Spruance Leader
Spruance Leader Rulebook
Table of Contents
Table of Contents
- 1 Game Overview
- 2 Campaign Start
- 3 Sequence of Play
- 4 Mission Setup Phase
- 4.1 Task Force Setup
- 4.1.1 Mission SO Points
- 4.1.2 Target Selection
- 4.1.3 Priority R&R
- 4.1.4 Purchase Task Force Equipment
- 4.1.5 Assemble Task Force
- 4.1.6 Setup Task Force on Tactical Display
- 4.1.7 Select Task Force Flagship
- 4.1.8 Setup Ship Draw Cup
- 4.1.9 Purchase Ordnance
- 4.1.10 Purchase Support Equipment
- 4.1.11 Fill Out Player Log Sheet
- Task Force Setup – Example
- 4.2 Campaign/Mission Setup
- 4.1 Task Force Setup
- 5 Mission Execution Phase
- 6 Enemy TF Engagement Phase
- 7 Enemy Air Engagement Phase
- 8 Mission Debriefing
- 9 Campaign Evaluation
- 10 Optional Rules
- 11 US Task Force Ships
- 12 US Ordnance
- 13 Component Descriptions
- Rulebook Updates
- Game Credits
1 Game Overview
1.1 Introduction
Naval Warfare: Use of Naval Assets (Carriers, Ships, Submarines, Helicopters) to perform an operation against a clearly defined and attainable Objective.
Objectives can be:
- Destroy the enemy's Naval forces to provide Command of Sea
- Destroy Enemy strategic assets (strategic nuclear submarines) to prevent war escalation
- Prevent the breakout of Enemy Naval Forces into the open sea
- Destroy enemy Naval Bases
- Protect the movement of supplies and troops transiting to the Warzone from air, surface, and sub surface (sub) attacks
- Support the Land Warfare effort by performing strikes (missile strikes, Carrier aircraft strikes) against targets on land
1.1.1 Submarine Expansion
The Submarine Expansion allows you to perform missions using a US/Allied Nuclear Submarine (SSN).
1.1.2 Carrier Expansion
The Carrier Expansion adds Carriers and their corresponding Air Wings to the game. While executing your missions, you can launch aircraft to detect and attack enemy Task Forces, protect your carrier, and attack land forces.
Enemy forces have an Air Defense (AD) value that will be used against your Carrier Aircraft.
1.1.3 Allied Expansion
The Allied Expansion adds ships, subs, and carriers from US aligned countries.
Acronyms:
| Acronym | Meaning | Acronym | Meaning |
|---|---|---|---|
| AAW | Anti Air Warfare | MD | Missile Defense |
| AD | Air Defense | NM | Noise Management |
| ASuW | Anti-Surface Warfare | SSK | Submarine, Diesel |
| ASW | Anti-Submarine Warfare | SSN | Submarine, Nuclear |
| CC | Command and Control | SO | Special Option |
| CGN | Cruiser, Nuclear | TD | Torpedo Defense |
| DD | Destroyer | VLS | Vertical Launch System |
| DDG | Destroyer, Guided Missile | VP | Victory Points |
| FF | Frigate | XP | Experience Points |
| FFG | Frigate – Guided Missile |
1.2 Game Flow
See the Game Flow diagram.
1.3 Game Components
See the Game Components diagram. See Section 13 for detailed Component descriptions.
Note: A d10 die roll of 0 = 10.
1.3 Tactical Display Details
See the Tactical Display diagram, including the Range Modifier track.
1.4 Game Terminology
The Game Terminology box explains some of the terminology used in the game.
Naval Task Force: A Naval Task Force is a group of ships and/or subs that are acting together as a unit.
Target: A Target is one or more Enemy units that must be attacked and destroyed. The Target may be several Enemy ships/subs, or a ground target to attack with missiles.
Mission: A Mission is taking your Naval Task Force out to sea to find and destroy the enemy target (or escort friendly units).
Encounter: An Encounter is when your Naval Task Forces meet with Enemy Units (Air, Ship, Sub) and a battle takes place.
2 Campaign Start
2.1 Campaign Setup
Perform the following steps to setup the Campaign.
2.1.1 Select Campaign
Select the Campaign you want to play.
Campaign Information: The selected Campaign Length identifies the number of Targets in the Campaign (ex: you attack 4 targets), the number of Special Option Points you start the Campaign with (ex: 80 SOs), and the number of Mission SO Points you get for each Target (ex: 20 SOs).
2.1.2 Campaign Lengths
For Campaigns with Various Lengths (Short, Medium, Long), choose the desired Campaign length.
Special Option (SO) Points: Special Option Points are used to purchase ships, helicopters, drones, ordnance, and skills. The SO cost is indicated on the card or counter.
2.1.3 Campaign Tracks
Place the Task Force, Activity and War Track counters to the left of the first track number.
Campaign Tracks: The Task Force and Activity Campaign Tracks influence the Random Encounters that occur as your Task Force traverses to the target.
The Task Force number defines how many Soviet Task Forces are placed on the Campaign map. The Activity number is a modifier to the Soviet Task Force Activity Level roll that determines if there is an encounter, and if so, at what Activity Level.
2.1.4 Setup Card Decks
Create a Target Deck that contains the targets identified on the Campaign map by numbers. Shuffle the Target Deck and put them face down. See Example.
Target Deck Setup: The Targets for the Campaign are identified on the Campaign Map. The numbers on the map correspond to a Target number. For each number on the Campaign map, find the corresponding Target number and add it to the Target Deck.
Shuffle the Encounter cards and put them face down on the Tactical Display.
For the Enemy Sub and Enemy Ship cards, remove cards that don't match the Campaign nationality (Soviet or Argentina).
Remove the Special Mission only cards. Remove Cards whose launch year is later than the Campaign year. Shuffle the Enemy Sub Deck and put them face down on the Tactical Display. Shuffle the Enemy Ship Deck and put them face down on the Tactical Display.
Special Target Only: The Special Target Only cards are not drawn for random encounters. They could be referenced on a Target card.
Shuffle the Event cards and place them face down near the Tactical Display.
2.1.5 Setup Draw Cups
Place the Enemy Sub counters in a cup for drawing during enemy encounters.
Place the Missile/Torpedo Damage counters in a cup for drawing when a Task Force ship is damaged.
2.2 Purchase Equipment
Each Campaign Sheet identifies the number of Special Option (SO) points available at the start of the Campaign to purchase ships, helicopters, drones, and skills. Commanders do not cost SO Points.
2.2.1 Purchase Task Force Ships
Select the Naval ships that you would like to have under your command. Make sure that the ships were available in the year identified in the Campaign Title, and were assigned to the appropriate area (Atlantic (Atl) or Pacific (Pac)).
For each ship purchased, subtract the indicated number of SO points from your starting SO points.
Ship Card: Ships make up part of your Task Force executing missions against Enemy Targets. Ships can perform an action during an encounter (such as Detection Attempt, Targeted Weapon Attack, and Launching and Retrieving Helicopters).
The left Detect/Attack column is used against enemy ships. The center Detect/Attack column is used against enemy subs. The right Detect/Attack column is used against enemy aircraft.
As Ships perform missions against enemy Targets, they earn Experience points (XPs) that can increase their skill level.
Ships get 1 Action per Battle Turn.
Ship Characteristics:
- Detection Numbers: Lower numbers increase chances of detecting enemy ships/subs (modified die roll must be equal to or greater than detection numbers).
- Noise Management (NM): Higher numbers make your ship harder to detect.
- Torpedo Defense (TD): Higher numbers reduce chances of Torpedo hits against the ship.
- Missile Defense (MD): Higher numbers reduce chances of Missile hits against the ship.
- Helicopter: Identifies the helicopter type that can be purchased and assigned to the ship.
- Cool: Reduces Ship stress by the Cool value after an encounter.
- Missile Shield: When a ship with Missile Shield is in the Screening Force, you can use that ship's MD value for all missile attacks against any Task Force ship instead of the ship's MD.
- Command Ship: When the Task Force Commander's Flagship is a Command Ship, the Commander gets one additional Slow Action.
- TLAM: The Ship can fire TLAM Missiles.
- Cool: The Ship reduces the indicated number of Stress after a Tactical Encounter is complete.
- TA: Ship contains a Towed Array.
- VLS: The Ship contains a Vertical Launch System allowing up to 4 missiles to be fired at a time.
- RQ-2: The Ship can launch a RQ-2 Drone.
Stress: Ship Crews, Commanders, and Helicopter crews suffer Stress as they perform missions and experience Combat. Stress accumulates with more missions and Combat. When Stress falls within the Okay Stress Range, use the Ship/Sub/Air stats on the Okay row. When Stress falls within the Shaken or Unfit Stress Range, use the Ship/Sub/Air status on the Shaken row. Stress above the Shaken range means the Ship/Helicopter crew is Unfit and cannot perform any Actions or go on missions. Stress can be reduced by resting the unit/Commander.
2.2.2 Purchase Helicopters
If a Task Force ship supports hosting a helicopter, you can purchase a Helicopter of the given type. Subtract the indicated number of SO points from the starting SO points.
Helicopters: Helicopters can be launched from a ship and can attempt to detect and drop/fire ordnance against enemy submarines and ships.
Helicopters can perform up to 4 Actions/Battle Turn.
2.2.3 Select Commanders
You can select up to 2 Commanders to be part of your Task Force group. However, only one Commander can go on a mission at a time. No SO points are required.
Example Commander Characteristics:
Fast/Slow Actions: Identifies how many actions a Commander can perform during combat. Fast Actions are done before enemy actions.
Commander Card: Commanders lead your Task Force for each mission performed. Commanders provide one or more actions (Fast and/or Slow) that can be performed during an encounter.
As Commanders perform missions against enemy Targets, they earn Experience points (XPs) that can increase their skill level.
2.2.4 Purchase Commander Skills
Commander Skills can be purchased and assigned to a Task Force ship. A ship can only have 1 Skill.
If the Commander Skill has Expend on it, you can only use that skill once per encounter.
Commander Skills (examples):
- -2 STRESS: Expend to reduce Ship Stress by 2 if Shaken.
- +1 COOL: Add 1 to Ship Cool.
- ALERT: Add +4 Detection modifier to Detection Attempt.
- BRAVE: Gain +1 XP for each Stress from Missile Attack.
- DAMAGE CONTROL: Treat Ship Damage as +2 Stress (except Hull Damage).
- DEEP BREATH: After Encounter, roll d10. 8+ reduces 2 Stress.
- ENGINEER: Add +2 to all Repair Rolls (once/encounter).
- FINISH IT: Add +2 to Attack rolls against Damaged Ships.
- NUKE KILLER: Add +2 to Attack rolls against Enemy SSNs & SSBNs.
- ON LOAN: Pay ½ SO Points for Frigate. Remove if Target Not Destroyed on a mission.
- OVERWATCH: When a detected enemy Ship or Sub enters Weapons Range, immediately attack.
- SUB FOCUS: Extend Enemy Sub Detection Range by 1.
- SUPPLY CONTACT: Two TF Ships get 2 SOs to purchase SAM ordnance per mission.
- TIMELY: Treat SAM Attack roll as a 10.
- TRAINING: Requires 2 less XP to promote.
- VENGEFUL: When a TF Ship is damaged or sunk, add +3 to all Attacks this turn.
2.2.5 Assign Skill Levels
Each Ship and Commander has 6 different skill levels: Newbie (N), Green (G), Average (A), Skilled (S), Veteran (V), and Warrior (W). The Campaign sheet identifies the number of ships/commanders you can have at each skill level. If you select more ships/commanders than are listed, all additional ships/commanders have the skill level noted with the asterisk.
You can demote one ship by one skill level to promote a different ship one skill level. You can do this multiple times, but each ship can only be promoted or demoted in this manner one time.
For a cost of 4 SO points, you can also promote a ship or Commander (once) by one skill level.
Example (Skill Levels): Green Skill Level, 4 XPs to promote to Average.
Ship Cool, Stress Ranges, Ship/Sub/Air modifiers, NM, TD, and MD values, and Repair values can change when a ship is promoted to the next level.
Commander General Actions and Specialized Actions can change when a Commander is promoted, along with Stress Ranges, Cool, and Actions.
2.2.6 Initialize Player Log
Record your Campaign, Commanders, and Ships on the Player Log Sheet. Also identify which ships have assigned Helicopters.
Campaign Start – Example
I decide I want to play the Short Campaign for North Atlantic Skirmishes Cold War – 1988. For the Short Campaign, I get 80 SO Points to purchase my ships, helicopters/drones, and skills. I place the Task Force and Activity counters on the Campaign sheet.
Now I setup my Target Deck. Based on the Campaign map, I pull out the following Target cards: 12, 13, 14, 15, 16, 17, 22, 23, 28, and 29. I shuffle the deck and put them near the Tactical Display.
I shuffle the Encounter cards and put them on the Tactical Display.
For the Enemy Sub deck, I remove the Argentina subs, as well as SSN K-335 (deployed in 1991, which is after 1988) and SSBN TK-17 (Special Target Only). I shuffle the remaining Enemy Sub cards.
For the Enemy Ship deck, I remove the Argentina ships, as well as DDG Nastoychivyy, DDG Admiral Panteleyev, and DDG Bespokoynyy (all employed in 1991 or 1992), and the 6 Special Mission cards (CV Minsk, CV Kiev, CV Moskva, DDG Boevoy, CBN Kalinin, and CBN Kirov). The two decks are shuffled and placed on the Tactical Display.
I shuffle the Event cards and place them face down near the Tactical Display.
I create my two draw cups of Enemy Sub counters and Damage counters.
It is now time to purchase my Task Force ships, helicopters, drones, and skills with my 80 SO points.
Ship Types: There are 4 types of ships that you can choose from:
- Cruisers are generally larger guided-missile ships designed primarily for air defense and anti-submarine capabilities.
- Destroyers are fast warships primarily designed to escort larger, high-value ships.
- Frigates are smaller guided-missile ships that have short range SAMs and ASW Helicopters.
- Battleships are heavily armored ships with large guns that can fire projectiles almost 25 nautical miles.
Per the Campaign sheet, my ships and commanders can have the skill levels shown. If I have more than 6 ships/commanders, the remaining will be at skill level Average (because it is asterisked).
I select the following Atlantic (Atl) ships, helicopters, and commanders for my Campaign.
I selected an Average Ticonderoga Cruiser due to its Missile Shield capability (protects my entire Task Force) and its +1 Ship detection and attack modifier.
I selected an Average Spruance Destroyer due to its anti-submarine warfare (ASW) detection numbers (4/6 is great), and it can take up to 3 hull hits.
I selected a Green Knox Frigate to provide both ship and sub attack capabilities. The Truett promotes to Average with just 2 experience points.
The Oliver Hazard Perry Frigate is the least capable ship I have, so I made it my Newbie ship. It doesn't have ASROC ASW missiles, but can host a SH-2 helicopter for ASW.
Commander Skills: Helps keep the ship's Stress low. Provides an attack bonus against Soviet nuclear subs. Can Expend (use) once per encounter to make enemy detection easier.
Assigned to the USS Underwood. Can be launched to provide long-range ASW.
I selected Kinsley to support ASW. As a Skilled Commander, actions can be used to help detect and attack enemy subs. Kinsley gets 1 Fast action and 1 Slow action.
I selected Ewen to provide Defensive support. When he levels up, he can use actions to increase Torpedo and Missile defenses. Ewen only gets 1 Slow action.
Allocated SOs: 80. Spent SOs: 78. Remaining SOs: 2.
3 Sequence of Play
3.1 Overview
The following provides an overview of the Sequence of Play. Start at Section 4 – Mission Setup Phase.
4 Mission Setup Phase — Determine what Target to attack, and select your Task Force. Setup the Campaign sheet for the mission.
- 4.1 Task Force Setup
- 4.1.1 Mission SO Points — Receive your Mission SO Points. Adjust for Target Improvement penalties.
- 4.1.2 Target Selection — Select up to 2 Targets from the Target Deck. Pick target to attack. Must attack Target if the Target # is red on the Campaign sheet.
- 4.1.3 Priority R&R — If the Task Force and Commanders are stressed out, spend 10 SO points to reduce 2 stress from all units.
- 4.1.4 Purchase Task Force Equipment — If desired, purchase additional ships, helicopters, and support ships.
- 4.1.5 Assemble Task Force — Select the Task Force ships and commander to go on the mission.
- 4.1.6 Setup Task Force on Tactical Display — Place each ship counter on the Tactical Display in the Screening Force, Main Force, or Protected Force.
- 4.1.7 Select Task Force Flagship — Select which of your Task Force ships is the Flagship.
- 4.1.8 Set up Ship Draw Cup — Based on ship force positions, set up a Ship Draw Cup.
- 4.1.9 Purchase Ordnance — Purchase Ordnance for each Task Force ship.
- 4.1.10 Fill Out Log Sheet — Enter Target number and identify ships/commander performing mission.
- 4.2 Campaign/Mission Sheet Setup
- 4.2.1 Place Mission Counters — Place the TF counter on the Campaign Map by the Blue Star. Place Mission counter in Target Area on Map.
- 4.2.2 Place Enemy Task Forces — Determine where Enemy Task Forces are placed on the Campaign Map.
- 4.2.3 Shuffle Decks — Shuffle the Encounter, Enemy Sub, & Enemy Ship decks.
5 Mission Execution Phase — The Task Force moves on the Campaign Map towards the Target. Check for Enemy Air Attacks and Enemy Task Forces. Attack the Target when in the Target Area.
- 5.1 Task Force Movement — Move the Task Force (TF counter) to the next map area.
- 5.2 Enemy Air Attack Check — Based on the Campaign map area, check for an enemy air attack. If attacked, go to section 7.
- 5.3 Enemy Task Force Activity Check — If an enemy task force counter is in the Campaign area, use the Encounter card and roll for the Activity Level. If Low or High, resolve Enemy Task Force Encounter per section 6.1.1.
- 5.4 Target Area Check — If the Task Force (TF counter) is in the Target area, perform the mission (attack target, clear mines, …). Go to section 6.1.3.
- 5.5 Mission Complete Check — If the mission objective has been met (i.e. Target attacked), go to Section 8 (Mission Debriefing).
6 Enemy TF Engagement Phase — An Enemy has been encountered, resolve Tactical Engagement.
- 6.1 Encounter Setup
- 6.1.1 Task Force Deployment Setup — Adjust Ship position in Screening Force, Main Force, and Protected Force if desired.
- 6.1.2 Enemy TF Encounter — Setup an Enemy TF Encounter using the Encounter card.
- 6.1.3 Target Encounter — Setup the Target Encounter using the Target card.
- 6.1.4 Enemy Ship/Sub Counter Placement — Place the enemy Ships and Subs on the Tactical Display.
- 6.1.5 Battle Turn Counter — Set the Battle Turn Counter to 5.
- 6.1.6 Event Card — Draw an Event card and implement the top portion.
- 6.2 Encounter Steps
- 6.2.1 Sonobuoy Detection Check — If Sonobuoys are deployed, perform a Detection Check if there is an enemy sub in the same area.
- 6.2.2 Fast Task Force Actions — Fast TF Ships, Commanders, and Helicopters perform Actions.
- 6.2.3 Move Enemy Units — For each Enemy Ship and Sub, determine whether it moves, pings, flanks, or patrols.
- 6.2.4 Enemy Ship/Sub Actions — For each Enemy Ship and Sub, perform actions; including detection attempts or attacks.
- 6.2.5 Slow Task Force Actions — Slow TF Ships, Commanders, and Helicopters perform Actions.
- 6.2.6 Decrease Detection Levels — Reduce all Detection Levels by 1 for both TF Ships and Enemy TF Ships/Subs.
- 6.2.7 Reset Commander Actions — Reset all Commander Action counters from Used to not used.
- 6.2.8 Decrease Battle Turn Counter — Decrease the Battle Turn counter. If the Battle Turn counter was on 1, then the encounter is over.
- 6.2.9 End Encounter Decision — If desired, end the Encounter.
- 6.3 Encounter Complete
- 6.3.1 Draw Event Card — Draw an Event card and implement the bottom portion.
- 6.3.2 Evaluate Encounter — Evaluate the Encounter. If the Target was destroyed, earn VPs.
- 6.3.3 Repair Damage — If a TF Ship suffered Repairable damage, remove the damage counter.
- 6.3.4 Add Stress to Ship/Commander — Based on the Ship/Flagship position, determine the amount of stress added to each Ship and Commander (Screening Force: +2, Main Force: +1, Protected Force: -1 (Shaken or Unfit only)).
- 6.3.5 Record Experience — For Target Encounters, add XPs to each participating Ship and Commander. Add 1 XP if the Target was not destroyed, 2 XPs if the Target was Destroyed.
- 6.3.6 Group Promotions — If a Ship or Commander has earned enough XPs to promote to the next Skill level, increase the Skill level and reduce the expended XPs.
7 Enemy Air Engagement Phase — The following steps (Aircraft Encounter Setup & Aircraft Encounter) are performed to resolve an Enemy Air Engagement.
- 7.1 Encounter Setup
- 7.1.1 Overview — An Aircraft encounter involves a squadron of enemy aircraft on the Tactical Display approaching the Task Force attempting to attack TF ships using missiles.
- 7.1.2 Aircraft Encounter Setup — Setup the Aircraft Encounter on the Tactical Display.
- 7.2 Encounter Steps
- 7.2.1 Move Aircraft — Move enemy Aircraft one range closer.
- 7.2.2 Fast Task Force Actions — Fast Ships and Commanders perform Actions.
- 7.2.3 Aircraft Actions — Determine if Aircraft Attacks. If so, resolve attack.
- 7.2.4 Slow Task Force Actions — Slow Ships and Commanders perform Actions.
- 7.2.5 Enemy Aircraft Return to Base Check — Determine if Aircraft that have attacked return to base.
- 7.3 Encounter Complete — Complete Aircraft Encounter.
8 Mission Debriefing — Perform the following steps after the Mission is complete.
- 8.1 Target Victory Points — If the Target is Destroyed, or the Objective is met, earn the Victory Points (VPs) as shown on the Target Card. Record the VPs earned on the log sheet.
- 8.2 Adjust Campaign Tracks — If the Target is Destroyed, or the Objective is met, adjust the Campaign Track per the Target card.
- 8.3 Rested Ships — Rested ships and Commanders also reduce 2 Stress plus Cool. All damage on rested ships is removed except for Hull Damage. Reduce the hull damage by 1.
- 8.4 Discard Ordnance — Discard any unused Ordnance.
- 8.5 Unused SO Points — Carry over any unused SO points to the next mission.
9 Campaign Evaluation — Perform the following steps at the end of the Campaign.
- 9.1 Victory Point Total — Determine total number of Victory Points (VPs).
- 9.2 Campaign Evaluation — Based on the selected Campaign length, use the Evaluation Criteria to evaluate your Campaign.
4 Mission Setup Phase
Perform Mission Setup for each Target until the Campaign Limit is Reached.
4.1 Task Force Setup
Perform the following steps to select a target and ready your Task Force.
4.1.1 Mission SO Points
Receive the Mission SO Points identified on the Campaign Sheet for the selected Campaign Length (Short, Medium, Long, ..).
4.1.2 Target Selection
Task Force Missions are performed against targets selected from the Target Deck.
You can choose to skip selecting a target if desired and rest everyone, but it still counts as one of the Campaign Target missions.
Select a Target from the top of the Target Deck. Check the Target number against the Target number on the Campaign Sheet. If the number is Red, this target must be attacked.
If the Target isn't a Red number, if desired, select a second target. If the Target number is Red on the Campaign Sheet, that target must be attacked.
Otherwise, choose which target to attack and shuffle the other Target back into the Target Deck.
If a Target has the Improvement keyword, do not shuffle it back into the deck and apply the Improvement penalty immediately until the target is destroyed. (ex: Improvement SO: -3, immediately removed 3 SO points from this mission.)
If neither Target number is red, you can pay 3 SO points to draw another Target card if desired.
Example: I draw Target Card 15, Enemy Wolfpack. It has Improvement: SO -4. I immediately apply the -4 SO penalty. I attempt to destroy the Target, but fail. I keep the Target card instead of discarding it. I apply the Improvement penalty the next turn.
Target Types:
- Allied Convoy: For Convoy targets, your Task Force will lead the designated Convoy Ships to the Campaign area. The Convoy ships will be in the Protected area on the Task Force display. You earn VPs for protecting and delivering the ships to the Campaign area. All designated convoy ships take only one hull hit to sink.
- Area Patrol: For Area Patrol targets, the Task Force moves through the Campaign areas to reach the patrol area. The Area Patrol is designed to clear out critical enemy ships and subs.
- Enemy Targets: Enemy Targets identify enemy ships and subs that must be attacked. When attacking the target, flip through the Enemy Ship cards and Enemy Sub cards and find the cards indicated on the Target card. Use the first matching type found in each deck. Red ship names are Special Mission Only ships or subs.
- TLAM Attack Targets: Some Targets are destroyed by attacking them with Tomahawk TLAM missiles. For TLAM Attacks, you must purchase TLAM missiles to attack the Target. The Target card identifies the number of TLAM hits required to destroy the target. After the Tactical Encounter(s) in the Campaign area, fire the TLAM missiles, roll for hits for each missile, and determine if the Target was destroyed.
- Enemy Carrier Targets: Enemy Carrier Task Force Targets may launch fighter aircraft at the Task Force during the encounter (die roll of 8+). See section 6.2.4.6 (Enemy Carrier Attack) for encounters with enemy carriers.
4.1.3 Priority R&R
During your mission, your ships, helicopters, and commanders gain Stress. When your Task Force stress levels become a problem, you can use Priority Rest and Relaxation to reduce the Stress levels.
You may spend 10 SO Points once each mission to remove 2 Stress from every Ship, Helicopter, and Commander.
4.1.4 Purchase Task Force Equipment
4.1.4.1 Purchase Task Force Ships
If desired, you can use available SO Points to purchase new Task Force ships. Only one ship can be purchased for each mission. See section 2.2.1 for more details.
All new ships start out at the Newbie skill level. You can spend 4 SO points to promote the skill level of the ship once.
4.1.4.2 Purchase Helicopters
If desired, you can use available SO Points to purchase a new Helicopter. See section 2.2.3 for more details.
4.1.4.3 Purchase Support Ships
If desired, you can purchase Mission Support Ships for the mission. After the mission, they are discarded. Support ships are placed in the Supporting/Protecting Force area. They are sunk with one hull hit.
Support Ships: Support ships don't get Stress, and are sunk with 1 Hull hit. Errata: Support ships NM, TD, and MD = 0.
Ammunition Ship: To replenish ammunition, you must have an Ammunition Ship in the Task Force. TF Ships in the Protected Area can replenish ordnance during the mission. Ammunition can be replenished two different ways: just before the Target Encounter, or after all Random encounters are (continued below).
4.1.4.4 Purchase Commander Skills
If desired, you can purchase Commander Skills for a particular Task Force ship. See section 2.2.4 for more details.
Mine Countermeasures Ship: If there are any mine fields on the Campaign map, adding a Mine Countermeasures Ship negates the need to check for mine damage.
4.1.5 Assemble Task Force
4.1.5.1 Pick Ships for Mission
From your available Task Force ships, select the ships that will go on the mission. Not all Task Force ships need to go on every mission.
Ships that are Unfit (Stress level exceeds Shaken range) cannot be used on a mission.
Resting a Task Force Ship (i.e. not taking it on a mission) reduces Ship Stress.
4.1.5.2 Select Commanders for Mission
Select which Commander you want to go on the mission.
Commanders that are beyond Shaken (Stress level exceeds Shaken range) cannot be used on a mission.
For each Action allowed by the Commander, provide an Action counter. When a Commander uses an Action, flip the Action counter to the Used side. Reset at the end of the Battle Turn.
4.1.6 Setup Task Force on Tactical Display
Place the ship counters for the ships selected for the mission on the Task Force Deployment section of the Display Sheet.
Each Ship can be placed in the Screening Force (limit 2 ships), Main Force (limit 3 ships), or Protected Force (limit 4 ships).
Task Force Position:
- Screening Force: The Screening Force represents ships that are out in front of the Main force. Screening Force ships are Fast, meaning they perform Actions prior to the Enemy Ships/Subs. Screening Force ships also get a +1 Detection modifier. Each ship in the Screening Force has 3 ship counters placed in the Ship Draw Cup. After an Encounter, Screening Force ships suffer +2 Stress.
- Main Force: Ships in the Main Force are Slow, meaning they perform Actions after the Enemy Ships/Subs. Each ship in the Main Force has 2 ship counters placed in the Ship Draw Cup. After an Encounter, Main Force ships suffer +1 Stress.
- Supported/Protected Force: Ships in the Supported/Protected Force is for ships that the Task Force is protecting or has high-level ships like a Carrier. Ships in this area do not have any Actions (except Carriers). Each ship in the Supported/Protected Force has 1 ship counter placed in the Ship Draw Cup. Shaken and Unfit Ships in this area reduce their current Stress level by 1 after a Tactical Encounter. Normal TF Ships can also be placed in this area if desired prior to an Encounter but cannot perform any Actions. Ships in this area also get a NM+1, TD+1, and MD+1 modifier. Ships in the Protected area do NOT earn XPs due to a Target encounter. When the Command Ship is in the Protected Force area, if the Commander performs actions, the Commander suffers 1 stress at the end of the encounter. If no Commander actions are performed, then the Commander loses 1 stress.
4.1.7 Select Task Force Flagship
Choose which TF Ship will be the Flagship (Screened or Main Force Ship only).
If the Flagship is a Screening Force ship, the Commander gets 2 Stress after each encounter (including Random Encounters). If the Flagship is a Main Force ship, the Commander gets 1 Stress after each encounter.
Place the Flagship counter on the Task Force Ship card.
4.1.8 Setup Ship Draw Cup
When enemy ships and subs attempt to detect and attack your Task Force ships, you draw a Ship counter from a draw cup to determine which ship they attack.
Place the following number of counters corresponding to the Task Force Deployment position in the cup:
- Screening Force – place 3 counters for each position occupied (1 and 2).
- Main Force – place 2 counters for each position occupied (3, 4, 5)
- Supported/Protected Force – place 1 counter for each position occupied (6 – 9).
Ex: I have positions 1 through 4 occupied with Task Force Ships. I put 3 counters in the cup for position 1, 3 counters for position 2, 2 counters for position 3, and 2 counters for position 4. The remaining positions are empty, so I don't put any more counters in the cup.
4.1.9 Purchase Ordnance
With the remaining SO points (after purchasing equipment), purchase ordnance for each ship or helicopter (as desired).
4.1.9.1 Ordnance Types
The Task Force card indicates which ordnance it can use against enemy ships, subs, and aircraft.
The left Attack values show Ordnance used against enemy ships. The middle Attack values show Ordnance used against enemy subs. The right Attack values show Ordnance used against enemy aircraft. Special Ordnance (ex: TLAMs) are in the main bottom box.
Ordnance card fields:
- Weapon Name: Name of the Weapon. Task Force Ships can only fire ordnance listed on the card.
- Attack Number(s): Each weapon counter can have one or two Attack numbers, indicating how many hits can be inflicted on the target per attack (i.e. 2 attack numbers allows up to 2 hits).
- 1 Hit: If the modified die roll is equal to or greater than the first number, but less than the second number (if present), one hit is scored. For example, if the Attack Number is 4, than a modified die roll of 4 or higher scores one hit.
- 2 Hits: If the modified die roll is equal to or greater than the second number, 2 hits are scored. This assumes there are two Attack Numbers.
- Ordnance SO Cost: Indicates how many SO Points are required to purchase the Weapon. The cost could be less than 1 SO cost, so purchase enough weapon counters to equal 1 SO increments. Ex: If the ordnance cost is 0.75, then you get 4 ordnance counters for 3 SO points.
- Search Attack Number: Some weapons can be fired in Search mode. This allows attacks against undetected enemy ships. Select 2 adjacent Azimuth sectors to search. Start with the closest range ships, and roll a Search die. If the Search die value is equal to or greater than the Search Attack number, the missile attacks that ship with no modifier. If multiple enemy ships are at the same range, randomly determine which ships to search for first.
- Maximum Range: Identifies the maximum range the weapon can attack an Enemy ship/sub/aircraft.
- Campaign Map Range: When playing an Advanced Campaign (future expansion), some weapons can attack enemy task forces 1 or more hexes away. The Campaign Map Range identifies the number of Advanced Campaign hexes the weapons can attack.
- Campaign Map Attack Modifier: When attacking enemy task forces on the Campaign Map (future expansion), apply the modifier when rolling for the weapon attack.
- Minimum Range: Identifies the minimum range the weapon can attack an Enemy ship/sub/aircraft. If no minimum range number is present, the minimum range is one.
4.1.9.2 Ordnance Cost
The SO cost of Ordnance is identified in the black square box on the bottom right corner of the Ordnance counter.
Some ordnance is less than 1 SO. Purchase enough ordnance to round up to whole SOs. There is no limit on the amount of ordnance you can purchase for a ship.
4.1.10 Purchase Support Equipment
Purchase Torpedo Decoys or Sonobuoys.
A Nixie Torpedo Decoy is attached to the ship and can attempt to decoy a torpedo fired at the ship. On a d10 roll of 5+, the torpedo hits the decoy instead of the ship. The Decoy is expended when used.
Sonobuoys can be dropped by Helicopters to attempt detection of enemy subs. The Sonobuoy will stay in the same area and can detect subs in the same area throughout the encounter.
4.1.11 Fill Out Player Log Sheet
In the next open Target column, enter the Target number in the top row, and check the appropriate boxes in the rows below it to identify which Task Force Ships and Commanders are going on the mission.
Further down, document the Starting SO Points, SO Points Used, and SO Points Remaining.
Task Force Setup – Example
I am now ready to start a mission against a Campaign Target. For my North Atlantic Skirmishes – Cold War 1988 Short Campaign, I get 22 SO Points. I also have 2 SO Points leftover from my initial 80 SO points for a total of 24 SO Points.
I select the first target from the Target Deck and draw Target 14 (Enemy ASW Forces), which is 3 areas away from our base in the UK. I decide to draw a second Target card, and draw Target 13 (Enemy ASW Forces), which is only 2 areas away. Both earn the same number of VPs (6), but if Target 13 is destroyed, both the Task Force track and the Activity track are moved right one number (which is good). I decide to go after Target 13.
Because my ships don't have any Stress yet, I skip Priority R&R. I decide to not purchase ships/skills/commanders this turn.
I am going to take all four of my ships: USS Leyte Gulf CG-55, USS Spruance DD-963, USS Truett FF-1095, and USS Underwood FFG-36. I choose to take my Skilled Commander Kinsley.
I am going to put my most capable two ships in the Screening Force (CG-55 and DD-963), and my other two ships in the Main Force. I select the USS Truett as my Flagship (Command Ship).
I setup the Draw Cup with 3 Ship 1 counters, 3 Ship 2 counters, 2 Ship 3 counters, and 2 Ship 4 counters.
I now purchase ordnance from my mission. The target is both ships and subs, but I may run into additional Soviet Task Forces on the way to the Target. So I need to be prepared for multiple enemy encounters.
Ordnance Cost: 19 SO Points. Remaining SO Points: 5.
Filled out the SO Point section in the Target Number column.
Filled out the Target Number and identified which units are supporting the mission.
4.2 Campaign/Mission Setup
4.2.1 Place Mission Counters
Place the Task Force TF counter in the Campaign start area denoted by a Blue Star. Place the Mission Location counter in the Target Area.
4.2.2 Place Enemy Task Forces
The Task Force Track on the Campaign sheet identifies how many Enemy Task Forces to place on the Campaign Map.
As your Task Force moves on the Campaign map to the Target area, there is a chance that the Task Force can be intercepted by random Soviet Task Forces.
Enemy Task Force counters are placed on a Campaign map area based on a die roll prior to the mission start. When your Task Force enters a Campaign map area with an Enemy Task Force counter, you pick an Encounter card and determine the Activity level of the Enemy Task Force by rolling a d10 and adding the Activity modifier on the Campaign sheet.
If the Activity Level is None, then there is no encounter. If the Activity Level is Low or High, then you flip the Encounter card over and see what Soviet forces are in the Enemy Task Force. You then setup the Tactical Encounter on the map and start Combat.
Find the appropriate number of Enemy TF counters and put them on the High activity side.
Based on the Campaign Sheet, for each Enemy TF roll a d10 and place the Enemy TF counter in the appropriate Enemy TF box on the Campaign map.
Ex: For the Track above, 3 Enemy Task Force counters will be placed on the Campaign Map. I roll a 6, 9, and a 2. Because of the Mission Location, I only need to roll for one Random Encounter during the Mission.
For each Random Enemy Task Force encounter where you have combat, your ships and commanders suffer Stress.
4.2.3 Shuffle Decks
Shuffle the Encounter, Enemy Sub, and Enemy Ship card decks and place them on the Display sheet.
Event cards can be shuffled prior to each mission or once all Event cards have been used.
5 Mission Execution Phase
The Mission Execution Phase is where the Task Force moves through Campaign Areas until the Target is reached. For each Campaign Area that has an Enemy Task Force, roll to determine the Enemy Task Force Activity Level (based on drawn Encounter Card). If the Activity Level is High or Low, then setup the Encounter on the Tactical Display. Once the Target area is reached and all Enemy Task Force Encounters have been resolved, then setup the Target ships on the Tactical Display and resolve the Target Encounter.
Repeat steps 5.1 through 5.5 until the Mission is complete.
5.1 Task Force Movement
On the Campaign Map, move the TF counter one area closer to the Target.
5.2 Enemy Air Attack Check
Some Campaign maps and areas have zones where your Task Force can be attacked by Enemy Aircraft.
If the Campaign Area references a possible Aircraft attack, roll a die to determine if the Aircraft attack.
If Enemy Aircraft attack the Task Force, go to section 7 to resolve the Air Attack.
Example: My Task Force just entered the area with an Air Attack zone. I need to determine if my Task Force will be attacked, and if so, if there will be one or two Backfire squadrons. I roll a 9. So one Backfire Squadron attacks my Task Force. I go to Section 7 to resolve the Air Attack.
5.3 Enemy Task Force Activity Check
If my TF entered an area with one or more Enemy Task Forces in the area, I determine if there will be an Enemy Task Force engagement.
Select the Encounter card on the top of the Encounter Deck. Roll a d10, add the Activity Track modifier, and check the Encounter Activity Level using the chart on the Encounter card.
If the Activity Level is None, place the Encounter card on the bottom of the Encounter deck and continue.
If the Activity Level is Low or High, an Enemy Task Force Encounter occurs. Go to section 6.1.1 and then section 6.1.2 Enemy TF Encounter Setup to setup the Random Encounter.
Example: My Task Force just entered the area with an Enemy Task Force counter (TF C – High). I look at the Activity Level table on the Encounter card at the top of the deck. The Activity track on the Campaign sheet is currently set to +2. I roll a d10, and get a 5. After adding the +2 Activity modifier, the final number is 7, which results in a High Activity Level. I flip over the Encounter card and go to Section 6.1.1 to setup the Random Encounter.
5.4 Target Area Check
If the Mission is an escort, clearing mines, or some other objective that doesn't involve destroying an enemy target, then go to section 5.5 (Mission Complete Check).
If the Task Force is in the area of the Target (as identified by the Target number), then go to section 6.1.1 and then section 6.1.3 Target Encounter to setup the Target encounter.
5.5 Mission Complete Check
If the Target was engaged, or the objective met, the mission is complete. Go to Section 8 (Mission Debriefing).
Otherwise, return to section 5.1 (Task Force Movement) and repeat the steps.
6 Enemy TF Engagement Phase
The following steps are performed to resolve a Tactical Engagement.
6.1 Encounter Setup
Perform the following steps to setup the Encounter.
6.1.1 Task Force Deployment Setup
Place the ships on the mission into the desired Task Force Deployment positions (Screening Force, Main Force, Supported/Protected Force). See Step 4.1.6.
Ships placed in the Protected Force location cannot perform any actions during the encounter, but do reduce Stress by 1 at the end of the encounter if the Ship is Shaken or Unfit. They can still be attacked by enemy forces. Update the Ship Draw Cup if required (4.1.7).
If TF ships are redeployed to different Task Force positions during the encounter, then they suffer the highest stress level based on position they occupied.
If the Encounter is based on drawing an Encounter card with an Activity Level of High or Low, go to Section 6.1.2.
If the Encounter is based on attacking the Target, go to Section 6.1.3.
6.1.2 Enemy TF Encounter Setup
If the encounter is a random encounter, perform the following steps.
Flip over the Encounter card to see the Encounter information.
If the activity level is High, use the red numbers on the left of the ship, sub, and special ships (if applicable).
If the activity level is Low, use the black numbers on the right side of the ship, sub, and special ships.
Example: Based on an Activity Roll (see Section 5.3), I rolled High Activity Level. I flip the card over and it is card 15 – Ship/Sub Encounter. I will be facing 3 random ships and 1 random sub. If I destroy 2 ships and 1 sub during the encounter, I earn 3 SO Points. The Command and Control (CC) value for the Soviet force is 5+.
6.1.2.1 Enemy Ship Cards
From the Enemy Surface Ships deck, flip over the appropriate number of ship cards from the top of the deck and place them near the Tactical Display.
Example: I draw 3 Enemy Ship cards, and get the FFG Dostoynyy (Krivak I class frigate), DDG Udaloy (Udaloy class destroyer), and the Lira (Balzam class Intelligence ship).
6.1.2.2 Enemy Sub Counters
From the Enemy Sub draw cup, draw an Enemy Sub counter for each enemy sub from the cup. Placement and Movement modifiers are zero. Each unknown Enemy Sub has a Contact = 1.
Example: I draw a random counter from the Enemy Sub cup, and draw the following Enemy Sub counter. Used on the Tactical Display.
6.1.2.3 Special Ships/Subs
If a specific ship type is mentioned, flip over the Enemy Surface Ship deck (or Enemy Sub deck), and sort through the deck until a matching ship type is found.
Example: Because the DDG Udaloy and the Enemy Sub counter have a Star, they are critical. If they aren't destroyed during the Tactical Encounter, the mission is over.
6.1.2.4 Encounter Check
If all of the ships and sub counters aren't Critical (i.e. no stars), you can choose to end the encounter. Do not suffer Stress or earn XPs.
Example: My Task Force has moved into the Target area, and I have resolved all Random Enemy TF Encounters. It is time to attack Target 13, Enemy ASW Forces. I sort through the Enemy Ship deck and pull out the first Kirov, and the first and second Udaloy ship cards. I sort through the Enemy Sub cards and pull out the first Victor I sub card. I place the ship/sub counters on the enemy cards, and the larger Enemy Ship and Enemy Sub counters with the Starred side up. (Continue to Section 6.1.4.)
6.1.3 Target Encounter
If the encounter is the Target, perform the following steps.
6.1.3.1 Target Ships
If a Target ship type is mentioned, flip over the Enemy Surface Ship deck and sort through the deck until a matching ship type is found. Pull the card and search for remaining ship types starting at the front again.
Put a Ship identifier counter on each ship card, and find the appropriate Enemy Ship counter that matches the same ship number for use on the Tactical Display.
6.1.3.2 Target Subs
If a specific Sub type is mentioned, perform the same step as above, but use a Sub identifier counter on each sub card, and find the appropriate Enemy Sub counter that matches the same sub number for use on the Tactical Display.
6.1.3.3 Enemy Sub Counters
If no specific sub is mentioned on the target card, draw an Enemy Sub counter from the Enemy Sub draw cup for each enemy sub in the Encounter. Place the Detect side up.
When the Unknown sub is detected, or it detects a Task Force ship, flip the counter and roll a die to determine what is there.
If an Enemy is there, draw the top card from the Enemy Sub Card deck and replace it with a known Enemy Sub. If Nothing, then remove the Enemy Sub counter.
If Neutral, place a Neutral ship counter in the space. Add NM+1 to all enemy sub detections in that area and an Attack -2 modifier for all enemy sub attacks in that area.
6.1.4 Enemy Ship/Sub Counter Placement
The Enemy Ship and Sub counters are placed on the Tactical Display.
6.1.4.1 Determine Placement Range
Each Ship card and Sub card has a Placement modifier. For Unknown subs, the placement modifier is 0.
For each enemy, roll a d10, add the placement modifier to the die roll and check the Enemy Starting Range table to see the range for each ship and sub.
Place the counter at the appropriate range along the display's center line.
6.1.4.2 Determine Azimuth
Each range value has multiple azimuth cells. There is an azimuth cell number range at the end of the azimuth cells.
For each counter roll a d10 to determine the azimuth for the counter. See the Azimuth Cell Rolls by range diagram.
6.1.4.3 Place Sub/Ship Counter
Place each counter in the appropriate azimuth/range cell.
6.1.4.4 Roll for Sub Depth
If using the Sensor Performance optional cards, roll for sub depth.
Critical Ships/Subs: Enemy Ships and Subs that have a Star in the picture are Critical Ships and Subs. For Random Encounters, all Critical Ships and Subs must be destroyed to continue the mission towards the target.
The TF Ship that sinks a Critical Ship or Sub earns 1 Experience Point (XP). If the ship that sunk the critical ship or sub is the Flagship (or Command Ship), the Commander earns 1 XP also.
Example: I need to place the 3 Enemy Ships and 1 Enemy Sub on the Tactical Display. Placing the CBN Kalinin. The Placement modifier is 0. I roll for the starting range, and roll a 3 – Range 5 (using the Surface column). For Azimuth, I roll a 3. Placing the DDG Admiral Tributs, with a Placement modifier of 0. For the starting range roll, I roll a 1 – Range 4. For Azimuth, I roll a 6. Placing the DDG Severomorsk with Placement = 0. For the starting range roll, I roll a 7 – Range 6. For Azimuth, I roll a 2. Placing the SSN K-454 with Placement = -2. For the starting range, I roll a 4, modified to 2. Using the Sub column, the range is 3. For Azimuth, I roll a 9. I place the Ship and Sub counters on the Tactical Display at the indicated range and azimuth.
6.1.5 Battle Turn Counter
Place the Battle Turn counter on the 5 square.
6.1.6 Event Card
Draw an Event card and implement the top portion.
6.2 Encounter Steps
Perform the following steps for the Encounter. Repeat the steps until the Encounter is over.
- Sonobuoy Detection Check (6.2.1)
- Fast Task Force Actions (6.2.2)
- Move Enemy Units (6.2.3)
- Enemy Ship/Sub Actions (6.2.4)
- Slow Task Force Actions (6.2.5)
- Decrease Detection Levels (6.2.6)
- Reset Commander Actions (6.2.7)
- Decrease Battle Turn Counter (6.2.8)
- End Encounter Decision (6.2.9)
6.2.1 Sonobuoy Detection Check
Sonobuoys are deployed by ASW Helicopters using a Helicopter Action. Deployed Sonobuoys perform a Sub Detection check each turn. If there is an Enemy Sub in the same area as a Sonobuoy, roll a die, subtract the sub Noise Management (NM), and compare to the Sonobuoy detection numbers. If detected, add a Detection counter to the enemy sub.
Ex: Enemy Sub 1 is a Sierra class sub with a NM = 1. I roll a die for the Sonobuoy Detection check, and roll an 8. I subtract 1 for the NM, getting a 7. I detected the sub at Detection Level 1.
Noise Management (NM): Noise Management (NM) represents how well a ship or sub manages their noise level. For detection attempts against a ship or sub, subtract the NM value from the Detection die roll.
Torpedo Defense (TD): Torpedo Defense (TD) represents how well a ship or sub can defend itself against torpedoes. For torpedo attacks against a ship or sub, subtract the TD value from the torpedo attack die roll.
Missile Defense (MD): Missile Defense (MD) represents how well a ship can defend itself against missiles. For missile attacks against a ship, subtract the MD value from the missile attack die roll.
6.2.2 Fast Task Force Actions
Remove Fast Ship Ping counters from Fast Ships at the start of the Fast Ship turn. If a Ship Pinged the last turn based on a Slow Commander Action, remove the Ping counter on the following turn.
Fast Ships, Helicopters (launched from a Fast ship), and Fast Command Actions can be performed. Fast Actions can be performed in any order. Fast Actions can be deferred to the Slow Action phase if desired.
Ships can perform 1 Action/Battle Turn, unless a Commander Action gives the ship an additional Action.
The Commander Card identifies the number of Fast and Slow Commander Actions/Battle Turn that can be performed. When an Action is performed, flip the Action counter to the Action Used side.
Helicopters can perform up to 4 Actions/Battle Turn.
A ship that destroys a Critical ship or sub (Starred) earns 1 XP.
Commander Action Count example: The Commander card identifies how many Fast and/or Slow Actions a Commander can use during a Battle Turn. Ex: Skilled Commander Kinsley gets 1 Fast Action and 1 Slow Action per Battle Turn when Okay. He gets 1 Slow Action when Shaken.
Task Force Ship Actions
Detection Attempt Action
An enemy ship or sub cannot be attacked until it is detected. There are 4 Detection Levels (0-3).
The basic process for Detection Attempts is:
- Select enemy ship or sub to detect
- Select which sensor to use
- Determine all Detection modifiers
- Roll a d10
- Determine detection level (compare to Task Force ship detection numbers)
- Mark detected enemy counter with appropriate Detection counter.
The following lists the Detection Modifiers:
- Detection Modifier based on current Status (Okay/Shaken)
- Range to Target (see Range modifiers on Tactical Display)
- Current Enemy Detection Level (add detection level)
- Screening Force (+1)
- Enemy Ship NM (subtract NM of Target)
- Damage Modifiers (based on Target Damage)
- Environment (using optional Sensor Performance cards)
Determine Detection Level: The number of detection numbers indicates the highest possible detection level. Ex: 4/6/9 can have a maximum detection level of 3.
When performing a Detection Attempt, roll a die, apply the Detection Modifiers above, and compare the modified result to the Detection numbers.
| Modified Die Roll | Detection Level |
|---|---|
| < 1st # | No Detection |
| >= 1st # and < 2nd # | 1 |
| >= 2nd # and < 3rd # | 2 |
| >= 3rd # | 3 |
Ex: The USS Leyte Gulf (4/6/9) in the Screening Force is attempting to detect the DDG Admiral Tributs at Range 5. The modifiers are +1 (Ship), +1 (Screening Force), -1 (DDG Admiral Tributs NM), -1 (Range 5), for a total modifier of 0. I roll a 7, which results in Detection Level 2.
Previously Detected Enemy Ships/Subs: If the enemy unit has been previously detected, and the new detection level is greater than the current detection level, use the new detection level. If the new detection level is less than the current detection level, keep it at the current detection level. Note: Detection levels are not cumulative.
Active Sonar Detection: The Red Detection numbers on the Ship card represents the use of Active Sonar to attempt detection of a submarine.
Active Sonar transmits a signal that can be detected by an Enemy Sub's passive sonar. This makes the ship using Active Sonar easier to detect by all Enemy submarines.
Place a Ping counter near the TF Ship counter as a reminder to add NM -3 when enemy Subs attempt to detect the TF ship.
Unknown Enemy Sub: When an unknown Enemy Sub is detected, flip the counter and roll a die to determine if it is an enemy sub, neutral, or nothing. If an enemy sub, draw an Enemy Sub card and replace the Unknown Enemy Sub counter with a Sub counter.
Rescue Crew: If a Task Force ship is Sunk, another Task Force ship can be tasked to Rescue the Crew of the destroyed ship.
Place the Rescue counter on the selected ship and move it to the Protected Force area. Readjust the Ship counter cup with the new ship positions. The ship cannot perform any action.
If no ship is designated to rescue the crew of a Destroyed ship within 1 turn, all ships suffer 2 Stress immediately.
The Rescue Ship can't perform any Ship actions except Rescue after the current turn. The Rescue ship suffers no stress moving to the Protected Area.
Targeted Weapon Attack
If a Task Force ship has ordnance that can be used against a detected enemy ship, sub, or aircraft, it can attack.
During one attack, all ordnance fired must be the same type and at the same target. A maximum of 2 ordnance counters can be used for an attack unless the ordnance uses the Vertical Launch System (VLS), then it can use up to 4 weapon counters.
The process to Attack is:
- Select ordnance to use against a detected enemy
- For each weapon counter:
- Determine applicable modifiers
- Roll an attack die, apply modifiers, and determine result
- Apply damage counters if not destroyed
The following lists the Attack Modifiers:
- Skill Modifier based on current Status (Okay/Shaken)
- Range
- Subtract Enemy Ship TD (for torpedo attacks) or MD (for missile attacks)
- Detection Level
- Missile Volley or Torpedo Spread (+1 second attack, +2 for third and fourth attack (requires VLS))
- Damage Modifier
If the number of ordnance hits equals the enemy ship or sub Damage Value, remove the destroyed enemy ship or sub from the Tactical Display.
Determine attack damage from all ordnance before applying Damage counters.
The TF Ship earns 1 XP for sinking a Critical ship or sub.
Ex: The USS Leyte Gulf decides to attack the DDG Admiral Tributs at Range 4 by firing two RGM 84 missiles. The following Attack modifiers apply: Skill (Ship +1), Enemy MD (-1), Detection Level (+1), and Missile Volley (+1 on second missile), for a total modifier of +1 and +2. I roll a 2 and 5, with the second die modified at +2. One missile hits, sinking the DDG.
Missile Search Attack
Overview: A Missile Search Attack is similar to the Targeted Attack, except that the missile searches for a target within a selected area.
As the missile flies out, you roll for each ship (starting with the closest ship) to see if the missile detects the ship. Do not apply any modifiers for offense or defense. For multiple ships at the same range, roll to randomly select the ship to check.
Enemy Ships do NOT need to be detected to be attacked during a Missile Search Attack.
Select Azimuth Sectors: Select which 2 adjacent azimuth sectors to fire the missile.
Missile Search: Starting with ships at the closest range, roll to see if the Missile detects the ship by rolling a die and comparing the result to the Search Attack number on the ordnance counter.
If the die roll is equal to or greater than the Search Attack number, perform a Targeted Attack against the ship. No attack or defense modifiers apply.
If multiple ships are at the same range within the Azimuth zone, randomly select which target to search for first.
If the missile does not detect any ships within the missile maximum range, the missile doesn't perform an attack on any ship.
Launch/Retrieve Helicopter/Drone
If the Task Force ship has a Helicopter or Drone associated with it, it can be Launched or Retrieved using an action.
Repair Attempt
If the ship has suffered repairable damage, it can use an Action to attempt to Repair the damage. Roll a die and compare it to the Repair number. If the die roll is equal to or greater than the Repair number, remove one repairable Damage from the ship. Even if the ship can't perform normal actions, it can still attempt to repair the ship.
Helicopter Actions
Takeoff
A Tactical Encounter starts with the Helicopter on the Ship. To start a Helicopter encounter, the Helicopter takes off from the ship using 1 Action. A ship action is also required to launch a helicopter. The Helicopter suffers one Stress on Takeoff.
When launched, if there are enemy Surface Ships, then place three Helicopter counters into the TF counter cup. If drawn by an Enemy submarine, return the Helicopter counter to the cup and redraw.
Movement
Each area movement by the Helicopter takes 1 Action. Helicopters cannot move diagonally.
Ex: The SH-2 Helicopter takes off, and then moves 3 areas on the Tactical Display to complete its 4 actions for the Mission Turn.
Weapon Attack
The Helicopter can attack subs by dropping torpedoes over the detected Sub (i.e. same area), or fire missiles at a detected ship (apply Range Modifiers (+1 Range 2, +2 Range 0/1) for missile attacks).
When a Helicopter destroys a starred enemy ship or sub, the launching ship gets the XP.
Land
The Helicopter lands on the original ship. Remove Helicopter counters from the TF counter cup.
The Helicopter suffers one Stress when landing or at the end of the Tactical Encounter.
Detection Attempt
Depending on the Helicopter, there are multiple ways a Helicopter can attempt submarine detection. The Helicopter can only perform one of each type of detection against a particular enemy sub (ex: dipping sonar and MAD detection can be performed against one enemy sub) per action.
- Magnetic Anomaly Detection (MAD) – Detects a sub's magnetic field when an enemy sub is in the same sector. The helicopter can attempt MAD detection while moving (No Action Required). MAD doesn't work on Deep subs (using optional Sensor Performance rules). Do NOT use the enemy sub NM modifier when performing MAD.
- Dip Sonar – Dips a sonar down into the water and actively pings (red detection numbers) for subs.
- Drop Sonobuoy – The Helicopter can drop a sonobuoy into an area using an action. The Sonobuoy stays in the area dropped and continues to perform sub detection checks each turn of the Engagement. Perform a Sonobuoy detection check when dropped, and during the sonobuoy detection phase each turn. If the Task Force moves, move the Sonobuoy as though it were an enemy ship.
Ex: My SH-3 Sea King is flying over an unknown enemy sub, and attempts to use MAD to detect the sub. I roll a 7, and the sub is detected at Detection Level 1.
Commander Actions
Commanders can perform fast and/or slow actions during an Encounter based on his current skill level. General Actions are common across all Commanders. Specialized Actions are unique to each Commander. Fast Commander actions can be deferred to the Slow Action Phase. Fast or Slow Commander Actions can be performed during the Enemy Ship/Sub Actions phase, but can only perform Defensive actions (Coordinate Missile Defense, Coordinate Torpedo Defense).
Move Task Force
The Task Force can move to close or open the range to/from the enemy ships and subs. Since the TF ships are fixed at the center of the Tactical Display, the enemy ships and subs are moved to reflect the new range. Any dropped Sonobuoys are also moved to reflect the range change.
The Task Force can also turn once an engagement to the left (move counters right) or right (move counter left), causing all of the counters to shift one area sideways.
If any movement would cause a counter to move off of the Tactical Display, the counter is removed from the engagement. If a Starred counter is removed from the engagement, the mission will end after the Tactical engagement (no VPs or XPs). If a Target counter is moved off of the Tactical Display, you do not get VPs for destroying the target.
Task Force Redeployment
Task Force Redeployment allows the Commander to adjust the Task Force Ship position, including moving ships between the Screening Force, Main Force, and Supported/Protected Force locations. This action must be performed at the beginning of the Engagement Turn (fast) or at the end of the Engagement turn (slow).
Only Shaken or Unfit TF Ships can be moved to the Supported/Protected Force locations during an Engagement.
Ships that change position during the Engagement suffer 1 Stress point when moving. Adjust the Ship Counter Draw Cup if necessary to reflect the new Ship Positions.
If an enemy sub or ship is at Range 1, and it moves closer, it stays at Range 1.
Ex: The Task Force Commander decides to close the range on the enemies. Move all of the counters one area closer to the TF counters.
Ship Action
Once during an Engagement Turn, the TF Commander can give one additional Action to a Ship. The ship can perform any action it is allowed to do.
The Commander can also give one additional action to the Flagship once per Battle Turn.
Focus Detect
Focus Detect allows the TF Commander to have 2 ships coordinate together (i.e. use 2 Ship Actions & 1 Commander Action) to increase the chance of detecting the Ship or Sub. The TF Commander and two Ships use their actions all at once. Choose which ship will be doing the detection attempt, and add +3 to the Detection roll. One Ship can be Fast and one Slow (perform as a Fast Action if the selected Ship is Fast).
Specialized Commander Actions
Commanders can have a unique Action based on their current skill level and focus area. The following summarizes the specialized actions:
- Coordinate Missile Defense – Spend an action to increase the Missile Defense (MD) for a specific enemy attack.
- Coordinate Torpedo Defense – Spend an action to increase the Torpedo Defense (TD) for a specific enemy attack.
- TF Coordinated Maneuver – Spend an action to reduce the TF ship detection levels for all detected ships.
- Inspirational Speech – Spend 2 actions to reduce 1 stress from a Shaken TF ship.
- +X XP/Encounter – Earn additional XPs for the encounter that can be distributed to TF ships.
- Helicopter Torpedo Attack – Spend an action to add a Helicopter Torpedo Attack modifier.
- Sub Detection – Spend an action to add a Sub Detection modifier.
- Gun Attack – Spend an action to add a Gun Attack modifier.
- Air Attack – Spend an action to add an Air Attack (Helicopter attack on an enemy ship) modifier.
- Ship Missile Attack – Spend an action to add a Missile Attack modifier.
- Free Ordnance Supply Ship – At the start of a mission, an Ordnance Supply Ship can be added for free to the TF.
- Resupply Ships Between Turns – Instead of resupplying during an encounter, ships can be resupplied between encounters (adds ship stress).
- Free Ordnance SOs – At the start of a mission, the TF can purchase additional ordnance using the supplied SO points.
- Repair Attempt – Spend an action to add a Repair Attempt modifier.
- Replace Ship Damage with Stress – If a ship suffers damage, spend an action to eliminate the damage (except Hull Damage) and add stress instead.
- Ship Damaged Revenge – Spend an action to add an attack modifier against an enemy ship that has damaged a TF ship.
6.2.3 Move Enemy Units
Each enemy Ship and Sub move on the Tactical Display based on the Movement Chart. Ships and Subs could Patrol (stay in the same area), move one or two ranges closer to the Task Force, or flank the Task Force (move outside one area of azimuth). In some cases, the ship or sub may ping (i.e. use the Active Sonar) which increases short range detection, but also increases the radiating noise.
If an enemy sub or ship is at Range 1, and it moves closer, it stays at Range 1.
Enemy Movement Chart: The Enemy Movement Chart has three columns: Die Roll, Surface, and Sub. For Ship Movement, roll a die, apply the Ship Movement modifier, and use the Surface column to determine movement. For Sub Movement, use the Sub Column.
6.2.3.1 Remove Ping/Snorkel Counters
If an enemy ship or sub has a Ping or Snorkel counter from the previous turn, remove the counter.
6.2.3.2 Determine Movement
For each ship and sub on the Tactical Display, roll a d10, modify the roll based on the ship/sub card Movement modifier, and compare the modified value to the Die Roll row on the Enemy Movement Chart. Use the Surface column for ships and Sub column for subs. Move the enemy counter as appropriate. Treat Unknown Subs as SSNs. Subs Flank if possible, otherwise Range -1.
Example: The diagram below shows examples of Enemy Movement.
6.2.3.3 Ping
If the Ship or Sub movement says Ping, place a Ping counter next to the ship/sub counter. Apply the NM modifier (Detection +3) when a TF ship attempts detection against an enemy sub (but not enemy ship). Note: Ships use radar to detect other ships, so don't apply the NM-3 modifier for pinging ships. NOTE: Enemy SSBNs do NOT Ping.
During the Enemy Ship/Sub Detection phase, use the red Active Sonar Detection numbers. If the Task Force is out of range of the Active Sonar for a sub (Unknown sub at range 3+), then there is no detection attempt.
If after movement a Pinging Unknown Enemy Sub is at range 1 or 2, then flip the counter and roll a die to identify the sub.
6.2.3.4 SSK Snorkel
If an enemy SSK movement says Snorkel, place a Snorkel counter next to the sub counter. Apply the NM modifier when a TF ship attempts detection. Ignore Snorkel if the enemy sub is a SSN or SSBN. Unknown Enemy Subs are treated as SSN, and don't snorkel.
If a snorkeling SSK attempts to detect a TF ship, apply the Detection modifier (-2).
6.2.4 Enemy Ship/Sub Actions
6.2.4.1 Action Sequence
Each enemy ship and sub performs one of the following actions:
- If a Task Force ship has been detected by the ship/sub on a previous turn, and it is within weapons range, attack the Task Force ship (6.2.4.5). If an enemy Carrier, then determine if it attacks with Aircraft and resolve (6.2.4.6).
- If the enemy is a ship and another enemy ship has detected a TF ship:
- Perform a Command and Control (C&C) check. (6.2.4.4)
- If in C&C, attack the TF ship if it is within Weapons range (6.2.4.5). If multiple TF ships are detected and within range, attack the ship with the highest Tactical Display position number.
- If not in C&C or weapon range, then go to the next step.
- Otherwise perform the following:
- Attempt to increase Detection on already detected ships.
- Draw TF Ship counter(s) from the counter cup based on the # of Contacts. (6.2.4.2)
- Attempt detection for each TF counter. (6.2.4.3)
- If the Ship isn't detected, put the counter back in the TF Ship counter cup
- If detected, flip the TF Ship counter to the Detected side and place the appropriate Detection Level counter under the TF counter.
- If the Detection Level is +2 or greater, attack the ship with 1 missile or 1 torpedo if within weapon range. (6.2.4.5)
6.2.4.2 Draw For Contacts
The Enemy Cards identify how many Contacts it can attempt to detect.
Draw the indicated number of counters from the TF Counter cup and place them next to the Enemy counter. If there are already detected Ship counters, then only draw chits up to the Contact #.
If counters match the same ship, put back the matching counter, but don't redraw.
Example: The DDG Bespokoynyy has 2 Contacts. TF Ship 3 is already detected. I draw another counter to reach the 2 contacts. I place the TF Ship 1 counter next to the Enemy Ship counter.
6.2.4.3 Detection Attempt
The enemy ships execute a detection attempt similar to the TF detection process.
The Task Force Ships can be detected from level 0 to level 3.
For each TF Counter drawn, attempt to detect the TF Ship if it is within Detection Range.
Use the detection numbers on the Enemy card. Apply the following detection modifiers as appropriate:
- Range (+/-)
- TF Ship NM (-)
Roll a die, apply the modifiers, and compare it to the Detection numbers. If an Unknown sub detects a TF ship, flip it and roll to determine what is there (enemy sub, neutral, or nothing).
If an Unknown Enemy Sub has detected a ship, flip the counter and roll to see if it is an Enemy Sub, Neutral, or nothing.
Example 1: The Soviet ship DDG Admiral Tributs is attempting to detect the USS Truett at Range 4. The Admiral Tributs has ship detection numbers of 5/7. The USS Truett has a Noise Management (NM) value of 1. I roll a 5, modified by -1 based on the NM value, for a 4. The USS Tributs isn't detected, and the TF counter is placed back in the cup.
Example 2: The Soviet sub SSN K-454 is attempting to detect the USS Leyte Gulf at Range 2. The sub has ship detection numbers of 5/8. The USS Leyte Gulf has a Noise Management (NM) value of 1. The Detection Modifier at Range 2 is +1. The total Detection Modifier is 0. I roll a 9. The USS Leyte Gulf is detected at Level 2.
Because the USS Leyte Gulf was detected at Level 2, and it is within weapons range of the sub, the enemy sub can attack the ship with one torpedo.
6.2.4.4 Command and Control (CC) Check
Only Enemy Ships (not subs) perform a Command and Control Check. This is done each Battle Turn. Subs and Aircraft operate independently from each other.
To attack a TF ship detected by another Ship, an enemy ship performs a Command and Control Check. At least one detected TF ship must be within weapons range. The Encounter Card or Target card identifies the successful CC value.
Modify the Command and Control die roll using the modifier on the Enemy Ship card.
If the modified die roll is equal to or greater than the CC value on the Encounter or Target card, the Ship is in Command and Control.
If multiple TF ships have been detected, the ship attacks the TF ship with the highest Task Force position number.
Example: The Soviet CBN Kalinin (Ship 1) has detected the USS Underwood at Detection Level 1. It is now the DDG Admiral Tributs (Enemy Ship 2) turn. Because a TF ship has been detected by another Soviet ship, Enemy Ship 2 performs a Command & Control Check. The Target CC is 7+, but the DDG Admiral Tributs has a CC modifier of -2. I roll a 9, modified to a 7. The Admiral Tributs is in Command & Control and attacks the USS Underwood.
6.2.4.5 Attack
If the Enemy unit has detected a TF Ship from a previous turn (or in C&C), the TF ship can be attacked by an enemy ship or sub if it is within weapon range. The Ship Attack section on the enemy card identifies the weapon, range [RX-X], and attack numbers.
Weapon Attack: Based on the current range to the TF ship, identify the weapon to use. The Enemy card may contain an Attack note that identifies how many weapons to fire (or it could be based on a die roll).
Attack Modifiers: Roll a d10 and apply the following:
- Range (+/-) – See Range modifiers
- Azimuth (+) – sub only
- TF Ship MD (-) for missile attack
- TF Ship TD (-) for torpedo attack
- TF Ship Detection Level (+)
Resolve Attack: If the modified die roll is equal to or greater than the first number, then one hit occurs. If equal to or greater than the second number (if applicable), then two hits occur.
Commander Actions can be used to respond to the attack.
TF Ship Damage: For each hit a TF Ship takes, draw a Damage Counter from the Damage cup and apply the indicated damage to the ship. For a Gun hit, use the Torpedo side of the Counter.
For Stress damage, apply Stress immediately to the ship. For Hull hits, apply a Hull hit counter to the ship. For other damage, keep the damage counter with the ship and apply the indicated damage.
If the number of Hull hits equals or exceeds the amount of hull hits allowed, the TF Ship is sunk. The TF Ship can also be Destroyed based on a Damage counter.
If a TF Ship is destroyed, remove the ship from the Tactical Display and remove the Ship position counters from the Ship TF cup. If the Flagship is sunk, the Commander is killed and a new Newbie Commander replaces him immediately.
Crew Rescue of Destroyed TF Ship: If a TF Ship is Destroyed, you can rescue the crew during the next turn. Assign a TF Ship to Crew Rescue. It cannot perform any more actions during the Tactical Encounter. If you don't assign a ship to Crew Rescue, all TF Ships suffer 2 Stress points at the start of the next turn.
Example: The Soviet ship DDG Admiral Tributs is attacking the USS Underwood, which is detected at Level 1. The Tributs is at Range 4. The USS Underwood has a Missile Defense (MD) of 0. The Tributs has an Attack Special Instructions that determines if one or two missiles are fired based on a die roll. I roll a 10, so 2 missiles will be fired. The Missile attack values at Range 4 is 5/9. The only attack modifier is the TF Ship Detection Level (+1). For the first missile, I roll a 3, modified to 4 – miss. For the second missile, I roll a 9, modified to 10 – 2 hits (greater than or equal to the second Attack number). I draw two Damage counters from the Damage cup and look at the Missile side. The first counter is Lose Next Action, and a Hull hit. The USS Underwood cannot perform an Action on its next turn. The second counter is a Hull hit, and adds two Stress to the USS Underwood. The Underwood can take up to two Hull hits, and has suffered two Hull hits, so it is sunk. I remove the two Ship 4 counters from the Draw cup. Because a TF Ship has been sunk, on the next Battle Turn, a TF Ship can be assigned to perform a crew Rescue, or the remaining 3 ships suffer 2 Stress points on the next turn. I choose to send the USS Spruance to the Protected area (Space 6) to perform the Rescue on the next turn. It loses all Actions for the remainder of the Encounter. I adjust the Ship draw cup (remove the 3 Ship 2 counters and add 1 Ship 6 counter).
6.2.4.6 Enemy Carrier Attack
If the Enemy unit is a Carrier with Aircraft (YAK-38), it may launch Aircraft to attack Task Force ships. Ignore all Helicopter Launches (Ka-25/Ka-27) in the core game (used in the Sub Expansion).
At the beginning of the Ship's turn, roll a die and compare it to the Launch value (ex: Launch 8+). If the die roll is equal to or greater than the Launch value, the indicated Aircraft and quantity are launched from the Carrier (ex: YAK-38 (2) means two YAK-38 aircraft are launched). The Carrier does NOT have to have a detected TF Ship to launch aircraft.
Follow the Enemy Air Engagement Phase steps (Section 7) to resolve the attack. However, place the aircraft at the Carrier location and do not move the Battle Turn counter. Follow the steps until the Air Engagement is over.
Example: The CV Minsk is Enemy Ship 1 and is currently at Range 4 on the Tactical Display. At the beginning of the ship's turn, I roll to see if the YAK-38 aircraft is launched. I roll a 9, launching the two aircraft towards my Task Force. I switch over to Section 7 to resolve the Air Attack. The two YAKs move one Range closer to Range 3. I don't have any Surface-to-Air Missiles (SAMs) loaded on my ships, so I don't perform any Fast Actions. I roll to see if each YAK performs an attack (R3/6+ means that it can attack at Range 3 or less, and attacks on a die roll of 6 or more). For the first aircraft, I roll a 8, meaning it attacks. I pull two TF Ship chits from the cup, drawing TF Ship 1 for both, my Ticonderoga ship. Using the Ground Attack numbers (6/8x2), I roll 2 dice. I subtract the ship's MD value (-2). I roll a 2 and 5, both misses. I don't perform any Slow Actions. Because the first aircraft attacked my Task Force, I roll to see if it Returns to Base (RTB), using the RTB number (7+). I roll a 9, so the first Aircraft returns to the carrier. The second aircraft continues to approach my Task Force but doesn't attack at Ranges 2 and 1. So it returns to the carrier without attacking any ships.
6.2.5 Slow Task Force Actions
Remove Slow Ship Ping counters from Slow Ships at the start of the Slow Ship turn.
Slow Ships, Helicopters (launched from a Slow ship), and Slow Command Actions can be performed. Slow Actions can be performed in any order.
6.2.6 Decrease Detection Levels
Reduce all Detection Levels by 1 for both TF Ships and Enemy TF Ships/Subs.
If the Detection level is 0 prior to decreasing the level, then remove the Detection counter. If the Detected Ship was a TF Ship, remove the TF Ship counter and put it back into the TF Ship Draw Cup.
6.2.7 Reset Commander Actions
Reset all of the Commander actions for the next turn.
6.2.8 Decrease Battle Turn Counter
If the Battle Turn counter is on 1, the Encounter is over. Otherwise, Decrease the Battle Turn counter.
6.2.9 End Encounter Decision
If desired, you can choose to end the Encounter. If remaining Enemy ships or subs are Critical (i.e. have a Star), then the mission is over.
If attacking the Target, Critical Ships or Subs may NOT need to be destroyed to earn Target VPs. Use the Target card to identify what units must be destroyed.
6.3 Encounter Complete
Once the Encounter is complete, perform the following steps.
6.3.1 Draw Event Card
Draw an event card and use the event on the bottom of the card.
6.3.2 Evaluate Encounter
For Random Encounters, determine if the Encounter success criteria was met. If so, earn the designated reward.
Ex: I just completed a Random Enemy TF Encounter against 3 Enemy Ships and 1 Enemy Sub. I sunk the two Critical (Starred) Enemy Ships, but quit the encounter because the remaining Ship and Sub were not Critical (Starred). Because I didn't destroy 2 Ships and 1 Sub, I don't earn the 3 SO Points from the encounter.
6.3.3 Repair Damage
If a TF Ship has suffered Repairable damage, remove the damage counter. Any Stress suffered from Damage remains. Hull Damage cannot be repaired during the mission.
6.3.4 Add Stress to Ship/Commander
Stress is applied after both Random Encounters and Target Encounters. Add stress to each Task Force ship based on its position (+2 Stress for Screening Force, +1 Stress for Main Force, and -1 Stress for Shaken and Unfit Protected Force). If the Ship has a Cool value, reduce the stress by the Cool value.
Add 2 Stress to the Commander if the Flagship is a Screening Ship. Add 1 Stress if the Flagship is a Main Force Ship.
6.3.5 Record Experience
Record the experience earned on the Log Sheet.
6.3.5.1 Target Experience
Each Task Force Ship earns 1 XP for the Target encounter. If the Target was destroyed, each Ship and Commander earns an additional XP. Add 2 XPs to the Commander if the Flagship is a Screening Ship. Add 1 XP if the Flagship is a Main Force Ship or Protected Force Ship.
6.3.5.2 All Tactical Encounter Experience
For all Tactical Encounters, including Random Encounters, a TF Ship earns 1 XP for destroying a Critical (starred) enemy ship or sub. If the Flagship destroyed a Critical enemy ship or sub, the Commander also gets 1 XP.
6.3.6 Group Promotions
Check each Ship and Commander to determine if they have enough XPs to promote to the next level. If so, reduce the number of expended XPs to increase the skill level, and record the new Ship skill level. Find the card that reflects the new skill level and use that on the next encounter.
Note: Unfit Ships only reduce Stress at the end of the Encounter when in the Protected Force.
Target Encounter – Example 1
I am attacking Target 14, Enemy ASW Forces. The target consists of 3 enemy ships and a Victor II sub. I will earn 6 Victory Points (VPs) if I destroy all of the ships. I also get to move the Task Force counter one space to the right if destroyed. The Command and Control (CC) value is 8+, meaning that there is a 30% chance of a Soviet ship attacking an already detected Task Force ship.
My Task Force consists of 4 ships, 1 helicopter, and Commander Kinsley. I put my Cruiser (CG-55) and Destroyer (DDG-963) in my screening force, and my Destroyers (DD-983 and DDG-995) in the Main Force.
My Ticonderoga Cruiser has the Missile Shield trait, which means I can apply the MD 2 value for all missile attacks against any TF ship.
To setup the encounter, I need to place the 3 enemy ships and the sub on the Tactical Display.
For the CG Slava (Ship 1), for the range roll, I roll a 4, modified to 5 (Placement +1). Based on the Enemy Starting Range table on the Tactical Display, I set the range to 5. For the Azimuth, I roll a 7, so I slide the Ship 1 counter (starred side up) to the 6-7 space at range 4.
I place the other ships, and the Victor II sub following the same procedure.
Based on the placement, I have enemy ships at range 4, 5, and 6, and enemy sub at range 4. The Severomorsk (ship 3) is in Harpoon weapon range, with the remaining ships in RGM-109 TASM missiles.
While I don't need to destroy the enemy sub to destroy the target, it could close on my TF and cause damage. My Task Force is currently in weapons range of the Slava and Severomorsk, so I need to focus on those ships first.
I set the Battle Turn counter on the Battle Turns 5 spot on the Tactical Display.
I draw an Event card, which is Fighter Cover. Since I can't be attacked by an enemy aircraft during the encounter, I don't apply the Event.
I don't have any sonobuoys deployed, so I jump right into performing my Fast actions. The CG-55 Leyte Gulf and DD-963 Spruance are in the Screening force, so they operate as Fast. Commander Kinsley also has 1 Fast action.
The three enemy ships are in adjacent azimuth sectors, and I have 2 RGM-109s for my Tico. I decide to fire both missiles in search mode. The first missile gets to Enemy Ship #3, and I roll a 3 (doesn't find the Severomorsk). I roll a 7 for the second ship, which does find the Slava. To hit, I roll a 10, which causes 2 hits, sinking the Slava. For the second missile, I roll a 2 at Enemy Ship #3, and a 4 at Enemy Ship #2. So that missile doesn't find any ship.
I decide to focus the rest of my 2 Fast actions on the Severomorsk. The Spruance attempts to detect the Severomorsk, and I roll a 5 with a +1 Ship modifier a 0 modifier for the Severomorsk NM value for a 6, which detects the ship at detection level 1.
Using the Commander Fast Action, I decide to have Spruance fire two Harpoon RGM-84 missiles. I roll a 1 for the first missile (+1 Ship modifier, +1 detect modifier, -1 Severomorsk MD modifier), which is a miss. For the second missile, I roll a 3 (+1 Ship modifier, +1 detect modifier, +1 volley modifier, and -1 Severomorsk MD modifier), which ends up as a 5, another miss.
The Enemy Movement Chart on the Tactical Display is used to determine the enemy movement. Each enemy card also has a Movement modifier.
I roll for each enemy ship, apply the ship Movement modifier, and compare the result with the Surface column to see the result. The Udaloy at range 6 closes while the Severomarsk stays on patrol. For the enemy sub, I roll a die, apply the modifier, and check the Sub column of the Enemy Movement Chart. The movement result is Range -2, meaning the sub moves to Range 2 and starts pinging.
I now execute the enemy ship and sub actions. I will start with the enemy Victor sub.
I draw two TF ship counters (Contacts 2) from the counter cup, and draw a TF 2 counter (Spruance) and TF 4 counter (Scott). The Victor attempts to detect the Spruance, which has a NM of 1 (-1 modifier). I roll a 3, modified to a 2. No detection. I put the TF Ship 2 counter back into the cup. The Victor will attempt to detect the USS Scott, which has a NM of 0 (0 modifier). The Sierra has detection numbers of 4/7. I roll a 8, detecting the TF Ship at Detection level 2. I flip the TF Ship 2 counter over to the Detected side and put a Detection 2 counter under it.
Because the Sierra detected the ship at Level 2, it performs one attack this turn. It fires a torpedo with attack numbers of 5/9. The USS Scott has a TD of 0 (0 modifier). Due to its range, the sub gets a +1 Sub Attack modifier, and also gets a +2 modifier for the Level 2 Detection. The total attack modifier is +3. I roll a 5, modified to a 8, causing 1 hit. I draw a Damage counter from the damage cup, which is Stress 2 and Hull hit. I add 2 Stress and a Hull Damage hit to the USS Scott card. I return the Damage counter back into the cup.
Enemy Ship 2 (DDG Udalov) now takes its turn. I draw one TF ship counter (Contacts 1), and draw the TF Ship 3 counter (John Rodgers). My destroyer has a NM of 1 (-1 detection modifier). The Udalov detection numbers are 5/7. I roll a 6 modified to 5, detecting the ship at Detection level 1. I flip the TF Ship 3 counter to the Detected side, and place a Detection Level 1 counter under it.
Enemy Ship 3 (Severomorsk) now takes its turn. Because there is a detected TF Ship, if the enemy destroyer was in weapons range, I would do a Command and Control (CC) check. But because the attack range is 4, and the enemy destroyer is at range 5, I skip the check. I draw two TF Ship counters (Contacts 2), and draw the TF Ship 1 counter (Leyte Gulf) and TF Ship 3 (John Rodgers). The Leyte Gulf has a NM of 1 (-1 detection modifier). The Severomorsk has detection numbers of 4/7. I roll a 3, modified to 2. My ship isn't detected, so I put the TF Ship 1 counter back into the cup. For the John Rodgers detection roll (NM =1), I roll a 4, so I put the TF Ship 3 counter back into the cup.
I perform my Slow actions now. I have the Victor sub and 2 ships to deal with, so I decide to focus on the Victor first. It is at Range 2, so I will use my Active sonar on the John Rodgers to attempt detection on the sub. The Victor has a NM of 2 (-2 modifier), and has a Ping counter which provides a +3 modifier. I roll a 6, which detects the Victor at level 2. I place a Ping counter next to the John Rodgers, and a Detection 2 counter under the Enemy Sub 1 counter.
Because the Victor is detected, and it has detected one of my TF ships, I will have the Scott attack the Victor. My destroyer has a -1 Sub skill modifier, but I get a +2 detection modifier and a +1 Range modifier (+2 total). I fire two ASROC missiles, and roll a 6 and 8, getting two hits and sinking the Victor.
Because the Leyte Gulf is a Flag Ship, I use Commander Kinsley's slow action to have the Leyte Gulf attempt to detect the Severomorsk (Ship 3). I roll a 5 with a +1 Ship modifier, detecting the Severomorsk at Detection Level 2. I place a Detection Level 2 counter under the Enemy Ship 3 counter.
I move the Battle Turn counter from 5 to 4. I also decrease all detection levels by 1.
I can choose to end the encounter if I wish, but I decide to keep going.
I now move on to Encounter Turn #2.
ASW Helicopter Attack – Example 2
The following shows an example of using an ASW Helicopter against enemy submarines.
Setup Info: The Task Force is facing 2 Unknown enemy submarines. The USS Scott has a SH-2F Seasprite ASW helicopter loaded with 2 Torpedoes. The enemy subs are out of Weapons range. If the Helicopter is launched when an Enemy ship is on the Tactical Display, the Helicopter could be targeted.
Helicopter Encounter Turn 1: I use my Commander Fast action to have the USS Scott launch "Skids". The Helicopter gets 4 Actions, so I Takeoff, and then move the Helicopter 3 spaces.
Remainder of Turn 1: In the rest of the first turn, the Unknown Enemy Sub at range 5 moves to Range 4 and both fail ship detection.
Helicopter Encounter Turn 2: My first Action is to move my Helicopter into the same space as the Unknown Enemy Sub. Because I have MAD detection, I can perform a detection check without an action, and I detect the Enemy sub with a roll of 9 (no modifiers for MAD detections). Because the Unknown Sub was detected, I flip the counter and roll to see what was detected. I roll a 5, which is Enemy Sub. I randomly draw a Kilo sub from the Enemy sub deck, and replace the Unknown sub counter with Enemy Sub 1 counter (no Star). My next helicopter Action is to attack the Kilo. I drop my Mark 46 torpedo, and roll a 7, sinking the Kilo.
My next Helicopter action moves it to the other Unknown sub where I fail the Detection. I end my Helicopter actions there.
ASW Helicopter Attack – Example 3 (Anti-Surface Warfare)
The following shows an example of using a Helicopter attacking an Enemy Ship.
Setup Info: The Task Force is facing 3 Enemy Ships (including 1 Krivak class ship) and 1 Unknown enemy submarine. The USS Scott has a SH-2F Seasprite helicopter loaded with 2 AGM-65 Missiles. If the Helicopter is launched when an Enemy ship is on the Tactical Display, the Helicopter could be targeted. The FFG Retiwy ship was detected by the Leyte Gulf at Level 1.
Helicopter Encounter Turn 1: I use my Commander Fast action to have the USS Scott launch "Sprayer". Because there are enemy ships on the Tactical Display, I put in 3 Helicopter 1 counters into the draw cup. If drawn by an Enemy ship, the ship will attempt to detect the Helicopter. If detected, the helicopter can be attacked by any enemy ship in Command and Control.
The Helicopter gets 4 Actions, so I Takeoff, move the Helicopter 2 spaces and then attack.
I fire two AGM-65 missiles from Range 3 at the Retiwy. Sprayer has a Ship skill modifier of 0, and the Retiwy has a MD of 0. However, it is detected at Level 1, so I get a +1 modifier to my attack rolls. Plus, my second missile gets a volley modifier of +1.
I roll a 5 (modified to 6) and an 8 (modified to 10). I inflict 3 hits on the enemy ship, sinking it.
Hopefully, my helicopter won't be targeted by the remaining enemy ships during their turn.
Note: Range between the Helicopter and an enemy ship is the number of Range/Azimuth cells from the Helo to the ship (no diagonals).
7 Enemy Air Engagement Phase
The following steps (Aircraft Encounter Setup & Aircraft Encounter) are performed to resolve an Enemy Air Engagement.
Overview: An Aircraft encounter involves a squadron of enemy aircraft on the Tactical Display approaching the Task Force attempting to attack TF ships using missiles. You roll each turn (when the aircraft is in range) to see if it attacks. If so, you draw counters to determine which ships it attacks, and then resolve each one. Every turn after an attack, check to see if the Aircraft Returns to Base (RTB), which ends the encounter for that Aircraft. The encounter can also end if all enemy Aircraft are destroyed.
If the Aircraft survives the turn at Range 1, remove the aircraft counter.
NOTE: As a reminder, the TF ships auto detect all aircraft.
7.1 Encounter Setup
Perform the following steps to setup the Encounter.
7.1.1 Overview
An Aircraft encounter involves a squadron of enemy aircraft on the Tactical Display approaching the Task Force attempting to attack TF ships using missiles.
7.1.2 Aircraft Encounter Setup
Find the appropriate Aircraft counter(s) based on the aircraft attacking the TF (or launched from a Carrier) and place the Aircraft Counter on the Tactical Display at Range 6 or where the Carrier is located.
Aircraft card fields:
- Type: Identifies the name and type of aircraft.
- Missile Defense: Identifies the aircraft Missile Defense. Subtract MD value from TF Ship missile attacks.
- Ground Attack Reduction #: When rolling for a Ground Attack, if the Ground Attack roll is equal to or less than the Ground Attack Reduction #, reduce the Squadron Strength by one. This signifies the risks of air attacks against ships.
- Tactical Display Attack Range/Initiate Attack: Identifies the Aircraft attack range, and determine if the aircraft attacks. If within range (ex: R3 means the aircraft can only attack at Range 3 or less), roll to see if the aircraft attacks (ex: 6+ means that on a die roll of 6+ the aircraft attacks).
- Return to Base (RTB): Rolled after aircraft attacks to determine if the Aircraft Returns to Base (ends engagement).
- Ground Attack Number and die number: When attacking ground targets (including TF Ships), roll the number of dice indicated (ex: x2 = 2 dice). For each die, apply modifiers, and determine the attack result.
- Air Attack Number and die number: When attacking other Aircraft, roll the number of dice indicated (ex: x2 = 2 dice), apply modifiers, and determine the attack result.
- Squadron Strength: Indicates the strength of the squadron (2 dots = full strength, 1 dot = half strength). One hit on the full strength side flips it to half strength, and another hit destroys the squadron.
7.2 Encounter Steps
Perform the following steps to setup the Encounter.
- Move Aircraft
- Fast Task Force Actions
- For each Enemy Aircraft:
- Roll to check for aircraft attack (if in range)
- Draw TF Ship counters if attacking
- Attack Ship(s)
- Resolve Attack
- Resolve Attack Damage
- Slow Task Force Actions
- Enemy Aircraft Return to Base Check
- Decrease Battle Turn Counter
- End Encounter Decision
7.2.1 Move Aircraft
Move each enemy Aircraft squadron one step closer to the Task Force.
7.2.2 Fast Task Force Actions
Fast Ships and Fast Command Actions can be performed. Fast Actions can be performed in any order.
Ship Actions can be Targeted Weapon Attack, Rescue Crew, and Repair Attempt. See section 1.4.
If a ship is attacking an Aircraft squadron, select the missile, roll the attack die, apply attack modifiers, and determine if it is hit. The Attack modifiers are:
- Skill modifier (+/-)
- Range (+/-)
- Aircraft MD (-)
- Missile Volley (+)
If the Aircraft squadron is hit, reduce the squadron strength from Full Strength to Half Strength, or Half Strength to eliminated.
Commander Actions can be Ship Action. The Commander cannot move or redeploy the Task Force during an Aircraft attack. Each Commander may have additional specialized actions.
7.2.3 Aircraft Actions
Each enemy aircraft performs the following actions:
7.2.3.1 Check to see if Aircraft Attacks
For each Aircraft Squadron, check to see if the Aircraft is in range to attack. If so, roll a die, apply the range modifier if applicable, and check to see if it attacks.
7.2.3.2 Perform Attack
If attacking, draw the number of counters based on the number of attacks to perform. If the same ship counter is drawn, then attack the ship for each counter. The squadron performs a missile attack against each drawn TF ship.
Roll a die, add the Range Modifier (if applicable), subtract the TF Ship MD, and determine the result. If the TF Ship is hit, draw the appropriate number of damage counters based on the number of hits.
7.2.4 Slow Task Force Actions
Slow Ships and Slow Command Actions can be performed. Slow Actions can be performed in any order.
7.2.5 Enemy Aircraft Return to Base Check
If an Enemy Aircraft has performed an attack against a TF Ship in any turn, check to see if the Aircraft Returns to Base.
Roll a die to determine if the Aircraft returns to base (RTB). If the die roll equals or exceeds the RTB value, the aircraft is removed from the Tactical Display. If the Aircraft is at Range 1 and is advanced, then the Aircraft automatically Returns to Base.
7.3 Encounter Complete
If no more aircraft are on the Tactical Display, the Tactical Encounter is over.
If there are still enemy ships and sub units on the Tactical Display, then resolve the Tactical Encounter.
For Aircraft encounters, the TF Ships do not suffer stress or earn XPs after the encounter.
If a TF Ship has suffered Repairable damage, remove the damage counter.
Enemy Air Encounter – Example
My Task Force just entered a Campaign area with a possible Air attack. I roll a 10, meaning two Backfire squadrons attack the TF.
I place the two Backfire squadron counters on Range 6 on the Tactical Display.
I now start the encounter. I set the Battle Turn counter to 5.
I move the Backfire squadrons to Range 5.
The Leyte Gulf has two SM-2 missiles, but the maximum range is 4. So can't fire. No Fast Actions.
The Backfire attack numbers are R6/7+. The Backfires are in range to attack (Range 5). I roll a 6 for the first Backfire, and a 3 for the second one. No bomber attacks.
No Slow TF Actions. Neither Bomber has attacked, so I don't check for Return to Base (RTB). I decrease the Battle Turn (4).
I move the Backfire squadrons to Range 4.
They are now in range of my SM-2 missile. I fire both missiles at squadron 1. I have a +1 Air modifier, but the Backfire has a MD = 1 (-1 modifier). I roll a 4 and 9 (two hits). The squadron is destroyed.
The second squadron rolls an Initiate Attack value of 8, so it attacks. Because the Backfire performs three attacks (5/7 x3), I draw three counters from the cup. I draw TF Ship 2 (USS Spruance), and two TF Ship 3 (USS John Rodgers) counters. The Leyte Gulf has a Missile Shield, using its Missile Defense = 2 for all three attacks.
Against the Spruance, I roll a 4 (modified to 2, miss). Against the John Rodgers, I roll an 8 (modified to 6, 1 hit) & 6 (modified to 4, miss).
I draw one Missile damage counter (2 Stress, hull hit). I apply the Stress and Hull damage counter to the John Rodgers.
No Slow Actions. Because the squadron attacked, I roll for RTB. I roll an 8. The bombers return to base, and the encounter ends.
8 Mission Debriefing
Perform the following steps after the Mission is complete.
8.1 Target Evaluation
If the Target is a Naval Target (ships/subs) without the keyword Improvement, and the Target is NOT destroyed, then discard the Target and it cannot be attacked again.
If the Target has the Improvement keyword, keep the Target card and continue to apply the Improvement penalty until it is destroyed. The target damage is reset when attacked again.
If the Target is a Land Target and the Target isn't destroyed, it can be attacked again in a future mission. Record how many hits were applied to the target, and when attacked again those hits are still applied.
If the Target is Destroyed, or the Objective is met, earn the Victory Points (VPs) as shown on the Target Card. Record the VPs earned on the Player Log sheet.
Ex: I just attacked and destroyed all of the ships on Target 13 (Enemy ASW Forces). I earn 6 VPs. I also slide the TF Track (TF 1) and Activity Track (ACT 1) one space to the right.
8.2 Adjust Campaign Tracks
If the Target is Destroyed or the Objective is met, and the Target card references a Task Force track (TF, ACT, WAR) with a number, then adjust the indicated track the number of spaces right.
Example: I just successfully completed the Area Patrol target (# 9). I move the Activity track two spaces to the right. The Activity modifier goes from +2 to +1.
8.3 Rested Ships, Commanders
Rested Ships, Commanders, and Helicopters are at the base during the mission.
All damage on rested ships is removed except for Hull Damage. If a Rested Ship has hull damage, reduce the hull damage by 1.
Rested ships, Commanders, and Helicopters reduce 2 Stress plus Cool.
8.4 Unused Ordnance
Ordnance not used during the mission is returned to the Ordnance Depot and cannot be used for future missions.
8.5 Unused SO Points
Carry over any unused SO points to the next mission.
9 Campaign Evaluation
Perform the following steps at the end of the Campaign.
9.1 Victory Point Total
Once the Campaign is complete, add up the total Victory Points earned.
9.2 Campaign Evaluation
Based on the selected Campaign length, compare the earned Victory Points with the Campaign Evaluation criteria and determine your Campaign Evaluation.
Example: I just finished the 4th Target attack, ending the Campaign.
- Target 13 – Enemy ASW Forces: Destroyed: 6 VPs
- Target 15 – Enemy Wolfpack: Destroyed – 6 VPs
- Target 12 – Enemy ASW Forces: Not Destroyed – 0 VPs
- Target 29 – Enemy Armed Merchants: Destroyed – 4 VPs
I have a total of 16 Victory Points. I get an Adequate rating.
10 Optional Rules
Perform the following steps after the Mission is complete.
10.1 Random Group Selection
Randomly choose Ships at the game start and when purchasing additional Ships. Only ships that were commissioned the same year or prior to the Campaign year can be selected. You can choose to randomly select a ship from within a desired Ship Type:
- Cruiser
- Destroyer
- Frigate
- Battleship
Receive a bonus of 8 SO points at the Campaign start if this option is used.
10.2 Sensor Performance Cards
10.2.1 Overview
The Sensor Performance cards factor in environmental conditions that modify detection for both TF Ships and enemy Ships/Subs detection. The cards also support adding depth to Enemy sub; normal depth (above Thermal Layer), and Deep (below Thermal Layer).
10.2.2 Sensor Performance Card Steps
The following describes the updates to the rule steps when using the Sensor Performance cards.
Draw Sensor Performance Card (beginning of 6.1.4): Draw a Sensor Performance card before placing enemy ships and subs. Use the card to set enemy sub depth.
Task Force Ship Detection Attempt (1.4.1): Perform TF Ship detections as follows:
- When attempting to detect an enemy Ship, apply the Ship Detection Modifier.
- When attempting to detect a sub above the thermal layer, apply the Above Layer Sub Detection Modifier based on the current sub range and ignore the maximum detection range.
- When attempting to detect a sub below the Thermal Layer with a Towed Array, apply the Towed Array Sub Detection Modifier and ignore the maximum detection range.
- If attempting to detect a sub below the Thermal Layer without a Towed Array, apply the Above Layer Sub Detection Modifier and add the Thermal Layer modifier (ignore maximum detection range).
- If using Active Sonar, only attempt detection out to the maximum Active Sonar range. Apply the Thermal Layer modifier if crossing the Thermal Layer. Towed Arrays cannot use Active Sonar.
Surface Detection: No Aircraft includes no helicopters.
Helicopter Detection Attempt – MAD (1.6.4): MAD Detection cannot be performed on a Deep sub.
Helicopter Detection Attempt – Dipping Sonar (1.6.4): A Helicopter can spend 2 Helicopter Actions to dip the Sonar below the Thermal Layer and attempt detection. Don't apply the Thermal Layer modifier against a Deep Sub.
Helicopter Detection Attempt – Sonobuoy (1.6.4): A Sonobuoy can be set Deep to place it beneath the Thermal Layer. Don't apply the Thermal Layer modifier against a Deep sub.
Place Sub/Ship Counter (6.1.4.3): When placing an Enemy Sub counter, roll a die, consult the Sensor Performance card Enemy Sub Depth, and determine the sub depth. If below the thermal layer, place a Deep counter next to the sub.
Sub Movement (6.2.3.2): When a Deep sub is at close range and a Move Above Layer entry is at that range, roll to see if the sub moves above the layer. If so, remove the Deep counter, but don't move the sub or roll for sub movement.
Enemy Ship Detection Attempt (6.2.4.3): When an Enemy Ship attempts to detect a TF ship, apply the Ship Detection Modifier.
Enemy Air Engagement (7): If an Enemy Air Engagement is initiated and the Aircraft Impact is "No Aircraft", then do not execute the engagement.
Example: I am placing an Unknown Enemy sub on the Tactical Display. I am using the Sensor Performance card. I have drawn a card. Unknown enemy subs are assumed to be SSNs, so I add a +3 modifier to the Enemy Sub depth roll. I roll a 5, modified to 8. The Enemy Sub is Deep and a Deep counter is placed next to the Enemy Sub counter.
10.3 Training Focus Counters
Training Focus counters can be selected and placed with each ship in your Task Force. If using this optional rule, each Task Force ship must have a counter. There is no SO cost to use this option.
For each ship, select the desired focus area:
- ASW: +1 for sub detection and attacks
- ASuW: +1 for ship detection and attacks
- AAW: +1 for aircraft attacks
When performing detection or attacks in other focus areas (not selected for your ship), apply a -1 modifier to detection and attacks.
The selected focus area stays with your Task Force ship for the entire campaign.
Example: Assign a Focus counter to each ship.
10.4 Unknown Sub Detects TF Ship
If an Unknown sub detects a TF ship (or sub in sub expansion), automatically draw a sub card from the pile instead of flipping and rolling. If you detect the Unknown sub first, perform the normal procedure.
11 US Task Force Ships
See the Task Force Ships reference cards for the Allied ships available in the Core game.
12 US Ordnance
Ordnance is organized into four families on the reference cards: Surface to Surface, Surface to Subsurface, Surface to Air, and Land Attack.
13 Component Descriptions
Campaign Sheets
Campaign Sheets provide information to setup, execute, and evaluate a Campaign.
- Campaign Title: Name of the Campaign
- Expansion Info: Identifies Expansions the Campaign supports.
- Skill Level: Identifies the Campaign Difficulty.
- Background: A short summary describing the Campaign background.
- Ship/Commander Starting Skill Levels: Identifies the starting skill levels of your ships and commanders. Asterisk skill levels are used for additional ships or commanders beyond the listed numbers.
- Era/Year: Identifies the era and Campaign year. All allied and enemy ships/subs/aircraft must have been commissioned during or prior to Campaign year.
- Location: Identifies the major ocean for the Campaign. This limits the Allied ships available for the Campaign.
- High-Priority Targets: Identifies Targets that must be attacked if drawn. The target numbers are red.
- Target Numbers: Lists the Target cards that are part of the Campaign.
- Enemy Task Force Spaces: Identifies Enemy Task Forces that could attack the Task Force when it enters the area.
- Enemy Task Force Placement Rolls: Used to place Enemy Task Force counters prior to mission start.
- Notes: Where Notes in a Campaign conflict with the Rulebook, the Campaign's Notes take precedence over the Rulebook.
- Campaign Length: Campaigns can have various lengths and evaluation criteria to choose from.
- # Targets to Attack: Indicates how many targets to attack for the Campaign (ends after target attacks are complete). Task Force Missions are executed against each target.
- Evaluation Criteria: Identifies your Campaign evaluation based on the number of Victory Points (VPs) earned.
- Mission SO Points: Identifies the number of SO points allocated to each Mission/Target.
- Strategic Tracks: The Task Force Track identifies how many Enemy Task Force counters to place at the start of a Mission. The Activity Track applies Activity die roll modifier when determining an enemy Task Force activity level. The War Track modifies the VPs earned at the end of the Campaign. The Strategic Tracks are modified when Targets with Track values are destroyed.
Tactical Display
The Tactical Display is used to setup and perform a Tactical Encounter based on the Encounter Deck or Target Card.
- Encounter Card Deck: Each Random Enemy Task Force Encounter has an Activity Level (High, Low, None). For High or Low Activity Level, the encounter can have one or more randomly drawn enemy ships or subs, and/or a specific ship/sub type. Shuffle deck and place face down (Activity Level table face up).
- Enemy Sub Card Deck: A random Encounter or Target card may include Enemy Subs Campaign (Soviets OR Argentina). Shuffle deck and place face down.
- Enemy Ship Card Deck: A random Encounter or Target card may include Enemy Ships. Shuffle deck and place face down. Use ships that apply to the Campaign (Soviets OR Argentina).
- Sequence of Play: This highlights a random Encounter or target encounter sequence of play.
- Allied Task Force Placement: Allied Task Force ships can be placed in the Screening Force area, Main Force area, or Supported/Protected Force area.
- Screening Force ships are always Fast (go before enemy ships/subs/aircraft) and get detection modifiers. They suffer 2 stress for each encounter. Screening Force ships are more likely to be targeted by enemy detection and attack.
- Main Force ships are always slow (go after enemy ships/subs/aircraft). They only suffer 1 stress for each encounter.
- Supported/Protected Force ships do not get actions during an encounter, and are less likely to be targeted by enemy ships/subs/aircraft. They reduce stress by one for each encounter if shaken or unfit.
- Battle Turn Counter: An enemy encounter lasts for 5 turns.
- Enemy Starting Range Table: Used to determine the starting range for each enemy ship and sub placed on the Tactical Display.
- Enemy Movement Table: Used to determine enemy ship and sub movement each turn.
- Azimuth Placement Roll: Used to determine the starting azimuth of enemy ships and subs.
- Enemy Ship/Sub/Aircraft Area: Enemies are located within a range/azimuth cell.
- Enemy Range: Enemies can be at ranges 1 through 6. There are range modifiers for detection and attack.
Ship Cards
Ship cards represent the characteristics and Skill level of your Task Force ships.
- Name and Designation: Ship Name and Designation. Designation identifies the ship class (ex: CG = Cruiser).
- Class: Class of Ship
- Nationality Flag: Identifies Country that operates the ship.
- Enemy Detection Numbers and Range: Identifies the detection numbers against ships, subs, and aircraft. The detection range is in brackets []. Auto means that Enemy Aircraft are automatically detected.
- Enemy Attack Ordnance and Gun Numbers: Identifies ship ordnance that can be used against enemy ships, subs, and aircraft. Gun range is indicated in brackets []. VLS allows up to 4 missiles or torpedoes to be fired instead of the normal 2.
- Special Characteristics: Identifies additional equipment, special ordnance, or characteristics. TA = Towed Array. Missile Shield allows the Screening Force ship to use the Missile Defense value for all Task Force ships.
- Stress Range: Identifies the current ship status based on the current Stress value.
- Ship Status: The Ship's status is either Okay, Shaken, or Unfit based on current Stress Level.
- Okay: Use the stats on the Okay row.
- Shaken: If the ship's current Stress value falls in the Shaken range, use the stats on the Shaken row.
- Unfit: If the ship's current Stress value is greater than the Shaken Stress range, the Ship is Unfit. It cannot perform any actions (detection, attack, …). The ship can be moved to the Protected location when Unfit.
- Missile Defense (MD): Subtract MD value from all enemy missile attack rolls against the ship.
- Torpedo Defense (TD): Subtract TD value from all enemy torpedo attack rolls against the ship.
- Noise Management (NM): Subtract NM value from all enemy detection rolls against the ship.
- Skill Level & Promotion #: From lowest to highest, the ship skill levels are Newbie, Green, Average, Skilled, Veteran, and Warrior. The number of Experience points (XP) required to promote to the next Skill Level.
- Year Commissioned: The ship cannot participate in Campaigns that are earlier than the commissioned year.
- Theater of Operation: Identifies the theater of operation of the ship.
- SO Cost: The Special Option (SO) cost to purchase the ship for use in the Campaign.
- Ship Picture: Picture of ship.
- Active Sonar: Active sonar (Red detection numbers) transmits radio waves to detect enemy ships/subs, but is detectable.
Commander Cards
Task Force Commanders lead your Task Force ships when executing Missions. Only one Commander can be used for a mission. They can execute Actions during an encounter to help your Task Force. They have Skill levels and can be promoted by earning XPs.
- Commander Name: Name of the Commander.
- General Actions: Identifies Actions that all Commanders can perform. Availability of Actions depends on the Commander Skill Level.
- Move Task Force (1/Turn): Allows the Commander to move the task force closer or farther away from enemy ships/subs, or rotate left or right (enemy ships or subs on the edge move off the Tactical Display). If a Starred ship or sub is moved off the Tactical Display on a Random Encounter, the Mission is complete at the end of the encounter. This Commander action can only be done once per Battle turn.
- Task Force Redeployment: Allow the Commander to adjust which Task Force ships are Screening, in the Main Force, or in the Protected Area.
- Ship Action (1/Turn): Allows a Task Force ship to perform an additional action. This Commander action is only allowed once per battle turn, plus one additional action can be given to the Flagship.
- Focus Detect (2 ships, Det +3): Requires two ships to execute one action each and the Commander action to perform one enemy detection attempt with a detection modifier. Choose which ship performs the detection.
- Specialized Actions: Identifies specialized actions that the specific Commander can perform. Availability of Specialized Actions depends on the Commander Skill Level.
- Stress Range: Identifies the current Commander status.
- Commander Status: The Commander's status is either Okay, Shaken, or Unfit. A Shaken Commander may have fewer actions or go from Fast to Slow actions. An unfit Commander cannot perform any actions.
- Skill Level & Promotion #: From lowest to highest, the Commander skill levels are Newbie, Green, Average, Skilled, Veteran, and Warrior. The number of Experience points (XP) required to promote to the next Skill Level.
- Focus Area: Identifies the focus area of the Commander.
- Cool: Reduce Commander stress by Cool value after an encounter.
- Fast Actions: Identifies the number of Fast Actions a Commander can perform. Fast actions are performed prior to enemy actions. If desired, a Fast Action can be deferred to the Enemy turn (Defensive Actions only) or used as a Slow action.
- Slow Actions: Identifies the number of Slow Actions a Commander can perform. Slow actions are performed during (Defensive Actions only) or after enemy actions.
Target Cards
Targets are randomly drawn at the beginning of a Mission. The Targets in the Target deck are determined by the Campaign. The Targets identify individual enemy ships and subs that make up the Target Force.
- Target Number: Unique Target Number. Target numbers are references on the Campaign Sheet.
- Target Type: Identifies the composition of the Target Force.
- Target Task Force Units: Identifies the Enemy Ships and Subs that compose the Target Task Force.
- Success Criteria: Identifies the success criteria that must be met to earn the Target Victory Points (VPs).
- Special Conditions: Applies to the target.
- Improvement: Apply the improvement text immediately to all missions until the Target is destroyed. If you don't attack the Target with Improvement, keep the Target card (don't put back into the Target Deck). The Target can be selected for a future mission if desired.
- Bandit: Core - At the start of the Engagement, Bandits attack the TF. Carrier – Bandits perform CAP. SSN – No Bandit Attack.
- Penalty: If Target isn't destroyed during the mission, suffer the Penalty.
- Command and Control (CC): Roll required to determine if the Enemy Target Ships are within Command and Control. Prior to each Ship's action, a roll is made to determine if the enemy ship is in Command and Control. If so, then the Enemy Ship can immediately attack a Task Force ship detected by another Enemy Ship. If multiple Task Force ships are detected by the Enemy ships, then attack the detected Task Force ship at the highest Task Force position number (i.e. Protected ships, then Main Force ships, then Screening Force ships).
- Nationality: Identifies the Nationality of the Target.
- Victory Points (VP): The number of Victory Points (VPs) earned if the Target Success Criteria is met.
- Campaign Strategic Track Adjustment: If the Campaign has a corresponding Strategic Track (TF = Task Force, ACT = Activity, WAR = War), then if the Target Success Criteria is met, move the Track counter the indicated number of spaces to the right.
- Air Defense (AD): The Air Defense modifier is used when the Target is attacked by Carrier Aircraft from the Carrier Expansion.
Encounter Deck
An Encounter card is drawn when there is a Random Enemy Task Force Encounter. For each Encounter, the Activity Level is determined. If the Activity Level is High or Low, flip the card to see what enemy ships/subs are encountered. If the Activity level is None, then no Encounter takes place.
- Encounter Activity Level: Identifies the die roll range to determine the Encounter's Activity Level. Add a modifier from the Campaign Activity Track when rolling for the Activity Level. If the Activity Level is None, then there is no Enemy Encounter. Discard the Encounter card.
- Air Defense (AD): The Air Defense modifier is used when the Target is attacked by Carrier Aircraft from the Carrier Expansion.
- Hit Points: Indicates the amount of damage that a Carrier aircraft must inflict on the Enemy Task Force to reduce the Activity Level by one. For 3/5, inflicting 3-4 Hit Points reduces the Encounter level by one, 5+ Hit Points reduces the Encounter level by two (i.e. to Activity Level None).
- Victory Points (VP): The amount of Victory Points earned if the Encounter Activity Level is reduced to None by Carrier Aircraft.
- Intel: Identifies the likely type of Encounter. The Intel value can be Surface, Submarines, or Carrier.
- Encounter Number: Unique Encounter number.
- Name: Type of Encounter.
- Command and Control (CC): Roll required to determine if the Enemy Target Ships are within Command and Control. Prior to each Ship's action, a roll is made to determine if the enemy ship is in Command and Control. If so, then the Enemy Ship can immediately attack a Task Force ship detected by another Enemy Ship. If multiple Task Force ships are detected by the Enemy ships, then attack the detected Task Force ship at the highest Task Force position number (i.e. Protected ships, then Main Force ships, then Screening Force ships).
- High Activity Ships, Subs, Special: Indicates the number of randomly drawn Ship and Sub cards to draw for the encounter if the Activity Level is High. If special Ships/Subs are mentioned, randomly pull those special ships/subs from the appropriate card deck.
- Encounter Objective: Provides an optional Objective for the Encounter.
- Objective Reward: If the Encounter Objective is achieved, earn the indicated Reward.
- Special Conditions: Identifies Special Conditions to apply during the Encounter.
- Low Activity Ships, Subs, Special: Indicates the number of randomly drawn Ship and Sub cards to draw for the encounter if the Activity Level is Low.
Enemy Sub and Ship Cards
Enemy Ship, Sub, and Aircraft cards define unit characteristics to detect and attack your Task Force ships. They also have some defensive capabilities.
When creating the Enemy Ship deck, choose the proper Nation ships (Soviet or Argentina), but don't include the cards labeled "Special Mission Only" on the back side. They are referenced on Target cards.
See Ship Cards section for a description of similar Enemy sub, ship, and aircraft sections.
- Flag: Identifies the Country that operates the Ship/Sub.
- Year Commissioned: The year the ship/sub was commissioned. The enemy ship/sub cannot participate in Campaigns that are earlier than the commissioned year.
- Placement Modifier: When placing the ship/sub using the Tactical Display Enemy Starting Range Table, apply the Placement modifier to the die roll.
- Movement Modifier: When moving the ship/sub using the Tactical Display Enemy Movement Table, apply the movement modifier to the die roll.
- Contacts: Indicates the number of Task Force counters to pull for the enemy ship/sub to attempt to detect/attack. For each Task Force counter, the ship/sub attempts to detect it and/or attack it if it was detected on a previous turn.
- Special Instructions: Indicates special Attack Instructions.
- Critical Ship/Sub: If the card has a Star, then it is a Critical ship/sub. If drawn for a random Tactical Encounter and the Critical ship/sub isn't destroyed during the Encounter, then the Mission immediately ends, and you don't attack the Target. A TF Ship that sinks a Critical ship or sub earns 1 XP. If a Critical ship or sub is sunk by the Flagship, the TF Commander also earns an XP.
- Command and Control Modifier: When rolling to see if the Ship is in Command and Control (CC), apply the modifier to the die roll.
- Aircraft Attack: For Enemy Carriers, roll for Aircraft attack (ex: YAK-38 (2) – Launch 8+) at the start of the Carrier turn. Roll for Helicopter Attacks when using the Sub Expansions, and not the Core game or Carrier expansion.
- Damage Value: Indicates the number of ordnance hits required to destroy the ship or sub.
Die Roll Modifier Summary Chart
A reference chart summarizing the die roll modifiers for Detections and Attacks (see the Die Roll Modifier Chart in the physical rulebook).
Rulebook Updates
V2.0B
- Pg 8 - 2.2.5 (Assign Skill Levels): Added Skill update information
- Pg 34 - 6.2.4.5 (TF Ship Damage): Clarified Commander KIA
- Pg 36 - 6.3.4 (Add Stress to Ship/Commander): Only Shaken and Unfit ships lose stress
V2.0c
- Pg. 6 – 2.2.1: Clarified Detection Numbers
V2.0d (including review comments from Tom Konczal)
- Pg. 6 – Stress Definition: Ships in Protected Force do NOT earn XPs (except Carriers)
- Pg. 12 – 6.3.4: Protected Force -1 Stress only for shaken or unfit ships
- Pg. 14 – 4.1.4.3: Ships in Protected Force do NOT earn XPs (except Carriers)
- Pg. 18 – Place Enemy Task Force Explanation – updated 2nd paragraph to include Activity track modifier
- Pg. 21 – 6.1.1: Ships in Protected force only reduce stress if Shaken or Unfit.
- Pg. 27 – Updated modifiers to Leyte Gulf missile attack
- Pg. 38 – Target Encounter example – fixed a few errors
- Pg. 44 – 7.2.2 – Removed sentence about earning XPs
- Pg. 47 – 10.2.2 – Clarified rule about detecting a sub below the thermal layer without a towed array
- Pgs. 52-59 – Section 13: Added Component Descriptions
Game Credits
Designer: Dean Brown
Development: Kevin Verssen, Dan Verssen
Artwork: Ken McElhaney, Darian Jones
Playtesters: Stefano Altar, Peter Ball, Jim Street, Mario Rossi, Tom Konczal, Andrea Magno, Michael Wheal, Andrew Gudgeon, Charles Lauricello, Tim Reece, Brett Grimmond, Tony Graham, Christopher Schall