather ........++
16 48.0 Invasion of NATO Bases . .38
+16 “18.1 Invasion Heres 38
18.2 Amphibious Assaults... ..38
16 18.3 Parachute Assaults 39
184 Commando Assaults |... 39
48 18.5 Control of NATO Buses, ...40
1 490 Sound Surveillance System
1 GOSUS) Hexes .... vat
19.1 Units Affected by
9 SOSUS Hexes . 41
31 19.2 Bifects of SOSUS Hexes ...41
20.0 Logistics (Optional) ......42
22 20.1 The Logistics Rosters. ......42
522 20.2 Surface Units and Ammunition
23 Expenditure “42
20.3 Submarines and Ammunition
Expenditure...
204 Air Units and Ammunition
Expenditure
20.5 Movement and Logistics
20.6 Repleaishment
20:7 Out of Fuel/Ammo
Markers 44
21.9 Tactical Nuclear Wartare
(Optional) .. Ad
21.1 Ava
‘Weapons 44
2 Use of Nuclear Weapons 44
3 First Use of Nuclear
‘Weapons 45
22.0 Deep Mode (Optional) .. .45
22.1 How to Enter Deep Mode ...45
22.2 Effects of Deep Mode... .45
23.0 Mines (Optional)
23.1 Mine Placement
23.2 Effects of Mines
23.3 Minesweeping ..
24,0 Optional Rules
24.1 Crise Missiles
24.2 The US Bel Air Unit 47
24.3 Alternate Air Wings on US
‘Aireraft Carriers a
24.4 Future Combatants 47
24.5 Soviet “Tatletales” a7
24.6 High Speeds .....- a7
24.7 Inereased Movement for
Air Units... a
24.8 Variable SSM Targeting... .-47
24.9 Close Combat 48
25.0 Political and Random
Events. .
25.1 Armistice
25.2 Random Events
25.3 Special Events
26.0 Reinforcements ....
26.1 Availability of
Reinforcements 50
26.2 Placement of
Reinforcements 50
27.0 Soviet strategy. 50
‘27.1 Effects of Soviet Siatery 50
272 Escalation {30
28.0 Advanced Game
Scenario... aoe
28.1 Guine Length... cev. cS
28.2 Preparedness Levels St
28.3 Deployment 3
28.4 NATO First Game Turn
Restrictions st
285 Victory Cor St
28.6 Levels of 33
Situation Analysis 54
Miltary Forces ... 87
‘Cover Painting: The Soviet carrier, Ki
racelves a hit in its Island structure,4.0 Introduction
2p Fuser i a simulation of comtemporary naval warfare
inthe North Atlantic and Arctic Oceans, In turns representing
ight hours of realtime, the players maneuver surface warships,
submarines, squadrons of combat ateraft, amphibious assault,
vessels, and cargo ships ona detailed map ofthe region stretch
ing from Greenland tothe Soviet Union. A hexagonal grid has
‘been superimposed over the map and each hex equals 46 nautical
miles.
Sections 40 through 12.0 teach players basie movement and
combat rules; the five scenarios in Seton 13.0 allow the players
to use these ules in simple, shor games. Section 14,0 introduces
some additional rules that are used in the four Intermediate
Scenarios (Section 15.0) andthe Advanced Geme. Sections 16.0,
through 28.0 describe the Advanced Game, which isthe most
realistic and complex scenario,
Note to Owners of Sixth Fleet: 2sn Fixer uses many of
the game mechanics from SixtH FLeer, However, there are
many differences between the systems ofthe two games, end
players should read the rules to 2ND Fier thoroughly
‘No link-up scenario between 2D Fer and Sierit FLeey
is included. Players who own both games may wish to create
their own scenarios, Hexes 2601, 2602, 2603 ofthe west map
of Soerit Fuser (the Aantc Zone) are 16 hexes from any
southernmost ex of the British Isles Zone and 20 hexes from
any southernmost bex ofthe Nort Atlantic Zone in 2ND FLEET
This recommended that players use the Sori FLEEy rules when
playing any portion ofa senario on the Sxtit Feet maps and
the 2ND Fier rules when playing on the 2D FLEET maps
2.0 Game Equipment
2.4 GAME COMPONENTS.
A complete game of 2b Fixer contains these items
* One Rules Booklet
© Two 22-inch by 32-inch Mapsheets
* Two Sets of 192 %-inch Playing Pieces (Counters)
* One Set of 260 ¥-inch Game Marker
* Two Charts and Tables Booklets
* One Pad of Logisties Rosters
‘= Two Deployment/Reinforcement Cards
* One 10-sided die
‘Note: The game uses a 10-sided die. When a *0" is rolled.
this is considered a “O" and not "10" as in many other games,
‘Also, a 0" is always considered an even number.
2.2 GAME QUESTIONS
IF you have any questions about the rules to 2Np Fuss
please feel free to send in your questions, written so they can
be answered with a simple one-word response when possible.
Be sure to enclose a stamped, self-addressed envelope. Mail
your questions to
2nd Fleet Questions
Victory Games, Ine.
43 West 33rd St
New York, NY 10001
Note: We ask your cooperation in sending a self-addressed,
stamped envlope with your game questions; queries without a
return envelope will not be answered, Also, we ask that you
not call in your game questions, sine the designer does not work
fon our staf.
2nd Fleet Rules, Page 3
2,3 PLAYING PIECES
‘The playing pieces (counters) include military forces from
seven nations. The US and allied NATO counters have green
borders, and each has « diferent interior color; all non-Soviet
fotees belong to NATO and are always on the same side. The
Soviet counters are red. In addition to the colors on the counters,
each nation’s forces ean be distinguished by the two-letter
abbreviation on the counter.
‘The backs ofthe counters are printed with a starburst design
and reduced values, indicating that these units have been
damaged. Note that certain units (cargo ships and some air units)
are not backprinted. When these units are damaged, they are
destroyed or sunk.
Each player also has a set of hatf-inch markers that are
to record game information. Some markers are printed in the
NATO color, some in the Soviet color, and others in a neutral
color:
SUMMARY OF COUNTER TYPES
Surface Combat Units
Front Back
AIRCRAFT CARRIER (CY)
Set aora0
CRUISER (C6)
DESTROYER (DD)
mH fue
em sracate mud
Wao Bert
PATROL COMBATANT (PC)
Non-Combat Surface Units sack
5
avmmmous assauur an | Sg."
Paed
zoe oT
TAMER «TH ‘
Rab ie2nd Fleet Rules, Page 4
ye 8
om
ee
peN
cnt
Front
ef
Air Units
Front
aw
Wart
ah
mW
Pat
wm W
Wee 4
AMMUNITION CARRIER (AM)
SUMMARY OF GAME MARKERS
‘SUBMARINE TENDER (ST)
COMBAT SUPPORT (C5)
‘CARGO SHIP (CR) *
Submarine Units
NUCLEAR SUBMARINE (SN)
DIESEL SUBMARINE (88)
BALLISTIC MISSILE,
SUBMARINE (SB)
INTERCEPTOR (INT)
ATTACK (ATK)
RECONNAISSANCE (RCN)
AIRBORNE EARLY WARNING (AEWO|
ELECTRONIC WARFARE (EW)
Back
Front me
yan
rai car AP
mb ‘car mission ie
a 1
pen
TASK TASK
n'sr20 GROUP ‘TASK GROUP/FORCE once
4 2
pm M
Sues mie ‘MINE:
a8
our oF out oF
son OUT oF AMMO aie
ne Ammo is
(see 20),
ouror obeon iat our oF
= He
Back
ze] | tees] vocausteatecic perection | Stat
om ward NATO
eR
é MARINE ‘=
+ PARACHUTE.
Agen
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ack (0) peer @
bee
ee DESTROYED anaes
wna ose
Damace| 1
eas
5 = ACTION secMeNT
Noam —
aa ‘TIME OF YEAR
van
anwis ARMISTICE
tire 4 Sevet
Aoaal Orig. SOVIET STRATEGY
Stat
=
ween
ot, came
Woe ‘TURN oormatorae‘SAMPLE SURFACE UNIT (Fron!)
Note: An “*N’” in place of the SSM, ASW, Anti-Air, or Close
‘Combat values indicates thatthe unit cannot perform that form
of combat. Ifa unit has a Close Anti-Air or Area Anti-Alr value,
‘but not both, a 0" indicates which value it cannot use,
SAMPLE SUBMARINE UNIT (Front)
@ =Nolsy submarine indication
Note: A submarine unit always has an ‘*N” for its Anti-Air
value. Only Soviet submarine units have the “Noisy Sub
Indicator."
2nd Fleet Rules, Page §
SAMPLE AMPHIBIOUS ASSAULT UNIT (Front)
Note: Aside from the Amphibious Assault value, all other values
‘on an AA unit are identical with other surface units
SAMPLE AIR UNIT (Front)
r= Special SSM Indication feather Indication
Note: Some US and UK air units have the *'Special $SM Indi-
cation," which is used in the Advanced Game (see 20.4). Some
carrier-based US air units have the “All-weather Indication,”
Which is used in the Advanced Game (see 16.0 and 17.0). Also,
air units do not have Defense values, Their Movement
Allowance is either a,two or three-digit number.
2.4 ABBREVIATIONS
The following abbreviations are used in the game:
Surface Units Buc.
‘AA: Amphibious Assault CAN:
‘AM: Ammunition Carier EW
BB: Battleship HAR:
CG: Missile Cruiser HLX:
CL: Light Cruiser L
CR: Cargo Ship Int:
CS: Combat Support M
CV Aiteraft Cartier nie
DD: Destroyer
FF: Frigato REN)
PC: Patrol Combatant 8:
PCS: Patrol Combatant Squadron SKG:
ST: Submarine Tender ™
‘TK: Tanker poe
Submarine Units
Buccaneer Sea Zon
Canberra BI Bris nes
Electonie Warfre BS: Barns Sea
Sea arier GS: Gresrland Sea
Heli Te Ksand
Hyushin LS; Labrador Sea
Imereptor Na: North Atatc
‘Mikoyan (MiG) NS: Norwegian Sea
Ninos SV: Svalbard,
Phantom
ama Miscellaneous
Sea King AAA Area AnicAic
Topol ‘AP Ammunition Poin
pee ASW: Ant Submarine Warfare
yak CAP: Combat Air Parl
FP: Fuel Point
Countries: mn: Harpoon
‘8B; Nuclear Ballistic Missile Submarine CAF Cina tet He
SN: Nuclear Subaarioe TT: aly PR: Parachute Regiment
8: Diesel Submarine NE: Netherlands| RCR: Royal Canadian Regiment
NO: Norway SEg: Sea Eagle
Alt Units ‘SO: Soviet Union SSM: Surface-to-Surface Missile
ABW: Airborne Barly Warning UK: United Kingdom SUSA: Susa Alpini Batalion
‘ATK: tack US: United Sates TORP: Torpedo
B: Beriev WG: West Germany VP: Victory Points2nd Fleet Rules, Page 6
Ship Names
‘Only ships whose names have been abbreviated are included on this list:
CANADA,
IROQS: Iroquois
NPGON: Nipigon
OTTWA: Oxaws
SGNAY: Saguenay
NETHERLANDS
ENKRT: Banckert
BTRES: Bloys Van Treslong
DERUY: De Ruyter
EVTSN: Everson
KRTNR: Kortnaer
PHEIN; Piet Hein
VGALN: Van Galen
WDEWT: Wite de With
NORWAY
BERGN: Bergen
NRVIK: Narvik
SKLNA: Sinn
STVGR: Stavanger
SOVIET UNION
Surface Combat Units
AMTST: Ametist
SHKY: Barhkiry
BSMNY; Bessmennyy
DZHSK: Daerahinnky
FRNZE: Frune
GNVNY: Gnevnyy
GRMKY: Gromkly
GRVAL: Gorval
GRZIN: Grurin
KKRYM: Krasyy Krym
KRMLN: Kremlin
KRSDT: Kronstadt
MNSHK: Menshinsky
NKHMV: Nakhimov
NKLYV: Nikobvev
NKTMY: Nevkrotinyy
OBRSY: Obranwouyy
ORLVY: Orlousiy
‘ORVDT: Oktyabrskaya Revolusiya
OSMTR: Osmo
OTCHY: Otehayannyy
SDRZY: Sderehannyy
SILNY: Silry
SMILY: Smetliyy
SPRNV: Admiral Spirdonov
STRNY- Stray
SVRPY: Svirepyy
SVTPL: Sevastopol
TALLN: Tallin
‘TMSHK: Timoshenko
UDLOY: Udaloy
UKRNY: Ukrainyy
VRYAG: Varyap
VSLYV: Vasi"yevshiy
ZGCHY: Zhguchiy
ZOULY: Zoey
Submarine Units
‘ABLGN: Anatoly Blagonravov
CHER: Constantin Chersenko
CHSKY: Chelybinsky
DNSKY: Donstaye
FDZHR: Fells Dzerzhinksky
FEZLV: Frol Kozlov
IKNEY:
KLMYA:
KISKY:
KRLSK:
KSNGV:
VSKY:
ENSKY:
MONIT:
MKALN:
MTSKY:
PPSLY:
SGRCH:
UKRNA:
VCHKV:
VEGNR:
VLDMR:
VLGDA:
YGAGR:
YRSKY:
Ivan Koney
Kalmytshaya
Kolsky
Karelskaye
KRrasnopvardets
Keibihevekiy
Leninsiy
Magntogorskiy
‘Miki Kali
Mikhail Tukachevskiy
Pyotr Pospelow
Stepan Georgevich
Uerina
Vasily Chuykov
Vera Figner
Vladimirsky
Vologia
‘Yur Gagarin
Yaroslvskiy
Non-Combat Surface Unis
BELOY:
CHSKY:
CHLKN:
Gsnov:
KLYKN:
KRSKY:
LDNEV:
PCHOR
OBSKY:
RYDKY:
VDYEN
vLYUY.
Beloye More
CCheshkaya Guba
Boris Chika
Gasanow
Kolyshkin
Karskoye More
Lene
Pechorskaye More
Obsiaya Guba.
Riyabalov
Vidyaev
vilwy
UNITED KINGDOM.
Surface Combat Units
ACTVE
‘ANDRM:
BDSWD:
BRMEM:
BRSTL:
BIAXE:
CMBLA:
GLsGW:
LTRS
INVEL:
LNDON:
vee:
MINCTR
MNRVA,
NRFLK:
PHEDE:
SCYLA:
SHFLD:
‘Active
‘Andromeda
rosdsart
Birmingham
Bristol
Bateaxe
Norfolk
Phoebe
Sey
‘Shelfield
Submarine Unis
Congr.
SPRIN:
SUPRB:
TALNT:
‘TRLOR:
UPHLD:
‘WRSPT:
Conqueror
Sparta
Super
Tale
Trafalgar
Upholder
Warspie
Non-Combat Surface Unis
BAYLF:
LRVR:
FAUST:
Bayleat
Blue Rover
Fort Austin
EGRGE:
INTRP:
‘NRLND:
RGENT:
SBDVR
SLNCT:
STRIS
For Grange
Intrepid
Norn
Regent
Sir Bedivere
Sir Lancelot,
Sir Tristram
UNITED STATES
Surface Combat Unis
BELNP:
BGLEY:
BHILL:
BURKE:
BYRD:
CNOLY:
CRSEA
DAVID:
DAVIS:
GDAOR:
INPDN:
JAMES
MSBGR:
PAGE:
RDGRS:
RSVLT:
SCLNA:
SPNCE:
TATNL:
TRIPE:
YNCNS:
VRGNA:
Belknap
Bagley
‘Bunker Hil
Asleigh Burke
chars. Byrd
Covaly
Coral Sea
Abert Davi
Roviney M. Davis
Goidborauh
Independence
eben James
“Moosbragaer
Richard L- Page
John Rodgers
Treodore Roosevelt
South Carolina
Spruce
Tatil
Trippe
Vincennes
Virginia
Submarine Unis
GROTN:
TAILA:
pe:
PNW:
OLYPa:
PHENX
ipscom
Newport News
Oyen
Phoenix
‘Non-Combat Surface Unis
ALTAR:
‘AUSTN:
BAUGH:
WOOD:
CONUS:
EMDEN:
cNsTO:
FFSHR.
GNTWN:
HAUGE:
HRCTY:
Ma,
KaIsR:
KOCAK:
LUMUS:
MLWKE:
MTEOR:
NWPRT:
PLLUX:
SGNAW:
TCLBA:
‘TeLDO:
‘WLMET:
Alt
‘usin
‘William B. Baugh
Bellas Wood
Cygaus
Caraden
Canis
For Fisher
Germantown
‘Lous J. Hauge, Je
Harlan Cony
Iwo Jima
Henry Kaiser
Sgt. Mate Kocak
1 Lt. Jock Lams
Milvackee
Meteor
Newport
Polisx
Sigianw
‘TrancColombia
‘rarsColorado
Willaneie
WEST GERMANY
MOLDR:
Molders%* GM Rells all dice
3.0 Sequence of Play
“All contemporary great powers are maritime
states.
— Admiral Sergei G. Gorshkov
‘Al actions that occur in @ Game Turn take place in a strict
Sequence of Play, The Game Turn is composed of a number
of Phases, which in turn can be comprised of a number of Seg-
‘ments, that must be performed in the order listed below.
‘A day of rel time is represented by three Game Turns: AM,
PM, and Night, each of which represents eight hours of real
time. Some Phases in the Sequence of Play take place only in
‘an AM of Night turn and are ignored in other turn.
STRATEGIC CYCLE (AM Game Turns only)
A. Political Events Phase
(Advanced Game; not on Game Turn 1)
‘The"NAFO-player rolls a die and the players consult the
Amistice Table. The Armistice marker may be advanced or
the players may be required to consult the Random or Special
Events Tables, If the Armistice marker advances, the Soviet
player receives Victory Points for controlling NATO bases and
for ‘sea denial” (see 28.5).
B. Weather Phase (Advanced Game)
‘The’ NAvFO-player rolls the die and the players consult the
Weather Table (see 17.0). Ifa squall or storm results, the die
is rolled again and the Zone Table is consulted to determine
which zones are affected
CC, Reinforcement Phase
(Advanced Game; not on Game Turn 1)
> Both players roll adie and consult the Reinforcement Table
(Gee 26.0). Any reinforcements made available by these rolls
are deployed on the map.
D. Submarine Mode Phase (Advanced Game; optional)
‘The players can place Deep markers on any of their sub-
‘marine units whose Movement Allowance is two or more. Als
players can remove Deep markers from their submarine units
{see 22.0).
E. Strategie Air Phase
1. Allocation Segment: Both players secretly assign air units
to strategic missions on their Strategic Air Displays (see 7.1).
2. Interception Segment: Opposing air units that are on Inter-
ception missions within the same zone perform Air-to-Air
Combat (see 7.2).
3. Bounce Segment: Surviving Interception air units perform
‘Air-to-Air Combat against enemy air units in the same zone
‘on non-Interception missions (see 7.2).
4. Mine Segment (Optional): Air units on Mining missions place
Mine markers in coastal hexes (see 23.0)
5, Strategic Detection Segment: For each Reconnaissance ait
tunit in a zone, the owning player can place a Strategic
Detection marker on an enemy surface unit (or stack) oF
attempt to place a Strategic Detection marker on an enemy
submarine within that zone (see 9.2)
F, Invasion Phase (Advanced Game)
1, Soviet Segment: The Soviet player can place Ground Force
markers in eligible NATO bases (see 18.0).
2, NATO Segment: The NATO player can place Ground Force
markers in any NATO bases (see 18.0).
13. Control Segment: If Soviet and NATO Ground Fores mark-
ers oveupy the same base, the players determine who con-
trols that base (18.5)
ACTIVITY CYCLE (All Game Turns)
G. CAP Phase
Both players assign air units to CAP (see 8.0).
'H. Minesweeping Phase (Advanced Game; optional)
2 Aeplayer rolls the die once for each hex containing mines
to determine if any Mine markers are removed (sce 23.3).
I. Replenishment Phase (Advanced Game; optional)
‘Both players can perform in-port and atsea replenishment
(see 20.0),
J Local Detection Phase
‘Local Detection markers are placed on surface and subma-
rine units occupying enemy Limited or Extended Detection
Zones (see 9.2).
K. Action Phase
1. First Action Segment: The die is rolled to determine the
“first” player. On an even roll, the NATO player is first;
‘on an odd roll, the Soviet player is first. The first player
states which type of units he will activate: sutface, sub-
marine, of air. After the first player has finished perform-
ing all actions withthe chosen type, the second player selects
type of unit for activation and carries out all actions with
these units (see 4.0).
2, Second Action Segment: The die is rolled to determine the
first player. This player states the typeof units he will activate
(he cannot select the unit type chosen in the First Action
‘Segment, After the first player's units have performed their
‘actions, the second player chooses a unit type for activation
he cannot choose the type he selected in the First Action
Segment) and carries out all actions with this type.
Third Action Segment: The die is rolled to determine the first
player, This player activates the remaining unit type not
Activated so far and completes all actions with them. The
second player then activates his last type of unit and com-
pletes all actions with them.
L. Local Detection Removal Phase
‘Some surface and submarine units that do not occupy enemy
Detection Zones have their Local Detection markers removed
(see 9.5).
™M. CAP Landing Phase
‘All CAP units are returned to the airfield or aircraft carrier
from which they started (see 8.4)
TERMINAL CYCLE (Night Game Turns only)
N, Fuel Phase (Advanced Game; optional)
Fuel expenditure for surface combat units is recorded on the
Logistics Rosters (see 20.5).
(©. Repair Phase (intermediate and Advanced Games)
Damage 1 markers are removed from ports and airfields.
Damage 2 markers are flipped to their Damage 1 side (see 14.2).
P. Strategie Air Mission Termination Phase
Air units on the Strategic Air Display are returned to their
parent sireraft carrier or an airfield in the zone from which they
started (see 7.5).
Q. Strategic Detection Removal Phase
Al Strategic Detection markers are removed from units
(see 9.5).
GAME TURN INDICATION
‘The Game Turn is now over. The Game Turn marker is
advanced one space along the Game Turn Track. Players now
20 to the Strategic Cycle, if the next turn is an AM turn, or
to the Activity Cycle, if the next turn is a PM or Night tur.
‘This process is repeated until the game ends or an Armistice
is declared (see 28.1)
3.2nd Fiest Rules, Page &
Basic Game Rules
4.0 The Action Phase
To be a successtul soldier, you must know
history. What you must know is how man
reacts. Weapons change, but man who uses
CL eee
ee eee eR
ra
eee ee el
Most game activities take place during the Action Phase,
which is composed of three Action Segments. During each
‘Action Segment, a player moves and performs combat with units
‘ofa particular type (submarine, surface, or air). When he has
finished activating units ofthe desired type, he states this fact
aloud.
4.4 THE ACTION SEGMENTS
To determine who goes first in each Action Segment, the
60m) NAO player roll the de. If the results even including “O”),
the NATO player activates units firs inthe segment; ifthe result
is odd, the Soviet payer activates units first. This determine-
tion takes place at the beginning of al three Acton Segments
Tn the First Action Segment, the frst player stats the type
‘of unite wil activate: surface, submarine, or ar. He can then
‘ctvate any or all of the units of that type, The second player
then states which unit rype he wishes to activate in the segment;
he is not obligated to activate the same unit type as the first
player.
Tn the Second Action Segment, after the frst player is
ASW vaLue
1 wane vate
Example of ASW Combat: The US SIV NpNws (ASW Value: 9)
initiates an ASW atack against the detected Soviet SS Mait
(Defense: 0, The NATO player has thee ait units on Tactical
Coordination inthis zone, which are allocated to aid ths attack,
The NATO player rolls the de and obtains a9, Three is added
due to the air units, giving @ modified result of 12. Cross-
‘referencing 12 inthe Attack column with the "9 10 14" Combat
Value column gives a result of 6. Mgnt 1s sunk (see 11.0) and the
combat is over: The three alr units are placed in one of the
Return to Base bores on the Stateple Air Display.
40.7 AIR-TO-AIR COMBAT
Air-to-Air Combat is performed between opposing air units
and is resolved on the Air-o-Air Combat Results Table. Air-
to-Air Combat can occur at three times during a Game Turn:
Interception Segment: In this segment, which oceurs only in
the Strategic Air Phase, Airto-Air Combat must take place
between opposing air units on Interception missions in the same
zone (see 7.2). To determine who is the attacker, rol the die
‘once for each zone in which combat occurs, On an even die
roll (including **0"), the NATO player is the attacker; on an.
‘odd die roll, the Soviet player is the attacker.
‘Bounce Segment: This segment occurs immediately after the
Interception Segment. In this segment, surviving. units on
Interception missions can initiate combat against all enemy air
units in the same zone that are on non-Interception missions
— Reconnaissance, Tactical Coordination, and Mining (if that
‘optional rule is being used; see 23.0). To perform this combat,
the Interception player rolls the die and consults the ““Bounce"*
‘column of the Airto-Air Combat Results Table (no combat ratio
is calculated), The Interception player is considered the attacker,
Ina Bounce Segment, a maximum of one “‘Bounce"’ combat
can be performed per player in each zone, regardless of the
‘number of surviving air units on Interception missions a player
has in that zone,
Action Phase: CAP air units can interrupt the movement of
‘enemy ait units that move within range to initiate Air-to-Air
Combat (see 8.2). CAP units are always considered the
attackers
Resolving Air-to-Air Combat: The Ai
dure is outlined below:
-to-Air Combat proce-
1. Combine the Anti-Air values of the attacker's air units. No
units can be withheld.
2. Combine the Anti~Air values of all the defender's air units,
‘No units can be withheld
3. Compare the step I sum with the step 2 sum and express
this asa ratio: atacker's Anti-Air value to defender's Anti-Air
value. Round this ratio dowm in favor of the defender to con-form to one of the simplified ratio columns on the Air-to-Air
Combat Results Table. Note that there ate two rows of ratios
listed on the table. The “Interception” row is used in Airsto-
‘Air Combat that takes place during the Interception Segment.
‘The CAP" row is used during combat initiated by CAP units.
‘The “Bounce” column is used in the Bounce Segment.
4, The attacker rolls the die and cross-references the result with
the ratio column (or “*Bounce’” column) determined in step 3.
‘The combat result is divided by a slash. Results to the lef of
the slash are applied to the attacker; results to the righ of the
slash are applied to the defender. Each result will have a number,
and some results also have an ‘r.””
45, Numbered combat results indicate the number of “steps”
of damage suffered by the affected player's air units, For each
step of damage, one air unt is damaged (flipped over; see 11.0);
‘an ar unit that does not possess # reverse side is destroyed when
it suffers one stop loss. An air unit tht is already damaged is
destroyed when it suffers a second step loss. Air units with a
front and reverse side are destroyed if they take two step losses.
‘The owning player always applies damage to his units. He can
split up his loss in any way he sees fit among those units that
took part in the combat.
6. Ifthe combat result contains an “'r,” the affected player's
air units must “Return to Base.” If the result has no “r," they
are allowed to continue their mission (see below).
NoTaRtx ExeEMON:[fno INT unit (or an ATE unit acting as
an INT uni) is presen with enemy air units belng attacked by
2 CAP mission, the CAP mission fgnoes all sep loses and "r
results inthe sir-to-Alr Combat resul.
7. After combat results have been applied, the Air-to-Air Com-
bat is over
Returning to Base: An “r"* result on the Air-to-Air Combet
Results Table means thatthe air unit or stack must “'Return to
Base."” This result can have several meanings, depending on
when the combat took place.
* Inerception Segment: Air units on Interception missions in
the zone in which the combat is taking place that must return
to base are placed in one of the “Return to Base" boxes in
the zone they occupy on the Strategic Air Display. Place the
unit in the box corresponding to the zone in which it began,
with the top of the counter pointing tothe initials ofthe correct
Bounce Segment: An “‘r"? results applies 0 all of the
defender's air units on non-Interception missions in the zone
in which the combat is taking place. Remove the affected air
units from their Reconnaissance, Tactical Coordination, and
Mining boxes and place them in one ofthe Return to Base”
boxes in the zone they occupy.
* Action Phase: CAP units that receive an ‘‘r” result are placed
intheir “Return to Base’ box on the CAP Display. An active
unit or stack whose movement was interrupted by a CAP.
mission and which receives an ‘*r" result must immediately
bbe returned to the afield or carrier from which it began,
assuming the unit has expended half its Movement Allowance
or less (Gee 8.4),
2nd Fleet Rules, Page 28
‘Air units occupying a “Return to Base" box ean perform
ro funetions for the remainder of the Game Tur,
Continuing a Mission: Results on the Air-to-Air Combat
Results Table that do not have an ‘'r”” mean thatthe air units
cean continue their mission, What the unit ean do depends on
When the combat occurred
© Interception/Bounce Segments: The units remain on theit
assigned Strategic Air Missions,
© Action Phase: CAP units remain where they are and can
initiate Air-to-Air Combat again, Units whose movement was
interrupted by CAP units can continue their movement from
the point where they were interrupted. These units eannot be
‘attacked in Air-to-Air Combat by the same CAP marker for
the duration of the current Action Segment.
wen) | omy, 10% 4
ots, | | ct,
Wen A
Anmanvave | pe Ea | | mes
‘Example of Alr-to-Alr Combat: The NATO ployer has two FI4
suits (each Ant-Air Value: 9) in the Interception box of the
Teeland Zone, tn the Iceland Zone of hs dsplay, the Sover player
hhas @-¥36 wnt (Ant-Air: 5) based on Kiev also on an Interception
inission. He also has a TIGD on a Reconnaissance mission and a
‘VSD on a Tactical Coordination mission in the Iceland Zone.
uring the Interception Segment, Airto-Air Combat must rake
place benween the F14's and the Y36.A 31s rolled, indicating
that the Sover player ts the attacker. The ratio ts -10-18, oF I
The Soviet player rolls the die and obtains aS. Cross-referencing
this roll with the "1-8 ratio colume ofthe "Interception’” line
fom the Airto-Air Combat Results Table, a 'Ir/0" resulr is
‘blained, The F4's suffer no lass and remain om Itereption
The ¥36 loses one step and must renem to base. It's lpped over
‘and placed in the "Return to Base” box correspond 1 the
‘one currently occupied by Kiev.
inthe Bounce Segment, the NATO player can attack the 10
Soviet air unite on non-lnterceprion mission inthe Iceland Zone
[No ratio (s calculated; the NATO player simply rolls the de and
Consuls the “Bounce” colurn of the Airto-Air Combat Resulis
Table, Assume the NATO player rolls a 9. Tus, a result of
‘037s obtained. The NATO player suffers no loss, but the
Sovies TISD and T9SF units must sufer three step losses between
them {ihe Soviet player decides how) and rust be placed in one of
the "Return to Haze” boxes n the Iceland Zone. When the
‘Bounce Segment ends, the FIA's are placed in a “Rewurn 10
Base" bos
40.8 COMBAT AND BASE HEXES
Base hexes can only be attacked in Intermediate and
‘Advanced Scenarios (se 14.0). In Basic Scenarios, surface units
‘occupying base hexes do nor benefit from the bases’ Close Anti-
Air values when attacked by SSM or Bombing Combat.2nd Fleet Rules, Page 24
44.0 Damage
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Damage may occur to units in combat. Units always begin
the game on their undamaged (front) sides. Damage causes a
unit tobe flipped to its reverse side, indicated with a starburst.
‘A damaged unit has a lower Movement Allowance and
decreased combat values. Note that CR units and some RCN
air units do not have a damaged side; these units are destroyed
if they suffer a damage result or a single step loss in combat.
44.4 HOW DAMAGE OCCURS
‘Numbered combat results obtained due to attacks are com-
pared with the Defense value of the surface or submarine target
unit. There are three possible results:
* No Effect: Ifthe combat result number is Jess than one-half
the target unit's Defense value, the attack is unsuccessful and
the target is unaffected.
‘© Damage: Ifthe combat result number is equal to or greater
‘than one-half the target unit's Defense value, but less than
the full Defense value, the target is damaged (see 11.2).
‘Sunk (Destroyed): Ifthe combat result number is equal to or
{greater than the target unit's Defense value, the target unit
is sunk or destroyed (that is, eliminated).
‘Note that damage to air units occurs in ‘'steps," with each
step being equal to a single air unt being damaged (see 10.7).
44.2 EFFECTS OF DAMAGE
‘When a unit is damaged, it is flipped to its starburst side.
Ifa damaged unit receives another damage result, itis sunk or
destroyed and is removed from the map. A damaged unit can-
not be repaired.
Example of Damage: The US CV Rsvit (Defense Value: 9) suffers
‘a combat result ofS in an attack. Because this number Is greater
than one-half Rsvi's Defense value, the CV is damaged (ipped
oer, Rsv afersarther combat re of Sor more,
44.3 AIR UNIT DAMAGE IN
BOMBING COMBAT
Air units participating in Bombing Comiat can be damaged
‘or destroyed as a result of defensive combat undertaken by the
surface units that are being attacked (see 10.5).
412.0 Special Units
"it appears fo me to be the province of our
Infant Navy fo surprise and spread alarm with
‘our fast sailing ships. When we grow stronger,
we can meet their fleets and dispute with
ec aed re
eae area
12.4 AIRCRAFT CARRIERS
Aircraft carriers (CV) ate mobile airfields from which air
units operate as the carrier moves, Air units are assigned to a
‘carrier atthe beginning of a game and must remain with that
carrer. Airunits beginning the game on an airfield or different
carrier cannot be assigned to a carrie
Deployment of Air Units: Air units assigned to a carrier are
not deployed on the map. Each player has Aircraft Carrier Dis-
plays on the map, and his cartier-based air units are normally
kept on this display. ‘The air units are always considered to
‘occupy the same hex as their parent carrier.
‘Air units on a carrier can be activated separately or in stacks
of up to four units. [Fan airraft carrer is damaged, its air units
suffer the following restrictions.
1. A maximum of two of its units cam be assigned to CAP.
2. A maximum of one ofits units ean be assigned to a Strategic
Air Mission,
3. A maximum of two of its units can become active during
the air Action Segment (they can be activated together or
individually)
If an aircraft cartier is destroyed, all its air units are
destroyed. Units on CAP or Strategic Air Missions are
destroyed in the CAP Landing Phase or Strategic Air Mission
‘Termination Phase, respectively.)
12.2 AIRBORNE EARLY WARNING | sx"
(AEW) AIR UNITS en!
‘When assigned to a CAP mission by an aircraft carrier, AEW
‘unis enhance the capsbilites of that CAP mission in Aino
‘Air Combat (Se 8.2). AEW units do not enhance the eapabii-
in airfield hexes, A maximum of one AEW
2d to a. CAP mission. When an AEW unit
isona CAP mission, use the "CAP & AEW"” side ofthe CAP
marker.
“The Soviet Helix (HLX) and UK Sea King (SKG) AEW units
are not as effective asthe US E2 AEW unit, Ifa HLX or SKG
isin carrier's CAP mission, it modifies the AntAir values
of the air units on that mission at a four hex range by J, not
%. (See the Aircraft Carrier CAP Charon the map.)
42.3 ELECTRONIC WARFARE te
(EW) AIR UNITS "
When activated with friendly air uns, EW units entance
the capitis of ove uni Ia AitdorAlr, Bombing, nd
SSM Comba
Restrictions on EW Alr Units: EW unis cannot perform CAP
oe Stalogic Ait Mistone. Only one EW tal can bo uctatd
tS per of «suck of arnt
Attacks hy CAP Missions: I an EW units sacked with ir
tis aacked by an enemy CAP mston, is presence reduces
by two the combined Ant At value of to enemy CAP ston,
Ifthe CAP missions ssgned ta ctr, hs recon ss
Place before any free rodifcaion are appli dt he
‘Aiwa Cater CAP Char
‘Bombing and $SM Combat fai EW units par ofan active
Sack of tir units executing Boning or SSM Combet gait
enemy surfce uns, the Area Ana value of each enemy
Surface unt within te target box sreduced by one (bu never
Below 0) forthe combat
In Intermediate and Advanced Seni, if an EW unis
artof ask of ectve ar unis executing Bombing or SSM
Combat aginst an enemy irelé or port the Clow ANA
wae lp ry ofr smb
oo 18).413.0 Introductory Scenarios}
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mystery inside an enigma; but perhaps there
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as
Soke
Iti recommended tha the players try the folowing scenarios
in order to become familiar with the Basic Rules. Each of the
scenarios canbe played ina shor time and require only a handful
‘of units, Once the players become familiar withthe Basic Game
system, they should go on to the Intermediate Scenarios (see
15.0). In the Introductory Scenarios, all Game Turns are con-
sidered day. Also, all drift ice hexes are considered sea hexes.
‘Do not use any Optional Rules in the Introductory Scenarios.
[Note that in the setup of units, instructions are given as to
‘whether units must be together in specific hexes or if they can
be placed in different hexes,
43.4 SCENARIO 4:
Standing Naval Force Atlantic
sxcxcrouwo: While shadowing the Soviet heavy cruiser Kirov in
the Mediterranean, a US Navy destroyer has been rammed and sunk
with heavy loss of life. In Washington, the Chairman ofthe Joint
Chiefs of Saf has laid the blame for his incident squarely on Soviet
shoulders and has asked the President to demand a Soviet apology
and appropriate reparations. Meanwhile, the Soviet Politburo has
accused the US Navy's 6th Flet of dangerous violations of inter-
national maritime law and has labeled the incident as “tragic but
unavoidable.” Both sides have placed their naval frces on fll alert.
In the Norwegian Sea, a US Navy Amphibious Ready Group
(ARG) has just off-loaded a batalion landing team of US Marines
in northern Norway as part of NATO's Ocean Venture summer
‘maneuvers, This ARG consists of the helicopter carrier vo Jima
(LPH), the assault transports Austin (LPD-4) and Ogden (LPD-S),
and a single escorting frigate, USS Hawes (FFG-53). Shorty after
receiving news of the Mediterranean incident, wo Jima was strafed
by two Su-27 Flankers operating out of bases on the Kola Peninsula.
‘The Commander-in-Chief, Adantic (CINCLANT) has ordered the
ARG to leave the Marines ashore and to steam southwards at all
Possible speed to a safe Norwegian or British port. Intelligence
ihering by P-3C Orion sorties over the Norwegian Sea has
dicated thatthe powerful Soviet cruiser Frunze (sister 10 Kirov)
and the new destroyer Ottuk are situate inthe vicinity of Jan Mayen
‘sland; itis reported that these two warships will shorty sail at high
speed to Murmansk in view ofthe current crisis, It has also been
reported thatthe two ships have been ordered to destroy NATO
shipping in northern Norwegian waters during their passage back
to Soviet territory because ofthe Stavka's fears of a surprise NATO
amphibious assault against the Kola Peninsula
CINCLANT, who also doubles as NATO's Supreme Allied
Commander, Atlantic (SACLANT), has directed the multinational
task force Standing Naval Fore Atlantic to move into the Norwegian
Sea at high speed. This force, which is currently on maneuvers in
the North Sea, consists of the US destroyer Lice (DDG-38), the
Royal Navy frigate Active (F-171), the Dutch frigate Pier Hein
(F811), the West German destroyer Molders (D-186), and the
Canadian frigate Oxtawa (DDE-229). The task force has been
‘ordered to prevent the passage of France and Ortuk to Murmansk
and to protect the US ARG from Soviet atack. Supporting this ope
ation from its airfield at Andoya in northern Norway is 333 Squadron
ofthe Kongelige Norske Lafforsvarer (Royal Norwegian Ait Force),
‘onssting of a handful of P-3B Orion maritime reconnaissance
aircraft.
MAP
Use only the north map. Units are not allowed to exit the map.
2nd Fleet Rules, Page 25
ee
Be or
Gar ‘Dima. (US/AA)
stan ee
hat bate
Sea a Bauer sa
a
1. Air units can be assigned only to strategie missions; they can-
not activate. Thus, there can only be surface Action Segments,
never any submarine or air Action Segments.
2, Units occupying a port hex can neither attack norbe attacked.
GAME LENGTH
6 Game Turns
VICTORY CONDITIONS
‘The Soviet player receives Victory Points (VP) for the follow.
ing accomplishments:
CconoiTion ‘has
“For each NATO FF of DD suihle 1
Orden or Ausin sunk 2 each
EES ARRAS TIES |
Ortuk ends game in Soviet port 3
_Frige ends game in Soviet port
Note: Soviet airfield/port combinations count as ports.
At the end of the game, the Soviet player adds up the number
of VP he gained and consults the following chart to determine
the winner
fovin ve —_victowy teva.
“14 of mote Decisive Soviet Victory
12-13 Substantive Soviet Victory
TOS Marginal Soviet Victory 7
89 Marginal NATO Victory
(67 Substantive NATO Victory
Sorless Decisive NATO Victory
13.2 SCENARIO 2: Sink the Boomers!
‘nacxonotno, Warsew Pact forces have launched a surprise offen
sive agninst West Germany. NATO ground troops have been caught
unprepared and a catastrophe for Western arms appears inevitable
NNo nuclear weapons have been used of yet by either side, but the
President of the United States has stated that nuclear retaliation by
the United States will ake place should Warsaw Pact forces eross
the Rhine. A day after the President's warning, no de-escalation
‘of the Warsaw Pact offensive has become apparent; 8 report from
the front has indicated that the Soviet Sth Guards Motor Rifle
Division will rach the Rhine at Wiesbaden within a day or two.
‘Against the advice ofthe Joint Chiefs of Staff, the President
thas ordered preparatory stops for a retaliatory nuclear strike against2nd Fleet Rules, Page 26
a key Soviet military base. The deployment of US Navy ballistic
missile sibs (SSBN's) has been stepped up, while atack subm:
rines have been ordered to prevent the paskage of Soviet "boom-
ers” into the Atlantic, Asa direct warning to Moscow that a muclear
attack i a reel possbiliy, the President has ordered US Navy tack.
submarines to hunt down and destroy 2 handful of Soviet SSBN's
Currently on station in the Barents Sea, The ICS has warned the
President that this step will be considered highly escalatory by
‘Moscow, but the Presiden has insisted that iti the last preventa-
tive measure at his disposal that will save western Europe from
Soviet occupation.
‘The submarine chief of the Red Banner Northern Fleet has
gathered intelligence of increased NATO ASW activities in the
Barents Sea, Suspecting these moves as the preparation fora cam-
ign against his SSBN’s, he has called many of his boomers back
to port, However, inorder to disperse Soviet nuclear strike assets
inthe event ofa surprise US atack onthe Kola Peninsula, the com
‘ander has ordered three SSBN's to operate under the Arctic ice
pack for the next six weeks. Should they reach the ice, detection
And eventual destruction by NATO ASW forces will become
extremely unlikely. These three submarines are Ukraina, « new
‘Typhoon boat of some 30,000 tons; Donskaya, a Delta-3; and
Karelskaya, a Delts-. Running interference forthe SSBN's in their
passage to the ice are three attack submarines: Pyotr Pospeloy, a
*40-not Alfa; Anatoly Blagonrayon, a Victor 3; and Magnitogorski,
an elderly diesel-powered Foxtrot.
Only two US Navy attack submarines are currently on station
in dhe Barents Sea and in a suitable position o intercept this Soviet
‘movement, These two boats, Newport News (SSN-750) and La Jolla
(GSN-701), are currently situated near Svalbard. Supporting this
operation {s 333 Squadron of P3-B Orions from the Kongelige
Norske Lufforsvaret (Royal Norwegian Air Force)
MAP
Use only the north map, Units are not allowed to exit the map.
DEPLOYMENT
Soviet (set up first)
Any sea drift ce henes Any sea oF dri fe hexes In
within hexes of Pechenga the Barents Sea Zone, but not
{G60}, but not stacked with stacked with any ther unit
‘any other unit Manit (SS)
Kelik (88) Ppalv (SN)
Dnsky ($B) AABlgn (SN)
Ukma (6B)
3806: KiLrvave
TSF (RCN)
3608: recaNca
Bs (RCN)
NATO (et up second)
Amy ea dice hens 3035 av
‘within tenes rf
Longyearbyen (2106), but not 7 ORCS)
Stacked wih anyother unit
NeNws (USISN)
Lalla (USSN)
SPECIAL RULES
1, No submarine can enter a fiord or base hex for the duration
of the scenario.
2, Only Soviet SB units can enter a pack ice hex. Upon doing
50, they are immediately removed from the game and the Soviet
player gains Victory Points.
3, Since there are no surface units in the scenario, neither player
‘an have a surface unit Action Segment during the Action Phase.
VICTORY CONDITIONS
‘The Soviet player receives Victory Points (VP) for the follow-
ing accomplishments:
‘wctony
‘cowoinon rows
For each’ US SN sunk SoS ee
Krlsk or Dnsky reaches pack ice 4 cach
At the end of the game, the Soviet player adds up his VP and
Consults the following chart to determine the winner:
soviet ve ——_wiotorr tev.
B14 Substantive Soviet Victory
89 ‘Marginal NATO Vietory
Sorless Decisive NATO Victory
413.3 SCENARIO.
Into the Jaws of the Backfir
sncxcxovwn:The Soviet 4Sth and S4th Motor Rifle Divisions have
crossed the Norwepian-Soviet border near Pechenga. Although
intelligence is sketchy, itis reported that two Norwegian infantry
battalions from Brigade North are engaged in combat with thet
Soviet foes, The objective ofthe Soviet offensive is sil not clea:
tis possible thatthe attack will be purposefully contained within
the border area in order to seek only limited goals; on the other
hand, it could be the first stage of a major offensive designed t0
seize Norwegian ports and airfields on the Atlantic coat.
‘NATO's SACLANT has ordered limited reinforcement of the
Norwegian Nordiapp (North Cape) area. The British 1st Batalion,
Parachute Regiment andthe Italian Susa Alpini Battalion have been
airlifted tothe bleak Banak airfield, 240 miles north ofthe Arctic
Circle. In addition, the US Navy ARG 6-88, which had been en
route for the Mediterranean, has been ordered to alter its course
‘and land its Marine contingent, the 22nd Marine Amphibious Unit
(MAL), in nother Norway. ARG 688 consists ofthe assault ship
Belleau Wood (LHA3), the helicopter cartier Iwo Jima (LPH-2),
‘and the transport Ogden (LPD-5). This foree, which had been sailing
Uunescorted, is currently situated near Jan Mayen island
Tn Britain, 3 Commando Brigade has been hastily placed onboard
Ship for deployment to Norway. This brigade consists of 42 and.
45 Commandos, Royal Marines, caried in the North Sea ferries
Ek ae Norland: the 1st Combat Group, Royal Netherlands Marine
Corps, carried in the Royal Navy's dntrepid (L-11); and 29
‘Commando Regiment, Royal Arillery, carried inthe landing ships
Sir Bedivere (L-3008), Sir Lancelot (L-3029), and Sir Tristram
(13505).
The Royal Navy's Flag Officer, Ist Floila, has been handed
the responsibility of protecting all NATO shipping being directed
to Norway, including the US Navy's ARG. An ad hor battle group
thas been formed, consisting ofthe irraft carriers Invincible (R-05)
and Illustrious (R06); the destroyers Liverpool (D-92), York
(D-108), Glasgow (D-88), and Bristol (D-23); and the frigates
London (F-95), Boxer (F-92), Active (F-171), Arrow (F-173), and
Andromeda (F°57), Carried onboard the carters are 800 and 801
‘Squadrons, consisting of Sea Harrier FRS.1 VSTOL fighter
Satellite reconnaissance ofthe Kola Peninsula has spotted about
20°T-26 Backfires and 25°T-16C Badger attack sireraf, plus a large
force of supporting fighter and electronic warfare asets. Its fully
‘expected that these air forces will contest the movement of NATO's
amphibious forces to Norway.
MAP
Use only the north map. Units are not allowed to exit the map.DEPLOYMENT
Soviet (set up first)
3806: kaLrvave
M23 ANT)
Mas ONT)
725 (ATH.
Tie (ATK)
TIE (EW)
NATO (set up second) On Irs
HAR (UKANT)
Any sea or drift ice heres
in the Norwegian Sea or CUIAB
Greenland Sea Zones (they 08 mv!
can stack with AAunits, HAR (UKIINT)
but they do not have to st SKC (UK/AEW
up together) “ie
Pore Timp (UK/AA)
Invel (UKICY) age
Latpl (UKIDD)
rind (UK/AA)
SLoet (UK/AA)
Sis (UK/AA)
SBive (UK/AA)
York (UKIDD)
Gixgw (UKDD)
Bll (UK/DD)
‘Actve (UKIFF)
ladon (UK/FF) au
Boxer (UK/FF) BWood (US/AA)
Arrow (UKIFF) Dimi (US/AA)
Andem (UKIFF) Ogden (US/AA)
SPECIAL RULES
1. At the moment a NATO surface unit enters a fiord hex (in
cluding fiords that are ports and airfields, it is removed from
play. The NATO player may receive VP for these units (see
“Vietory Conditions").
2, All NATO units are automatically detected throughout the
game,
3. No air units can be placed on Strategic Air Missions in this
4. Inall CAP Phases, all available UK air units must be placed
fon CAP missions,
5. Since there are no submarine units inthe game, nether player
has submarine Action Segment. Also, the Soviet player has
the air Action Segment only.
6, Since there ate no Soviet surface units inthe game, all Soviet
SSM attacks executed by air units must be penalized by sub-
tracting two from the attack die roll (because no friendly sur-
face unit is adjacent to the target hex; see 10.4)
GAME LENGTH
7 Game Turns
VICTORY CONDITIONS
‘The NATO player loses Victory Points (VP) as follows:
‘conesnon ‘ene
Bach NATO ICV "gunk ==
Each NATO FF or DD sunk -1
Each NATO aiunitidestroyed =O
The NATO player gains VP for each NATO AA unit that
reaches the heres listed below. The unit's Amphibious Assault
value is enhanced by the Amphibious Assault valve multiple
forthe hex itenters and the result isthe number of VP gained
by the NATO player. For example, if the US AA Ogden
2nd Fleet Rules, Page 27
(Amphibious Assault value of 4) reaches Banak, the NATO
player would receive 8 VP (4x2=8)
ASAT ale
DESTINATION Hx ates
Troms01G31) XA
‘Banak (3308) x2.
“Gamvik 6406) XS
Note: Amphibious Assault values, which are also printed on
the AA units, are as follows:
ee
2 Bie ine
4 Opden, Elk, trtpds Nrind
DSc, Se See
At the end of the game, the NATO player adds up his VP and.
‘consults the following chart to determine the winner:
aro ve vvecToRY ive.
70-93 ‘NATO Substantive Victory
30-45 Soviet Marginal Victory
19 or less
43.4 SCENARIO 4: Damn the Torpedos!
ssexcrounn: The diplomatic situation in central Europe is critical.
NATO has been aware of a massive Warsaw Pact military buildup
in East Germany and Czechoslovakia forthe past two weeks and,
has demanded that it be halted. The Soviets have ignored this
warning and the troop buildup is continuing unabated. In response,
NATO has begun to reinforce central Europe on a large seale. US.
forees from the continental United States (CONUS) have been
moved by air to West Germany where they have armed themselves
with pre-positioned heavy equipment, maintained in Germany for
Use in just such an emergency. Als, large amounts of ammunition
and supplies have been readied in American and Canadian ports
for eventual movement to Europe by sea
‘The Soviet Union has warned NATO that such a large scale rein
forcement of West Germany will be viewed as an act of war. The
Politburo has declared tht any significant movement of troops and
‘supplies to Europe will be prevented by Soviet naval and air forces.
NATO intelligence has learned that there are currently only six
Soviet submarines inthe Greenland-Iceland-UK (GIUK) gap area
that are ina suitable position to attack NATO shipping. These sub-
‘marines are: Pyotr Pospelov, 40-knot Alfa; Leninsky, a new Sierra
design; Vera Figner and Ivan Konev, both Victor-3's; Mikhail
Tubhachevsky, a Tango; and Magnitorgorskiy, a Fostot
There are currently 13 American eargo ships and tankers in the
[North Atlanti, These vessels are formed into three convoys: x slow
grouping of eights ships is currently situated bout 250 miles south
Of Ieelan; a fast convoy of three vessels is located about 400 miles
to the west; and a small convoy of two superfast SL-7 container
ships, capable of 33 knot, is situated about 280 miles south of Cape
Farewell, Greenland’s southeramost tip. The US Navy has hastily
deployed a handful of escons to protect the convoys during their
perilous journeys. Four Spruance-class destroyers, John Rodgers
(DD-983), Moosbrugger’(DD-980), Spruance (DD-963), and
Conolly (DD-979), form the backbone of this force; in’addi-
tion, six frigates have been made available: Hawes (FFG-53),
Reuben James (FFG-57), Gary (FFG-51), Bagley (FF-1069), Kno
(FF-1052), and Richard L. Page (FFG-5). A small detachment of
P.3C Orions from Patrol Squadron 10, stationed at Brunswick,
Maine, has been deployed to the airfield at Keflavik in order t0
suppor the convoys,
‘The Royal Navy's Flag Officer, Scotland and Northern Ireland,
‘has managed to scrape together four warships to suppor the con
Soviet Decisive Victory2nd Fleet Rules, Page 28
voys during their approach tothe British Isles. These ships are the
destroyers Birmingham (DD-86) and Glasgow (DD-88) and the
frigates Norfolk (F-101, a new ‘Type 23”) and Barer (F-92),
MAP
Use only the south map. Units are not allowed to exit the map.
DEPLOYMENT
NATO (set up first)
‘Any sea exes inthe 258
‘Lakrader Sex ox North Buyer (USICR)
‘Ailantl Zones (they cam stack
= — Bry (USICR)
ave to se up tgehen Tess SCR,
Spnce (USIDD) Bites SCH,
Régis (USIDD) Ze oo
holy (USIDD) a ee
Msber (USIDD) eee
.
Page USER) Hauge (USICR)
James (SIF) 1037
Hawes (USE) Kocak (USICR)
Beley (USER) Mor (USICR)
Guy (USF Cems (USICR)
Knox (US/FP)
Together in any sea or coastal 642
hex within 3 exes of Holy ‘Ale (USICR)
‘Loch/Faslane (3736) Plax (USICR)
Gisgw (UK/DD) iisicxenavee
Brmim (UK/DD) :
ee P3 (USIRCN)
Boxer (UKIFF)
Soviet (set up second)
‘Any hexes adjacent to Vago
(2930) ar Keflavik (1832), but
not stacked with any other
unit
Pralv (SN)
Key (SN)
Lasky (SN)
VEgnr (SN)
Magnit (88)
Misty (68)
‘SPECIAL RULES,
1. The US P3 unit mast perform either a Tactical Coordination
of t Reconmassance strategic mission. It cannot activate. As
4 result, each player has only one Action Segment per Action
Phase: surface for the NATO player and submarine for the
Soviet player.
2, NATO CR units are sunk if they suffer a damage result,
3. As soon as a NATO unit (including surface combat unit)
enters Holy Loch/Faslane, Reykjavik, or Bergen, itis removed
from the map. The NATO player receives Victory Points (VP)
for this accomplishment (See "Victory Conditions").
4. Soviet submarines can attack NATO units occupying base
hexes by Torpedo Combat (but not NATO units removed from
the map; see 3 above). Such combat is resolved normally
GAME LENGTH
10 Game Turns
VICTORY CONDITIONS
‘The NATO player gains and loses Victory Points as follows:
Conon SiN
‘Bach CR that reaches Bergen (3926) $6
Each CR that reaches Holy Loch/Faslane (3726) +4
Bastuiiaharyreanhes ey biey! 1620 nr OOS
Each NATO FF or DD sunk =1
‘At the end of the game, the NATO player adds up his VP and
consults the following chart to determine the winner:
aro ve victory iva
46-54 NATO Substantive Victory
29.35 ‘Soviet Marginal Vietory
Soviet Decisive Victory
413.5 SCENARIO 5: The Big Stick
‘acknouNos The recent Soviet invasion of Norway has stagnated
due to fierce resistance ofthe Norwegian Brigade North and the
"rapid deployment of supporting NATO forces tothe Nordkapp are.
NATO intelligence has learned thatthe Soviets will shortly attempt
to break the stalemate by dropping the 76th Guards Airborne Divie
sion on critical Norwegian airfields, such as Bodo and Banak, while
‘marines and commandos from the 34th Naval Infantry Regiment
land simultaneously on the Norwegian coast behind NATO lines.
In addition, itis expected thatthe Soviets will attempt to land
fengincers on Spitsbergen in order to seize and lengthen the run-
‘way of the Longyearbyen landing stip.
‘The US Navy's 2nd Fleet has been directed to divert a strong
airraft carrer battle group to the Norwegian Sea to thwart these
Soviet moves. This force, labeled Task Force 201, has been ordered
to clear the Norwegian Sea of Soviet shipping and to prevent the
landing of Soviet amphibious forces onthe Norwegian coast. Task
Group 20.1 consists of the new carrier Theodore Roosevelt
(CYN-11), plus the escorts South Carolina (CGN-31), Vincennes
(CG-49), Spraance (DD-963), Luce (DDG-38), Moosbrugger
(DD-980), and Reuben James (FFG-57), Depioyed onboard
Roosevelt is Cartier Air Wing 15, consisting of two F-14 Tomeat
squadrons (VE-51. ‘Screaming Eagles” and VF-111. “Sun
downers”), two F-18 Homer squadrons (VA-27 “Royal Maces’”
‘and VA-97 Warhawks"), one A+6 Iniruder squadron (VA-52
““Knightriders”), and one’ EA-6 Prowler squadron (VAQ-134
“Garudas"),
Norwegian P.3B Orion reconnaissance flights have reported t0
the task group that a significant Soviet naval force has put to sea,
including the airraft carriers Kiev and Baku, as wel asthe nvclear~
powered emiser Frunze — one of the most powerfully armed war
ships inthe word. Ic also eppears that about eight cargo and troop
transport vessels are accompanying the task fore, escorted by &
handful of destroyers
MAP
Use only the north map. Units are not allowed to exit the map.DEPLOYMENT
NATO (set up first)
2119: se acaven
Revit (USICY) On Rovit
acrs (USICG) Fig (USAND <2
scira (US/C6) Fis (USIND x2
Space (US/DD) AS (USIATK)
Lise (US/DD) EAS (USIATE)
Mabge (SID)
Janes (USIFF)
Soviet (set up second)
‘Any sea or dit ie hex or exes
inthe Barents Sea Zone canbe On Baht
splitupand bestacked with AA Y36 NT)
oF CR nls "
Kiev (CW) sie
Baw CY) City aA)
| mm co Obsky (AA)
Fme (CO) Krsky (AA)
Kink (CO) Pehor (AA)
Omk (DD) Beloy (AA)
Obey (DD) 2901
Spmv (DD) Yaura (CR)
Uloy (DD) ney (CR)
nm Kiev Trot (CR)
¥36 ONT)
SPECIAL RULES
1. All units of both sides are detected throughout the scenario,
2. Neither player can allocate air units to strategic missions,
3. Since neither player has submarines, each player has only
two Actions Segments per Action Phase: one for surface units
and the other for air units
4. The US A6 and F18 units can each make one SSM attack
per game, The F18's SSM Range/Attack Value is 1/30 (1/15
if the unit is damaged); the A6's SSM Range/Attack Value is
(0 2/20 ifthe unt is damaged), When one of these air units
2nd Fleet Rules, Page 29
‘makes its SSM attack, the NATO player should record this fact
(on a piece of paper.
58. Soviet AA and CR units are permitted to’end their move-
‘ment in NATO base hexes. Ifthey do so, they are removed from
the game and the Soviet player may receive Victory Points, even
if the AA units are damaged. Also, if a Soviet AA unit ends
its movement in Lofoten (3315), itis removed from the map
and the Soviet player receives Victory Points. (See “Victory
Conditions."*)
6. No surface units can enter a fiord hex for the duration of
the gamo (except Soviet CR/AA units entering NATO bases in
fiord hexes; see 5, above).
7. Soviet CR units aro sunk if they receive a damage result
GAME LENGTH
6 Game Turns
VICTORY CONDITIONS
‘The Soviet player gains and loses Victory Points (VP) as
victony
Each US CG sunk +5
Each CR unit that reaches Longyearbyen (2106) +4
Each US DD sunk 42
Each US alr unit destroyed 4
Each Soviet CV or CG sunk -1
At the end of the game, the Soviet player adds up his VP and
consults the following chart to determine the winner:
20-24 Soviet Substantive Victory
10-14 NATO Marginal Victory
Bor less NATO Decisive Vietory2nd Fleet Rules, Page 30
Intermediate Game Rules
14.0 Airfields and Ports
“There is a rank due fo the United States
Ce re ee ee RY)
‘absolutely lost, by the reputation of weakness.
en kar Ma ae a ti)
ee a ee ier)
een ee ae]
ee ee
Ua Vagal
= President George Washington
In Intermediate and Advanced Scenarios, airfields can be
tacked by SSM and Bombing Combat. In Advanced Scenarios
using the Logistics option (see 20.0), ports can be attacked by
SSM and Bombing Combat. Landing strips ean never be at
tacked. Ifa player attacks a hex containing a porvairfield eom-
bination, le must specify whether he is attacking the port or
the airfield.
44.4 ATTACKING AIRFIELDS AND PORTS
‘An attack on an airfield or port cannot be combined with
attacks on surface units occupying that base hex. An attack on
id or port is separate and distinct from all other attacks.
An airfield or port can be attacked an unlimited number of times
by different active forces in a given Action Segment,
= =
See
ait
°
(Close Anti-Air Value: Each base ex has a Close Anti-Air value
printed in its hex (in addition to its Intrinsic Defense value; see
18.5). When attacked by SSM or Bombing Combat, the Close
Anti-Air value is used by the base in its defensive combat
calculation. Surfuce units stacked in a port or airfield hex at
the moment of combat cannot contribute their Area or Close
Anti-Air values to the portairfield that is being attacked,
However, CAP units in an airfield hex can contribute to the
Pottiairfield’s defense in SSM (never Bombing) Combat.
The following modifiers are applied to an aifield's Close
AntiAir value in SSM Combat:
* For each US F14 unit in a CAP mission over the airfield,
add 2 to the Close Anti-Air value.
** For each non-F14 INT unit in a CAP mission over the air-
field, add 1 to the Close Anti-Air value,
‘+ When an EW air unitis part of an attacking stack executing
Bombing or SSM Combat, subtract 1 from the Close Anti-
Air value
‘A base can contribute its Close Anti-Air value to surface
units occupying that hex which are the targets of SSM or Bomb-
ing Combat. Add the base's Close Anti-Air value to the tar-
sels’ Close Anti-Air values in defensive combat
Resolving Attacks on Airfield and Ports: Airfields and ports
are always detected (although units inthe airfields/ports must
be detected in order to be attacked), Bombing Combat against
airfields or ports is resolved normally. However, in SSM
Combat against an airfield or port, the attacker must subtract
‘our from his atack die rollin addition to the normal subtrat
tion for the defense modifier. (Modifies for flords and for the
lack of friendly surface units ina hex adjacent tothe target hex.
are ignored; see 10.4.) When a combat result of 5 or more is
achieved by a Bombing or SSM attack on a port or airfield,
the target airfield/port is damaged or destroyed as per the in-
structions of the following char:
Foner
Sor less None
56 Damage 1
19 Damage 2
10-11 Destroyed
If an airfield or port is damaged, place a Damage marker
‘of the appropriate type (1 or 2) in the hex. If an airfield or port
is destroyed, place a Destroyed ("Destroy") marker inthe hex.
Damage is cumulative, Ifa port or airfield at Damage I receives
another Damage 1 result flip the marker over to its Damage
2 side. Any port or airfield reaching a cumulative damage level
above Damage 2 is destroyed
Note: In hexes with portairfield combination, Damage
markers affect only the port or airfield that was specified as
the target of an attack, Players may wish to make a note of
whether a Damage marker applies to the port or the airfield in
such a hex.
Effects of Damage: Air units are not affected by a Damage
1 or Damage 2 result, but they are unable to activate, initiate
Strategic Air Missions, or perform CAP from a damaged air-
field, Air units already on a strategic mission when their air-
field is damaged continue their mission; they can return to any
friendly airfield except a destroyed one within the-zone in which
they began the mission (damaged or not), subject to stacking
restrictions (see 6.2). Air units on CAP when thei airfield is
‘damaged remain on their CAP mission and take no damages
they must return to the damaged airfield in the CAP Landing
Phase.
‘The Close Anti-Air value of a damaged airfield is stil fune-
tional. A damaged port cannot be used for in-port replenish-
‘ment (See 20.0).
Effects of Destruction: Air units occupying a destroyed air-
field are eliminated from play, including all units on CAP in
the hex. CAP units are eliminated during the CAP Landing
Phase. The elimination of these units counts for Vietory Point
Purposes in the Advanced Game (see 28.5), Air units on
Strategic Air Missions when their airfield is destroyed continue
their missions; they can return to any friendly airfield, except
‘destroyed airfield, within the zone in which they began their
‘mission, Air units that cannot return to an airfield are eliminated
in the Strategic Air Mission Termination Phase and count for
Victory Points purposes
‘A destroyed airfield is not functional for the remainder of
the game. A destroyed port cannot be used for in-port replenish
ment (see 20.0). A destroyed port or airfield cannot be attacked
again; its Close Anti-Air value is no longer functional.
‘Tactical Coordination: An attacker can use Tactical Coordi-
nation (see 7.4) to enhance attacks against airfields and ports
14.2 REPAIR
‘Damaged airfields and ports can be repaired. Inthe Repair
Phase ofthe Terminal Cycle (which oocurs in Night Game Turns
only), all Damage 1 markers are removed from the map; all
‘Damage 2 markers are reduced to Damage 1. Destroyed ports
and airfields cannot be repaired.415.0 Intermediate Scenarios
DO ue ua
cannot live in peace; in the end, one or the
eR
Payee)
ee ava
Intermediate Scenarios are similar to the Introductory
Scenarios, but they take slightly longer to play and use more
units. As with the Introductory Scenarios, all Game Tufns in
Intermediate Scenarios are day. All drift ice hexes ae considered
45.4 SCENARIO 6: Into the Norwegian Sea
ackcnowNb: Prior to its planned attack on Norway, the Soviet
‘Stavka has ordeted the Red Banner Northern Fleet to sortie from
its bases in the Kola Peninsula to clear the Norwegian Sa of NATO.
warships. Following this operation, the Soviet let has been directed
to prevent the reinforcement of Norway by interdicting NATO ship-
ping lanes, Six attack submarines wil participate in the iil sweep
own the Norwegian coast, including Pyotr Paspelov, a 40-knot
Alfa, and Volga, 2 14,000-ton Oscar. In addition, a strong surface
bate group has been formed at Murmansk to support ths ope
tion. Tis force includes Kiev, a VSTOL aircraft carrier, and Prune,
828,000 ton nuclear cruiser of the Kirov class, A large force of
Soviet naval aircraft has also been ordered to support the opera-
tion from airfields within the Kola, Included in ths force is full
regiment of T-16C Badger strike aircraft, a squardon of MiG-23,
Flogger interceptors, and a squadron of Su-27 Flanker fighter
bombers.
“The Soviet offensive has come asa complete surprise to NATO
naval forces. Only a small Norwegian standing naval force, con-
sisting of a handful of Hauf-clas patrol boats, wo frigates, and
‘single submarine will be able to contest the Soviets initially.
SACLANT is moving three nuclear attack submarines tothe area
With orders to initiate ASW operations against Soviet submarines.
These boats are: USS La Joli (SSN-701), USS Olympia (SSN-T17),
and HMS Trafalgar (S-i07). A Royal Navy flotilla is also hastily
sailing northwards to block the Soviet movement, This force co:
sists of the aieraft carrer Illustrious (R-06, carrying 800 Squad-
ron of Sea Harrier FRS.1 fighters), Birmingham (D-86), Glasgow
(D-88), Arrow (F-173), Boxer (F-92), Batleaxe (F-89), Minerva
FFe45), and Andromeda (F-57). A detachment of RAR Nimrod
raitne reconnaissance areraft from 201 Squadron at RAF Kinloss
12s been deployed to Norway to support the operation. Also, 333
Squadron ofthe Royal Norwegian Air Force is currently operat
2 several P-3B Orions from airfields in northern Norway
Norwegian F-16 fighters from 331 and 338 Squadrons have been
dered to fly continuous patrols over north Norway to protect
NATO shipping and to engage Soviet aircraft attempting to attack
the critical Norwegian airfields
MAP
Use only the north map, Units are not allowed to exit the map.
‘SPECIAL RULES
1. The UK HAR unit can make one SSM attack in the game,
1 has an SSM Range/Attack Value of 2/40 (2/20 if the unit is
damaged),
2. The US SN Olypa can make one cruise missile (CM) 88M
attack inthe game. A CM attack is considered normal SSM com-
bat, but it can be used only against an enemy airfield. The air-
field's Close Anti-Air value and CAP (if any) are taken into
account in defensive combat against « CM attack, but the
attacker does nor subtract 4 from his atiack die roll as he
normally would in an SSM attack against port or airfield (see
14.1). Unlike normal SSM attacks, a cruise missile attack can
transit full land hexsides on the way to the target. The SSM
Range/Attack Value of a CM attack is 25/60 (25/40 if Olypa
is damaged).
2nd Fieet Rules, Page 31
DEPLOYMENT
NATO (set up firs)
‘Any sea. dif ee hees On rs
snl’ ete of Rjrmoya HAR.” (UKINT)
Gath an bee wp 3K0. (KIA) |
ane bx |
lym (USISN) say ata wt 3 bee of)
lah (USI) Pome al
‘ge (URS) ee.
3311: owso
Together nay 04 Bex
swtin 3 bees of Trondeim Bere (NOVFF
om Siar (NOIFH
The OKICY) Pe (NOC)
Brnkm (UK/DD) FES2_(NOIFO)
Gigw (UK/DD) Any altel i Norway dey
mew (OKIE, cna hve co be nh se
ower (OKIE) sao
ine (UK Fie. NomND3a
Mace (UKE Pi (wolnenyx2
Andi (UKE Nim (URIREN)
eee ce ae
Soviet (set up second)
Any sea or drift ce hexes in
05: wens
| Greeniand Sea Zane, but
| stacked with oa Fam (eo)
stac ‘adjacent to eee
fny NATO unit (hey can ont
| sttck together Ea
| pray oc
Manit (65) Othy (DD)
‘Together in any sea hex Udloy (DD)
within 2 heses of Pechenga Mosh (FF)
(3608) Ormiy (FF)
Flv 6)
Vane GN) (on Kiev
Mian) 36. aNT)
3705: roan
Volga (SN) Sues aaerviv
ses GND)
anon S27 Nt)
T16D (RCN) TIC (ATKx2
OSE (RCN) TIE EW)
18 (RCN)
‘GAME LENGTH
6 Game Turns
VICTORY CONDITIONS
‘The Soviet player gains Victory Points (VP) as follows:
UK CV Mes sunke 3
Each NATO DD sunk 3
Each NATO INT aie unit destroyed 2
Each Destroyed combat result achieved
against a NATO airfield 9
‘Each Damage | combat result achioved
against a NATO airfield 32nd Fleet Rules, Page 32
Note: Victory Points for damaging NATO airfields are awarded
fon the basis of the actual combat result, not on cumulative
damage levels. For example, an airfield with a Damage 1 marker
that receives another Damage 1 result has its marker adjusted
to Damage 2, but the Soviet player receives only 3 VP for this
new result (in addition tothe 3 VP forthe first Damage 1 result).
‘The Soviet player loses VP as follows:
victory
cconorion rows
Each Soviet CV or CG sunk -2
‘Bach Soviet FFy DD, SSy or SNsunk) =
Each Soviet INT or ATK air unit destroyed
[tthe end ofthe game, the Soviet player adds up his VP and.
consuls the following chart to determine the winner:
tomer Veron uve
3337 Soviet Substantive Victory
21-26 'NATO Marginal Victory
1S ores NATO Decisive Victory
45.2 SCENARIO 7: In Harm's Way
sxcxcrousp: World War 3 has begun. American ground forces are
‘currently in combat in Korea, central Burope, and the Middle East,
and a ferocious naval battle is taking place in the Mediterranean,
[News from the fighting fronts is sketchy, ‘although several false
reports of Soviet milear missile Iounchings have triggered near-
panics in American and western European cities.
'NATO intelligence has reported that large numbers of Soviet
‘SSBN’s are putting to sea and are congregating in large "bastions"
{nthe Barents Sea ad the Sea of Okhotsk. These bastions are readily
defensible by Soviet ar, surface, and sub-surface forces; asa result,
pinpointing and eventually destfoying the SSBN’s isa vireally im-
possible task for NATO ASW forces.
‘Upon being informed ofthe establishment of the Soviet bastions,
‘Wester political leaders have become seriously concerned about
the possiblity of a massive Soviet first strike against Europe and
‘Amerie, In an extremely controversial move, American military
planners have convinced NATO political leaders to allow Western
aval frees to attempt to penetrate the bastions in order to destroy
as many Soviet SSBN's as possible. This plan has been loudly erii-
‘ized forts escalator effet on Soviet strategy: Could the penetra-
tion of the bastions imply to the Soviets that NATO is secking a
safe frststrike capability without fear of massive retaliation? Apart
from the escalatory issue, many high-ranking NATO naval officers
have questioned the wisdom of sending naval frees directly into
‘the jas of powerful Soviet land-based ar power in areas so remote
from friendly bases: Would not these forces be better employed
in securing the Atlantic and Pacific sea lanes? Despite these obec~
tions, Western leaders have agreed to initiate an anti-SSBN cam=
ign against the bastions.
‘While preparing forthe operation, SACLANT has learned that
five Soviet SSBN's have just recently departed ports inthe Kola
Peninsul It appears that they are escorted by several atack sub-
marines and a single surface action group, including the VSTOL.
carrier Kiew. More disturbing, however, isthe report that two regi-
‘ments of Soviet naval aircraft are being readied for operations at
Kola airfields, including @ squadron of T-26 Backfires.
For his inital penetration of the Barents Sea bastion, SACLANT
has four highly effective ASW submarines at his disposal: HMS
Trafalgar (8-107), USS La Jolla (SSN-701), USS Newport News
(SSN-750), and USS Pogy (SSN-647). In addition, a powerful
carrier batle group, consisting of the cartier Theadore Roosevelt
(CYN-11, the cruisers Virginia (CGN-38) and South Carolina
(CGN-37), and the destroyers Conolly (DD-979) and Moosbrugger
(DD-980), has been ordered to suppor the operation. Also proceed
ing to the scene is the Standing Naval Force Atlantic, which has
been directed to assist the US/Britsh forces in hunting Soviet sub-
Iatines, This force consists of the Dutch frigate Wire de Wich
(F-813), the Canadian destroyer Huron (DDH-281), the West
Gorman destroyer Molders (D-186), the US frigate Reuben James
(FFG-57), and the British frigae Boxer (F-92)..
Carrier Air Wing 1, deployed onboard Roosevelt is being pre-
pared for action against Soviet sireraft operating from the Kola ar-
fields. This wing consists of two F-14 Tomear squadrons (VF-33
“Tarsirs" and VE-102 “Diamondbacks") two F-18 Home squad
rons (VA-46 “Clansmen"” and VA-T2 “Blue Hawks”), one A-6
Ireruder squadron (VA-34 “Blue Blasters”), one EA-6 Prowler
squadron (VAQ-135 Ravens"), one E-2C Hawkeye squadron
(VAW.123 “‘Screw Tops”), and one $-3 Viking squadron (VS-32),
In addition two F-16 squadrons and one P-3B squadron of the Royal
Norwegian Air Force are prepared to support SACLANT’s opera
tion from airfields in northern Norway.
MAP
Use only the north map. Units are not allowed to exit the map.
DEPLOYMENT
Soviet (set up first)
3605: woRaLANsK 3508 3704
Kisky (6B) Vigéa (SB) Kimya (8B)
3705: rouvannyy 3604
Dady (68) Krsk (68)
‘Any sea or dit fee hexes
‘within 3 hexes of Bjornoya
‘Together in any ven oF drift
fee hex within 3 hexes of
{2708}, wit mo stacked with Pechenge (3605)
ny other unit Kev (CY) On Kier
Fialv_ ($8) Nato (CO) y3g aT)
YGugr (SN) Spmv (DD)
Don (SN) ley (BD)
Pav GN) rin (FF)
Vide 88)
3905: saunensrnoy 306: KaLPvAvE
Mas aND) 76 (ATK)
T6D (RCN) Tigc (aT)
WSF (RCN) Mas aNT)
18 (RCN) sz ND
BR CN) TISe (EW)
(ATO (setup second) Toe in ary or di
Any sea or drift ce hex in Nfayen 4)
Barents Sea Zone, but not
Der Sean bt cy
See a ee
ie espe Croly (US/DD)
bobble eee)
(211), bt ot tacked with ORM
any other unit, i
aneaa Fig (USINT)x2
Tei a6 US/ATK)
Serer sisi EAS (USIEW)
S8 (USIRCN)
Em WUS/AEW)
Any lefelds in Norway (do
‘Together in any sea hex with
In hexes of Andoya (3313)
Huron (CA/DD) ‘ot have tobe in same
Molar «WGIDD) aired)
Boxer (UKIFF) FI6 (NOMNT)x2
Janes (USIFR) PS (NOMRCN) x2
WoeWe (NEIFF) NIM (UKIRCN)SPECIAL RULES
1. US F18, A6, and $3 air units ean each make one SSM attack
isthe game, An F18 has an SSM Range/Attack Value of 1/30
15 if the unit is damaged); the A6 and $3 have en SSM
Range/Attack Value of 2/40 (2/20 if the unit is damaged),
2. The US CG $Cina can make one cruise missile (CM) SSM
sszack in the game. A CM attack is considered normal SSM
Combat, but it can be used only against an enemy airfield. The
sirfield’s Close Anti-Air value and CAP (if any) are taken into
count in Defensive combat against a CM attack, but the
‘ker does not subtract 4 from his Attack die roll as he
‘ormally would in an SSM attack against a port or airfield (see
4.1). Unlike normal SSM attacks, cruise missile attacks can
transit full Iand hexsides on the way to the target. The SSM
Range/Attack Value of a CM attack is 25/60 (25/40 if SCina
s damaged),
GAME LENGTH
6 Game Tums f
VICTORY CONDITIONS
The Soviet player gains and loses Victory Points (VP) as
ollows:
2nd Fleet Rules, Page 33
conomon ‘one
Each Soviet SB ending the game in the
Each NATO CG or SN sunk +3
Each NATO FF sunk or INT/ATK air
unit destroyed +1
Each Soviet DD, FF, SN, or $S sunk
‘At the end of the game, the Soviet player adds up his VP and.
‘consults the following chart to determine the winner:
33 or more} Soviet Decisive Victory)
26-32 Soviet Substantive Vietory
(20-25 Soviet Marginal Victory
14.19 NATO Marginal Victory
7413 NATO Substantive Vietory
Gor less NATO Decisive Vietory
45.3 SCENARIO 8: The Battle of the Gap
sxexcounp: The Soviet invasion of Norway has been underway
+ owo weeks, Soviet ground forces, paratroops, and marines have
cleared the Norwegian coast as far south as Narvik; meanwhile,
Soviet Navy stands riumphant in the Norwegian Sea — not a
ssngle NATO warship is currently situated north ofthe Greenland-
Jand-UK gap. Siavka has determined that the time is ripe for
ching a major interdiction effor against NATO's North Adantic
Shipping lanes. The Red Banner Northern Fleet has been ordered
prevent the passage of NATO merchant ships from the United
Stes and Canada to Europe, Submarines wil be the main tools
® this eampaign, but major surface forces and long-range atack
sircrat operating out of airfields on the Kola Peninsula will be
readily available to support the submarines and to engage NATO
surface forces if necessary.
NATO intelligence has reported to SACLANT that no less than
Soviet attack submarines are currently in position to launch this
smpaign. Over half these boats have already penetrated the GIUK
fap and are currently shadowing American cargo vessels en route
Britain, Report from Nimrod reconnaissance fights from the
RAF’s 206 Squardon, operating out of Stornoway in the Hebrides,
indicated that two major Soviet surface task forces ae also
paring to transit the gap into the North Alantic. One group i-
s the VSTOL carrier Kiey and the cruiser Frunze; the other
group includes a second VSTOL carrer, Baku. Ii also estimated
«over 100 Soviet long-range attack and reconnaissance aircraft
wil suppor this campaign from the Kola Peninsula
‘The situation in the North Adantic is critical for NATO. There
se currently three small convoys of American cargo ships and
tankers en route to Briain, each of which is carrying significant
withdraw,
Accident: The NATO player rolls the die again to determine
2nd Fleet Rules, Page 49
the affected player. On an odd roll, the accident applies to the
Soviet player; on an even roll (including "*0"), the accident
applies to the NATO player. The player who is nor affected by
the accident must now choose any single undamaged CG, CL,
DD, or FF unit (notin a port) belonging to the enemy player;
the chosen unit has suffered an accident and is damaged. If there
are no eligible units to choose from, the accident has no effect.
‘Submarine Accident: The NATO player rolls the die again to
determine the affected player as described above. The affected
player must choose a single submarine, damaged or undamaged,
that he controls. The chosen submarine has suffered an accident
and is sunk; itis considered eliminated for Victory Point pu
poses, The submarine selected must occupy a sub-ocear
‘mouniain hex if possible; if there are no friendly submarines
in these hexes, it can be chosen from any of those on the map.
Ifthere are no submarines on the map, ths result has no effect.
Reinforcements Enhanced: The NATO player rolls the die
again to determine the affected player as described above. The
affected player adds 3 to his Reinforcement Table die ros for
the remainder of the game (see 26.0), This result has no effect
if it happened earlier in the game to the same player.
Example: The NATO player receives this enhancement on Game
Turn 4. On Game Turn 10, this special event occurs again, Ifthe
second die roll even, there is no effet (the NATO player cannot
‘receive the benefit again). Ifthe second rolls odd, then the
Soviet player gets the enhancement
Reinforcements Delayed: The NATO player rolls the die again
to determine the affected player as described above. The affected
player does not roll for reinforcements during the Reinforce
ment Phase of the eurrent Strategic Cycle and the Reinforce:
ment Phase of the next Strategic Cycle (three Game Turns from
now). This event can happen a number of times in @ game t0
the same player,
Automatic Escalation: The Soviet strategy is automatically
escalated by one box to the maximum allowed (see 27.0),2nd Fleet Rules, Page 50
26.0 Reinforcements
Each player has a Reinforcement Track which records the
status of his reinforcements. Depending on the scenario’s Pre-
paredness Level (see 28.0), a player’s Reinforcement marker
begins the game in a different box on his Reinforcement Track.
‘As a player's Reinforcement marker advances, he receives
reinforcements
Daring the Reinforcement Phase ofthe Strategic Cycle, stat-
ing with Game Turn 4, both players rol the die and consult
the Reinforcement Table. Each player's die roll is eross-
referenced with his column, The result wil be a number; this
isthe number of boxes thatthe player's Reinforcement marker
sxlvanes on his Reinforcement Track. For example if player's
Reinforcement marker occupies the 13 box and a 7 result is
obiained on the Reinforcement Table, the marker is advanced
to the 20 box.
‘The Reinforcement Charts: Each player has a Reinforcement
‘Chart printed on the Deployment/Reinforcement Cards. The
chart isa series of consecutively numbered groups, each nu
‘ered group corresponding to box onthe player's Reinforee-
ment Track. When the Reinforcement marker advances, a player
receives the reinforcement groups corresponding to the boxes
through which the Reinforcement marker moved and includ
ing the box in which the marker ends. For example, if the Rein-
forcement marker advanced from box 23 to box 30, the player
receives reinforcement groups 24 through 30 (inclusive).
‘Note that on the Reinforcement Charts replenishment units
(AM, CS, ST, TK) are printed in italics. These units do nor
come in as reinforcements unless the Logistics option is being
used (see 20.0).
Special Events Table: The Special Events Table may call for
‘die roll addition toa player's Reinforcement Table die rolls.
Also, it may prohibit a player from consulting the table for a
certain period of play (see 25.3).
‘When reinforcements are made available to a player, he consults
his Reinforcement Chart to determine the exact units he receives,
Each reinforcement group consists of one or more units,
specified by name, type, and (for the NATO player) country.
Each group also has a placement hex or locale indicated for it.
‘Subject to the limitations listed below, these reinforcements are
immediately placed on the map. Note that Parachute reinforce~
‘ments are simply placed aside for later use (see 28.3)
Placement Restrictions: Surface and air unit reinforcements
can be placed on the map in violation of stacking restrictions,
but they must adhere to these restrictions at the end of the
ensuing Action Phase. If an airfield at which an air unit rein-
forcement arrives is destroyed or controlled by the enemy player,
itcan be placed in any friendly airfield on the map. Ifthe port
at which NATO surface or submarine reinforcements arrive is
controlled by the Soviet player, the reinforcements are not aval-
able forthe est of the game, Ifa non-base arrival hex is enemy-
‘occupied, the reinforcements can be placed in any empty or
friendly-occupied mapedge hex within four hexes of the origi-
nal arrival hex.
‘Special US Reinforcements: Immediately before NATO rein-
forcement group 35 is placed on the map, the NATO player
‘must rll the die. On an even die rll, the NATO player receives
the US CV Jnpdn (plus its assigned air units); on an odd die
roll, he receives the US BB /owa. The NATO player receives
‘one or the other of these units, not both.
27.0 Soviet Strateg
‘At the start of the game, the Soviet player must choose a
strategy. He has four choices: Defensive, Restricted, Untes-
tricted, and World War 3. The Soviet player places the Soviet
Original ("Orig") Strategy marker in the box corresponding
to his strategy on the Soviet Strategy Track,
Soviet strategy has two effects:
Invasion of NATO Bases: The current Soviet strategy deter-
mines the NATO bases that the Soviet player can invade (see
18,1), Listed under each box of the Soviet Strategy Track are
the names of bases that ean be invaded at that Soviet strategy
level, For example, with an Unrestricted strategy, the Soviet
player can invade Hofn and Bodo, but not Wick.
Victory Conditions: Victory conditions depend on the original
(not current) Soviet strategy (see 28.6).
[By means of escalation, the Soviet strategy can progress on
the Soviet Strategy Track. The Soviet player does not choose
escalation voluntarily; escalation takes place only due to special
events or NATO actions. If escalation does occur, place the
Soviet Current (“"Curr") Strategy marker in the box to which
the strategy has escalated; the Original Strategy marker remains
in place. The current strategy determines the NATO bases the
Soviet player can invade.
‘The highest strategy is ‘*World War 3."" If the Current
Strategy marker reaches this box, no further escalation can
‘occur, although the NATO player can perform actions that
‘would normally cause escalation (see below).
‘The Soviet strategy escalates based on these conditions:
* Special Events: Due tothe "Automatic Escalation” result on
the Special Events Table, the Soviet strategy escalates one
box (see 25.3).
‘© Nuclear Weapons: If the NATO player is the first to use
nuclear weapons, the Soviet strategy escalates one box (see
21.0). In addition, the Soviet player receives Victory Points
(ce 28.5),
Sovier Bases: The firs time the NATO player atacks a Soviet
por or airfield, the Soviet strategy escalates one box. This
‘ccurs only once per game. Also, the Soviet player receives
Victory Points (see 28.5).
Soviet SB's: The first time the NATO player attacks a Soviet
SSB submarine, the Soviet strategy escalates one box. This
‘occurs only once per game, whether the SB is damaged or
not. The Soviet player also receives Victory Points (see 28.5),28.0 Advanced Game
Scenario
De ae LBL
Peet tae
Se ee ea)
‘There is only one Advanced Scenario, but it ean be played
in many different ways. To begin the Advanced Scenario, follow
the procedure outlined below:
1. Choose Sides: One side must be the NATO player and the
other must be the Soviet player. The NATO player controls
all non-Soviet units.
2, Soviet Strategy: The Soviet player must select his original
strategy (see 27.0),
3. Time of Year: The players must aree to the time of year
at which the scenario will take place (see 16.0).
44. Game Length. The players must agree upon game length (see
28.1),
5. Preparedness Level: The player must agree upon a Prepared-
ness Level (see 28.2),
6. Deploy: The players deploy their units on the map (see 28.3).
In addition, each player's Reinforcement marker is placed
in the appropriate box on his Reinforcement Track (see 26.0).
7. Begin Game: Place the Game Turn marker inthe first space
‘on the Game Turn Track. Place the Armistice marker in the
“At Start” box on the Armistice Track. Begin Game Turn 1.
28.4 GAME LENGTH
Depending on how much time the players wish to devote
‘o a game, they can make the Advanced Game shor’ or long.
In games of short length, one is added to the Armistice Table
ie rolls (see 25.1); in games of long length, there is no modifi-
cation to the die rol
‘The game lasts until the Armistice marker reaches the
‘Armistice”” box or until the end of the 36th Game Turn,
whichever comes first.
28.2 PREPAREDNESS LEVELS
At the start of the game, the players must agree upon one
of three Preparedness Levels: Low, Moderate, or High. The
Preparedness Level determines the number of units available
to the player at the start of the game.
28.3 DEPLOYMENT
After selecting a Preparedness Level, the players must
deploy their units on the map as per the instructions on their
Deployment Charts (on the Deployment/Reinforcement Cards).
Note that at Preparedness Level Moderate, the players deploy
the units listed under this heading in addition tothe units listed
under Preparedness Level Low; at Preparedness Level High,
all units a all Preparedness Levels are deployed. Deployment
is performed as follows:
1. Each player determines the number of Commando markers
hhc has available, The die is rolled and the results the number
of Commando markers the player receives; only one die rll
is made no matter what the Preparedness Level. Commando
markers are placed aside (see 18.4)
2. Each player locates the Parachute markers made available
to him. At Preparedness Level Low, the Soviet player
eceives 9 Parachute markers and the NATO player 3; at
Preparedness Level Moderate, the Soviet player receives 12
2nd Fleet Rules, Page 54
markers and the NATO player 6; at Preparedness Level
High, the Soviet player receives 15 markers and the NATO
player 9. Parachute markers are placed aside (see 18.3).
3. Bach player deploys his rigid set-up units on the map. Set-
up hexes for these unit ae printed on the Deployment Chart.
4. The players perform the free set-up procedure (see below).
Note: Replenishment units ar printed in italics on the Deploy-
tment Char. These units are deployed only ifthe Logistics option
(see 20.0) is being used.
Free Set-up Procedure: In all Preparedness Levels, each player
has “free set-up" units. Free set-up units are ether individual
sulbmatines or numbered groups of surface units. All fee set-
Up units are provided with specific deployment instructions,
although when they are placed on the map, they must adhere
to the free set-up instructions (ee below). The free set-up proce
dure is performed as follows:
1, The NATO player rolls the die. On an even result (includ-
ing “0”), the NATO player can deploy either one of his free
set-up submarines or one surface group. On an odd result,
the Soviet player deploys one free set-up submarine or one
surface group.
‘The players alternate rolling the die indefinitely to determine
which player deploys a free set-up submarine or surface
group. When one player has no more free set-up unit, no
‘more die ros are made and the player with remaining free
setup units deploys them all on the map,
Free Sel-up Restrictions: When free set-up units are deployed
fon the map, they are subject to these placement restrictions
* They cannot be deployed in or adjacent to any base hex;
‘They cannot be deployed in or adjacent to any hex contain-
ing enemy unit
‘+ Submarines must be deployed individually in hexes, and they
cannot be in or adjacent to a hex containing friendly units;
* All units ina surface group must be deployed inthe same hex.
‘Task Group/Force Markers: Once all units are deployed on
the map, both players can place Task Group/Force markers on
their stacks of surface units on the map. Each player can place
as many markers ashe wishes as long asthe restrictions of 6.2
are observed.
Optional Deployment: In order to facilitate the set-up and to
allow players to experiment withthe capabilites oftheir units,
the players can decide before starting play to ignore the names
of units in deployment instructions and instead select any unit
of the same rype and nationality for set-up inthe indicated hex
ot location.
28.4 NATO FIRST GAME TURN RESTRICTIONS
In the first Game Turn of an Advanced Scenario, Air-to-
‘Air Combat in the Strategic Air Phase isthe only kind of com-
bet that NATO units can freely initiate, During the Action Phase,
rnp NATO unit can attack before at least one Soviet attack has
taken place. Starting with Game Tur 2, there are no restric
tions on combat initiation by either player.
28.5 VICTORY CONDITIONS
Only the Soviet player gains and loses Victory Points (VP).
‘There are eight ways forthe Soviet player to gain VP:
1. NATO fist use of nuclear weapons (see 27.2);
2, NATO first atack on a Soviet port or airfield (se 27.2);
3. NATO first atack on a Soviet SB submarine (see 27.2);
4. Soviet control of NATO bases;
5. Soviet sea denial
22nd Fleet Rules, Page 52
6. Soviet CR units in NATO bases;
7. Soviet SB's surviving at the end of the game;
8. Soviet destruction of NATO units,
‘The Soviet player loses VP forthe following three reasons
1. Soviet first use of nuclear weapons;
2, NATO CR units in NATO bases;
3. NATO destruction of Soviet units.
Gaining VP: The first time the NATO player performs any of
the following actions, the Soviet player gains the indicated
number of VP:
aro ACTON roan
First use of nuclear weapons 70
First attack on Soviet SB submarine 15
Whenever the Armistice marker advances to @ new box on
the Armistice Track or at the end of Game Turn 36, the Soviet
player receives VP for the following reasons:
‘+ Controlling NATO Bases: The Soviet player consults the
NATO Bases Victory Point Chart for each NATO base he
currently controls (see 18.5). The Soviet player continues to
gui VP for controlled NATO hexes each time the Armistice
marker advances. Ifthe game concludes atthe end of Game
‘Turn 36, the Soviet player also gains VP for controlling
NATO bases. The VP value of that base is enhanced depend-
‘ng on which box the Armistice marker has just advanced into:
Avan NS aarti
Negotiations Begin Box x1
‘Armistice Box oF end of game x3
Example: The Soviet player controle Vago when the Armistice
‘marker advances from the ‘Start’ bax tothe “Negotiations
Begin" bor. The Soviet player checks the NATO Bases Victory
Point Chart and sees that Vago is worth 2 VP, which multiplied
‘by I results inthe Soviet player receiving 2 VP. Later, the
Armistice marker advances into the “‘Negonations Progress” bos:
‘the Sovier player now receives 4 VP for controling Vago.
Assuming he controls the base when the Armistice marker moves
into the Armistice" Box fending the game) or at the end of
Game Turn 36, he would gain 6 VP.
‘+ Sea Denial: The Soviet player receives a variable number of
‘VP when the Armistice marker advances for each SS, SN,
or Task Force (not Task Groups) in the Labrador Sea, North
Alantic, British Isles, or Norwegian Sea Zones, The Soviet
Player receives these VP each time the Armistice marker
‘advances or when the game ends (either because the
“Armistice” box is reached or Game Turn 36 ends),
Sion oGe FONE ean
Labrador Sea Zone 4
Example: The Soviet player has one SS inthe Labrador Sea
Zone, one Task Force in the British Isles Zone, and one SN inthe
Norwegian Sea Zone when the Armistice marker moves ito the
“Negotiations Begin” bax. The Sovet player immediately receives
44 VP for the SS, 3 VP for the Task Force, and 2 VP for the SN,
for a total of 9 VP. When the Armistice marker ina later turn
‘advances into the ‘Negotiations Progress” bor, the Sowet player
‘has an SN tn the Labrador Sea Zone, an SS and an SN inthe
North Atlantic Zone, and a Task Force in the Norwegian Sea
Zone; ths, he recelves 12 VP (43+-3%+2m 2). The Soviet
player receives more VP for sea denial when the “Armistice” box
ts reached or atthe end of Game Turn 36.
‘The Soviet player receives additional VP for the following
* Soviet SB Units: Depending on the curren’ strategy, the Soviet
player receives a variable number of VP for each Soviet SB
submarine that ends the game in any sea, drift ice, or pack
ice hex on the map except in the Barents Sea Zone:
uae ton
Sieteor cess
Defensive 0
Unrestricted 3
World Ward 6
** Cargo Units: Soviet CR’s are permitted to end their move-
‘ment in a Soviet-controlied NATO port or airfield if there
are no NATO surface or submarine units in the hex (see 18,5).
‘The Soviet player receives VP for each Soviet CR unit that
reaches and “unloads” ina Soviet-controlled NATO port or
airfield (including bases that are destroyed). As soon as a CR
unit enters the NATO port or airfield, itis flipped over to
its “Unloaded” side and is removed from the map and placed:
aside, The Soviet player immediately notes down the VP he
receives on his Player Record. A maximum of nwo Soviet
R's can unload in the same NATO base; once unloaded,
the CR unit cannot be activated again nor ean it be attacked.
‘The Soviet player receives a variable number of VP depend-
ing on the zone in which the NATO base is located:
wee or
zone oF naTo roeramnan —W'SAnD
Barents Sea Zone i
Any other zone 10
Example: The Soviet player has one CR unit unloaded in Tromso
SIL) in the Barents Sea Zone, and two CR's unloaded in Bodo
(2516) and one CR wiloaded in Orland (3720) in the Norwegian
Sea Zone, all of which are controlled by the Soviet player. The
Soviet player receives 7 VP forthe unit im Tromso and 10 VP for
the rest ofthe units, for a total of 37 VP (7++10+ 10+ 10=37),
** Destroying NATO Units: The Soviet player receives the fol-
lowing VP for each NATO unit destroyed:
tsmoveo wn eens
(U2 Vareneeemmcemeaens ates
BB 18
Ohne
‘AA (before invasion), CG, SN 8
FF, SS, AM, ST, TK, CS 4
‘AA (after invasion) 2
cR 0
Losing VP: The Soviet player immediately loses 60 VP if he
is the first player to use nuclear weapons. The Soviet player
also loses VP atthe end of the game forthe following reasons:
+ NATO CR Units: ‘The Soviet player loses a variable number
of VP for each NATO CR unit that reaches a NATO-
controlled port. Once the unit reaches the port, the NATO
CCR is immediately flipped over to its “Unloaded” side and.
is removed from the map, and the NATO player notes down
on his Player Record the port where the unit unloaded, A
CCR unit cannot be attacked once it has been removed nor can
be activated forthe rest ofthe game, Any number of NATO
‘CR units can be unloaded in a given NATO-controlled port,
‘The Soviet player still loses VP for the unloaded CR units
even if he later gains control of the NATO port. The Soviet
VP loss for NATO CR units is as follows:ato posto “nos
Narvik (3412) 2
Regie (830)
+ Destroyed Soviet Units: The Soviet player loses VP for the
following units when they are destroyed:
CV eR
AA (before invasion), CG, SN 8
DD, Chain
FF, $8, AM, ST, TK, CS 4
INT of ATK aitunit=mi 47
AA (alter invasion) A
CR, $8 ERE
Recording VP: The Soviet player should record his VP gains
on his Player Record as they occur. The NATO player records
Soviet VP losses on his Player Record as they occur. At the
end of the game, the NATO player's total VP are subtracted
from the total Soviet VP to find the total Soviet VP gained. The
players consult Levels of Vietory (see 28.6) to determine the
winner and the level of victory
28.6 LEVELS OF VICTORY
tthe end of the game, both players determine the total num=
ber of Soviet VP and consult the victory conditions applying
the original (not current) strategy listed below to determine
e winner of the game:
2nd Fleet Rules, Page 53
Original Strategy: Defensive
foverve——_victony rv.
421 to +40 Soviet Substantive Victory
20100 NATO Marginal Vietory
dl or less NATO Decisive Victory
Original Strategy: Restricted
soveTve victory uve
+32 to +56 Soviet Substantive Victory
=18 to +6 NATO Marginal Victory
=44 or less NATO Decisive Victory
‘Original Strategy: Unrestricted
+73 to +107 Soviet Substantive Victory
“+3t0 +37 NATO Marginal Victory
=33 or less NATO Decisive Vietory
Original Strategy: World War 3
som ve——_vicToRy ut
490 to +129 Soviet Substantive Victory
+1010 +49 NATO Marginal Victory
=31 or less NATO Decisive Vietory
NOTABLE ERRATA
‘Counters. The Norwegian SS Ula should have an ASW value of,
1 (a0t N) on the reverse side of its counter.
unit on CAP."
2nd Fleet Design Credits:
Game Design and Development: Joseph M. Balkoski
Editorial Development: Michael E. Moore
Graphic Design: Ted Koller
Cover Paintings: James Talbot
Research Assistance: James O'Neill
Editorial Assistance: Elizabeth Mizell
Graphic Production: Rosaria Baldari
Playlesting: Kevin Boylan, Michael Peck, Leonard Quam,
Albert Reider, Ed Sullivan
‘Camera Dept. Supervision: Elaine M, Adkins
Production:Rosatia Baldari, Ted Koller, Michael Moore,
James Talbot, Colonial Composition, Monarch Services, Ine
Project Oversight: W. Bill2nd Fleet Rules, Page 54
Situation Analysis
Joseph M. Balkoski
(Of all the inhospitable oceans fought over by the United States
and Royal Navies throughout their histories, surely none was more
formidable than the freezing Arctic. During the Second World War,
‘the notorious ‘north Russia run,” plowing the Arctic from Iceland
to Murmansk, was the most unenviable of convoy assignments for
American and British seamen. Transitingsubmavine-infested waters
and fighting off swarms of German bombers based at northern
‘Norwegian airfields, these convoys ran a deadly gauntlet from the
‘moment they left port until they arrived at Murmansk. One con-
voy that set out in July 1942, the infamous PQ-17, was virtually
annihilate.
Despite the unpleasant nature ofthe Aretc waters, the contem-
porary United States Navy, along with its western European allies,
Js placing increasing strategic emphasis onhis area, “I cannot con-
‘ceive of a NATO war in which we would not be putting not one,
but several carrier battle groups into the Norwegian Sea at some
Point. What we must do is seck out and destroy the Soviet cap-
ability to interdict our uses ofthe sea," says Secretary ofthe Navy
John Lehman. At the same time, the resurgent Soviet Navy has
‘underscored the importance ofthe Arctic an is surrounding waters
{nits maritime strategy. Inthe event of conflict, itis apparent that
these opposing strategies will meet each other head-on, and the
Arctic will probably become the front line of the naval war.
The Region
“The Arctic is heavily emphasized in Soviet mame strategy
because the Red Banner Norte Fleet, with headquarters in
Murmansk, isthe only one of thei four regional lets that has 2
relatively unobstructed acces to the open ocean. Moreover,
Murmansk, despite the fat that tis situated a 69° Nor late
(270 miles north of te Arctic Cie, is an eer por all year
round thanks tothe Gulf Stream. This warm water cree, Which
flows northwards through the Adasen the Norwegian Sea and
finaly around the Norwegian North Cape (Norskapp into the
Barents Sea, prevents the establishment of pack ice inte welers
adjacent to Murmansk. However, just a itl more than 100 miles
sont ofthe North Cape, just beyond the flow of the Gulf Steam,
‘here are heavy ie floes around excep forthe summer, Despite
unrestricted acces to Marmansk, these desolate waters ate n0 easy
assignment for mariners. Even i summer, the fe expectancy of
‘man fling overboard is measied ony in minutes, moreover,
storms are frequent and the capability of high-technology military
‘equipment unde such vigorous conditions will almost certainly be
degraded
‘Athough the Northern Fest may be able to operate out of
Murmansk and enter the Norwepian Seat wl, the fulliment of
such a suategy is anther question entirely. If the Soviets intend
{omounta sustained operation against NATO shipping lanes from
Europe 10 America, they will perform no useful function i the
Norwepian Sea; instead, they willbe forced to transit the strait.
between Scotland and Greenland know in naval parlance asthe
““Greenland-celand-United Kingdom (GIUK) gap." While this
surat is no comparable tothe Dardenelles or the Strait of Gbrar
{itis over 500 miles from the tip of Scodnd to Teeand, the gap
is obsructed by NATO-oontolled islands, such asthe Facros and
te Shetlands, andi ined with underwater NATO sound suvel-
lance (SOSUS) sites which re deadly curt in dtetng the sound
signatures of Soviet warships atempting 10 transit the gap.
Moreover, at any time excep the lite spring and summer, the
Greenland-esland portion ofthe strait would be virally inse-
cessible to surface ships because of ice Noes.
Ifthe Soviets do ct intend to penetrate the GIUK gap and in-
stead strive fora restricted srtegy seeking domination of only the
Norwegian and Barents Seas, they willbe faced with hostile NATO
forees safely ensconced in Norway, operating egnins Soviet naval
forces from Norwegian bases, If the Soviet attempt to size
‘Norway, especialy the remote Finnmark are inthe north that con-
‘ins the most significant Norwegian airfields and ports, they will
be faced witha difficult and campaign across an Arctic wasteland
with few roads and a mean winter temperature of — 14° Fahren-
het. Ifthe Soviets attempt an amphibious end run around Finnmark,
they will encounter a hostile Norwegian shore wholly unsuited for
amphibious operations. The Norwegian coast is almost as long as
the easter seaboard ofthe United States. tis marked by a virwaly
‘continuous series of deep, iregular glacial fiords; it would be &
dificult task at best to gain control ofthis coast.
‘The unusual lighting conditions of the Arctic could also affect
military operations within the area signiicanily. In the Arctic winter,
the sun does not rise above the horizon; only a weak twilight for
‘wo hours or so per day provides any respite from continuous dark.
ness, During the summer, the sun never sets, tracing a low path
‘around the sky, providing perpetual, albeit hardly cheerful sunlight,
NATO Strategies
Until very recently, the GIUK gap was considered the prospec-
tive fron line for NATO ina future war at sea. The gap was viewed.
15a potential barrier to Soviet warships, particularly submarines,
attempting to penetrate into the north Atlantic shipping lanes 10
imterdict NATO convoys, In strategic sense, this was a defensive
strategy. Recently, however this strategy has been significantly
altered by offensive-minded revisionists with the US Navy. The
‘new doctrine, articulated by Secretary ofthe Navy John Lehman,
emphasizes greater aggressiveness on the part of NATO naval
fores. “The qualitative and quantitative transformation ofthe Soviet
fleet required a wholesale revision of American naval strategy,”
says Lehman, “Such a strtegy had to recognize thatthe United
States had no margin of safety in merchant marine or salt assets,
‘The Soviets have built submarine force and forward deployed it
to take advantage of this US weakness, The answer and the
‘corresponding strategy thus became clear build-up the lett regain
the vital supremacy of the seas, develop a forward strategy that
‘would dominate the northern and southern flanks of NATO, and
in doing s0, throw the Soviets on the defensive,””
Lehman's new maritime doctrine implies that NATO naval
forces, including precious US Navy carrier battle groups, will con
‘duct sustained operations north of the GIUK gap. These forays
appear to have a threefold purpose: first, to provide the north
Atlantic shipping lanes with some breathing room: second, to assure
the survival of Norway in the event of a Soviet attack; and third,
to prevent the Soviet Navy from using the Barents Sea as an
unassailable refuge,
‘Underaking a naval campeign north of the GIUK gap, particu:
larly north ofthe Arctic Circle, will be no easy task. Considering
the dearth of significant NATO naval bases in the area, logistics
willbe of paramount importance. Due tote bulk of high-technology
naval weaponry, modern warships carry relatively small amounts
‘of ammunition; moreover, they have the potential to expend it at
an alarming rate. When a NATO warship rons out of ammunition
inthe Baremts Sea, t will most likely have to be replenished at sea
from vulnerable supply ships that cary only limited quantities of
provisions. On the other hand, Soviet warships will be able to replen:
‘sh in the safety of nearby ports.
Lehman's supporters point out that the British taskforce that
set sail for the Falklands in April 1982 was a relatively large fleet
that was able to conduct successful operations in Ati like waters
thousands of miles away from a friendly base It must he remem-
bered, however, thatthe Argentine Navy never contested contol
‘of the islands and the task force's ammunition expenditure was
limited to shore support and air defense — a very different mater
than facing the bulk ofthe Red Banner Northern Fleet and the Back-
Jires of Soviet naval aviation. When one considers the BritishFalklands experience, one must also note the vulnerability of ship-
ping to land-based air power. Hardly a Royal Navy warship was
unscathed by the aggressive Argentine air atacks conducted around
the islands. The Argentine Air Force was relaively antiquated when
used inthis ole, relying primarily on gravity bombs delivered by
1950's vintage aircraft. (The vaunted Exocet was used on only a
handful of occasions.) The sophisticated Soviet aircraft stationed
in the Kola Peninsula that would contest any NATO move into the
Norwegian Sea represeat infinitely greater power than that faced
by the British in Operation Corporate. Many NATO naval officers
fare not enthusiastic about taking their warships so directly into
harm's way" as called for in Lehman's strategy.
“The major eriticism of a NATO forward strategy, however, is
its escalatory effect on the conduct of wat. Since the birth of the
riiclear age, American military policy has emphasized that in the
‘vent of war, its aim must be to limit the scope ofthe conflict and
to prevent the outbreak of a general nuclear exchange. Many defense
observers question whether 2 NATO naval offensive into the
Norwegian and Barents Seas will violate ths principle. Placing the
Soviets on the defensive in an area that was, until very recently,
considered a Soviet lake may give the Soviels cause to escalate their
condet of the war to prevent NATO from establish
foothold on the Soviet Union's doorstep. The Soviet
escalate in this scenario, perhaps tothe miclear level, willbe strong.
Contemporary military analysts must wonder about today’s mili=
tary paradox: Can a conventional war between the superpowers
possibly be won decisively by one side without significant escala-
fion by the other? Secretary ofthe Navy Lehman's policy remains
‘an acrimonious isve; it may be the vitim ofthis strategic paradox.
Its future ts official NATO naval doctrine is stil unclear.
Soviet Strategies
Until 1983, the Red Banner Northern Flet was the largest of
the Soviet Union's four regional navies. Although the Pacific Feet
now holds that distinction, the Northern Flee isa significant force;
it has almost three-quarcers of the Soviet Navy's nuclear attack sub-
marines and two-thirds ofits post-1967 surface combatants and
ballistic missile submarines, In adlton, it has a major naval aviation