Components: Ds The Maximum Value Box of The Ship's Current Detect Value
Components: Ds The Maximum Value Box of The Ship's Current Detect Value
SETUP
1.1. CARDS: There are two types of cards. The 128 playing cards are called 2.1. SHIP MARKERS: Select a scenario to be played
"Action cards". The larger cards are a representative sample of the navies of and cut cards for the right to choose sides. The
the world and are called "Ship cards". player drawing the highest RN selects his side; the
loser gets the first turn. Each player places the
Ship cards for his side in front of him. Place two square system markers of the
same colour on each Ship in the maximum value boxes of its “Sensor Value”
and “Attack Value” Tracks. Place a third square system marker of the same
colour beneath and pointing towards the maximum value box of the Ship's
Current Detect Value.
The technical information printed gray on the Ship cards is not relevant to play and is
included for reference purposes only. The displacement value for Surface Ships reflects a
“full load” under combat conditions. Surface Ships are not drawn to scale. Refer to the
“length” specifications for a truer reflection of actual size. Submarines, on the other
hand, are drawn to scale. Their Displacement and Speed figures reflect submerged status.
1.2. ACTION CARDS: Each Action cards contains an illustration and name of
its function, a quantitative modifier or strength, and a Random Number 2.2. CONTACT MARKERS: Submarines place one circular Contact marker
matching the colour of their System markers on the “No Contact” space of each
(hereafter referred to as RN) ranging from 0 to 7 (or the Malfunction symbol
"X") at the top centre used to resolve chance situations. At the bottom ofopposing Ship's Contact Level Track. Surface Ships, because they share Contact
each card is a "hit" result for resolving successful attacks. information, place one of their Nationality markers on the “No Contact” space
of each opposing Submarine's Contact Level Track. NOTE: A Ship's Contact Level
1.3. TERMINOLOGY: Track records the level of contact that opposing Ships have on it – not its level
SUBMARINE: Any "Ship" card labelled "SS", "SSN", "SSGN", or "SSBN". of contact on opposing ships. These markers will be adjusted along their
SURFACE SHIP: Any Ship card that is not a Submarine. respective tracks during the course of play.
SHIP: Reference to Surface ships and/or Submarines. 2.3. HAND SIZE: Each player is entitled to hold a number of Action cards which
SURFACE FORCE: All Surface Ships owned by one player. Only one player can comprise his “Hand” out of his opponent's view. A player's hand size is equal to
have a Surface Force. three cards plus an additional card for every Ship not playing dead (5.5) and
<: is less than currently airborne Helicopter in his force.
≥: is greater than or equal to EXAMPLE: A player whose force consists solely of the Moskva and three airborne
Helicopters has a maximum Hand Size of seven; three plus one for each of the
1.4. COLOUR-CODING: Black Action cards are used only during a player's Helicopters and the Moskva.
own turn. Red cards are used only during an opponent's turn. Cards which Deal each player a number of cards equal to his starting Hand size
have both black and red corner symbols can be used in either player's turn. and place the remainder face down in a Draw pile. As Action cards
are used or discarded, they are placed face up in the Discard pile.
Lost pieces may be replaced by sending a stamped, self-addressed envelope to TAHGC, If discarding more than one card at a time, the discards can be placed as a
4517 Harford Road, Baltimore, MD 21214 and requesting a current Replacement Parts
group so that the opponent can view only the top discard. When the Draw pile
list or calling 1-800-999-3222 Toll Free to place an order with any major credit card.
is empty, shuffle the Discard pile and use it as the new Draw pile. To record the
passage of time, place a “1” circular Deck marker near the deck and replace it
with the next higher number Deck marker each time the deck is shuffled.
3. PLAYER TURN
3.1 Player Turns alternate until someone achieves his Victory Conditions. A
Player Turn consists of performing a maximum of one action [Exception: Battle
Stations] on each ship and/or airborne Helicopter [Exception: Transports, 12.3].
A player need not predesignate those actions; that is, he may observe the
results of one action with one Ship before deciding what to do with the next.
1
There are seven types of actions which each ship may perform in its turn:
A. Attempt to increase the Contact Rating on some/all opposing Ships by
playing a “Sensor Detection” card (4.1). If a Helicopter plays a “Sensor
Detection” card, it must draw a RN to see if that Helicopter is discarded
(10.3).
B. Attempt to decrease the opposing Contact Rating on that Ship by playing a
“Contact Reduction” card (5.2).
C. Attack one Ship by playing one or more appropriate “Weapon Lockon”
cards (6.1). If a Helicopter attacks, it must draw a RN afterwards to see if the
Helicopter is discarded (10.3). 4. SENSOR DETECTION (A/PS):
D. Remove damage to that Ship by playing a “Damage Control” card (6.7). 4.1 OVERVIEW: Ships locate each other by playing a “Sensor Detection” card
E. Decrease or increase the Contact Rating of that Ship and all opposing and drawing a RN for each enemy Ship in play for which the searcher desires a
Surface Ships (or one Submarine) it is played against by playing an stronger contact. Searching is optional; a searcher need not draw a RN to check
“Open/Close Range” card (8.1). Alternatively, a reinforcement may attempt for every opposing vessel, but if he plays a Sensor card he must search for at
to enter play with a “Close Range” card (11.1). least one Ship. The RN is added to the Sensor value of the Ship performing the
F. Repair a System Malfunction on that Ship by playing a “Technician” card or action and modified by any Contact Reduction card played by the defending
by drawing a RN ≥ 4 (9.4). Ship (5.1). If this modified number is ≥ the target Ship's current “Detection
G. Launch a Helicopter from a Helicopter-equipped ship by playing a Value”, move the Contact marker of the searcher one box to the right on the
“Helicopter” card (10.1) as that Ship's action. target's Contact Level Track.
Helicopters may perform only Actions A and C above. 4.2 ACTIVE/PASSIVE SONAR (A/PS): A Submarine may not play a Sonar card
against a Helicopter. Some Sensor cards contain both Active and Passive (A/PS)
3.2 REACTIVE PLAYS: A Ship may play only one red card [Exception: Battle capabilities and may be used either way at the owner's option.
Stations, 3.6] in response to each black card played against it during an
opponent's turn. Red “Passive Sonars” played by Ships which are not 4.21 ACTIVE SONAR (AS): An “Active Sonar” card may be played only during a
attacked or subjected to an “Active Sonar” search because the Searcher player's own turn and adds one to the Sensor value during that turn. When
chooses not to “ping” them, do not count in the maintenance of this 1:1 playing an “Active Sonar”, the player must designate the target(s). Other
ratio. There are four possible defensive plays: opposing Ships, whether a Sensor attempt is resolved against them or not, may
A) A “Close/Open Range” card may be played to negate the effects of play a “Passive Sonar” even though the black card wasn't directed at them.
an opposing “Close/Open Range” card (8.5) if already in contact
with the playing Ship(s). 4.22 PASSIVE SONAR (PS): A “Passive Sonar” card may be played either during
B) An “Evasive Action” card may be played to modify the effect of a one's own turn or during the opponent's. If played in a friendly turn, the
“Weapon Lockon” card (7.1). searcher's Sensor Value is not increased; however, the searcher is immune to
C) A “Contact Reduction” card may be played to lessen the Sensor the defender's play of a “Passive Sonar” card. When any opponent uses an
values of any “Sensor Detection” attempt (5.3). “Active Sonar” card in a search attempt, any defending Ship may play a “Passive
D) A “Passive Sonar” card may be played to automatically increase the Sonar” card to increase its Contact Level on the searching Ship. This “Passive
Contact Level of any opposing Ship using “Active Sonar” (4.22), or Sonar” card is immediately discarded and cannot be used against other
any attacking Submarine (6.8). The “Passive Sonar” card may be searches; however, the defender could play another “Passive Sonar” card to
played by a Ship which is not the target of the search/attack. increase its contact against any new searchers. See 6.8 for use of Passive Sonar
against attacking Submarines.
3.3 HELICOPTER CHECKS: If a “Helicopter” card appears while drawing for a
RN, a “Helicopter Check” (10.31) must be made for any airborne helicopters 4.3 MAXIMUM/MINIMUM CONTACT: A Contact marker cannot be advanced
of the drawing player. further than Level 4, although it can be decreased. Once reduced, Contact
3.4 DISCARDS: A player who takes no actions during his turn must discard Levels can be subsequently increased again to 4. Contact can never be reduced
one or more cards. A player who takes any action during his own turn lower than the “No Contact” box. Sensor cards cannot be played if all potential
(including a Reinforcement attempt) may not discard any cards. targets are at maximum contact levels. In general, no card can be played
3.5 FILLING YOUR HAND: At the the end of his own Player Turn, a player may without a legitimate game function; that is, a Damage Control card cannot be
draw enough cards to refill his Hand. Players who play red cards during their played on an undamaged Ship or an Evasive Action card played by a Ship which
opponent's turn must wait until the end of their own turn to fill their Hand. A is not under attack just to rid the Hand of these cards.
player whose Hand Size is for any reason decreased beneath his current total
of cards need not discard the excess, but he cannot draw new cards while
currently exceeding his maximum Hand Size.
3.6 BATTLE STATIONS (BS): Anytime a player
plays a "Battle Stations" card on a Ship, it
may take two Actions during that turn
instead of one. However, the two actions
cannot be identical such as two 4.4 SUB/SURFACE CONTACTS: A Submarine's Sensor findings belong to it alone
"Close/Open Range" cards or two "Weapon – the Contact information is not shared between other vessels of the same side
Lockons" exceeding the target Contact Level. as is done with Surface Ships. Therefore a Contact marker matching the colour
[EXCEPTION: A Ship could play two "Evasive of the system markers of the searching Submarine is necessary for each
Action" cards provided they were different opposing vessel. However, whenever a Surface Ship/Helicopter increases the
types; such as "High Speed Turn" and a contact it has on an opponent, that new Contact Level is instantly enjoyed by
"Noisemaker". A Ship could also make two all Surface Ships on its side. Thus, movement of only one Nationality marker on
Repair attempts provided that they were to the Submarine's Contact Level Track is necessary to update the Contact Level
different systems, or one used a for all Surface Ships against that Submarine.
"Technician" card while the other used a
Random Number draw.] Playing a BS card
does not allow an action plus a discard.
2
6. WEAPON LOCK (WL)
6.1 REQUIREMENTS: To attack, a Ship or Helicopter must play a “Weapon
Lockon” card. The target must have a current Contact Level by the firing Ship or
5. CONTACT REDUCTION (CR) Helicopter ≥ the Contact number printed inside the Sonar Screen of the
5.1 OVERVIEW: “Contact Reduction” cards may be played in either player's “Weapon Lockon” card. Targets whose current Contact Levels are “No Contact”
turn. During a friendly turn, they are used to attempt to reduce the contact or “No Attack” may not be attacked.
level that the enemy Ships have on a friendly Ship. In the enemy's turn, one 6.2 ATTACK VALUES: Most Ship cards have two Attack Values for each damage
may be played on each Ship in response to a “Sensor Detection” card to status. The bottom value with the submarine silhouette is used to resolve
modify the chance of success of that and all subsequent search attempts attacks against Submarines. However, the top value differs depending on the
against that Ship for the rest of that Player Turn. Ship type. For Submarines, it is used to resolve attacks against Surface Ships.
For Surface Ships it is the number of Helicopters that Ship can support in play
5.2 FRIENDLY TURN: To reduce its current Contact Level, a Ship may play a at one time given its current Attack Value status.
“Contact Reduction” card and draw a RN ≥ the number listed on the card. If 6.3 Each Ship or Helicopter may attack only one target per turn.
successful, all Contact markers on that Ship's Contact Level Track are lowered 6.4 MULTIPLE FIRE CARDS: More than one “Weapon Lockon” card may be used
by one (moved one space to the left). in a combined attack if the Contact Level of the target equals or exceeds the
sum of all the Contact Values on the “Weapon Lockon” cards used. The
5.3 OPPONENT'S TURN: Before an opponent draws a RN to resolve a “Sensor strength of multiple card attacks are added together, modified once by the
Detection” attempt against a Ship, the defender may play one “Contact attacker's Attack Value, and resolved with a single RN.
Reduction” card to modify the Sensor value used against it. Subtract the red EXAMPLE: An undamaged John Rodgers has a Contact Level of 3 on an opposing Victor III
Submarine. The John Rodgers plays a “Weapon Lockon” card with Fire and Contact values
number indicated on the card from the Sensor Value of the searching Ship.
of 2, plus another “Weapon Lockon” card with a Fire value of 2 and a Contact value of 1.
The effects of a card can only be used to modify Detection attempts against The total of the Contact values played is 3 which equals the Contact Level on the
the Ship actually playing it, although it affects all attempts against that Ship Submarine. The strength of the attack prior to the RN draw is 6 (John Rodgers Attack
for the remainder of the current Player Turn. For this reason, players should Value + 2, Fire Value + 2, Fire Value + 2). However, because the John Rodgers played two
resolve each announced Sensor attempt before revealing what they'll do black cards against the Submarine, the Soviet player may now play up to two red cards in
with their others Ships as the presence of a played “Contact Reduction” card reaction on that Submarine – either two “Evasive Action” cards, or an “Evasive Action”
may discourage further Sensor attempts during that Player Turn. Only one and a “Passive Sonar”, or two “Passive Sonars”. This combined attack is resolved by
“Contact Reduction” card can be played to assist each Ship during a single drawing one RN.
opponent's turn.
6.5 RESOLUTION: The fire strength of the Weapon Lockon card(s) is modified by
the current Attack Value on the attacking Ship or Helicopter card and any
5.4 SUB ONLY: Those “Contact Reduction” cards with a submarine silhouette Evasion card played by the defender. If that total plus that of a RN is ≥ the
in the centre beneath the RN can only be used by Submarines. To aid in easy target's Defence Value, the Ship has been hit. If not, there is no effect. If hit,
identification, the top portion of a “Sub Only” card is light grey. draw another card from the Draw pile and apply the Hit result listed on the
bottom of the card by moving the target's Attack and/or Sensor Value markers
5.5 PLAYING DEAD: A submarine may shut down all non-essential equipment one or two boxes to the right along their respective Tracks as directed by the
and even release flotsam in an attempt to slip enemy contact as its card. Any target whose hit result is “Sunk”, or whose “Attack” or “Sensor Value”
immediate reaction to any hit upon it (including a Dud) by placing a marker is moved into its “Sunk” box is removed from play. A hit result of “Dud”
on the Sub's “Systems Shutdown” box. The declaration (which is made signifies that the warhead did not detonate, and therefore the target is not
during the opponent's turn) must be made after the hit resolution and damaged.
before the next play. This reduces all Contact Levels on that Submarine by
one and allows it to draw one RN in each subsequent turn. If the RN is ≥ 4 it 6.6 DAMAGE: If a Ship is damaged, its Detection and Defence values are both
reduces Contact by one level, or the Sub may drop Systems Shutdown status reduced by one thereafter regardless of any subsequent Damage Control
and immediately play any playable card. While in “Systems Shutdown” it may efforts. Show the reduced values of the Ship by sliding the Detection Value
play no Black cards, take no action in its own turn, and does not add to marker to the top so that its arrow points down at the reduced value, and
maximum Hand Size. The only red cards it may play are: placing a “7” Defence marker on the Defence box. Subsequent hits will not
further reduce these values.
6.7 DAMAGE CONTROL: A damaged Ship may move a damage marker one box
to the left by playing a “Damage Control” card in its turn and thereby recover
lost Sensor or Attack values. However, a reduced Detection/Defence value is
never restored. “Damage Control” cannot save an already sunk ship, nor repair
a malfunctioning system.
3
Submarine attacks are the only instances in which a Ship may play a red card in 8.5 REACTIVE PLAYS: Whenever a player plays a “C/OR” card in his turn, it
response to a black card directed against a different Ship. Such a play does not may be negated by his opponent immediately playing a “C/OR” card to
prevent that Ship from being able to play another red card against any black nullify its effects (before any Contact Level markers are changed). The Ship
card directed against it subsequently during that turn. playing the negating card must have already established contact (“No
Attack” status is sufficient) with elements of the moving force. The “C/OR”
card is the only allowed action for that Surface Force/Submarine in that
player turn, whether it is nullified or not. A player may not play a “C/OR”
card during his opponent's turn except to negate one just played by the
opponent. A Surface force can play only one negating “C/OR” card per turn.
4
11. REINFORCEMENTS
11.1 ENTRY: Some scenarios list Ships available as reinforcements. These
Ships are not available at first and do not add to the Hand Size until they
enter play. A reinforcement may enter play whenever its owner plays a
“Close Range” card for it and draws a modified RN ≥ 6. The RN drawn is
added to the number of the current deck. Only one reinforcing Ship may
enter per successful “C/OR” play and the second listed reinforcement may
never enter before the first listed reinforcement arrives. A reinforcement's
entering “C/OR” card may not be negated by an opponent's red “C/OR”
play. This attempt does not count against the options of any other Ship but
does prohibit discards by that player in that turn. The entering Ship may not
perform any other action on its player turn of entry unless it plays a Battle
Stations card after its successful entry to allow one additional action.
11.2 CONTACT: No adjustment to any Contact marker is made as a result of
an entering reinforcement, although an entering Surface Ship automatically
gains the Contact Level of other friendly Surface Ships in play.
10. HELICOPTERS (HE)
11.3 DURATION: If all Ships of a side are sunk before its reinforcements
10.1 LAUNCHING: Surface Ships having a Helicopter symbol in the upper right-
enter play, the scenario ends.
hand corner may play “Helicopter” cards which may, in subsequent turns, be
used to search for or attack Submarines. The number in the top-left triangular
half of the Ship's current Attack Value status indicates the maximum number of
“Helicopter” cards that a Ship may have in play. As its sole action during its own
turn, such a Ship may play one “Helicopter” card which is placed adjacent to the
Ship.
10.2 EFFECT: A Helicopter has the same Contact Level as the Ship which
launched it, but may be used on subsequent turns to perform independent
Sensor Checks and attacks of its own using the Sensor/Attack values (2) printed
on the Helicopter card. As such, it is considered a separate Ship for purposes of
conducting Operations and determining a player's Hand size.
10.3 DURATION: Each Ship Helicopter symbol contains a circled number inside
its silhouette which reflects the relative length of time any “Helicopter” card
from that Ship remains in play. Each time a Helicopter is used to perform a
Sensor Check or attack, a Helicopter Check must be drawn at the end of that
operation for that particular Helicopter. If the RN drawn is ≥ the Helicopter
Duration Number, that Helicopter may stay aloft. Otherwise it is discarded.
10.31 HELICOPTER CHECKS: Every turn that a player with Helicopters in play
draws a RN (not a Hit resolution card) which is also a “Helicopter” card or plays
a “C/OR” card on his Surface Force (whether in his turn or his opponent's), he
must make a Helicopter Check for each of his Helicopters in play at the 12. TRANSPORTS
end of that player turn. If the RN is not ≥ the Helicopter's Duration 12.1 HIT EFFECTS: Transports have neither Attack nor Sensor values. If hit,
Number, that Helicopter must be discarded. No matter how many times the marker on the Damage Track of a Transport is moved one box to the
a player draws a Helicopter RN during a turn, he is never required to right for each “Attack” or “Sensor” hit result.
make more than one Helicopter Check per turn for each Helicopter in 12.2 HAND SIZE: Transports have no effect on a player's Hand size.
play, plus one immediate Helicopter Check for each Helicopter after it 12.3 ACTION CARDS: Transports may not play any card – even “C/OR” cards
played to negate a Submarine “C/OR” play affect only their escorts; not the
performs an operation.
Transports.
EXAMPLE: The Udaloy has its one allowed Helicopter aloft. The Helicopter makes a Sensor
EXAMPLE: A Victor III Submarine plays a “Close Range” card which is immediately
Check, and fails the resulting Helicopter Check by drawing a “1”, and is discarded. The
negated by play of an “Open Range” card by a Transport's escort. The net result is
Udaloy, which has not yet performed an action, may now launch another Helicopter (if it
that the Submarine increases contact on the Transport but the contacts of the
has one) in the same turn.
opposing escort and Submarine on each other remain unchanged.
10.32 BAD WEATHER: Whenever an “X” RN is drawn during a Helicopter Check, 13. SCENARIOS
bad weather grounds all Helicopters. Discard all airborne Helicopters. No new The scenarios are hypothetical encounters based on probable situations in
Helicopters can be launched until the weather clears. The Surface Force player contemporary conflicts. Players may augment those provided with their
may draw one RN at the end of each of his subsequent turns to check the own designs. The strategy varies a great deal from one scenario to another.
weather. If he draws a RN ≥ 4 the weather clears and he may launch new Players are encouraged to sample them all rather than concentrating solely
Helicopters in subsequent turns. This Weather Check is not considered an action on the introductory ones.
and does not prevent discards. 13.1 CV SENSORS: The Kennedy has no Sensor values (-) and is dependent
10.4 ORPHANS: Helicopters cannot be attacked directly. However, any already on its launched Helicopters to detect Submarines. However, its Sensor
airborne Helicopter whose Ship is sunk/exited is removed from play. Similarly, a Value Track is still used to determine Ship damage.
ship whose Attack declines to the point where its Helicopter Attack Value 13.2 CV ATTACK VALUES: The carriers Moskva, Kennedy, and INVINCIBLE
number is less than the current number of its Helicopters in the air, must have no attack values (-) and are dependent on their Helicopters to attack
immediately remove excess Helicopters. Submarines. These Helicopters have an Attack Value of “2” regardless of
10.5 SUB-ONLY SCENARIOS: In scenarios with no Ship capable of launching a the damage status of their carrier. However, Ships with an attack value of
Helicopter, “Helicopter” cards remain in play for use as RN and Damage cards, “0” may attack.
although they fulfil no useful function in a player's hand and can only be 13.3 SEAWOLF: The “swimmout” torpedoes of the Seawolf allow attacks
discarded normally. without detection by Passive Sonar (6.8).
5
13.4 ALFA C/OR EXCEPTION: Due to its great speed, an Alfa class Submarine's 13G TURNING THE TIDE: As the tide of war turns in favour of NATO, many
“C/OR” play cannot be automatically negated by an opponent's “C/OR” of the bases lost to the Soviets in the opening rounds must be retaken. One
reaction. The opponent may attempt to negate the play with a reactive “C/OR” such base lies near the town of Narvik in Norway. But the Soviets are
card of his own, but must also draw a RN ≥ 4 for it to be successful. If the RN <waiting on land and sea.
4, the reactive card is played with no effect. SOVIET: Sura, Donets, Shtorm
NATO: John Rogers, Simpson, Taylor, 3 Transports
13.5 VICTORY CONDITIONS: If no other Victory Conditions are cited, the first The Soviet wins by sinking all three Transports. Any other result is a NATO
player to sink all opposing Ships currently in play wins. However, if a scenario victory.
has no specific Victory Conditions to the contrary, a player may win by sinking
one opposing vessel and subsequently exiting all of his Ships without having 13H BOOMER: As a Soviet ballistic submarine moves towards its firing
any sunk. If trying to win in this fashion, the exiting player may permanently position under the northern ice floes, a NATO sub-group intercepts the
remove a Ship from play by playing an “Open Range” card for that Ship if it has “boomer” and its escort. The “boomer” must be eliminated before it poses
achieved “No Contact” status on all opposing Ships. An “Open Range” card a strategic threat.
played by a “No Contact” status Ship cannot be negated (8.5). SOVIET: Zarnitsa, Ivan Rogov
13A SUB DUEL: a pair of U.S. Submarines have been operating too successfully NATO: Seawolf Reinforcement: Asheville
in the Atlantic, sinking Soviet submarines and surface ships alike. To counter the NATO wins by sinking the Zarnitsa. Once play has entered the
threat, the Soviets dispatch two of their best killer submarines. second deck, the Zarnitsa may draw a RN every time it plays an
“Open Range” card which is not negated by NATO. If the RN is less
NATO: Los Angeles, Baltimore
than the current deck, the Soviet wins.
SOVIET: Ivan Rogov, Skvortsov
13I SINK THE MOSKVA: The flagship of a Soviet ASW group, the
13B SEARCH & DESTROY: As a NATO convoy makes its way to Iceland, a satellite
Anti-Submarine cruiser Moskva, has proven itself too effective against
update detects Soviet submarines moving toward the convoy. An ASW group is
NATO submarines. NATO reacts by breaking from doctrine and forming a
sent out on an interception course to remove the threat.
wolfpack to hunt it down.
xx
SOVIET: Moskva, Udaloy, Neukrotimyy, Revnostnyy, Tallin
NATO: Virginia, Simpson
NATO: Asheville, Annapolis Reinforcement: Trafalgar
SOVIET: Molniya, Skvortsov
NATO wins by sinking the Moskva. The Soviet wins if the Moskva exits
(13.5) any time after the first deck without losing more Ships than NATO.
13C BREAKOUT: To feed on the rich NATO surface convoys in the North Atlantic, Only Moskva – not its escorts – must exit to end the scenario. Any other
the Soviets form sub groups to break out from the Norwegian Sea. Waiting for result is a draw.
just such a move, NATO submarines position themselves to intercept.
13J THE RETURN HOME: The Soviet carrier Kiev has operated successfully in
NATO: Seawolf Reinforcement: Trafalgar the Atlantic since the outbreak of hostilities but needs to return to port.
SOVIET: Ivan Rogov, Donets, Dekabrist Reinforcement: Skvortsov The battlecruiser Kirov is sent out to escort her back. All NATO submarines
x in the area are directed towards the force in hopes of bagging a major
Soviets win if they can manage any combination of two sunken NATO prize.
submarines and/or exited Soviet submarines. Each Soviet submarine SOVIET: Kirov, Kiev, Neukrotimyy, Nikolayev, Tallin
must gain Contact Level 1 on a NATO submarine before it can attempt NATO: Asheville, Seawolf Reinforcement: Los Angeles
to exit. NATO wins by sinking either the Kiev or the Kirov. Otherwise, the Soviets
win. Once play has entered the second deck, the Soviet may draw a RN
13D FALKLANDS: The Argentine submarine force was a constant threat every time he plays an “Open Range” card which is not negated by NATO. If
to the British during the Falklands War. A single successful attack on he draws a RN less than the number of the current deck, the scenario is
either the troop convoys or carrier task forces could have spelled over.
disaster for the entire campaign. Here a pair of Argentine subs are
discovered by a patrolling British submarine. 13K FLATTOP: As NATO losses mount, they must risk the use of smaller task
forces. One such force is caught leaving Norfolk by a Soviet wolfpack which
BRITISH: Swiftsure has been assembled for just this task.
ARGENTINE: Salta Reinforcement: San Luis NATO: Kennedy, Virginia, John Rodgers, Simpson, Taylor
SOVIET: Ivan Rogov, Skvortsov, Yenisey Reinforcement: Bolshaya Neva
13E REBEL WITHOUT A CAUSE: A renegade Soviet super boomer is determined The Soviets win by sinking the Kennedy. NATO wins if the Kennedy exits
to end glasnost by starting WW III. If it reaches its firing position, several (13.5) any time after the first deck without losing more ships than the
American cities will be obliterated. A Soviet surface task force has orders to find Soviet. Only the Kennedy – not its escorts – must exit to end the scenario.
and destroy it before it can reach its firing position. Any other result is a draw.
RENEGADE: Oppokov
SOVIET: Rovnostnyy, Simferopol Reinforcement: Udaloy 13L WOLFPACK: Allied forces in Norway desperately need supplies. The
Soviets are just as determined to prevent their arrival and have assembled
The Soviet Surface Force wins by destroying the boomer before it reaches its a picket line of submarines off the Norwegian coast to contest the arrival of
firing position. Once play has entered the second deck, the Typhoon may draw NATO convoys.
a RN every time it plays an "Open Range" card. If the RN drawn is less than the NATO: Invincible, Norfolk, Sheffield, Semmes, 3 Transports
number of the current deck, the Renegade wins. SOVIET: Grif, DeKabrist, Ivan Rogov Reinforcement: Skvortsov
13F MOUNTING THE THREAT: As a large Soviet troop convoy makes its way Soviet wins the instant he sinks six points of NATO vessels. Any other result
towards Iceland, a NATO sub group is detected. To counter the threat, the is a NATO victory. The Invincible is worth six points, each Transport is worth
Soviets send out an ASW screen along with whatever help they can get. two points, and each escort is worth one point. The Soviet must
immediately subtract one point from his score whenever he loses a
SOVIET: Udaloy, Nikolayev Reinforcement: Kotov, Admiral Lapshin Submarine.
NATO: Los Angeles, Valiant
6
13M CONVOY SCREEN: A NATO troop convoy is on its way to Europe and the Obviously, the more information you have, the better your chances to score a hit.
ASW group screening the convoy has noted heavy submarine activity and called But, if you fire prematurely, not only will you most likely miss your target, but you
for help to prevent any “leakage” from getting through to the convoy. The will undoubtedly alert him to your presence. And all the time you are looking for
him, he is also trying to find you. It is, in many respects, the ultimate game of
Soviets, for their part, likewise direct additional forces to the area.
“chicken”: two gunfighters staring each other down. Who will blink first?
NATO: Arleigh Burke, Bowen In game terms all these factors come into play in a much less complicated manner.
Reinforcement 1: John Rodgers Weapon attacks can be made at the lower “contact levels” but the chances of a
Reinforcement 2: Los Angeles successful hit are less than if you wait for a better target solution, i.e. high “contact
SOVIET: Ivan Rogov, Skvortsov levels”. To get that higher level you can use either passive or active sonar detection
Reinforcement 1: Yenisey cards or move towards the target. Active cards will raise the enemy Contact levels
Reinforcement 2: Grif faster due to their +1 modifier, but may give away your own position even faster. I
Reinforcement 3: Sura should also dispel the notion that the playing of a sonar card equates to that system
only being used when the card is played. Playing the card simulates the actual
The Soviets win by scoring any combination of five Sunken NATO ships and/or
updating of ongoing sonar information. Not drawing the right card simulates
exited Soviet Subs (13.5). No Soviet Sub may attempt to exit before it has spent difficulty obtaining better information. Whether it is because of temperature
at least one entire deck in play. NATO wins by avoiding the Soviet Victory changes “bending” the sound waves or human error on the part of your crew, it all
Conditions. amounts to a slower increase in enemy contact levels in game terms.
But other elements can also affect how sound waves travel in water. Hiding above or
below “thermal layers” and/or “surface noise” created by drift ice or storms are not
NOTES FROM THE SKIPPER
the only elements affecting sonar contacts, but these are used in the game to
When Avalon Hill first approached me about doing a modern submarine game I was
visualise the overall effect of reducing the contact level. For submarines, Silent
currently working on a more detailed simulation of modern naval combat. This posed a
Running (creeping at low speeds around five knots) or turning away from a contact
different type of challenge because, although they wanted the game to represent the
can be an effective means of maintaining a low contact level or reducing a high one.
weapons and decision making of contemporary submarine warfare, they also required
Surface ships have a number of disadvantages when facing submarines, both in the
that it be simple to play. Those familiar with my past designs know that I've never been
game and in real life. They're generally noisier, have fewer places to hide, and their
happy with the constraints of hexagonal maps and traditional counters. The choice to use
sonars are less effective because they operate from the surface. However, they do
cards rather than the more traditional hexagonal map was an obvious starting point.
have two important advantages that the game portrays effectively. First, they are
Action cards allow one to incorporate all random result tables and player interaction in an
generally all tied together electronically by a “data link”. This feature allows all
easily used and understood manner. As a side benefit, they also allow almost any
surface ships to use information obtained by any other surface ship. Secondly, many
probability distribution. But most importantly, cards allow for fast play. This is a must for
surface ships have helicopters. Helicopters can hover over an area, unseen by a
the less serious game player who is the primary audience for which this game was
submarine and lower an active or passive sonar buoy into the water. The first and
intended. One final, but overwhelming, argument for cards was that of physical
last sound that a submarine may hear from a helicopter is a torpedo entering the
appearance. With all the games currently on the market, a newcomer must stand out
water before it hits home. Helicopters can also be electronically linked to all the
from the crowd. To do this, a game first has to be noticed and the most eye-catching
other surface ships in the area and be dispatched to any location faster than any
device yet found in boardgames is a deck of attractively illustrated cards.
submarine can leave it. However, helicopters are not without their limitations.
With that said, I'll step down off my soapbox and address some specific design decisions.
Weight limits allow only one or two torpedoes to be carried as well as limiting the
Contemporary submarine warfare can be a very complicated subject to simulate in detail.
number of sonar buoys. In game terms we see the tactical advantage of an airborne
What makes it especially difficult for a simpler game is the sorting through all of the
helicopter by the larger Hand size, but you take a chance of losing your helicopter
information related to the subject while retaining and emphasising only the most
(i.e. forcing it to return to its mother ship) if you perform an action with it. You can
important characteristics to be learned. Let's start with the detection process. In most
also lose it randomly with the passage of time due to fuel and weather constraints.
naval conflict simulations the main objective is to remove an enemy threat from an area.
One might wonder why a ship can't just launch another helicopter whenever it likes.
Invariably this is done by sinking enemy ships or rendering them hors de combat by
Why does a card need to be played? Launching a helicopter in a rolling sea is not all
applying sufficient damage that they will take it upon themselves to retreat. But to
that easy. More time (i.e. drawing a helicopter card) may be necessary for the
damage a ship, one must first find it. This is where sensors (or more specifically in
helicopter to be prepared with fuel, weapons, and sonar buoys. Such time
submarine combat, sonar) come in. If you think sonar is simple, you've been watching too
requirements translate in game terms to the need to draw (and play) a card.
much television. Breaking it down to the basest fundamentals, sonar is sound travelling
Few of these systems have been “tested” in combat situations. Things can and do go
through water. “Passive” sonar consists of listening for the enemy without sending out any
very wrong – which is why the Falklands War was of so much interest to naval
signals of one's own which might give away your own position. “Active” sonar gives out a
strategists. At this level, what actually goes wrong when obtaining a “malfunction”
signal (the familiar “pinging” sound of the Hollywood “B” movies) in hopes of creating an
result is not important. The effect of the malfunction is! A torpedo tube door may
echo when that signal bounces off a hull. Two things happen. More detailed information is
lock up or a computer may break down. Whatever the problem, the result is a
obtained about ships operating in the area, but at the expense of revealing one's own
system operating at a reduced level of efficiency.
position to a listening enemy ship (i.e. passive sonar). Thus, the effective use of sonar is
Damage to ships in modern combat is often a hit or miss affair with a single hit
the most basic element of contemporary submarine warfare. Should a vessel use active
disabling or sinking a ship more often than not. In game terms this has been adjusted
sonar to optimise chances of collecting information about enemy ships in the area while
somewhat and a more optimistic view of ship mortality taken to make the game
thereby increasing the chances of his own detection, or wait and continue to listen quietly
more entertaining. It should also be noted that some of the submarines seem to
in hopes of gathering more information than you're giving away? Layered on top of this
have the potential to absorb as much damage as many of the surface ships. This is
are other important considerations. How much information is enough to launch a weapon
not the case. As a general rule the torpedoes fired from submarines are much
system and obtain a kill? The initial information from sonar is rather limited, especially for
larger and carry twice the explosives. Surface ships generally use what are termed
passive sonar. Bearing or direction to the enemy may well be all the information you
“stand-off” weapon systems. These systems must fire a missile (or something
might obtain. Firing at a target with “bearing” information only will usually result in a
simpler) that carries the torpedo to the approximate location of the submarine and
miss. The missile may activate its homing radar too late and miss its target altogether, or
releases its homing torpedo at that point. Since the torpedo must be carried by the
too early and give itself away, allowing it to be easily defeated by ECM (Electronic Counter
missile, the torpedo's weight (including warhead) plays in important role in limiting
Measures) or ASM (Anti-Surface Missiles). Torpedoes have similar problems. Activating a
the size of the warhead. Torpedoes carried by helicopters suffer from the same
torpedo's homing sonar too early gives the target more time to react and deploy
limitation although they are carried to the target location by the helicopter rather
countermeasures. Torpedoes with their more limited range, fired at targets that are out of
than a missile.
range or that can be “outrun” become an obvious waste.
The last element of the game we'll discuss concerns the relative values of the ships
The more one listens, either actively or passively, the more information is gathered and
themselves. Detection is directly related to the noise the ship generates. NATO ships
the greater the accuracy of the contact solution. Active sonar gathers data quicker and have always enjoyed an advantage when compared with the noise their Soviet
more accurately, but passive solutions can be just as accurate given sufficient time to counterparts generate. But this gap is slowly closing, especially with the new
collect the necessary data. Even the actual ship type can be determined, given sufficient generation of submarines coming out of Russia. Thus we see ships like the Victor III
information just by listening to the sounds generated by a ship and comparing those with with a fairly high detection rating. The Soviets also use acoustic coatings on many of
a computerised library of sound profiles. But how much information is enough? their newer sub hulls which can absorb sonar signals. Probably the hardest ships to
detect are the diesel/electric submarines whose electric engines are so quiet, yet
require snorkeling near the surface to recharge batteries. The Soviets use a number
of the latter type in their coastal waters where they are effective in avoiding
7
detection. Surface ships, even when “quieted”, like many of the newer NATO ships, are THE GENERAL
generally noisier than most submarines. Knowing that they are noisier and therefore Now that you know how to play the game, the next problem is probably who to play
operating at a disadvantage, surface ships (and many of the noisier submarines) operate it with and how to win. We can help you with that problem, and many others,
continually with active sonar believing that the best defence is a good offence. through your subscription to our bi-monthly gaming journal, The GENERAL. In The
Much of the technological advantage of the West also shows up in the quality of their GENERAL you'll not only read all there is to know about this game but will also learn
sonar systems. Most NATO subs operate with not only more effective sonar, but also with about our dozens of other exciting simulation games of skill. Every full-colour issue is
“towed arrays”. Not only are these systems more effective than the usual hull mounted crammed full of the best articles on the strategy and tactics of the games from The
sonars, but they also have a full 360 degree arc unlike hull sonars. Noise from the Avalon Hill Game Company and Victory Games. And in 1988, The GENERAL expanded
propellers and wake of the ship disturb incoming sound signals in an arc approximately 60 to 64 pages. Just look at what The GENERAL offers:
degrees astern. This dead area can be used by a good captain to approach an enemy ship Advertising: Our OPPONENTS WANTED COLUMN allows you to advertise, for a
undetected. To reflect this in game terms, sonar values are larger for better Sonar systems minimal fee, for opponents, discontinued games or competition of any sort. Each
and/or if the system is a “Towed Array”. issue contains dozens of ads which are seen by our many readers worldwide. The
For game purposes, attack values portray a number of different elements all rolled into fastest way to find an opponent for this game, whether it is across the street or
one. For example, most submarines can use a number of weapons to attack a ship. The across the Atlantic Ocean, is in the pages of The GENERAL.
Los Angeles class submarine, for example, can fire a “Harpoon” cruise missile against Contests: in every issue, we pose challenging game situations which you can enter to
surface targets from its torpedo tubes as well as a Mark 48 torpedo against either surface win free games by utilising your playing skills for this or any of the Avalon Hill Game
or submerged targets. The “Harpoon” is an excellent anti-ship missile and its +3 rating in Company's many other simulations.
the game reflects its high accuracy and survivability to air defence systems. By way of Tactics & Strategy: Learn why you lose or how to win. The nation's best players and
explanation, it should be noted that when a defensive card such as “Evasive Action” is our design staff members write many thought-provoking articles on the entire gamut
played against such an attack it represents not only the manoeuvring of the ship, but of games by The Avalon Hill Company and Victory Games. Many issues contain a
more importantly the effective use of air defensive systems to shoot down the missile. SERIES REPLAY in which an actual move-by-move game by master players, profusely
The Mark 48 torpedo also receives a high rating. It is a wire guided torpedo with active illustrated and with commentary by a recognised expert, is printed.
and passive sonar for searching and homing on its target. Even after launch a wire-guided History: Curious about the events portrayed in the game? Articles in The GENERAL
torpedo can have its targeting data updated through the guide-wire. Once it reaches a explain these events and discuss parallels in other games and in other periods of
position close enough to its target, its built in sonar takes over. These torpedoes can prove history.
to be very difficult to evade once a “good” weapon system lock is obtained. Game Design: Wonder why this game was designed the way it was? Read The
I hope walking through some of the rationale behind the rules has made the game more GENERAL and find out! Our regular DESIGN ANALYSIS column features explanatory
enjoyable for you by increasing your appreciation for the realism factored into the game treatises by our designers and playtesters.
mechanics. Although simple, the game is far from simplistic. Players looking for a more Variants: Tired of the same old game? Playtested variant rules and scenarios by
involved contemporary naval game should watch for my next game, BLUE WATER NAVY, dedicated experts for this game, and dozens of others, are printed regularly in The
which includes all aspects of naval combat including surface ships, submarines, and GENERAL. These bring many more hours of enjoyment, and often serve to highlight
aircraft. Check the pages of The GENERAL for information about this and other games of the finer points of strategy and tactics. And starting in 1988, The GENERAL will also
skill by Avalon Hill. annually include a die-cut variant counter sheet for select game variants. These
counters will be free only to regular subscribers to The GENERAL.
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