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I.

STRATEGIC SEGMENT
5.0 War Event Phase Torpedo Improvement Table
To reach 0 from -1 To reach +1 from 0 To reach +2 from
Roll a die; if result is 0-4, reroll on War Events Table and implement the results. +1
Ships Die Ships Die Ships Die
Sunk Roll Sunk Roll Sunk Roll
6.0 Torpedo Improvement Phase
80 9 1160 9 2580 9
Consult Torpedo Improvement Table. If die roll is successful, move Torpedo Value marker one space to the right.
85 8 1170 8 2590 8
If the number of ships sunk in the previous turn causes the cumulative total to exceed one or more of the listed numbers of ships sunk, the player rolls a 90 7 1180 7 2600 7
d10. If the die roll equals or exceeds the result listed for that number of ships sunk, the torpedo marker is immediately advanced indicating a fix to the 95 6 1190 6 2610 6
torpedo problem. If the die roll is less than the result there is no change, and another roll may not be attempted until the next listed number of ships sunk
is reached. 100 5 1200 5 2620 5
105 4 1210 4 2630 4
7.0 Intelligence Phase 110 3 1220 3 2640 3
115 2 1230 2 2650 2
7.1 Roll die on B-Dienst Table. Mark B-Dienst Area.
120 1 1240 1 2660 1
Location = area to place maker in , roll 1 die, If TF rolled then any convoy in that area is a TF , Spec = a Special Convoy
125 0 1250 0 2670 0

War
Period B-Dienst Table
0 1 2 3 4 5 6 7 8 9
North Sea West West Med North Sea North Sea Mid Ocean North Sea
1 TF 0-2 Apprch SW Morocco TF 0-1 TF 0-1 - - No Intel TF 0-2
Spec 3 TF 0-1 Approach TF 0 Spec 2-3 Spec 2-3 - Spec 0-5 Spec 3
Spec 2-3 TF 0 Spec 1
West West Spec 1 West Med West Africa SW West West
2 Apprch Approach TF 0-1 - Approach Approach Approach
TF 0-1 TF 0 Spec 2 Spec 0-1 TF 0 TF 0-1 -
Spec 2-3 Spec 1 Spec 1-2 Spec 2-3 -
Greenland SW
3 Gap Approach Mid Ocean
TF 0-1 West TF 0-1 Morocco West Med TF 0 No Intel No Intel
Spec 2 Approach Spec 2 TF 0-1 TF 0-3 East Med Spec 1-2
TF 0-1 Barents Sea Spec 2 Spec 4-5 Caribbean TF 0-1 Maritimes
4 Greenland Spec 2 TF 0-1 TF 0 Spec 2-3 TF 0-1 Grand
Gap - Spec 1-2 Spec 2 Banks
TF 0-1 Barents Sea West Med Brazil Basin South Africa TF 0
5 Spec 2-3 TF 0-2 TF 0-2 - - Spec 1
- Spec 3-4 - Spec 0-1
7.2 Check Master Submarine Reinforcement List for BDienst level change.
7.3 Check Master Submarine Reinforcement List for Enigma level change.
7.4 Determine Weather Systems
A. Weather Formation
Roll three dice. One low pressure system will be generated for each zero rolled.
Die Roll June to November December to May
B. Weather Location
For each low pressure system, roll on the below table and place a 990mbar marker in the indicated 0 South Africa North Sea
OpArea. If the same location is rolled for two or three systems, place one 965 mbar marker in the OpArea.
C. Weather Strength 1 Guiana Basin Norwegian Sea
For each 990 mbar marker, roll a die. If the result is 0-1, flip it to the 965mbar side. 2 Caribbean Barents Sea

7.5 Place German (and/or Vichy) aircraft in OpAreas being searched. 3 Gulf of Mexico Western Approaches

4 US East Coast Western Approaches


990 mbar LOW PRESSURE Marker
The 990mb marker represents storm weather with considerable cloud build up, rough seas, and reduced 5 Bermuda SW Approaches
visibility. The following effects are in place in the OpArea and any connected SMZs: 6 Maritimes Greenland Gap

• Aircraft may not be placed in the OpArea. 7 Grand Banks Grand Banks
• Allied aircraft and carrier units have their ASW factors reduced by 1, to a minimum of 0.
• There is a -2 modifier to all submarine rolls on the AAC . There is a -1 modifier to the submarine’s attack 8 Greenland Gap Maritimes
value for EACH attack. 9 Western Approaches South Africa
• Surface gunnery attacks are not allowed.
• Minelaying is not allowed.
• All convoys have a Straggle level of 1 more than normal, to a maximum of 2.
• At the beginning of the Endurance Check , a die is rolled for each Italian submarine that is in or has
transited through or from the OpArea during any part of the turn. On a result of 0-1, the submarine receives
a Damaged marker.

965 mbar VERY LOW PRESSURE Marker


The 965mb marker represents significant and hazardous weather with solid sky cover, very heavy seas, and near zero visibility. The following effects are
in place in the OpArea and any connected SMZs:
• Aircraft may not be placed in the OpArea.
• Any Allied aircraft revealed is returned to the appropriate cup. No other unit is revealed in its place.
• All escort ASW factors are reduced by 1 to a minimum of 0 unless a carrier or aircraft capable ship in which case the factor is 0.
• There is a -3 modifier to all submarine rolls on the AAC.
• There is a -2 modifier to the submarine’s attack value for EACH attack.
• All results of “damaged” against an Allied unit is changed to sunk.
• Surface gunnery attacks are not allowed.
• Mine laying is not allowed.
• No Wolf packs may be formed.
• All convoys have a Straggle level of 2.
• At the beginning of the Endurance check, a die is rolled for each submarine that is in the OpArea at the end of the turn, or has transited through or from
the OpArea during the turn. On a result of 0-1 (0-3 for Italian submarines), the submarine is damaged.
• On any result of “damaged” against a submarine, a second die is rolled, if the result is greater than the defence rating of the submarine, the submarine is
lost. Ace Skipper ratings modify this die roll by subtracting the skipper’s rating from the die.
II. TRIPLE ‘R’ SEGMENT (Reinforcement, Ready, Repair)
8.0 Submarine Reinforcements Phase
Consult the Master Submarine Reinforcements List. Place and remove submarines and Allied units as appropriate.

9.0 Ready Submarines Phase (at bases and sub tenders)


9.1 Roll for subs in the Pier side Box; if roll is = or < than Readiness # Minefield Table  Minefield swept - remove
place in Ready For Sea Box.
9.2 Roll for subs in In-Port Box to ready them; if roll is = or < than O 1 counter from outer pot - result as per attack
Readiness # place in Pier side Box. Strength 0 1 2 3 4 5 6 7 8 9 table
9.3 Roll a die for subs in the In-Port Box. If result = or < number in box,
3   O I TF 2 I 1 counter from inner pot - result as per attack
move submarine to Work Up.
table
2   O TF I TF 1 counter from Task Force pot - result attack
10.0 Repair Phase (at bases)
table
Roll = or < than # in Repair Box to move sub to next box (3 → 2 → 1 →
1 O TF 2 2 counters from outer pot – result attack table
Work Up).

11.0 Prep For Operations Phase


Move all submarines from “Done” section of each OpArea to “Operating” section. Determine minefield results.

III. OPERATIONS SEGMENT (Conduct individually for each Sub)


12.0 Patrol Movement Phase
Subs currently deployed with their Patrol side up may move to the “Operating” section of an adjacent OpArea or Special Mission Zone if currently active and there is no ‘2’ on the
transit route. Roll for a Transit Event.

13.0 Search and Contact Phase Wolfpacks


Follow Search and Contact instructions. If Wolfpack formation Can only happen from WP 2 onwards
Initial contact can shadow the convoy - roll on Wolfpack Congregation table to decide how many unmoved subs can attempt to
is desired, determine how many U-Boats can conduct combat
join:
simultaneously. -2 to roll if no shadowing boat
+1 if this is a B-Dienst OpArea. -2 if task force, small convoy or special convoy
+ the current B-Dienst Level + the current Enigma Level as a single +? Enigma level
modifier that cannot be greater than +3 or less than -3. + ace skipper level
-3 if sub coming from adjacent op area (WP5)
+1 per German (or Vichy) aircraft searching the OpArea.
+1 per German aircraft in area
+2 if the search is in a Virgin OpArea. -1 if weather
-1 if the submarine is Spotted and it is War Period 3 or later. -1 if inexperienced
-3 if U-Boat tried and failed to join a Wolfpack . If modified roll > number on chart the sub may join the pack and attack
-1 if U-Boat is Inexperienced If modified roll = number then sub may only attack on re-attack phase
-1 or more if more than six submarines are in the OpArea If modified roll <number it may not join but can do independent AAC search with a –3 modifier
In WP 5 may attempt to bring in adj op areas sub’s at –3 roll
-2 if a 990 mbar weather system is in the OpArea.
-3 if a 965 mbar weather system is in the OpArea. Subs entering Wolfpack all attack but do so individually, need to roll to see if can move in columns as per normal attack
Wolf pack Congregation 0 1 2 3 4 5 6 7 8 9
2nd & 3rd 3 13th 15th 7 If roll WP2
4th 6th 4 16th 18th 8 =0 WP3
7th 9th 5 19th 21st 9  WP4
10th 12th 6 Roll >/= WP5

Multiple Subs: For each multiple of 6 subs in an area - +1 to the transit check modifier and add -1 to the AAC search result

So 0-6 subs = no change ; 7-12 subs +1 / -1 ; 13—18 subs +2 / -2 etc

The colour of the box result determines the Activity Level:

• White - no contact (see first bullet below)


• Green - contact with a small number enemy ships
• Orange - contact with a slightly larger number of enemy ships
• Blue - contact with a moderate number of enemy ships
• Red - contact with a large number of enemy ships

The player rolls on the Contact Table for that OpArea, again first determining the War Period, and then rolling a die, applying the following modifiers:
-1 if the colour of the AAC box is green.
+1 if the colour of the AAC box is blue.
+3 colour of the AAC box is red.
+1 per Aircraft
L = loner . 2 letters = convoy
Initial green or orange box on AAC = small convoy, Blue or red box on AAC = large convoy
Engagement Table If the OpArea is the
current B-Dienst area,
Sparse Low Moderate High or a War Event
L O I C F T L O I C F T L O I C F T L O I C F T indicates, any convoy
may be replaced by a
Loner 1 2 Loner 3 4 Task Force or Special
C1 6 6 10 10 C2 10 10 10 12 12 12 Convoy

Spec 2 2 6 4 Spec 8 6 10 8
TF 2 2 4 Task 6 6 10 10
? Sneak escort attack
Place the Current area marker on the map - subs to combat display Sub can target ONE non aircraft capable escort and that escort
ASW not included in defence so long as :
Place sub on outer column Sub not spotted
Roll die - if die + tactical rating + skipper > no in box can move inwards No Diligent Escorts revealed
No aircraft revealed
Reveal allied units = tactical rating in same or adjacent columns Attack isn't on a loner
Its not in Wolfpack (1st attack only)
If Aircraft : Combat events don't prohibit (patrol aircraft spots sub,
If solid aircraft on AAC - remains counterattack)
If outline remains on 0-4, 5-9 return to cup and draw another unit
If combat event - resolve

If Diligent escort: attempt crash dive


Roll ≤ crash rating
If makes - add “spotted” token Resolve attack
If fails - roll on diligent escort table (+1 if inexperienced)
Attack Value =
? Deck Guns Attack Sub attack value +
If revealed merchant 7t ir smaller Straggle level +
And no white ensign backed unrevealed nit in same or adj column Skipper bonus +/-
And no revealed naval unit Torpedo level -
And sub Not Type II, XIV, XXI or XXIII Any weather
And no weather in op area
Then can attack wth deck guns: Defence value =
Place “spotted” marker on sub Target defence value +
Choose any revealed merchant of 7t or less in column ASW of all revealed ASW in same and adj
Make die roll on “defensively equipped merchant ship” columns +
Sub can crash dive away from this ASW of ALL revealed aircraft and carriers in any
Make die roll on 29-36 line of attack results table column +/-
(type XI use line 18-28) TDC value +
Proceed to counter attack round +1 if target not in same column -
If no torpedo used –1 to endurance roll that round -1 if target damaged

Number to roll to hit is Attack - defence = no to roll or equal


TDC select TDC counters to the value of Sub Tactical rating
Apply face down to any revealed or face down allied ship in same or adj column
Reveal TDC’s Defensively Equipped Merchant
Select target—must be TDC countered - 1 attack per attack value
If hit roll on attack results table for tonnage 0 1 2 3 4 5 6 7 8 9 10
+ / - torpedo level
+2 if in port Merchant has guns
∞∞ ∞
-1 if British, Canadian or US and WP 5

If result YELLOW = damaged - add damaged marker


If already YELLOW and damaged again = sunk
If result RED = sunk
If result RED with WHITE X = explosive cargo—roll on exploding target line

Counter Attack

Add all ASW values of revealed forces in same or adj columns (damaged ships : ASW = 0 )
Add ASW of all aircraft and carriers revealed anywhere
Counter Attack Table

ASW 0 1 2 3 4 5 6 7 8 9 10 11 12

Add the number of red boxes or boxes wit hred dots on the AAC 0 4-9 Sunk, otherwise
Add the ASW level for the war period = Counter attack value damaged RTB
1-2 7-9 Sunk, otherwise
damaged RTB
Defence value = Submarine defence value + Skipper marker -
3-4 Damaged RTB
inexperience value
5-6 Spotted
If attack - defence <0 then no counter attack
If attack - defence ≥0 then roll on counter attack line 7 Spotted & Driven off
+1 to roll per damage counter on sub
8+
+1 if counter is after a re-attack
+1 if sub already spotted
Attack Results Table
Re-attack Tons 0 1 2 3 4 5 6 7 8 9 Gunnery
May re-attack only if sub not
Sunk, 1-4 Sunk
Withdrawn or 5–9 X X Target
RTB Explodes
Re-attack not allowed on : 10-17 Damaged
Task Forces
18-28 French
Special Convoys
Liners with (+) (high speed) sympbol 29-36 Type XI
Cruisers in loner cup
37-55 Other
Armed merchants
55+
Remove TDC’s
Keep revealed units revealed
Determine Straggle level if changed

Between rounds roll single die


If die roll is < no of ships sunk or damaged in convoy straggle = +1
Roll of 0 always increases straggle
Roll of 9 always decreases straggle
Must turn over any remaining white ensign ships first
SUB vs SUB
All TDC values reduced by 1 (apart from –4)
If Search and contact reveals a sub (0 then a 0 rolled)

Randomly select allied sub


ACE Skipper Roll die
-1 if spotted already
If sub has sunk 3 or more ships and 23,000 or more tons this combat = ACE skipper -1 if damaged already
-2 if undergoing transit
Endurance check
Result 0-4 enemy spotted player sub first
Cross index Subs endurance and torpedo level Result 5-9 player spotted enemy first
Roll die
-2 if bypassed search and contact phase Draw a TDC for the spotted sub
-1 if search but nil found
+1 if damaged 1 attack round of attack - defence
+1 if laid minefield
+1 if inexperienced If target hit - use row 1-4 of attack result table

If roll > value then mark RTB


14.0 Combat Phase
14.1 First Attack Round
14.2 Counterattack Round Submarine Hazard Table
14.3 Withdrawal
14.4 Re-Attack Rounds (Optional, followed by Withdrawal)
14.5 Ace Skipper Determination 0 1 2 3 4 5 6 7 8 9 10
14.6 Sub vs. Sub Combat
14.7 Endurance Check Diligent Escort

15.0 Transit Movement Phase Event Aircraft


Submarines that are in the Ready for Sea Box of a base, are outbound to a patrol area, or have an RTB
marker and are in the Operating section of an OpArea may move a number of OpAreas up to their
Exploding Target
movement rating. Roll for a Transit Event if applicable. Place outbound submarine in “Done” section of
OpArea Patrol side up if it intends to patrol there next turn or Transit side up if it intends to continue on
to another OpArea or Base. Defensively
equipped Merchant
IV. END TURN SEGMENT
(After all subs have conducted movement and combat)

16.0 Conclude Turn Phase


Return German aircraft to base.
Remove Weather Systems.
Remove Spotted markers from subs on roll of 0-6;
Automatically remove Spotted markers upon return to Base.
Check Scenario Victory Conditions.
Advance Date markers.

17.0 War Progress Phase


Check for War Period Transition and occurrence of Barbarossa

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