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3025XXX1901

A Soviet submarine-the most powerful vessel ever to put to sea-has disap-


peared. Captain Marko Ramius has made a fateful decision: Red October is
heading westl But with the entire Soviet Navy, with orders to destroy on con-
tact, in pursuit, can Ramius make it to the safety of a U.S. port?
This scenario, based on Tom Clancy's bestselling novel, The Hunt For Red
October, is just one of the many tense situations you can create with this
game.
The navies of the Soviet Union and the United States, together with its
NAf,O allies, are the most powerful seagoing forces ever assembled. If war
between these superpowers ever arises, the North Atlantic Ocean will cer-
tainly be a decisive battleground.
lnthe Hunt For Red October game, you command naval task forces and air
squadrons. As the attacker, you must maneuver your ships and airplanes to
find, catch, and destroy the enemy fleet. As the defender, you must evade the
enemy's patrols and wear down his force with hit-and-run attacks.

Getting Ready toPlay 1


Reading the Pieces 1
Reading the Map 3
Playing a Ttrrn 4
Moving Pieces 5
Detecting Enemy Pieces 7
Fighting Battles 8
Optional rules ...... 10
Examplesof Play ....13
Hidden Movement M"p . ...16
Scenarios .... 18
Ttrrn, Detection, and Battle Step Summaries .. . .28

Credits
Des'gn : winter
";$;il 5:"r gn, sEfj:iiff ii"*
Maps: Diesel
Playing Pieces: David C. Sutherland and Dennis Kauth
Dishibuted to the book hade in the United States by Random House, Inc., and in Canada by
Random House of Canada, Ltd. Distributed to the toy and hobby kade by regional dishibutors.
Distributed in the United Kingdom by TSR UK Ltd.
This adventure is protectgd under the copyright laws of the United States of America. Any
reproduction or other unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of the United States Naval Institute or TSR, Inc.

THE HLJNT FOR RED OCTOBER "&o19s8 United States Naval Institute. All Rights Reserved.
Game Design @1966 TSR, Inc. All Rights Reserved.

3025
The Game Pieces Setting 0p the Board Hunt For Red October is eight different
Your Hunt For Red October game and Displays games. All eight scenarios are played
should contain the following pieces: with the same rules, but the NATO and
Set out the Map Board, the Battle Soviet navies start in different places,
3 sheets of fold-up ship pieces Board, and the NASO and Soviet Task with different numbers of ships, and
L sheet of air squadron counters Force Cards. Place the Map Board on a different goals.
l map board table between the two players. The
1 battle board NATO player sits at the west map edge Scenarios L and 2 are good scenarios to
1 NAf,1O task force card start with if you haven't played the
1 Soviet task force card Layout ol game before. They are simple situations
1 rule book
Playing Boards
144 plastic bases
I [T:]f::l
Ul.--fu
2 colored dice (numbered 0 to 9) il6r-r--ffi
2 white dice (numbered 1 to 6) 8:;.,s
Carefully separate the ship pieces along
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the perforations and fold them over as


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shown, mounting each on a plastic En
base.

Diagram 1
Folding Ship Pieces
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Battle Board *r lrr:ri*a:i{{li$i*

(U.S. and Canada). The Soviet player


with relatively few ships and air squad-
sits at the east map edge (Europe and rons per side. You will enjoy playing the
Africa). Set up the Battle Board and other, larger scenarios more if you first
both player's Thsk Force Cards at the learn the rules by playing the small sce-
north edge of the map. (This setup can narios.
be changed to fit your table.) The
whole layout should look something Once the scenario is chosen, sort out
like this: and assemble the ship, submarine, and
air squadlon pieces needed to play that
scenario. Put them on the map in their
Learning the Game starting positions, and you are ready to
Set out the Map Board, the Battle begin playingl
Knox FF
Board, and the NATO and Soviet Thsk
Force Cards. Put a few Soviet and
4 4 NATO ships, subs, and airplanes on the
board for reference. Now page through
the rule book. Look at the diagrams and All the information needed about ships,
the Tirrn Steps, and skim the rules. submarines, and air squadrons is print-
Next separate ("punch out") the card- Next, read the rules from beginning to ed on the playing pieces.
board counters. Sort them into NAfO end. Don't try to memorize them, but
detection markers, Soviet detection The pieces are designed to conceal cru-
as you finish each section review it cial information from your opponent,
markers, NATO air squadrons, and briefly to be sure you understand it. If
Soviet air squadrons. For example, your ship pieces are
you have questions, read the appropri- placed on the board facing you. All
Look at the dice. The colored dice are ate example in the middle of the rule your opponent sees are the flags on the
used for most game functions. They book, moving pieces on the board if backs, telling him that these are enemy
have ten sides, numbered 1 to 0 (The 0 necessary. This should clarify how the ships. Aircraft squadrons are placed
is read as a 10). The white dice are used rule is used in the game. face down so your opponent cannot see
for Soviet initiative and to attack The Hunt For Red October game has what type they are.
detected submarines. The rules always eight scenarios. Each scenario is a dif-
state when to roll a red (ten-sided) die ferent game situation; in effect, The
and when to roll a white (six-sided) die.
Ship Pieces The back of a ship piece shows its
flag. This identifies the piece as either
Throughout these rules, the term "ship" ASW Helicopter a Soviet or NATO warship. The back
refers to both surface ships and subma-
of a submarine piece shows its flag
rines.
and a generic silhouette identifying the
This is what the numbers on a ship piece piece as a submarine.

Ship Piece Thsk Force Pieces


Front Thsk force pieces represent large groups
of ships. Instead of bunching a lot of
individual ship pieces into one space on
the board, ships in a task force are kept
on the task force display. A single piece,
representing the whole task force,
shows where those ships are on the
The Attack Rating shows how much
firepower the ship has. Ships with '
maD.
Task Force Piece
white attack ratings are especially effec-
tive when attacking enemy surface Task Force
ships (not submarines). Pieces with yel-
low attack ratings are especially deadly
Class when attacking enemy air squadrons. Alpha
Back When one of your ships attacks an ene-
my piece, roll one colored die. The ene-

+ my piece is hit if the number rolled is


equal to or lower than your ship's
attack rating. (Sometimes you roll the
white die instead. This is explained fur-
Front

ther under Attacking Enemy Pieces.) . . *&..


The Detection Rating indicates how The Ship Type is included for interest
good that ship's radar, sonar, and only; it has no effect in the game. The
search helicopters are. These things are abbreviations used are: Back
used to detect enemy ships and air SSN Nuclear powered submarine Thsk force pieces do not have detection
squadrons. Ships with high detection SSGN Nuclear powered cruise ratings, attack ratings, or ship type des-
ratings usually find what they are look- missile submarine ignations.
ing for; ships with low detection ratings SS Conventionally powered
tend to overlook things. submarine Aircraft Squadron Pieces
Your ships can try to detect enemy ships SSBN Nuclear powered ballistic Many different types of aircraft appear
and air squadrons at several different missile submarine
in the Hunf for Red October game. All
times during the turn. This is explained FF Frigate
aircraft squadrons have three ratings:
further under Detecting Enemy Pieces. FFG Frigate with anti-aircraft
A ship with a helicopter printed next to missiles Air Squadrons
its detection rating can search for ene- FFL Light frigate Range
my submarines when it is part of an DD Destroyer (short,
ASW screen. DDG Destroyer with anti-aircraft medium
missiles or long)
When you try to detect an enemy piece, CV Aircraft carrier
roll one colored die. If the number
CVN Nuclear-powered Detection
\
rolled is equal to or lower than your aircraft carrier Rating
Front Rtt""t
piece's detection rating, the enemy CVL Light aircraft carrier Rating
piece is detected. BB Battleship
CGN Battle Cruiser
CG Cruiser
LPD Soviet Amphibious
Assault Ship
LHA NATO Amphibious
Assault Ship Back
The Detection Rating and Attack Rat- Detection Markers
ing are the same as a ship's detection
and attack ratings. Front
Range indicates how many spaces an
aircraft squadron can move. Aircraft
have either short (S), medium (M), or
long (L) range. These ranges allow air-
craft to move:
S aircraft can move 1 space.
M aircraft can move 4 spaces.
L aircraft can move 8 spaces.
Some aircraft squadrons are especially
good at finding and destroying enemy
submarines (anti-submarine warfare-
ASW). These ASW aircraft squadrons
have white airplane silhouettes instead
of black:

ASW Aircraft Squadron


You must put one of your detection
markers in every space where you
search for enemy ships and aircraft
White squadrons. One side of a detection
Aircraft marker shows a Radar Search and the
Symbol other shows a Sonar Search. Place the
marker with its radar side up if you are
trying to detect surface ships or aircraft
squadrons. Place the detection marker
with its sonar side up if you are trying
The backs of all Soviet and all NATO to detect submarines.
aircraft squadron pieces are the same. Captured air base markers are only
The back side of the piece is turned up used in a few scenarios. They are placed
when the squadron is undetected so the on NATO air bases that have been cap-
other player can't see what type of air- tured by the Soviet player.
craft are in the squadron. When the
squadron is detected, the piece is turned Gaptured Airfield Marker
face up.

Markers
Two types of markers are used in the
game: Detection Markers and Cap- The Map Board is divided into land and
sea spaces. Ships can move through any
tured Air Base Markers.
sea spaces. Air squadrons can move
through land and sea spaces.

Sea Spaces
Dark blue spaces are Deep Sea spaces.
Light blue spaces are Shallout Sea spac-
es. There is no difference between deep
and shallow sea in the basic game. Sea
spaces are defined by thin black lines
and by the borders between deep and
shallow sea (moving from shallow to
deep sea, or vice versa, is a one-space
move, even though there is no thin line
separating the two spaces). The moun-
tains running the length of the Map Turn Steps Example: NATO task force bravo has
Board are the Mid-Atlantic Ridge. moved into a space containing two
They have no effect on play and do not Step 1: Initiative Soviet submarines. The Soviet player
divide the map into spaces. plays a detection marker in that space.
Each player takes two detection mark- The NAf,O player stops moving imme-
Patrol Symbols ers from his offboard pile and places diately and the players refer to Detec-
them on the map in his "Detection tion Steps to resolve the search.
Markers" space. Then each player rolls
a die. The NATO player rolls a colored Step 3: Second Sea Movement
die, the Soviet player rolls a white die.
The number rolled tells how many Now the other player moves his subma-
extra detection markers both players rines, surface ships, and task forces.
get. Each player adds that many addi- Like before, the player whose ships are
tional detection markers to his "Detec- not moving can play a detection marker
tion Markers" space. Whoever has the if an enemy ship moves into a space
NATO Soviet most detection markers has the initia- with one of his submarines. It doesn't
tive for this tum. If both players have matter whether the submarine moved
Sixteen spaces on the Map Board con- the same number of detection markers, in the First Sea Movement step or
tain NATO and Soviet symbols. These the Soviet player gets the initiative. stayed where it was; a detection marker
are Patrol Symbols. They have no can be played in either case.
b.ample: Both players put two detection
effect in the basic game, but they are
used in some of the scenarios to show
markers in their map space. The NATO Step 4: Aircraft Movement
player rolls a 7 and the Soviet player rolls
where pieces can be set up. a 4. The NATO player adds seven more During this step players take turns
detection markers to his "Detection moving their air squadrons. The player
Land Spaces who moved his ships first also moves
Markers" space for a total of nine mark-
Land spaces are just like sea spaces ers. The Soviet player adds four markers his aircraft first.
except ships cannot enter them. The ter- to his space for a total of six. The first player can move as many
rain in the space has no effect, whether squadrons as he wants to the limit of
it is green, white, or brown. Step 2: First Sea Movement their ranges. When he is done, the sec-
Five land spaces are ports: Norfolk, New The player with the initiative decides ond player does the same. When the
York,k Hawe, kningrad, and Severo- whether he wants to move his ships second player is done, the first player
morsk. These are the only land spaces first, or have the other player move can move any squadrons which have
that ships can enter. Even if its land space first. That player moves all of his sub- not moved already. Players keep alter-
connects to several sea spaces, a port is marines, surface ships, and task forces. nating this fuay until all their aircraft
connected to only one sea space. squadrons have moved or neither play-
If your opponent moves one of his pieces er wants to move any more squadrons.
into a space that already contains one of
your submarines, you can play a detection Either player can'pass" when it is his turn
marker there. When this happens, move to move squadrons, alowing his oppo-
ment stops temporarily while the search is nent to move again. If both players pass,
Every turn of theHunt For RedOctober going on; see the Detection Steps. one after another, this step ends and no
game has six steps. These steps must be more aircraft movement is allowed.
done in order. Steps cannot be com-
bined or rearranged in any way. For
example, during step2, First Sea Move-
ment, the first player moves his surface
ships and submarines. He cannot move
his air squadrons at this time, nor can
the second player move any of his ships
or air squadrons. When step 2 is fin-
ished the first player cannot move any
ships for the rest of the turn, even if he
has ships that didn't move during step
2. Tirrn steps can be interrupted when
ships and air squadrons search for ene-
my pieces and attack pieces that are
detected. Detection and attack steps are
explained elsewhere.
If one player runs out of squadrons
before the other or simply stops moving
squadrons, the other player can finish
moving all his remaining squadrons at
once. How Far a Piece Moves
No detection markers can be played Ships and submarines can move three
during this step. spaces during the Sea Movement Steps
of the turn. You must move each piece
Step 5: Combat as far as you plan to move it before
starting to move another piece. Pieces
During this step, both players use the can move together if they start in the
detection markers left in their "Detec- same space, move along the same path
tion Markers" spaces to search for ene- of spaces, and stop moving in the same
my ships and aircraft. space.
The player who has the most detection
markers left picks a space where he Crowding
wants to search and plays one or more
detection markers there. (If both play-
Up to three of your ship pieces can be
together in a space when you are done
ers have the same number of markers,
the Soviet players is first.) Follow the moving. One of these pieces can be a
task force marker. However, you can-
Detection Steps to resolve the search. If
enemy pieces are detected and either not have one of your submarines and
player wants to fight a battle, refer to one of your task forces in the same
space at the end of your move. All of
the Battle Steps. Then the other player
chooses a space and the procedure is
your pieces can move freely through
spaces containing other, friendly piec-
repeated. Continue alternating this way
es; the restrictions apply when all your
until neither player has any detection
markers left, neither player wants to moving is done.
play any more detection markers, or A port is a special kind of space. You
neither player has anyplace left where can have any number of surface ships,
he can play detection markers. submarines, and task forces in a port.
There are no crowding restrictions in
Example: NATO task force bravo is in
ports.
the same space with six Soviet aircraft
squadrons. The NAIiO player has more If you move into a space containing
detection markers. He plays four detec- enemy submarines you may have to
tion markers in the space, radar side up. interrupt or stop your move, if your
The Soviet player plays three detection opponent plays a detection marker.
markers, radar side up. The players
You can move through a space contain-
then follow the Detection Steps to see
ing enemy surface ships as if they
whether they find each others'pieces.
weren't there, or move in and stop. Sur-
If a player detects any enemy pieces, he face ships cannot try to detect enemy
can attack. In that case, follow the Bat- ships during the Movement Step.
tle Steps. Example: All of the ships in the Alpha
Task Forces task force spaces on the NATO Task
Step 6: End of Turn if they are in
Force Card are treated as
A task force is a large group of surface
Aircraft squadrons return to air bases ships. A task force lets more than three the space on the map where the Alpha
within their movement ranges. Both ships be in a space at once. All of the task force piece is.
players remove all of their detection ships in a task force are placed on the A task force can contain up to 12 small
markers from the map and their "Detec- task force card. The task force piece is surface ships and three large surface
tion Markers" space and return them to placed on the map. The task force piece ships. It cannot contain any subma-
the offboard pile. moves like a regular surface ship, but it rines.
These Tirrn Steps are summarized at the represents all of the ships in the task
Surface ships that are in the same map
back of the rule book for handy refer- force.
space as a task force at the start of their
ence during the game. Movement Step can join the task force.
Ot conversely, a task force can drop
off ships before it moves. Any number
of ships can leave the task force, as long tle, is finished. If your piece is detected ed in its box on the card.
as no more than three of your ships and damaged in an attack, it cannot
Aircraft squadrons based on an aircraft
occupy a single space at the end of your move any farther. carrier move with the carrier when it
move. moves.
If two or more ships are in a space at the Ports
start of your Movement Step, you can A port counts as a space when moving Moving Air Squadrons
form a task force. Remove the ships ships and task forces. It does not count
from the map space and arrange them How far an air squadron can move
as a space for air squadrons, however, depends on its range:
in an empty task force box on the Thsk because it is part of the land space that
Force Card. Place the appropriate task surrounds it. If an air squadron can o Short range air squadrons can move
force piece in the map space. reach the land space, it can reach the 1. space;
port inside it. o Medium range air squadrons can
If a task force ever has only one ship in
move 4 spaces;
it, that task force marker is removed Air squadrons can fly over enemy ports o LonB range air squadrons can move 8
from play. if the land space does not contain an spaces.
Ships in a task force must be in the anti- enemy air base. Ships and task forces
submarine (ASW) screen, the antiair- can never move into enemy Ports. Air squadrons can use their full range
craft (AA) screen, or the center of the during turn step 4, Air Movement.
task force. At least half of the ships in Air Bases They can move their full range again
the task force must be in the ASW during step 7 when they return to air
bases. There is no restriction on how
screen. The AA screen must contain
Air Base Symbol many air squadrons can move into a
more ships than the center of the task

++
space during turn step 4; players can
force. Within these restrictions, you
stack as many squadrons into a single
can arrange ships in your task forces
space as they want. The only restriction
however you like. (The significance of
applies during step 7, when players
the various parts of the task force is
must observe air base restrictions.
explained in the battle rules.)
Once you have moved air squadrons
You can rearrange the ships in a task
into a space during step 4 and then turn-
force at the start of your Movement
ed air movement over to your oppo-
Step. Sometimes you have to do this if NATO Soviet nent, you cannot move any more
battle losses or detachments have left (Blue) (Red) aircraft into that space that turn.
your task force with too few ships in
one of the sections. Example: Thd Soviet player moves 10
squadrons into the Iceland space and
Example: Soviet submarines attacked
All air squadrons begin the game on air then lets the NATO player move air
NAIO task force Echo last turn. Three bases. They must return to air bases
NAIO ships were sunk, all from the squadrons. Regardless of what the
during step 7 of each turn. NATO player does, the Soviet player
ASW screen. At the start of his Move-
An air base with no number printed in cannot move any more squadrons into
ment Step this turn, the NAf,O player
its box can hold as many air squadrons Iceland this turn.
has two ships in Echo's center, three in
its AA screen, and only two remaining as you want to put in it. An air base A returning air squadron can land at
in its ASW screen. He must either move with a number printed in its box can any of your air bases within its range. It
ships into his ASW screen or move only hold that many squadrons. doesn't have to go back to the air base
ships out of the task force so that the Aircraft carriers are also air bases (see where it started. If it cannot reach a
task force complies with the rules. below). base, however, it is destroyed and
removed from the game.
Effects of Detection Aircraft Carriers An air squadron can never enter or
on Ship Movement Aircraft carriers serve as mobile air
move through a land space containing
an enemy air base. It can enter a space
When youmove a ship into a spacecon- bases. Each aircraft carrier has a box on containing an enemy aircraft carrier.
taining one or more enemy submarines, its Thsk Force Card that lists how many
the other player can play detection and what type of air squadrons start the
markers in that space. You must stop all game on that aircraft carrier. These air
ship movement temporarily while your squadrons can use land bases as well as
opponent conducts his search. aircraft carriers. An aircraft carrier can
If your pieces have not moved their full never hold more aircraft of any type
three spaces, they can continue moving than are listed on the card. It can never
base any type of aircraft that is not list-
after the search, and any resulting bat-
When you play a detection marker, it
must be placed with either the sonar or
radar side up. Play the sonar side up if
you want to search for submarines.
Play the radar side up if you want to
Every time a detection marker is search for surface ships or air squad-
played, follow these steps: rons.
When you have played all of your
Detection Steps detection markers from your "Detec-
Step 1: Marker Placement tion Markers" box, you cannot perform
any more searches for the rest of that
The Detection Steps start when one turn.
player plays one or more detection
markers, either during his opponent's At the end of the First Sea Movement,
Movement Step or during the Battle Second Sea Movement, and Combat
Step. Whenever you play a detection Steps of the turn, all detection markers
marker, you give your opponent the that have been played are removed
chance to play detection markers of his from the map and returned to the off-
own, but only in the same space where map piles. Any markers that you do not
you just played. use in a turn are removed from their
box at the end of the turn; you cannot
Step 2: The Search save them for later.
Whoever played the first detection mark-
er in this space conducts all of his searches When and Where Detection
first. When he finishes, the other player Markers Can Be Played
conducts his searches. Before rolling the
die for a search, you must indicate which You can play detection markers during
ship or air squadron is searching and your opponent's sea move, if he moves
whether it is looking for submarines, sur- one or more ship pieces into a space
face ships, or aircraft. where you have at least one submarine.
You must play the detection marker
Step 3: Battle Decision immediately, and only in that space.
If neither player detected any enemy You can play detection markers during
pieces, continue with the turn wherever your sea move, if you move into a space
you left off (either the Movement Step containing an enemy submarine and
or the Battle Step). If you detected ene- your opponent plays a detection mark-
my pieces and want to attack, go to the er against you. You must play the detec-
Battle Steps. If both sides detected ene- tion marker immediately, and only in
my pieces and both want to fight, the that space.
player who did his searches first is the
attacker. If pieces were detected but nei- You can play detection markers during How Many Detection
ther player wants to fight, continue turn step 5, Combat. These markers Markers Can Be Played
with the turn. can be played in any space where both
sides have pieces. You can play one detection marker in a
The Detection Steps are repeated at the space for every ship or air squadron
back of the rule book for easy reference When your opponent plays a detection you have in that space. There is only
during play. marker, you are always entitled to play one exception to this rule: in a task
detection markers of your own in that force, only those ships in the ASW
(sing Detection Markers same space (if you have a detection screen with helicopters can play sonar
marker left). detection markers.
Each detection marker in your "Detec-
Each player can only play detection Example: Soviet task force 2 is operat-
tion Markers" box on the map enables markers in a particular space once per
you to conduct one search during the ing alone near lceland. The Soviet play-
turn step. However, you can play er has eight ships in the task force. All
turn. To conduct a search, you must detection markers in the same space
play a detection marker. Simply take of these ships have helicopters. Only
during the Movement Step and again four of them, however, are in the ASW
one of your detection markers from the
during the Combat Step. screen, so the Soviet player cannot play
map box and place it in the space where
you want to search. more than four sonar detection markers
in that space.
How to Conduct a Search Detecting Submarines Step 3: Defender Commitment
When all detection markers have been Submarines, ASW aircraft squadrons, The defending player puts any undetect-
played in a space, the player who played and surface ships can search for subma- edpiecesfrom that space that hewants to
his markers first conducts his searches. rines. Normal (non-ASW) aircraft use in the battle on the Battle Board,
squadrons cannot. Ships in a task force again assigning each piece to either the
First, indicate which ship or air squadron can search for submarines only if the "Attack First" or "Attack Second' portion
is searching and what it is searching for: ships are in the ASW screen and have of the board.
submarines, surface ships, or air squad- helicopters. If none of the ships in the
rons. Pair up the searching piece with an
appropriate detection marker: sonar if
ASW screen have helicopters, only one Step 4: Air Interception
sonar detection marker can be played
searching for submarines, radar if search- Both players can attack detected enemy
by the task force.
rng for surface ships or air squadrons. aircraft squadrons with aircraft squad-
Submarines are very hard to find when rons in their "Attack Firsf'part of the Bat-
To resolve the search, roll one colored they don't want to be found. Whenever tle Board. If undetected air squadrons
die. If the number rolled is equal to or a piece searches for a submarine, its attack, they become detected at the end
less than the searching piece's detection detection rating is reduced. A NATO of the step. Damage takes effect at the
rating, you have detected one or more piece has its detection rating reduced by end of the step.
enemy pieces. one when it searches for Soviet subma-
If you detected enemy zurface ships or rines. A Soviet piece has its detection Step 5: First Attacks
submarines, point at one of the enemy rating reduced by two when it searches
pieces; that is the ship you detected. Your for NAf,O submarines. Pieces in the "Attack First" part of the
Battle Board attack detected enemy piec-
opponnt must turn the detected piece Example: A NAf,O submarine with a es. Fighters that attacked in step 4 cannot
sideways so you can see what it is. If it is detection rating of 6 needs to roll a 5 or attack again during this step.
an individual ship, that ship is d*ected. If less to detect a Soviet sub. A Soviet frig-
it is a task force, wery ship in the task ate with a detection rating of 4 needs to DurinS the First Attack Step, no ships in
fonce is detected. Your opponent must tum the cmter of a task force can be attacked.
roll a 2 or less to detect a NATO sub.
wery ship sidomys in a detected task If undetected ships attack during the first
force so you can see them.
attack step, they become detected at the
If you detected air squadrons, roll one end of the step.
white die. The number rolled is the num-
Pieces in the "Attack Firsf'part of the
ber of air squadrons you detected. Your Regardless of the overall, strategic situ- Battle Boards that are damaged, sunk, or
opponmt gets to choose which air squad- ation, the player who chose to fight a shot down during this step still get to
rons in the space he will reveal. The detect- battle in a particular space is the attack- attack first. The damage is not inflicted
ed squadrors are tumed face up. er in that space. If both players want to until the endiof the step.
No piece can search more than once in a fight, the player who played the first
step. For example, a zurface ship which uses detection marker in that space is the Step 6: Second Attacks
its radar to search for enerry air squadrons attacker. The other player is the
defender. In any case, both players Any pieces in the "Attack Second" part of
carurot use its radar eain to searrdrfor zur-
probably will get the chance to damage the Battle Board can attack any detected
face ships or its helicoper to searrch for zub
marins until a later tum stp. A piece can and sink enemy ships and squadrons enemy pieces. All damage takes effect
during the fight. after all attacks have been made.
sealch up to two times per tum, however
(thrce if it's a zubmarine):
o Once during enemy sea movement (if Battle Steps Step 7: Battle Conclusion
the piece is a submarine and enemy Move all surviving pieces from the Battle
ships enter its space);
Step 1:
Initial'l'iarget
Board back to their previous locations on
o Once during its own movement (if it Placement the map or the Thsk Force Card. Tum all
enters a space containing an enemy The defending player puts all of his detected pieces away from your oppo-
submarine and the enemy plays a detected pieces onto the Battle Board, nent; they are not detected any mone.
detection marker); placing them in the "Attack First" or Return to your place in the Tirrn Steps.
. And once during the combat step. "Attack Second" portions of the board.
The Battle Steps are repeatd at the back
An enemy piece can be searched for as Step 2: Attacker Commitment of the rule book for easy reference during
often as you want. If, for example, you Play.
have six air squadrons in the same space The attacking player puts all of his detect-
ed pieces, plus any other pieces from that
as an enemy task force, you can search
for the task force six times. A piece can space that he wants to use in the battle,
only be detected once, however; addi- on the Batde Board in the "Attack First"
tional detections have no additional or'Attack Second" areas.
effect against an already-detected piece.
Task Force Area of Battle Board (shaded)

ATTAGK ATTACK

Non-Task Force Area ol Battle Board (shaded)

tr..*i*i*tr*
.

::
r::.ir:t:.iii ii.i.:

..: . ;ll.',

ATT:ACK

Placing Pieces on
the Battle Board
Only pieces in the space where the detec-
First Attack Area ol Battle Board (shaded)
tion markers were played can be placed
on the Battle Board. Pieces in a task force
must be placed in the same spaces on the
Battle Board (ASW screen, AA screen, or
task force center) that they occupied on
the Thsk Force Card.
ATTAGK
Surface ships that were not in a task
force, and all submarines and air squad-
rons, are placed in the non-task force por-
tion of the Battle Board.
Detected pieces are turned so both play-
ers can see them on the Battle Board.
Undetected pieces are kept turned away
from your opponent on the Battle Board.

Second Attack area is not shaded


Pieces must be placed in either the Which Pieces A damaged surface ship can only move
"Attack First" or "Attack Second" part Roll'livo Dice one space per turn. Aircraft squadrons
of the Battle Board. You can put as can't land on a damaged aircraft carrier
many pieces as you want in either cate- You can roll two dice when one of your (one or two hits). A damaged carrier
gory. Pieces in the "Attack First" area pieces white attack rating attacks
with a with only one hit can still launch its
attack during the First Attack Step and an enemy surface ship. squadrons, but they can't land on the
then become detected. Those in the You can roll two dice when one of your carrier. Any squadrons on an aircraft
"Attack Second" area attack during the pieces with a yellow attack rating carrier when it suffers its second hit are
Second Attack Step. attacks an enemy aircraft squadron. destroyed.
Whenever a piece gets to attack with Whenever an attacking piece rolls a
How To Conduct Attacks two dice, both dice must be used one, it scores a Critical Hit. A critical
against the same enemy piece. hit counts as two hits.
Each piece in a battle must attack a spe-
cific enemy piece. Each piece can attack Restrictions on Attacking Effects of Hits on
once during a battle. Aircraft Squadrons
You cannot attack enemy pieces that are
Before rolling any dice, tell your oppo- not detected. A hit does not always damage an air-
nmt which of his pieces is being attacked. craft squadron. If the attack die roll was
Select one or more of your pieces to Submarines cannot attack aircraft
a one or a two, the target squadron is
attack it. Roll one colored die for each squadrons.
shot down; remove it from play. If the
attacking piece. If the number rolled is ASW aircraft are the only aircraft attack die roll was a three or higher, the
equal to or lower than your piece's attack squadrons that can attack submarines. aircraft squadron is driven away. It
rating, you hit the enemy piece. There are must return to an airbase at the end of
two occeptions to this rule: use a white
die whm attacking with an undetected
Effects of Hits on Ships this battle step.
submarine; you get to roll two dice when A submarine is sunk by a single hit.
attacking with certain pieces (this is Any hit on a submarine sinks it; remove
ocplaitred in the next rule). the piece from play.
Every piece that you designate to attack Small surface ships can survive one hit. After you have played a few scenarios,
a specific enemy piece must do so, even When a small surface ship is hit once, you may want to add the following
if you destroy the enemy before all of mark it with a damage flag. A second optional rules to your game. They
your pieces get to shoot. Likewise, if all hit sinks the ship; remove it from play. make the Same more realistic with only
of your pieces miss a particular enemy, Large surface ships can survive two a small increase in complexity.
you can't decide afterward to attack hits. Mark the ship with a damage flag You can use some, all, or none of these
with more. the first time it is hit. The second time it optional rules, but both players must
Example: The Soviet player designates is hit, pull the flag out slightly to show agree on which optional rules to use
two Kara cruisers to attack a detected two damage flags. The third hit sinks a before starting to play.
tafalgar submarine. Both cruisers hit large surface ship; remove it from play.
the submarine. Only one hit is needed Marking Hits Missile Defense
to sink a submarine, so the second shot on Surlace Shlps
has no effect. The second cruiser cannot Surface ships and aircraft squadrons
shoot at a different target. can attack incoming missiles instead of
their opponent's pieces. Pieces that do
Example: The same two cruisers are this must be placed in the "Attack Sec-
designated to attack a submarine. Both ond" area of the Battle Board. Then,
cruisers miss. The submarine survives whenever one of your surface ships is
this round of battle, because the Soviet hit by an enemy surface ship or air
player only designated those two pieces Ship has sutfered squadron, you can try to negate that
to attack. If this is the First Attack Step one hit hit. Tell your opponent how many piec-
the submarine can be attacked again in es are attacking the incoming missile.
the Second Attack Step. Roll a normal attack for each piece, but
Some pieces are entitled to roll two increase its attack rating by one when it
dice, instead of'one, when they attack. is attacking a missile. If this missile
defense attack succeeds, the hit against
the ship or air squadron is canceled. An
Ship has sutfered anti-missile attack still counts as that
two hits ship's one attack for the battle. Pieces

10
with white attack ratings can roll two although they can be attacked normal-
dice against incoming missiles. ly. At the end of the second battle
Example: Nine Soviet Backfire squad-
round, all enemy pieces which attacked
rons attack a U.S. carrier task force. are detected. If any of the pieces you
Five of the Backfires attack the Nimitz. designated for final attacks are still
Nimitz is hit three times. The U.S. play- intact, one of them can attack. It must
er announces that all five of his Knox- attack an enemy piece which was unde-
tected until after the second round.
class frigates in the "Attack Second"
ring will fire to protect Nimitz. The
U.S. player rolls L, 3, 3, 5, and 9. Four Decoy Submarine Pieces
of these shots hit, knocking down all Each player can use two decoy subma-
three of the Soviet missiles; the fourth rine pieces in any scenario where the
hit has no effect because all of the mis- player has submarines. Decoys can
siles were destroyed. The remaining move and use detection markers like
four Backfires damage a U.S. destroyer any other submarine from the player's
and cruiser. The U.S. player cannot use force. If a decoy uses a detection mark-
anti-missile fire to protect those ships er, its search fails automatically. If a
because all of his eligible ships have decoy is detected, remove it from play
already fired in defense of Nimitz. temporarily. At,the start of your next
Sea Movement Step, you can place the
Jamming decoy in any space containing another
Some aircraft squadrons protect other
of your submarine (or decoyl) pieces.
squadrons by jamming enemy radar.
Only those air squadrons with no Anti-Aircraft Quality
attack ratings can jam (AWACS, Instead of destroying an air squadron
Hawkeyes, and Bears). whenever a 1 or 2 is rolled, this rule
A jamming aircraft squadron is turned reflects the qualities of individual fight-
face up (it is detected automatically) ers and AA systems.
and placed on top of the squadrons it is An aircraft squadron is destroyed if the
protecting. A jamming aircraft can die roll against it is equal to or less than
screen any number of squadrons. Up to one-half of the attacking piece's attack
three aircraft can jam a given space. rating. Any other hit forces the squad-
Each jamming aircraft reduces enemy ron to return to its base.
detection ratings by one when used Example: An F-14 squadron (attack rat-
against aircraft in the protected stack. An ing - 6) destroys an enemy air squad-
aircraft squadron cannot attack or detect ron with a die roll of "J., 2, or 3, while a
enemy pieces on a turn when it jams. 4, 5, or 6 sends the enemy back to its
base. AGrisha-class light frigate
Splitting Attack Ratings
Fast Submarines (attack rating = 3) only destroys an Against Multiple Targets
The Soviet Alfa and Akula submarines enemy air squadron with a die roll of 1, roll two dice in bat-
Pieces which get to
are very fast. These ships can move while a 2 or 3 sends the enemy air tle can use them against separate tar-
four spaces per turn instead of three. squadron home. gets. Both attacks have to be
announced before the dice are rolled.
Reaction Attacks Anti-Aircraft Doctrine
Ships equipped with extensive AA Airbase Defense SAMs
An undetected piece which attacks in
weapons (those with yellow attack rat- The prohibition against flying over ene-
the second battle round escapes auto-
matically under the basic rules. In fact, ings) must be positioned properly to my air bases reflects the presence of
take full advantage of their equipment. surface-to-air missile defenses (SAMs)
some sort of limited counterattack
You can roll two dice when one of your at these bases. These SAM launchers
would always be possible. If your
pieces with a yellow attack rating can be represented directly in the game.
opponent has undetected pieces in the
"Attack Second" portion of the Battle attacks an enemy aircraft squadron, if: Allow aircraft to fly over enemy air
Board, you can designate any number o Your attacking piece is not part of a bases, but doing so exposes them to
of ships and air squadrons for Final task force, or; attack from the ground.
Attacks. These pieces can't attack dur- o Your attacking piece is in the AA
ing the first or second battle rounds, screen or center of a task force.

LL
Each land air base space has an attack Norway. All of these air bases begin the detection marker (sonar or radar) and
rating equal to the number of air squad- game under NA:IrO control. If one is search for the piece. Patrol symbols
rons that can base there. Air bases with taken by the Soviets, the NATO player have a detection rating of 5. They can-
unlimited capacity have an attack rat- can use amphibious assault to try to not attack, however; their purpose is to
ing of 6. Every time enemy air squad- take it back. aid friendly ships and aircraft and to
rons move into your air base space, you detect and identify enemy vessels.
An amphibious assault happens at the
can immediately roll two colored dice end of turn step 5 after all detection
to attack those planes. No detection attempts and battles are finished. The Damage Control
marker or search is necessary: SAMs assaulting player rolls a colored die.
can attack undetected enemy aircraft. During step 6 of each turn, players can
The amphibious group's attack rating is try to repair damaged ships.
Hits have the usual effect. Without flip- determined by the air units that are still
ping the counter to its detected side, flying in the space with the assault ves- If the ship is at sea (not in a port space),
point to which of the enemy aircraft sel. roll one colored die. You can remove
squadrons you want to attack. one damage flag if the die roll is 10.
9 Only the assaulting player has air
If the ship is in a port space, roll one
squadrons in the area.
Aircraft on Patrol 7 The assaulting player has more air white die. If the die roll is 5 or 6, the
Long range aircraft can be assigned to squadrons than his opponent in the ship is completely repaired and can sail
patrol an area. When you move a long area. next turn. If the die roll is 1 or 2; the
range aircraft squadron to a space, you 4 Both players have air squadrons in ship is too severely damaged to be
can announce that the squadron is the area, but the assaulting player repaired in the course of the game;
patrolling that area. The squadron does does not have more. remove it from play. If the die roll is 3 or
not have to return to base at the end of 3 No one has air squadrons in the 4, there is no effect; the ship stays in
the turn; it can stay on patrol until it is area. port and is still damaged.
shot down or forced to land. However, 1 Only the defender has air squadrons
it cannot move to any other space until in the area. Tankers
after it returns to its base, either
because of combat or at the end of a
Subtract 2 from the die roll if the Airborne tankers are used to extend the
amphibious vessel has suffered any range of aircraft squadrons. During air-
turn.
damage. If the attacker rolls a number craft movement, a tanker can fly with
Alternately, patrolling aircraft can equal to or less than his attack rating, two other aircraft squadrons. All three
accompany a task force. These aircraft he captures the air base. squadrons can fly to the limit of the
are placed on the Thsk Force Card with tanker's range. The two accompanying
the task force. They can be in the ASW
Shallow Water Detection aircraft can then continue on as if their
screen, AA screen, or center of the task movement started from the tanker. Two
force. They do not remain in one space; A submarine is easier to detect in shal- medium-range aircraft, for example,
instead, they are always with the task low water. The light blue sea areas are could fly eight spaces with a tanker and
force. The only other move they can shallow water. The detection rating of four more on their own to reach 12
make is to return to base at the end of a any piece searching for a submarine in spaces away from their air base. If the
turn. Aircraft patrolling with a task shallow water is increased by 1. This is tanker is destroyed or forced to return
force do not need to stay within range cumulative with modifiers for detecting to its base, however, the aircraft it is
of a base when the task force moves. submarines. supporting are destroyed, unless there
The task force must be within range of is another friendly air base within
the base when the squadron joins it, SOS0S and range.
however. The squadron can return to Standing Patrols Thnkers are used onlyin scenario 8,
any friendly air base, regardless of War in the Atlantic. That scenario
range. The NATO and Soviet symbols printed
on the map mark spaces where these describes how to set up the pieces.
forces maintain constant surveillance.
Amphibious Assault They represent a combination of
This optional rule is used in scenarios patrolling surface ships and aircraft,
where at least one player has an and SOSUS (SOnar SUrveillance Sys-
amphibious assault vessel (LPD or tem). These symbols are referred to as
LHA). Players can use amphibious Patrol Symbols.
assault to take air bases (but not ports)
away from their opponents.
Patrol symbols act as immobile,
unarmed submarines. Whenever an
The only air bases that can be taken by enemy ship enters a space containing
amphibious assault are those on Green- one of your patrol symbols, or is in the
land, Iceland, the Faeroe Islands, and space during turn step 5, you can play a

t2
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vv
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t,
\
\ -l
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t

!
\
f"-- *l
lJs-l
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l-
l Example 1: Task Force Alpha intends to move three spaces. lt
I drops otf two frigates in the first space, before the task force
moves. After the task force is done moving, the two frigates also
move three spaces along a parallel course. This concludes the
_l NATO Sea Movement Step. ln the Air Movement Step, two squad-
rons of A-6s from Nimitz (in Task Force Alpha) fly four spaces to
attack the Soviet vessel in the Nonregian Sea.
Example 2: As the NATO task force moves
into the space containing a Soviet subma-
rine, the Soviet player announces that his
submarine is trying to detect the NATO
task force. The task force stops moving
temporarily while the search is resolved.
The Soviet player plays three detection
markers in the space. The NATO player
has the option to respond with detection
markers of his own. He decides to play
four sonar detection markers. This is the
maximum number he can play because he
has only four helicopter-equipped ships in
his ASW screen. When the searches are
resolved, the Soviet player rolls 1, 5, and
8; the task force is detected. The NATO
player rolls 2, 3, 5, and 8; two Soviet sub-
marines are detected.
Example 3: (Below) This is how Task
Force Alpha is organized on the Task
Force Card.

NATO TASK FORCE CARD


Center Anti-Aircraft Screen Anti-Submarine Warfare Screen
[."." ^i
; ;- ':dL-:: -
rask For ce
ql4rll- 1 ;;"1
I-^.*
Aipna
.'*L.l..J'rL.:..-J'
lc 4 r4_:-_ a 4: !

Task Fol ce Bravo

T?ask Fol ce Charley

Task Fol ce Delta


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Orders of Battle - Scenario 7 Scenario 8
War in the Atlantic
The balloon has gone up! Central set them aside with your other rein-
Europe is a battleground where the forcements. Place the iest on any Soviet
forces of NATO and the Warsaw Pact air bases (including aircraft carriers,
struggle for military supremacy. Nei- where eligible; in this scenario carriers
5 Grisha class frigates ther side has yet resorted to nuclear do not automatically start with a full
weapons. complement of aircraft).
But the fight on land, as often before in NATO: Set aside the LHA and Convoy
history, depends in many ways on the pieces. Select the following pieces ran-
war at sea. The navies of NATO must domly, to be used as reinforcements:
keep the convoys flowing from Ameri- six submarines, 12 small surface ships,
ca to Europe, and they must protect and 10 aircraft squadrons. Set these
7 Krivak class frigates their territories from Soviet adventur- aside. Assemble the remaining ships
ism. The powerful Soviet navy can put into six task forces and assign one large
to sea aggressively, striving to break ship to each task force. Now allow the
NATO control of the North Atlantic. Soviet player to randomly select two of
these task forces. Place those two task
Orders of Battle forces with your reinforcements.
This scenario uses all of the pieces in the
game (except Red October). You don't Place all the rest of your subs (no more
get them all at the start, however; the than two per space) in any deep sea or
rules on setting up explain which pieces
shallow sea spaces which do not con-
you start with and when you get more. tain Soviet patrol symbols. Place the
convoy pieces and LHA vessels in
Setting (Ip American ports. Place your air units on
These instructions apply to both play- air bases or carriers. Finally, place any
5 Kresta class cruisers ers. Put all of your ships on the table remaining task forces within two spaces
with their flags toward you. Shuffle of a NAIrO air base, or in any North
them around so that you do not know Atlantic Ocean deep sea spaces.
which piece is what kind of ship. Then How to Win
follow your specific instructions for set- The game lasts until one player has
ting up. earned at least 150 victory points. After
Sooiet: Pick 12 submarines from your this happens, the game ends as soon as
4 Sovremenny class destroyers pieces. These begin the game at sea. Set an initiative dice roll in turn step 1
aside the rest of your subs; they enter as results in a tie. Or, the game ends when
reinforcements. Separate laan Rogoo all of one player's ships and air squad-
from the remaining ships. Now draw 16 rons have been sunk or destroyed.
small ships and one large ship. Set them Players earn victory points throughout
aside, also,with the subs; they, too, the game. Keep a running tally on a
will enter as reinforcements. The 28 piece of paper during the game. Players
surface ships left (including Iuan earn points for the following:
Rogoo) form your fleet at the start of
the game. 2 points per enemy aircraft squadron
destroyed
Place your L2 submarines, no
more 3 points per small enemy ship sunk
than two per space, in any deep sea 5 points per large enemy ship sunk
areas, or any shallow sea areas that do 1 point per merchant ship which reach-
1 Akula class submarine not contain N.A;[O patrol symbols. es Le Havre (NATO player only)
Place your 28 surface ships in Soviet 4 points per merchant ship sunk
ports, or shallow sea areas that contain (Soviet player only)
Soviet patrol symbols. The ships can be 20 points per enemy air base captured
placed individually or in task forces.
or recaptured
One task force can be set up in the Bal- L5 points on any turn during which no
tic Sea.
convoy moves closer to Le Havre
3 Tango class submarines Place all of the Soviet aircraft counters than it was at the start of the turn
in a bowl, box lid, or hat. Draw 16 and (Soviet player only)
26
Special Rules
Reinforcements: At the start of each paper and pencil. Every hit against a
tum after the first, both players roll two convoy sinks one merchant ship.
white dice; one for aircraft, one for Convoys (and any task forces contain-
ships. You can immediately place that
ing convoys) can move only two spaces
number of ships or aircraft squadrons per turn instead of three.
from your reinforcements on the map.
Soviet ships are placed at Severomorsk The NAIO player can have only one
or Leningrad. Soviet air squadrons are convoy piece in any deep sea space at a
placed at one of the three Soviet air time. This means that the next convoy
bases. NAf,O reinforcements are placed cannot leave a U.S. port until the pre.
in North American ports or air bases. vious convoy reaches shallow water
adiacent to France (or is completely
NATO Task Force Reinforcements: sunk). When a convoy reaches La
These pieces are not brought on with Havre, the NATO player returns that
the normal reinforcement procedure. piece to either New York or Norfolk at
However, any turn when the NATO the end of the turn.
player rolls a L,2, or 3 on his initiative
lnitiatioe: Both players add L5 detec-
roll, he can place one of these reinforce- tion markers to their "Detection Mark-
ment task forces in any deep sea space
ers" box at the start of the turn, instead
on the southern edge of the map.
of the usual two.
Conooys: Each convoy represents 30 Ioan Rogozt: lf laan Rogozt is sunk, it
merchant ships. As the convoy comes can be replaced. If the Soviet player
under enemy attack, however, the rolls 5 or 6 for ship reinforcements, he
NAIO player must keep a written can substitute loan Rogozs for another
record of how many ships are in each ship. That other ship is removed from
convoy. This can be done easily with Play.

27
Tirrn Steps Detection Steps
Step 1: Initiative Step 5: Combat Step 1: Marker Placement
The NATO player rolls a colored die, The player who has the most detec- The Detection Steps start when one
the Soviet player rolls a white die. The tion markers left picks a space where player plays one or more detection
number rolled tells how many extra he wants to search and plays one or markers, either during his oppo-
detection markers both players get. more detection markers there. If both nent's Movement Step or during the
Each player adds that many addition- players have the same number of Battle Step. Whenever you play a
al detection markers to the two markers, the Soviet player is first. Fol- detection marker, you give your
already in his "Detection Markers" low the Detection Steps to resolve the opponent the chance to play detec-
space. search. If enemy pieces are detected tion markers of his own, but only in
Step 2:
First Sea Movement and either player wants to fight a bat- the same space where you just
tle, refer to the Battle Steps. Then the played them.
The player with the most detection other player chooses a sp?ce and the
markers in his map space decides procedure is repeated. Continue alter- Step 2:
The Search
whether he wants to move his ships nating this way until neither player Whoever played the first detection
first, or have the other player move has any detection markers left, neither marker in this space conducts all of his
first. If both players have the same player wants to play any more detec- searches first. When he finishes, the
number of markers, the Soviet player tion markers, or neither player has other player conducts his searches.
decides who moves first. That player anyplace left where he can play detec-
moves all of his submarines, surface tion markers. Step 3: Battle Decision
ships, and task forces. If your oppo-
Step 6: End of Tirrn
If you detected enemy pieces and
nent moves one of his pieces into a want to attack, go to the Battle
space that already contains one of Aircraft squadrons return to air bases Steps. If both sides detected enemy
your submarines, you can play a within their movement ranges. Both pieces and both want to fight, the
detection marker there. players remove all of their detection player who did his searches first is
markers from the map and their the attacker. If pieces were detected
Step 3:
Second Sea "Detection Markers" space and return but neither player wants to fight,
Movement them to the offboard pile. continue with the turn.
The other player moves his subma-
rines, surface ships, and task forces.
The player whose ships are not mov-
ing can play a detection marker if an
enemy ship moves into a space with
one of his submarines.
Step 4: Aircraft Movement
The player who moved his ships first
also moves his aircraft first. The first
player can move as many squadrons
as he wants to the limit of their ranges.
When he is done, the second player
does the same. When the second play-
er is done, the first player can move
any squadrons which have not moved
already. Players keep alternating this
way until all their aircraft squadrons
have moved or neither player wants
to move any more squadrons.
No detection markers can be played
during this step.

2E
Battle Steps Step 4: Air Interception Step 6: Second Attacks
Step 1: Initial Target Both players can attack detected ene- Any pieces in the "Attack Second"
Placement my aircraft squadrons with aircraft part of the Battle Board can attack
squadrons in their "Attack First" any detected enemy pieces. All dam-
The defending player puts all of his part of the Battle Board. If undetect- age takes effect after all attacks have
detected pieces onto the Battle ed air squadrons attack, they been made.
Board, placing them in the "Attack become detected at the end of the
First" or "Attack Second" portions of step. Damage takes effect at the end
Step 7: Battle Conclusion
the board. of the step. Move all surviving pieces from the
Step 2: Attacker Battle Board back to their previous
Step 5: First Attacks locations on the map or the Thsk
Commitment Pieces in the "Attack First" part of Force Card. Turn all detected pieces
The attacking player puts all of his the Battle Board attack detected ene- away from your opponent; they are
detected pieces, plus any other pieces my pieces. Fighters that attacked in not detected any more. Return to
from that space that he wants to use step 4 cannot attack again during your place in the Ti.rrn Steps.
in the battle, on the Battle Board in this step.
the "Attack First" or "Attack Sec-
ond" areas. During the First Attack step, no
shipsinthe center of ataskforce can
Step 3: Defender be attacked.
Commitment Undetected ships that attack during
The defending player puts any unde- the first attack step become detected
tected pieces from that space that he at the end of the step. Damage takes
wants to use in the battle on the Bat- effect at the end of the step.
tle Board, again assigning each piece
to either the "Attack First" or
"Attack Second" portion of the
board.

The Balloon is Up...


A new
fast-paced

#
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boardgame
based on
Tom Glancyb
'
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Best selllng
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Watch For It! Relea* date January 1%9

29