Wolfpack: Submarine Warfare in the North Atlantic, 1942-44
Wolfpack: Submarine Warfare in the North Atlantic, 1942-44 Rulebook
Table of Contents
Table of Contents
- [1.0] Introduction
- [2.0] General Course of Play
- [3.0] Game Equipment
- [4.0] Sequence of Play
- [5.0] Weather
- [6.0] General Movement
- [7.0] Convoy Movement
- [8.0] Zones of Control
- [9.0] Stacking
- [10.0] Facing
- [11.0] Air Groups
- [12.0] Search
- [13.0] U-boat Packs
- [14.0] Combat
- [15.0] The Scenarios: How to Set Up and Play the Game
- [15.1] How to Set Up and Start the Game
- [15.2] How to Use the Table of Initial Forces
- [15.3] Initial Deployment of Allied Air Groups
- [15.4] Initial Deployment of U-boat Units
- [15.5] Initial Preparation of Allied Convoys
- [15.6] Use of Dummy Units
- [15.7] Use of Randomizer Chits
- [15.8] Special First Game-Turn Rules
- [16.0] Victory Conditions
- [17.0] Optional Rules
- [18.0] Game Notes
- Charts and Tables (from the Mapsheet)
- [5.26] Storm and Convoy Movement Table
- [5.11] Fog and Storm Formation Table
- [11.36] Air Search Table
- [12.3] Submarine Search Table (Naval Escort Units searching for U-boats)
- [12.19] Picket Search Table (U-boats searching for convoys)
- [14.37] Convoy Straggle Table
- [14.2] U-boat Combat Results Table
- [14.47] Anti-Submarine Combat Results Table
- [15.81] Initial Set-Up Table
- [15.21] Table of Initial Forces (by Scenario Month)
[1.0] Introduction
Wolfpack is an historical simulation of the decisive North Atlantic conflict of World War II in which the German U-Boat "packs" preyed on Allied merchant convoys and almost succeeded in severing Britain's vital sea communications with North America, "democracy's arsenal".
As the convoy system functioned defensively against offensive U-Boat operations, Wolfpack is strictly a solitaire game in which a single Player controls both of the opposing forces. During the game, the Player, representing the U-boat Command, maintains complete control over the U-boat force while the Allied convoy and anti-submarine forces are operated according to a strictly defined set of rules. These rules prescribe exactly how the Allied units move and engage in anti-submarine combat. A total of four scenarios, each a separate game, allow the Player to simulate convoy battles during the most decisive stages of the Battle of the Atlantic. Various optional rules are included by which the Player may examine the effects of the increasing technology implemented or being developed by both sides during the course of the war.
[2.0] General Course of Play
Wolfpack is a solitaire game in which the single Player controls both of the opposing forces within the restrictions of the appropriate rules. At the proper time each force's units are moved and used in combat so as to enhance that force's chance of fulfilling its Victory Conditions and thereby winning the game. In general, the Player's objective (as the German U-boat Command) is to disrupt the Allied sea communications by sinking the largest possible volume of Allied merchant tonnage while conserving the U-boat force to the greatest possible degree. Hindering the Player, the Allied anti-submarine forces operate so as to reduce the U-boat force and thereby diminish the Player's chance for achieving a German Victory.
During the game, in the appropriate Phases, the Player moves the units of the Phasing Force attempting to sight and execute attacks against Enemy units. To move from one hex to another each unit expends a portion of its Movement Allowance. Two different types of combat arise during the game. U-boat attacks against merchant convoys are resolved by comparing the total attacking U-boat Combat Strength to the attacked convoy's escorting Combat Strength and expressing the comparison as a difference between attacker and defender which is termed the Combat Differential. Anti-submarine attacks are resolved by totalling the number of Combat Strength points attacking a particular group of U-boats. In both types of combat a Randomizer Chit is drawn and the Chit Number is cross-indexed on the appropriate column of either the U-boat or Anti-submarine Combat Results Table. The indicated outcome is then immediately applied to the defending unit(s).
[3.0] Game Equipment
[3.1] The Game Map
The 22" x 34" mapsheet portrays the expanse of the North Atlantic Ocean between the Canadian coast on the western extremity, and the European coastline (primarily the British Isles) near the eastern mapedge. Various land formations including parts of Greenland and Iceland as well as a number of graphic distinctions which influence game play have been indicated on the map. These will be explained in the appropriate rules sections. A numbered hexagon grid is superimposed on the mapsheet to regularize the movement and position of the playing pieces and to delineate the various terrain features located on the map.
[3.2] The Playing Pieces
Two differently colored sets of playing pieces (henceforth known as units) are supplied. The units represent the various individual U-boats and U-boat "packs", convoys, and naval and air anti-submarine forces which contested the North Atlantic convoy battles. The opposing forces for each scenario are composed by selecting units from those provided on the unit sheet. It is suggested that the Player sort and store these units by type and color. This greatly facilitates setting up the game. The playing pieces are distinguished by type, strength, and mobility or range, as represented by various numbers and symbols printed on their faces. German units are gray. Allied units are green. Note: Because the distinguishing characteristics printed on the unit faces are not universally used, the Player should carefully study the Summary of Unit Types (3.22) to familiarize himself with the various symbols used and the context of a given symbol on a particular unit type.
[3.21] Sample Units
- German U-Boat: Unit Identity (e.g. U-463), Unit Symbol, Combat Strength, Movement Allowance (e.g. 1-8).
- German U-Boat Pack: Pack Name (e.g. Vorhut), Pack Facing (each arrow represents six U-Boats), Combat Strength, Movement Allowance (e.g. 7-6).
- Allied Convoy: Convoy Identity (e.g. HX-1), Unit Symbol, Facing Symbol, Movement Allowance (e.g. 6).
- Allied Escort: Unit Identity (e.g. EG-3), Unit Symbol, Combat Strength, Facing Symbol (e.g. 1).
- Air Point: Unit Symbol, Range (e.g. 12).
[3.22] Summary of Units
German Units
- Single U-Boat (e.g. U-463, strength 1, movement 8)
- Six Boat Pack (Vorhut, 7-6)
- Twelve Boat Pack (Dranger, 15-6)
- Eighteen Boat Pack (Hai, 24-6)
- Twenty-Four Boat Pack (Donau, 32-4)
- Thirty Boat Pack (Seewulf, 40-4)
Allied Units
- Eastbound Slow Convoy (e.g. SC-3, movement 4)
- Eastbound Fast Convoy (e.g. HX-1, movement 6)
- Westbound Slow Convoy (e.g. ONS-14, movement 4)
- Westbound Fast Convoy (e.g. ON-16, movement 6)
- Eastbound Escort Group 1 (e.g. EG-1, strength 1)
- Westbound Escort Group 1 (e.g. EG-4, strength 1)
- Eastbound Escort Group 2 (e.g. EG-5, strength 2)
- Westbound Escort Group 2 (e.g. EG-8, strength 2)
- Eastbound Support Group (e.g. SG-3, strength 3)
- Westbound Support Group (e.g. SG-4, strength 3)
- Eastbound Escort Carrier (e.g. CVE-1, strength 3)
- Westbound Escort Carrier (e.g. CVE-2, strength 3)
- East or Westbound Dummy Escort
Allied Air Units
- Air Points: Seven Hex Range, Ten Hex Range, Twelve Hex Range, Sixteen Hex Range, Twenty Hex Range
Game Markers
- Straggled, Level One ("Strag 1")
- Straggled, Level Two ("Strag 2")
- U-Boat Sighting
- Tonnage Sunk Indicator
- Storm Marker
- Fog Marker
- Game-Turn Indicator
- Randomizer Chit
[3.3] Definition of Terms
COMBAT STRENGTH is the basic offensive and defensive power of a unit quantified in Combat Strength Points.
MOVEMENT ALLOWANCE is the basic movement ability of a unit quantified in Movement Points. In most cases a unit expends one Movement Point of its total Movement Allowance for each hex it enters.
RANGE ALLOWANCE is the maximum number of hexagons from a given airbase at which an Air Group may search for, or attack sighted U-boats.
FACING SYMBOL indicates the front of a unit for search and movement purposes.
PACK SYMBOL indicates the size of a particular U-boat pack. Each "pip" in the Pack Symbol indicates the presence of six individual U-boats.
[3.4] Game Charts and Tables
The game makes use of various charts and tables as part of its play system and also to organize data into an easily retrievable form. The use of these graphic aids is explained in the appropriate rules sections. Players should examine the charts and tables on the map before reading further.
[3.5] Game Equipment Inventory
A complete game of Wolfpack should include the following parts:
- One Game Map
- One Rules Folder
- One set of Die-Cut Counters
- One Game Box (not included in subscription edition)
[3.6] Game Scale
Each complete Game-Turn represents twenty-four hours of real time. Each mapsheet hex represents a distance of forty-three nautical miles measured from hexside to hexside.
[4.0] Sequence of Play
[4.1] The Game-Turn
Wolfpack is played in sequenced turns called Game-Turns. Each Game-Turn is composed of 7 Phases which occur in rigid sequence. Several Phases are further sub-divided into a number of Segments. All game operations must be made in proper sequence. Any action taken out of sequence is a violation of the rules. All Game-Turns are identical and follow one another until the game is ended. (Exception: see Special First Game-Turn rules.)
[4.2] Sequence Outline
As Wolfpack is a solitaire game there is only one Player who is referred to as "the Player". A complete game of Wolfpack lasts fifteen Game-Turns. Each Game-Turn is composed of the following Phases and Segments.
A. CONVOY INITIAL PLACEMENT PHASE. The Player places the convoy with the lowest identity number which is not already on the map onto the appropriate Initial Placement Hex. The Initial Placement Hex for all HX and SC convoys is hex #0701. The Initial Placement Hex for all ONS and ON convoys is hex #1237.
B. WEATHER PHASE. The Weather Phase is composed of three segments.
- Storm Movement Segment. The Player draws one Randomizer Chit and compares the Chit Number to the Storm and Convoy Movement Table to determine the direction in which each storm on the map is moved. The Player then moves each storm on the map in accordance with the Storm Movement rules. Any convoy which at the beginning, during, or at the end of this Segment occupies a Storm Hex is immediately inverted (placed face-down).
- Fog and Storm Formation Segment. The Player draws a Randomizer Chit and compares the Chit Number to the Fog and Storm Formation Table to determine the formation of either Fog or Storm weather for the current Game-Turn. Fog and Storm markers are used as explained in the Weather rules. Any convoy which occupies a Fog or Storm hex at the end of this Segment is immediately inverted.
- Straggle Determination Segment. The Player draws a Randomizer Chit for each inverted convoy on the map and compares the Chit marker to the Convoy Straggle Table to determine if the convoy becomes straggled. After a determination has been made for each inverted convoy, all convoys should be returned to the normal face-up position.
C. AIR PHASE. The Air Phase is composed of two segments.
- Air Escort Allocation Segment. The Player allocates one Air Group to each qualifying convoy to act as an Air Escort in accordance with the Air Escort rules.
- Air Search Segment. The Player conducts Air Search missions in accordance with the Air Search rules. U-boats sighted during this segment are immediately attacked by the Air Groups which make the sighting.
D. NAVAL PHASE. The Naval Phase is composed of three segments.
- Convoy Movement Determination Segment. The Player draws one Randomizer Chit and compares the Chit Number to the Storm and Convoy Movement Table to determine the direction in which each convoy will move during the following Convoy Movement Segment.
- Convoy Movement Segment. The Player moves all of the convoys on the map in accordance with the Convoy Movement rules. During each convoy's movement U-boats will attempt to sight the moving convoy. Additionally, the moving convoy's escort will have the opportunity to search for U-boats and to attack any U-boats which it sights. Each of these operations is explained in the appropriate rules sections.
- Removal of U-boat Sighting Markers and Air Escorts Segment. The Player removes all U-boat Sighting markers from the map and returns Air Escorts to their appropriate air bases.
E. U-BOAT OPERATIONS PHASE. The U-boat Operation Phase is composed of three segments.
- Pack Formation and Reorganization Segment. The Player may reorganize the U-boats stacked in the same hex into larger or smaller pack-sized formations or into individual U-boat units in any manner he desires (see U-boat Pack rules).
- U-boat Movement Segment. The Player may move any or all of the U-boats in any direction up to the limit of their Movement Allowances within the restrictions outlined in the U-boat Movement rules.
- U-boat Depinning Segment. The Player places all inverted (Pinned) U-boats face-up.
F. COMBAT PHASE. The Combat Phase is composed of three segments.
- U-boat Attack Segment. The Player executes U-boat attacks against convoys in accordance with the Combat rules.
- Counterattack Segment. The Player executes counterattacks against U-boats which attacked convoys in the previous segment in accordance with the Combat rules.
- Straggle Reduction Segment. The Player removes all "S1" Straggle markers from the map. The Player then replaces each "S2" Straggle marker with an "S1" marker (see the Combat and Weather rules).
G. GAME-TURN INDICATION PHASE. The Player advances the Game-Turn Indicator one space along the Turn Record Track, signalling the start of a new Game-Turn.
[5.0] Weather
GENERAL RULE: During the Weather Phase of each Game-Turn, storms already on the map are moved, the introduction of new storms and/or fog is determined, and convoys occupying either storm or fog hexes may become "straggled" as a result of these weather effects.
CASES:
[5.1] Fog and Storm Formation
During each Weather Phase in the Fog and Storm Formation Segment the Player draws one Randomizer Chit and compares the Chit number under the appropriate Scenario column of the Fog and Storm Formation Table to determine the formation of either Fog or Storm weather for the current Game-Turn. There are two Fog Zones indicated on the map, designated Fog Zone #1 and Fog Zone #2. When the Fog and Storm Formation Table indicates the presence of Fog in Fog Zone #1, the Player should place the Fog Marker in hex #0903. When Fog is present in Fog Zone #2, the Player places the Fog Marker in hex #1110. Note that when Fog is present in Fog Zone #2, it is automatically present in Zone #1 as well.
There are also indicated on the map three sets of Storm Initial Placement hexes. These sets of three hexes each are labeled "A, B, and C". When, for example, the Fog and Storm Formation Table indicates an "SA" result, the Player should immediately place a total of three Storm Markers on the map. One Storm Marker is placed in each "A" Storm Initial Placement hex.
Note: At the beginning of each Weather Phase, the Player should remove the Fog Marker before the Storm Movement Segment is begun. Storm markers, however, are left in their Initial Placement hexes until the Storm Movement Segment when they begin moving across the map from west to east. Note also that because the Fog and Storm Formation Segment follows the Storm Movement Segment in the Sequence of Play, a storm is never moved on the Game-Turn in which it is placed on the map.
[5.11] Fog and Storm Formation Table
(See the Mapsheet.)
[5.2] Storm Movement
[5.21] A single Storm is composed of three Storm markers. Each of the hexes occupied by a Storm Marker and all of the hexes adjacent to a hex occupied by a Storm marker are considered Storm hexes. Thus, three Storm Markers representing a single storm affect a total of seventeen hexes all of which are considered Storm hexes.
[5.22] Each Storm Marker must be moved nine hexes during each Storm Movement Segment.
During each Storm Movement Segment, the Player draws a single Randomizer Chit and compares the Chit number to the Storm and Convoy Movement Table printed on the mapsheet. To determine each storm's direction of movement, the Chit number is cross-referenced with the last digit of each hex occupied by a Storm Marker. Three differing results can be obtained from the Storm and Convoy Movement Table. These results are executed as follows:
- A. If an "N" results, the Storm Marker is moved nine hexes to the northeast.
- B. If an "S" results, the Storm Marker is moved nine hexes to the southeast.
- C. If neither an "N" or an "S" results, the Storm Marker is moved nine hexes due east.
Note: The three Storm Markers which represent a single storm will always occupy three parallel hexes which share the same last digit. Thus, for each storm the Player need only determine the movement for one of the three Storm Markers and then merely move the remaining two markers of the same storm so as to preserve this parallel arrangement.
[5.23] A Storm may always move into or through any hex on the mapsheet, regardless of any units in occupation of a given hex. An individual Storm Marker is immediately removed from play at the instant it moves out of the boundaries of the hex field. For practical purposes, the Player may remove a Storm Marker as soon as it moves east of hex #1040 as it can never affect game-play east of that point.
[5.24] There is no limit to the number of Storm Markers which may occupy the same hex. A Storm hex generated by more than one Storm Marker has no special effect.
[5.25] Storms may be moved in any sequence the Player desires. However, it is recommended that the storms be moved in order of their geographical position beginning with the easternmost storm.
[5.26] STORM AND CONVOY MOVEMENT TABLE (see the Mapsheet).
[5.3] Fog
[5.31] Unlike Storm Markers, the Fog Marker is never moved. The Fog Marker is used to indicate the presence of Fog in either Zone #1 alone or both of the Fog Zones.
[5.32] When Fog is present in a Fog Zone each and every hex in the Fog Zone is considered a Fog hex. When Fog is not present in a Fog Zone each hex in that Fog Zone is considered a normal hex in all respects. A Fog Zone, in and of itself, has absolutely no effect on game-play and is only used to delineate a fog forming or frequently "fogged in" area.
[5.4] Fog & Storm Effects
[5.41] At the start of each Weather Phase, prior to the Storm Movement Segment, the Player removes the Fog Marker from the map. The Weather Phase then proceeds. During the Weather Phase, any convoy occupying either a storm or fog hex should be immediately inverted. This includes all convoys which occupy storm hexes at any time during the Storm Movement Segment (including convoys which are transiently in storm hexes during the time in which storms are physically moved across the map), and all convoys that occupy either storm or fog hexes at the end of the Fog and Storm Formation Segment. During the immediately following Straggle Determination Phase, the Player draws a single Randomizer Chit for each inverted convoy and cross-references the Chit number under the appropriate "weather effect" column of the Convoy Straggle Table. For each convoy which was inverted in a Fog hex, the "Fog" column of the Convoy Straggle Table is used. For each convoy which was inverted in a Storm hex, the "Storm" column of the Convoy Straggle Table is used. A separate determination is made for each inverted convoy to determine if the convoy becomes straggled due to the weather it encountered. A Straggle Marker is placed on each convoy which becomes straggled. At the end of the Straggle Determination Segment all convoys should be returned to face-up position. (See 14.3.)
[5.42] U-boat units must expend one additional Movement Point to enter a storm hex. Non-U-boat units expend one Movement Point to enter a storm hex (no additional cost). All units expend one Movement Point to enter a fog hex (no additional cost).
[5.43] Air Groups may not search (or attack) U-boats in either fog or storm hexes, i.e., Air Search is prohibited in both fog and storm hexes. An Air Group may not perform any mission (Air Search or Air Escort) when the base from which it operates is temporarily either a fog or storm hex. An Air Group may not be allocated to escort a convoy which occupies either a storm or fog hex during the Air Escort Allocation Segment of the Air Phase. Note: When fog is present in Fog Zone #1, Air Groups at the Newfoundland Airbase are grounded (they may not be allocated for Air Search or Air Escort purposes). (See also 11.34 and 11.48.)
[5.44] At the beginning of each Convoy Movement Segment all "sighted" convoys in storm and fog hexes become "unsighted" (see 12.17).
[5.45] Three (3) is added to the Chit number used in attempting to sight a unit (convoy or U-boat) located in either a fog or storm hex.
[5.46] Three (3) is subtracted from the Chit number used to resolve an attack against a unit (convoy or U-boat) located in either a fog or storm hex.
[6.0] General Movement
GENERAL RULE: During the Convoy Movement Segment the Player moves all Allied naval units according to the restrictions of the Convoy Movement rules (7.0). During the U-boat Movement Segment the Player moves as many or as few U-boat units as he desires according to the restrictions of the U-boat rules (6.3). No unit may be moved in excess of its Movement Allowance in a single Movement Segment. Unused Movement Points may not be accumulated from segment to segment nor transferred from unit to unit.
PROCEDURE: Move each unit individually, tracing the path of its movement through the hexagonal grid. Once the unit has been moved and the Player's hand withdrawn, the unit may not be moved again nor may the path be retraced and/or changed during that Movement Segment.
CASES:
[6.1] How to Move Units
[6.11] During the Convoy Movement Segment, only Allied units may be moved. The movement of Allied units is mandatory and is executed as explained in the Convoy Movement rules. Searches and anti-submarine combat may occur during the Convoy Movement Segment.
[6.12] During the U-boat Movement Segment, only U-boat units may be moved. All, some, or none of the U-boat units may be moved. No Allied units may be moved and no searches or combat may occur during a U-boat Movement Segment.
[6.13] Movement is calculated in terms of Movement Points. Each unit expends one or more Movement Points from its Movement Allowance for each hex it enters.
[6.2] Movement Inhibitions and Prohibitions
[6.21] Naval units (including U-boats, convoys, and naval escorts) are prohibited from entering a hex outside of the main playing area (shaded light blue). Air Groups may enter hexes outside this area.
[6.22] A unit may not enter a hex unless it has sufficient Movement Points to expend to pay the full Movement Point cost dictated by the weather in the hex. U-boat units expend one additional Movement Point to enter a storm hex. This is the only case in which a unit must expend more than one Movement Point to enter a hex.
[6.3] U-boat Movement
During the U-boat Movement Segment, the Player may move as many or as few U-boat units as he desires. Each U-boat unit may be moved as far as the Player desires as long as the unit's Movement Allowance is not exceeded.
[6.31] A U-boat unit may enter and/or move through an enemy occupied hex but may not end its movement in an enemy occupied hex.
[6.32] A pinned U-boat unit has its Movement Allowance halved.
[7.0] Convoy Movement
GENERAL RULE: During the Convoy Movement Segment of each Game-Turn, the movement of Allied naval units is mandatory. The Player moves all Allied naval units according to the restrictions of the General Movement and Convoy Movement rules. In any instance in which a Convoy Movement rule conflicts with a General Movement rule, the Convoy Movement rule takes precedence.
CASES:
[7.1] Convoy Composition
Each convoy consists of two units; a non-combat convoy unit (which is deployed face-up allowing the convoy's Movement Allowance, facing orientation, and identity code to be observed), and a naval escort unit (which is deployed face-down and is considered to have a Movement Allowance and facing orientation identical to that of the convoy unit it is escorting). Together, the convoy unit and the naval escort form the convoy. The pair of counters is considered a single inseparable unit for movement purposes. At different times during the game the convoy unit may be inverted and/or the naval escort unit may be repositioned in a face-up manner and placed either on top of or underneath the convoy unit. Such rearrangements are explained in the appropriate rules sections. The arrangement of the two units which form the convoy do not affect the movement of that convoy but do affect combat and sighting operations involving that convoy.
[7.2] Convoy Types
There are four different types of convoy (HX, SC, ON, and ONS). HX and SC convoys are referred to as "eastbound" convoys. ON and ONS convoys are referred to as "westbound" convoys. Eastbound convoys are always moved across the map from west to east (left to right). Westbound convoys are always moved across the map from east to west (right to left). Each convoy unit has a two or three letter prefix and a one or two digit number which together form the convoy's identity code. The numerical part of a convoy's identity code is used to determine exactly when a particular convoy is moved during each Convoy Movement Segment. Convoys are moved in strict numerical order beginning with the lowest numbered convoy on the map. Each convoy is moved individually and no other convoy may be moved until the preceding convoy's movement is completed.
[7.3] Initial Placement and Destinations of Convoys
During the Convoy Initial Placement Phase of each Game-Turn, the Player places the lowest numbered convoy which has not previously entered onto the mapsheet into the appropriate Initial Placement hex. The act of placing a convoy in an Initial Placement hex does not require the expenditure of any Movement Points from that convoy's Movement Allowance.
[7.31] The Initial Placement hex for all HX and SC convoys is hex #0701. The Initial Placement hex for all ON and ONS convoys is hex #1237.
[7.32] When a convoy enters its Destination hex (which requires the expenditure of one Movement Point) it is immediately removed from the map. Once a convoy reaches its destination and is removed from the map it is permanently removed from play (it never enters the map again). Note: Both the convoy unit and its naval escort units are considered one unit for movement purposes and both are removed from the map upon entering the appropriate Destination hex.
[7.33] The Destination hex for all the HX and SC convoys is hex #1237. The Destination hex for all ON and ONS convoys is hex #0701.
[7.34] During the Convoy Initial Placement Phase of each Game-Turn, only one convoy is placed on the map in its Initial Placement hex. This is the lowest numbered convoy which has not previously been introduced onto the map. When placing an eastbound convoy, the facing symbol printed on the unit should be pointed east. When placing a westbound convoy, the facing symbol of the convoy should be pointed west.
[7.4] How to Move Convoys
During the Convoy Movement Determination Segment of each Game-Turn, the Player draws a single Randomizer Chit and compares the Chit number to the Storm and Convoy Movement Table (see 5.26). The single Chit number is used to determine the direction in which each convoy is moved in the immediately following Convoy Movement Segment. To determine the direction in which a particular convoy should be moved, the Chit number is cross-referenced with the last digit of the hex the convoy is located in. The result indicated on the Storm and Convoy Movement Table is executed as follows:
- A. If an "N" results, an eastbound convoy is moved its full Movement Allowance directly northeast. A westbound convoy is moved its full Movement Allowance directly northwest.
- B. If an "S" results, an eastbound convoy is moved its full Movement Allowance directly southeast. A westbound convoy is moved its full Movement Allowance directly southwest.
- C. If an "L" ("Lateral") results, an eastbound convoy is moved its full Movement Allowance directly east. A westbound convoy is moved its full Movement Allowance directly west.
Example: At the start of the Convoy Movement Determination Segment two convoys are on the map. Convoy HX-1 occupies hex #1422. Convoy SC-3 occupies hex #0817. The Player draws the "2" Randomizer Chit. Cross-referencing this Chit Number with the last digit of the hex occupied by Convoy HX-1 (also a "2"), an "N" result is indicated on the Storm and Convoy Movement Table. Convoy HX-1 (eastbound) is therefore moved its full Movement Allowance (6) northeast ending its movement in hex #2025. Using the same procedure (and Chit Number) for Convoy SC-3, the result obtained from the Storm and Convoy Movement Table is an "L". Convoy SC-3 (eastbound) is therefore moved its full Movement Allowance (4) directly east ending its movement in hex #0821.
[7.41] During each Convoy Movement Segment, every convoy on the map must expend its full Movement Allowance except convoys which enter a Destination hex and are removed from play.
[7.42] A convoy always expends one Movement Point for each hex it enters. There is no additional Movement Point cost for a convoy to enter either a fog or storm hex.
[7.43] A convoy's Movement Allowance is never reduced. Straggling has no effect on a convoy's Movement Allowance.
[7.44] The naval escort unit of a convoy is moved with the convoy. The two units which form the convoy may never be separated.
[7.45] An unlimited number of convoys may occupy the same hex at the end of a Convoy Movement Segment. A convoy may enter, move through, and/or end its Movement in either a friendly-occupied or enemy-occupied hex. A convoy never expends any additional Movement Points to enter or leave either friendly or enemy occupied hexes.
[7.46] Regardless of its path of movement, an eastbound convoy is faced due east and a westbound convoy is faced due west (exception: see 7.47). The facing of a convoy is indicated by positioning the unit so the symbol faces the proper direction. The facing of a convoy has an effect on combat which is explained in the Combat rules.
[7.47] When an eastbound convoy enters any hex on the eastern extremity of the light blue main playing area, the Player should immediately reposition the unit so it is facing its Destination hex. Similarly, when a westbound convoy enters any hex on the western extremity of the light blue area, the unit should be repositioned so that it faces its Destination hex. Once a unit's facing is so changed, it should continue facing its Destination hex until it is removed from the map.
Example: During a Convoy Movement Segment, Convoy ON-4 (westbound and facing due west) enters hex #2007. The Player immediately changes the facing of the convoy so that the symbol is pointing in a southwesterly direction toward the convoy's Destination hex.
[7.48] During a Convoy Movement Segment, a convoy cannot become straggled due to entering storm or fog hexes. A convoy may only become straggled due to these weather effects during the Straggle Determination Segment of the Weather Phase.
[7.5] Convoy Movement Inhibitions and Prohibitions
[7.51] Convoy units and naval escorts are prohibited from entering hexes outside the light blue playing area. Whenever a convoy's movement would carry it beyond the border of the light blue area, the convoy alters its movement and simply follows the border toward its Destination hex. In other words, a westbound convoy whose movement (as indicated by the Storm and Convoy Movement Table) would carry it beyond the northern boundary of the light blue area, would move due west in the northernmost hex row shaded light blue until a Chit number picked on a subsequent Convoy Movement Determination Segment indicated that the convoy should move in a southwesterly direction (back toward the center of the map).
Example: At the beginning of the Convoy Movement Determination Segment, Convoy ON-4 occupies hex #1830. The Chit number drawn to determine the direction of convoy movement is a "9". This would normally result in Convoy ON-4 (a westbound convoy) moving six hexes to the northwest. As this movement would carry the convoy outside of the light blue area, Convoy ON-4 instead moves through the following hexes: #s 1930, 2029, 2028, 2027, 2026, 2025 (end).
Example: At the beginning of the Convoy Movement Determination Segment, Convoy ON-4 occupies hex #0205. The Chit number drawn is a "3". This would normally result in Convoy ON-4 moving six hexes southwest. Instead, the convoy moves through the following path of hexes: #0105, 0104, 0203, 0303, 0402, 0502 (end).
[7.52] Convoys are normally prohibited from entering a U-boat Sighting Zone. A U-boat Sighting Zone consists of any hex occupied by a U-boat Sighting Marker and the six hexagons immediately surrounding the hex occupied by the Sighting Marker. If a convoy begins the Convoy Movement Segment outside of a U-boat Sighting Zone and the path of movement dictated by the Storm and Convoy Movement Table would force the convoy to enter a U-boat Sighting Zone, the convoy detours around the Sighting Zone (see 7.53 and 7.54).
[7.53] The movement of a convoy attempting to detour around a U-boat Sighting Zone is executed according to the following priorities:
- A. A convoy may never violate the prime directive to move east (or west), according to its facing symbol, at any time during the entire course of its movement. Nor may it ever leave the main playing area (see 7.51).
- B. A convoy may never enter a U-boat Sighting Zone unless to avoid doing so it would be forced to violate the first priority (A), or unless it begins the movement segment in that U-boat Sighting Zone (see 7.52). A convoy which begins its movement in a Sighting Zone ignores the detour rules for that Game-Turn for that (those) Zone(s).
- C. A convoy must always attempt to move (as nearly as possible) in the direction originally determined for it by the Storm and Movement Table, unless to do so it would be forced to violate the second priority (B).
[7.54] CONVOY DETOUR DIAGRAMS (diagrams not reproduced). Convoy Detour Diagram #1: convoy detour paths when convoys are headed due EAST (or west). Note that in diagram #1, the center convoy will detour to either the south or the north depending on the Convoy Movement Chit drawn for that Game-Turn; if it is an even number, the convoy detours to the north; if it is an odd number, the convoy detours south. Convoy Detour Diagram #2: convoy detour paths when convoys are headed southeast (or southwest) and northeast (or northwest).
[7.6] Convoy Movement and Searches
During each Convoy Movement Segment, each convoy on the map is moved individually in sequence according to their convoy identity code numbers. No convoy may begin its movement until all lower numbered convoys have completed their movement (Convoy ONS-2 may not begin its movement until Convoy HX-1 has completed its movement). The movement of a particular convoy may be interrupted once or several times in order to resolve searches.
[7.61] Each convoy is moved its full Movement Allowance without interruption (except when detouring around U-boat Sighting Markers) unless the convoy enters a U-boat Search Zone (see 12.12) or a U-boat occupied hex. At the instant a convoy enters a U-boat Search Zone its movement is temporarily interrupted and the appropriate U-boats are given the opportunity to search for the convoy (see 12.1). Similarly, at the instant an eligible convoy (a convoy whose naval escort unit is face-up) enters a U-boat occupied hex its movement is temporarily interrupted and the convoy's naval escort unit is given the opportunity to search for the U-boats in the hex (see 12.2). In either of these search situations, as soon as the search procedure is resolved (regardless of whether or not the search is successful), and any permissible anti-submarine attack is resolved, the convoy immediately resumes its movement and continues moving until it either exhausts its Movement Allowance or it enters another hex necessitating another search procedure resolution.
[7.62] There is no limit to the number of times a particular convoy's movement may be interrupted to resolve searches during a single Convoy Movement Segment.
[7.63] When a convoy enters a U-boat occupied hex the U-boat Picket Search (U-boats searching for the convoy) is resolved first. After the Picket Search is resolved, the convoy's naval escort unit (if now face-up) resolves the Submarine Search (searching for the U-boats in the hex).
[8.0] Zones of Control
GENERAL RULE: There are no Zones of Control in this game.
[9.0] Stacking
GENERAL RULE: An unlimited number of friendly units may occupy the same hex at any time during the game. Any number of friendly and Enemy units may occupy the same hex at the same time except at the end of a U-boat Movement Segment. Friendly and Enemy units may never occupy the same hex at the end of a U-boat Movement Segment.
CASES:
[9.1] Effect on Movement
[9.11] U-boat units may enter and move through hexes occupied by Enemy units during the U-boat Movement Segment. A U-boat may never end its movement in an Enemy occupied hex.
[9.12] Allied units may enter and move through Enemy occupied hexes and may end their movement in an Enemy Occupied hex.
[9.13] There is no additional Movement Point cost to stack or unstack units.
[9.2] Effect on Facing
[9.21] U-boat units stacked in the same hex are automatically considered to be faced identically to the topmost U-boat unit in the hex.
[9.22] Stacking has no effect on the facing orientation of Allied units. The pair of units which compose a convoy are both considered to be faced identically to the facing orientation of whichever of the pair is presently the topmost unit.
[9.3] Effect on Searches
[9.31] For Air Search and Submarine Search purposes the number of U-boats in the hex being searched is totalled to determine the Air-Sub or Naval-Sub Product (see 11.3 and 12.2).
[9.32] For Picket Search purposes the Combat Strengths of all U-boat units stacked in the same Search Zone hex are totalled to determine which vertical column on the Picket Search Table is used to resolve the Picket Search (see 12.1).
[9.4] Effect on Combat
[9.41] During anti-submarine combat all U-boat units stacked in a hex under attack must be attacked (exception: see 14.15).
[9.42] U-boat units stacked in the same hex may not attack different Enemy occupied hexes. All U-boats stacked in a hex must attack the same Enemy occupied hex. If one U-boat unit in a stack of U-boat units is attacking an Enemy unit, the other U-boat units in the hex are not compelled to join the attack, but they nevertheless suffer the effects of an anti-submarine counterattack of the hex they occupy.
[9.43] If a stack of U-boats is adjacent to an Enemy occupied hex in which two or more different Enemy convoys can be attacked, the Player may allocate the U-boats into as many separate attacks as possible. U-boat units in the same hex are not compelled to attack the same Enemy convoy or to make any attack at all. However, all U-boats in a hex under anti-submarine attack are attacked as a group or a number of groups (see 14.15).
[9.44] In any anti-submarine combat, all U-boats stacked in the same hex must be attacked in the order in which they are stacked going from the top of the stack to the bottom of the stack.
[9.5] Stacking Position and Unit Types
[9.51] The Player may stack U-boat units in any order he desires. However, the position of individual U-boat units in a stack may only be changed during the U-boat Operations Phase.
[9.52] The convoy unit of an "unsighted" convoy is always stacked (face-up) atop its naval escort unit (positioned face-down). The naval escort unit of a "sighted" convoy is always stacked (face-up) atop the convoy unit it is escorting (which is retained in a face-up position). This is an aide to play and is further explained in the Search rules (see 12.0).
[10.0] Facing
GENERAL RULE: Facing plays a relatively minor role in the game. The facing symbol of a U-boat pack unit is used to delineate the Search Zone of that unit. The facing symbol of an Allied naval unit is used to indicate whether the unit is east or westbound for movement purposes. In addition, the facing symbol of a convoy unit is used to indicate the only hex from which U-boat units may attack that convoy unit. For the sake of clarity, the importance of a unit's facing will be explained in the appropriate Search and Combat rules.
CASES:
[10.1] Units Without Facing
In general, Air Groups and individual U-boats have no particular facing and may be repositioned on the map in any manner the Player deems helpful (exception: see 12.12).
[11.0] Air Groups
GENERAL RULE: Air Groups represent a major element of the Allied anti-submarine forces. Air Groups are allocated among the four airbases at Ulster (N. Ireland), Iceland, Greenland, and Newfoundland at the start of the game according to the particular scenario being played. Each Air Group is considered to possess one Combat Strength Point for anti-submarine Combat purposes. The number on each Air Group counter is the maximum distance (in hexes) at which the Air Group may operate from its base. This distance is called the Air Group's range. Air Groups perform two types of missions: Air Search and Air Escort of Convoys.
CASES:
[11.1] How Air Groups are Deployed
The Table of Initial Forces lists the number of Air Groups which should be deployed at each airbase at the start of the game according to the particular scenario being played. Air Groups deployed at an airbase are stacked on the hex containing the airbase symbol. Once assigned to a particular base, an Air Group must return to that same base at the end of each Air Phase. An Air Group may never be transferred from one base to another.
[11.2] Ranges of Air Groups
An Air Group's range is the maximum number of hexes away from its base at which the Air Group may search or escort convoys. An Air Group's range is either seven, ten, twelve, sixteen, or twenty hexes as indicated by the number on the unit's face. The various air ranges have been depicted on the mapsheet to ease calculations of distance between a given airbase and a particular hex.
[11.3] How Air Groups Conduct Air Search
During the Air Search Segment of each Air Phase, all Air Groups which were not allocated to escort convoys in the immediately preceding segment are used to conduct Air Search to locate U-boats.
[11.21] When determining the range between an airbase and U-boat occupied hex for Air Search purposes, count the fewest number of hexes, from the airbase (exclusive) to the U-boat occupied hex (inclusive).
PROCEDURE: Total the number of Air Groups searching a single hex. Multiply this number by the total number of U-boats in the hex and divide the resulting total by six, rounding any fraction up. The result is the Air-Sub Product which determines which vertical column to use on the Air Search Table. To determine which horizontal column to use, count the number of hexes between the hex being searched and the airbase from which the searching Air Groups are operating. Cross-indexing the appropriate vertical and horizontal columns of the Air Search Table, the Player draws a single Randomizer Chit. If the Chit number matches any of the indicated numbers, the U-boats in the hex are considered sighted. A U-boat Sighting Marker is immediately placed in the hex and the Air Groups responsible for the sighting immediately attack all of the U-boats in the hex (see 14.4).
Example: Three Air Groups operating from Ulster airbase (hex #1039) are searching hex #1031 occupied by two six-boat packs and one individual U-boat unit. The total number of U-boats in the hex is thirteen. The Player therefore multiplies three (the number of searching Air Groups) by thirteen (the total number of U-boats in the hex). The result (39) is then divided by six, giving an Air-Sub Product of seven when the remaining fraction is rounded up. Thus the (7) vertical column of the Air Search Table is used. Next, the Player counts the number of hexes between Ulster and the U-boat occupied hex being searched. The result is eight, so the (8-10) Range (horizontal) column of the Air Search Table is cross-indexed with the (7) Air-Sub Product column. Now the Player draws a Randomizer Chit requiring any number between (and including) one and three to sight the U-boats in the hex.
[11.31] The Air Groups from each airbase search separately during the Air Search Segment. Air Searches are performed base by base in the following sequence: Ulster, Iceland, Greenland, Newfoundland.
[11.32] The Air Groups from each airbase search every U-boat occupied hex within range beginning with the hex nearest the airbase. Each Air Group must search every U-boat occupied hex within its range. There is no limit to the number of hexes a given Air Group may search during a single Air Search Segment. Each hex is searched by the total number of Air Groups that can reach that hex from the same airbase.
Example: Two Air Groups with a range of seven and two Air Groups with a range of ten are based at Ulster. All four of these Air Groups search every U-boat occupied hex within seven hexes of Ulster. Hexes between eight and ten hexes distance from Ulster may only be searched by the two Air Groups that possess a range of ten hexes.
[11.33] Each group of searching Air Groups must make their own successful search in order to attack the U-boats in a given hex. Thus, U-boats which were sighted by the Ulster Air Groups are not considered sighted for Air Groups searching from Iceland. The Air Groups from Iceland ignore the presence of the U-boat Sighting Marker in the hex and resolve their own search. Only if the Air Groups from Iceland make their own successful search may they attack the U-boats in the hex.
Note: Only one U-boat Sighting Marker is placed in the hex regardless of how many differently based Air Groups sight the U-boat.
[11.34] Air Groups may not search in either a storm or fog hex. Air Groups may not search when the airbase from which they operate is in a storm or fog hex during the Air Phase. Air Groups may, however, search hexes even if storm or fog hexes lay between the hex being searched and the airbase of the searching units.
[11.35] Air Groups allocated to escort convoys may not be used for Air Search during the Air Search Segment of the Air Phase (see 11.4).
[11.36] AIR SEARCH TABLE (See the Mapsheet.)
Note: It is not necessary to physically move the Air Groups searching a U-boat occupied hex from their airbase to the hex being searched. However, a Player may do so if he finds this aids range calculation, or if he finds it easier to keep track of searched hexes by physically moving the Air Groups adjacent to each hex as it is searched.
[11.4] How Air Groups Escort Convoys
[11.41] During the Air Escort Allocation Segment of each Air Phase every convoy which is escorted by a face-up naval escort must be allocated one Air Group as an additional escort if at all possible. Air Groups are allocated to escort convoys according to the following sequence of restrictions:
- A. At each airbase, Air Groups are allocated according to their range. The longest ranged Air Group at a particular airbase is always allocated first and additional Air Groups are allocated in order of the longest to shortest range.
- B. A convoy is always allocated its escort from the nearest airbase, however, an Air Group is always allocated to the most distant convoy within its range. If a convoy is beyond the range of an Air Group at the closest airbase, but within range of an Air Group at a further airbase, it should be allocated the Air Group from the more distant base if it is the most distant convoy within range of that Air Group.
Example: The longest ranged Air Group at Greenland has a range of ten hexes. A convoy that is eleven hexes distant from Greenland is fourteen hexes from Newfoundland where there is an Air Group with a range of sixteen hexes. If the convoy near Greenland is the most distant convoy the sixteen ranged Air Group at Newfoundland can reach then the Newfoundland Air Group is allocated to the Greenland convoy despite the fact that Newfoundland is not the closest base to the convoy.
- C. If two or more convoys are equidistant from an airbase, the convoy with the lowest Movement Allowance is allocated the first (longest ranged) Air Group from that base. If two or more convoys with the same Movement Allowance are equidistant from the same airbase, the convoy with the weaker naval escort is allocated the first Air Group from that base. If two or more convoys with the same Movement Allowance and naval escort strength are equidistant from the same airbase, the convoy which is furthest from its destination hex is allocated the first Air Group from that base.
[11.42] There is no limit to the number of Air Groups that may be allocated from any one airbase; however, no more than one Air Group may be allocated to escort a single convoy. That is, a maximum of one Air Group may be allocated to a convoy, not one per airbase.
[11.43] Air Groups may only be allocated to convoys with a face-up naval escort. A convoy whose naval escort is face-down may never be allocated an Air Escort.
[11.44] A convoy escorted by an escort carrier (a CVE naval escort) can never be allocated an Air Escort.
[11.45] An Air Group which is allocated to escort a convoy is removed from its base and placed in the convoy's hex during the Air Escort Allocation Segment of the Air Phase. During the Convoy Movement Segment of the same Game-Turn the Air Group is moved together with the convoy. During the Convoy Movement Segment the air and naval escort make a combined search in each U-boat occupied hex the convoy enters (see 12.25). At the end of the Convoy Movement Segment, all Air Groups are returned to their original bases.
[11.46] An Air Group may never escort a convoy beyond the limit of its range. An Air Group is immediately returned to its base when the convoy it is escorting enters a hex beyond the limit of its range. An Air Group cannot be allocated to a convoy beyond its range during the Air Escort Allocation Segment.
[11.47] Air Groups may only be allocated to convoys during the Air Escort Allocation Segment. An Air Group may never be allocated to a convoy during the Convoy Movement Segment.
[11.48] An Air Group may not be allocated to a convoy which occupies a storm or fog hex during the Air Escort Allocation Segment. An Air Group may not be allocated if its base is in a storm or fog hex during the Air Escort Allocation Segment. An Air Group may be allocated to a convoy even if there are intervening storm or fog hexes between the convoy and the Air Group's base. An Air Group is immediately returned to its base when the convoy it is escorting enters either a storm or fog hex.
[11.49] An Air Group allocated to escort a convoy cannot be used for Air Search during the Air Search Segment of the Air Phase.
[12.0] Search
GENERAL RULE: There are three different types of search. Air Searches are made by land-based Air Groups during the Air Search Segment of the Air Phase (see 11.3 for a description of the Air Search Procedure). U-boats use the Picket Search Table to search for convoys during the Convoy Movement Segment of the Naval Phase. The air and naval convoy escorts use the Submarine Search Table to search for U-boats during the Convoy Movement Segment of the Naval Phase.
CASES:
[12.1] Picket Search (U-boats Searching for Convoys)
[12.11] During the Convoy Movement Segment each convoy is moved separately. At the instant a convoy enters a U-boat Search Zone its movement is temporarily interrupted while a Picket Search is made by the U-boats attempting to "sight" it.
PROCEDURE: Total the Combat Strength of all U-boats which exert a Search Zone into the hex the convoy occupies. This total U-boat strength is used to determine which vertical column of the Picket Search Table is used. Next, the Player draws a single Randomizer Chit and cross-indexes the Chit number with the appropriate U-boat strength column on the Picket Search Table. If an "S" does not appear, the convoy is not sighted and it immediately resumes its movement. If an "S" does appear the convoy is sighted by the U-boats. The face-down naval escort of the convoy is immediately revealed. If the escort is a dummy marker, the convoy and the dummy marker are immediately removed from the map. If the escort is not a dummy marker, it is immediately placed face-up on top of the convoy unit. A convoy with a face-up naval escort is considered "sighted" (exception: see 12.17). Regardless of whether or not a Picket Search is successful, the convoy immediately resumes its movement and continues until it either exhausts its Movement Allowance or until it enters another U-boat Search Zone (exception: see 12.24). Note: A convoy which is sighted cannot be attacked during the Convoy Movement Segment. Convoys may only be attacked during the U-boat Attack Segment of the Combat Phase.
[12.12] There are two types of U-boat Search Zones. The type of Search Zone which a U-boat unit or group of U-boat units possess depends upon the total Combat Strength of the U-boats stacked in the same hex. If the total U-boat Combat Strength in a single hex is six (6) or less, the Search Zone of the U-boats in that hex is limited to the hex they occupy. If the total U-boat Combat Strength in a single hex is seven (7) or more, the U-boats in the hex possess a three-hex Search Zone. This three-hex Search Zone includes the hex the U-boats occupy and the hexes directly adjacent to the U-boat's bow (front) and stern (rear) as indicated by the facing symbol on the topmost U-boat in the stack of U-boats in the hex. If the topmost U-boat unit is a U-boat "pack" unit, the Search Zone extends into the hex adjacent to the ("pips") pack symbol, the hex adjacent to the pack's Movement Allowance and Combat Strength, and the hex the pack occupies. If the topmost U-boat unit in the stack is an individual U-boat unit, the Search Zone extends into the hex adjacent to the unit's designation, the hex adjacent to the unit's Movement Allowance and Combat Strength, and the hex the unit occupies. Note: All U-boats stacked in the same hex are automatically considered to be faced identically to the topmost U-boat in the hex.
Example: The total U-boat Combat Strength in hex #1911 is eleven Combat Strength Points. The topmost U-boat unit in the hex is the individual U-boat unit designated "U-89". U-89 is positioned with its designation adjacent to the hexside between hex #1911 and hex #2010. The Search Zone of the U-boats in hex #1911 therefore extends into hexes 1911, 2010 and 1811.
[12.13] A U-boat (or stack of U-boat units) may only execute one search per convoy. The U-boat units in a single hex must attempt to sight a particular convoy in the first hex the convoy enters which is within their Search Zone. A U-boat occupied hex may execute one search for each distinct convoy which enters their Search Zone. In other words, each distinct convoy which enters a U-boat Search Zone is searched once and the search must be executed when the convoy first enters the Search Zone (exception: see 12.15).
[12.14] The Combat Strength of U-boats in different hexes which search for a convoy at the same instant (in the same hex) must be totalled.
Example: Hex #1911 is occupied by U-boats with a total Combat Strength of eleven Combat Strength Points. The U-boats in this hex are facing northwest. Hex #2011 is occupied by U-boats with a total Combat Strength of seven Combat Strength Points. The U-boats in hex #2011 are facing due west. Convoy HX-1 begins moving due east from hex #2007. Upon entering hex #2010 it would be searched by the combined total Combat Strength of the U-boats in both hexes because both U-boat occupied hexes would be searching for the convoy in the same hex.
[12.15] A convoy which enters a Search Zone hex after expending two or fewer Movement Points may not be searched for in that hex. A convoy may only be searched for once it has expended three or more Movement Points. If a convoy enters a U-boat Search Zone hex expending two or fewer Movement Points it is not subject to a U-boat Picket Search. If, however, it expends its third (or any subsequent) Movement Point in entering a U-boat Search Zone hex, it may be subjected to a Picket Search in that hex. Thus, a convoy may be subjected to a Picket Search in the first U-boat Search Zone hex it enters after it has expended three or more Movement Points.
[12.16] Three (3) is added to the Chit number used when searching for a convoy in either a storm or fog hex.
[12.17] Once a particular convoy has been sighted there are only two ways in which it can become "unsighted". A convoy becomes immediately "unsighted" if at the beginning of any Convoy Movement Segment either of the following circumstances occur:
- A. The convoy occupies either a storm or fog hex.
- B. There are no unpinned U-boats in any hex adjacent to the hex the convoy occupies.
If either of these circumstances occur at the beginning of a Convoy Movement Segment, the convoy's naval escort is placed face-up beneath the convoy unit. This indicates that the convoy is no longer "sighted" but is still eligible for air escort, and the face-up naval escort may still search for U-boats in each hex the convoy enters (see 12.2).
[12.18] While pinned, a U-boat unit has no Search Zone. The Combat Strength of a pinned U-boat may not be added to the strength of unpinned U-boats for Picket Search purposes.
[12.19] PICKET SEARCH TABLE (See the Mapsheet.)
[12.2] Submarine Search (Naval Escort Units Searching for U-boats)
[12.21] During the Convoy Movement Segment, a face-up naval escort unit may search each U-boat occupied hex it enters attempting to sight the U-boats in the hex. U-boats which are sighted by a naval escort during the Convoy Movement Segment are immediately attacked by that naval escort unit.
PROCEDURE: Multiply the naval escort unit's Combat Strength by the total number of U-boat units in the hex. Divide the resulting total by six, rounding any fraction up. The result is the Naval-Sub Product which determines which vertical column to use on the Submarine Search Table. A single Randomizer Chit is drawn and the Chit number is compared under the proper Naval-Sub Product column. If the result is not an "S", the U-boats are not sighted and the convoy and naval escort unit resume their movement. If the result is an "S", a U-boat Sighting Marker is immediately placed in the hex and the U-boats in the hex are immediately attacked by the escort responsible for the sighting.
[12.22] Submarine Searches may only be executed by face-up naval escorts (regardless of whether the escort unit is on top of the convoy unit or vice-versa). Face-down naval escort units may never search for U-boats.
[12.23] When a convoy with a face-up naval escort enters a U-boat occupied hex, the convoy's movement is temporarily interrupted and a Submarine Search is immediately executed (exception: 12.24). Regardless of whether or not the search is successful, the convoy's movement is resumed either immediately after the search or, if the search is successful, immediately after the attacks against the U-boats in the hex are resolved.
[12.24] U-boat Picket Searches are always executed before Submarine Searches. Thus, if a convoy with a face-down naval escort enters a U-boat Search Zone which is also a U-boat occupied hex, the Picket Search is performed first. If the search reveals a non-dummy naval escort, the naval escort immediately executes a Submarine Search.
[12.25] A convoy with an Air Escort has the Combat Strength of its naval escort increased by one (1) for computation of the Naval-Sub Product. If the search is successful, the naval escort's Combat Strength is increased by one (1) when resolving the attacks against the U-boats in the hex.
[12.26] Three (3) is added to the Chit number used to resolve a Submarine Search executed in a storm or fog hex.
[12.27] The Combat Strength of a naval escort accompanying an "S2" straggled convoy is reduced by two (2) when computing the Naval-Sub Product. The Combat Strength of a naval escort accompanying an "S1" straggled convoy is reduced by one (1) when computing the Naval-Sub Product. If such a reduction causes the Naval-Sub Product to fall below one, no Submarine Search may be executed.
[12.28] A naval escort unit may only attack the U-boats in a hex as a result of its own successful Submarine Search. Thus, U-boats which were sighted during the Air Phase or during the Combat Phase of the preceding Game-Turn may not be attacked by a naval escort entering the hex during the Convoy Movement Segment (even though a U-boat Sighting Marker is in the hex) unless the naval escort's Submarine Search was successful.
Note: Only one U-boat Sighting Marker is placed in the hex regardless of how many times the U-boats in the hex are sighted during a single Game-Turn.
[12.29] A CVE naval escort unit executes Submarine Searches exactly like any other naval escort unit except it may search every U-boat occupied hex it enters and every U-boat occupied hex adjacent to each hex it enters.
[12.3] Submarine Search Table
(See the Mapsheet.)
[12.4] How to Use the U-boat Sighting Markers
A U-boat Sighting Marker is placed in a U-boat occupied hex at the instant the U-boats in the hex are sighted. A maximum of one U-boat Sighting Marker may occupy a single hex at a time regardless of the number of times the U-boats in the hex are sighted during the same Game-Turn. A U-boat Sighting Marker is never moved from the hex in which it is placed even if the U-boats which were sighted in the hex leave that hex. All U-boat Sighting Markers are removed from the map during the last segment of the Naval Phase of each Game-Turn (see also 7.52, 7.53, and 7.54).
[13.0] U-boat Packs
GENERAL RULE: During the Pack Formation and Reorganization Segment of the U-boat Operations Phase, U-boats stacked in the same hex may be reorganized into larger or smaller pack-sized formations or into individual U-boat units at the Player's option.
CASES:
[13.1] How U-boat Packs are Formed and Reorganized
[13.11] There are two basic types of U-boat units; units representing individual U-boats and units representing packs of varying sizes. Six individual U-boats are required to form one six-boat pack-sized unit. Larger pack-sized units are formed in multiples of six. A twelve-boat pack unit may be formed from twelve individual U-boats, from two six-boat pack units, or from one six-boat pack unit and six individual U-boats. Larger pack units may be built from any combination of individual U-boats and/or smaller pack-sized units. A pack-sized unit may also be broken down into any combination containing the correct number of component units. For example, an eighteen-boat pack can be broken down into three six-boat packs, or a twelve-boat pack and a six-boat pack, or a combination of pack units and individual U-boats as long as the components contain a total of eighteen U-boats. Note: Each "pip" in a U-boat pack symbol represents six individual U-boats. The Combat Strength of a U-boat pack unit is not an accurate index of the number of individual U-boats in the pack.
[13.12] There is no Movement Point expense for forming or reorganizing U-boat packs. The Player simply picks up the U-boats stacked in the same hex and replaces them with different pack-sized and/or individual U-boat units in any manner he wishes as long as the total number of U-boats in the hex remains the same. Note: Although there is no immediate Movement Point cost for forming and reorganizing U-boat packs, larger units have inferior Movement Allowances.
[13.13] There is a limit to the number of each type of pack in the Wolfpack counter-mix. This is a deliberate mechanism which prevents the formation of an unrealistic number of packs and/or the formation of packs in which the total number of U-boats is not divisible by six. For all anti-submarine search and combat procedures the number of U-boats in a hex is divided by six with any remaining fraction rounded up. The use of pack units containing multiples of six boats aids these calculations.
[13.14] During anti-submarine combat, U-boat pack-sized units are often forced to break down into individual U-boats. This breaking down is done in exactly the same manner as described in (13.11).
[13.15] A Pinned U-boat (or pack-sized unit) cannot be formed into a pack or reorganized to form larger or smaller sized units during the Pack Formation and Reorganization Segment of the U-boat Operations Phase.
[14.0] Combat
GENERAL RULE: There are two distinct types of combat in Wolfpack: U-boat Combat and Anti-Submarine Combat. U-boat Combat occurs only during the U-boat Attack Segment of the Combat Phase when U-boats attack a convoy unit from the hex directly adjacent to the convoy unit's bow (front) as indicated by the facing arrow on the face of the convoy unit. Anti-Submarine Combat may occur during the Air Search Segment of the Air Phase, during the Convoy Movement Segment of the Naval Phase and during the Counterattack Segment of the Combat Phase. During the Air Search Segment, Air Groups which sighted U-boats immediately attack those U-boats. During the Convoy Movement Segment, air and naval escort units which sight U-boats by Submarine Searches immediately attack those U-boats. During the Counterattack Segment, the naval escort unit of an attacked convoy attacks all of the U-boats in the hex from which its convoy was attacked. The U-boat Combat Results Table is used to resolve U-boat attacks against convoy units. The Anti-Submarine Combat Results Table is used to resolve all attacks against U-boats. Note: U-boats may only attack convoy units. U-boats cannot attack Air Groups or naval escort units.
CASES:
[14.11] During the U-boat Attack Segment of the Combat Phase, all U-boats in a hex directly adjacent to a sighted convoy's bow (front) may attack that convoy unit. Note: The facing of U-boat units does not affect combat as long as the attacking U-boats occupy a hex directly adjacent to the bow of the convoy being attacked.
PROCEDURE: Total the Combat Strengths of all attacking U-boats. From this number, subtract the modified Combat Strength of the attacked convoy's naval escort unit. The result is called the Combat Differential which is used to determine which vertical column to use on the U-boat Combat Results Table. The Player now draws a single Randomizer Chit and cross-references the Chit number with the appropriate Combat Differential column. If the result is not a number, there is no effect to the convoy unit. If a number results, the Player should immediately advance the Tonnage Sunk Indicators on the Victory Points/Tonnage Sunk Track to reflect the addition of this number to the cumulative total of Victory Points kept from the beginning of the game. After doing this, the Player immediately draws a second Randomizer Chit and compares the Chit number under the appropriate column of the Convoy Straggle Table to determine if the convoy becomes straggled as a result of the attack just resolved (see 14.3). Finally, the Player places a U-boat Sighting Marker in the hex occupied by the attacking U-boats.
COMMENTARY: The numbers on the U-boat Combat Results Table represent one Victory Point each. In addition, each Victory Point corresponds to the sinking of one merchant ship of approximately five thousand gross tons (see also 14.6).
[14.12] U-boats may only attack "sighted" convoys. A convoy with a face-down naval escort unit can never be attacked.
[14.13] All, some or none of the U-boats adjacent to a sighted convoy unit's bow may attack the convoy at the Player's option. If any U-boat unit attacks a convoy, however, all U-boats in the hex from which the attack was launched are subject to counterattack by the convoy's naval escort unit (exception: see 14.15).
[14.14] No U-boat may attack more than one convoy per U-boat Attack Segment. All U-boats attacking a single convoy must be stacked in the same hex and the Combat Strengths of all U-boats attacking the convoy are totaled. No U-boat may attack more than once per U-boat Attack Segment.
[14.15] If two or more U-boats occupy a hex which is suffers double the tonnage sunk (score double the sighted convoy units, the Player may choose to attack either or both convoy units. If both are attacked, the Player allocates U-boats to each attack in any manner he desires as long as no U-boat participates in more than one attack. If both convoys are attacked, the naval escort unit of each convoy may counterattack only those U-boats which participated in the attack against the convoy it is escorting.
(Transcriber's note: the sentence fragment "suffers double the tonnage sunk (score double the" appears in the middle of the first sentence of 14.15 in the printed rulebook, evidently a typesetting error; it is reproduced here exactly as printed.)
[14.16] U-boats may not attack a convoy unless they achieve a minimum Combat Differential of +2 against the convoy's naval escort. U-boat attacks at a Combat Differential of less than +2 are prohibited. U-boat attacks at a Combat Differential of greater than +40 are treated as a +40 attack.
[14.17] One (1) is added to the Chit number used to resolve an attack against an "S1" straggled convoy. Two (2) is added to the Chit number used to resolve an attack against an "S2" straggled convoy. In addition, a straggled convoy suffers double the tonnage (score double Victory Points) sunk indicated on the U-boat Combat Results Table. Note: These effects are only applied against a convoy which was straggled prior to the attack. An unstraggled convoy which is attacked and becomes straggled due to the attack suffers tonnage sunk (Victory Points) exactly as indicated on the U-boat Combat Results Table.
[14.18] Three (3) is subtracted from the Chit number used to resolve an attack against a convoy occupying either a storm or fog hex. Note: Additions to a Chit number cannot increase the number beyond "9". Subtractions from a Chit number cannot decrease the number to less than "0".
[14.19] The Combat Strength of the naval escort unit of an "S2" straggled convoy is reduced by two (2) for the purpose of computing the Combat Differential used during the attack. The Combat Strength of the naval escort unit of an "S1" straggled convoy is reduced by one (1) when computing the Combat Differential used in the attack.
Note: A convoy unit can never be eliminated as a result of U-boat attacks. Historically, even a small merchant convoy displaced over a quarter of a million tons of shipping. No World War II convoy was ever totally destroyed.
[14.2] U-boat Combat Results Table
(See the Mapsheet.)
[14.3] Straggling of Convoys
[14.31] During the Straggle Determination Segment of the Weather Phase, the Player must draw a separate Randomizer Chit for each inverted convoy unit to determine whether or not the convoy becomes straggled. The Chit number drawn for each convoy is compared under either the fog or storm column of the Convoy Straggle Table according to the type of weather effect which caused the convoy to be inverted. If an "S" does not result, the convoy does not straggle and it is immediately turned face-up. If an "S" does result, the convoy unit is turned face-up and either an "S1" or an "S2" Straggle Marker is placed on top of the convoy unit as dictated by the Convoy Straggle Table.
During the U-boat Attack Segment of the Combat Phase, the Player must draw a separate Randomizer Chit for each convoy in which any tonnage was sunk (any Victory Points were achieved). The Chit number drawn for each convoy is compared under the vertical column headed by the Victory Point number obtained against that convoy from the U-boat Combat Results Table. If the Chit number indicates a straggle result, place either an "S1" or "S2" Straggle Marker on top of the convoy unit as dictated by the Convoy Straggle Table.
[14.32] During the Straggle Reduction Segment of the Combat Phase, the Player removes all "S1" Straggle Markers from the map. The Player then replaces each "S2" Straggle Marker with an "S1" marker. Note: An "S2" Straggle Marker placed on a convoy during the Combat Phase is reduced to an "S1" Straggle Marker during the Straggle Reduction Segment at the end of that same Combat Phase. However, because the "S2" marker is present during the (anti-submarine) Counterattack Segment of the Combat Phase, the Combat Strength of the attacked convoy's naval escort unit is reduced by two (2).
[14.33] The Combat Strength of the naval escort unit of an "S2" straggled convoy is always reduced by two (2) Combat Strength Points. This reduction is applicable whenever determining the Naval-Sub Product used for Submarine Searches and for determining the Attack Strength used in Anti-Submarine Combat. The Combat Strength of the naval escort unit of an "S1" straggled convoy is reduced by one Combat Strength Point for Submarine Search and Anti-Submarine Combat purposes.
[14.34] Two (2) is added to the Chit number used to resolve a U-boat attack against an "S2" straggled convoy. One (1) is added to the Chit number used to resolve a U-boat attack against an "S1" straggled convoy. In addition, a straggled convoy suffers double the tonnage sunk (score double the number of Victory Points) indicated on the U-boat Combat Results Table.
[14.35] A straggled convoy retains its full Movement Allowance.
[14.36] An "S1" straggled convoy that requires a straggle determination becomes an "S2" straggled convoy if an "S1" or an "S2" result is obtained from the Convoy Straggle Table. Any straggle result against an "S2" straggled convoy has no effect.
[14.37] CONVOY STRAGGLE TABLE (See the Mapsheet.)
[14.4] Anti-Submarine Combat
[14.41] During the Air Search Segment of the Air Phase, Air Groups which sight U-boats immediately attack those U-boats. During the Convoy Movement Segment of the Naval Phase, air and naval escort units which sight U-boats immediately attack those U-boats. During the Counterattack Segment of the Combat Phase, the naval escort unit of each convoy which was attacked in the immediately preceding U-boat Attack Segment counterattacks all U-boats in the hex from which its convoy was attacked. The Anti-Submarine Combat Results Table is used to resolve all attacks against U-boats and the same procedure is used to resolve all Anti-Submarine Combat regardless of the type of attacking unit(s).
PROCEDURE: Total the Combat Strength of all units attacking a single U-boat occupied hex. The result is the total Attacking Combat Strength which is used to determine which vertical column to use on the Anti-Submarine Combat Results Table. Next, divide the U-boat units under attack into the maximum possible number of six-boat packs. Place any remaining individual U-boat units on top of the stack. Each group of six U-boats is then subjected to a separate attack by the total Attacking Combat Strength. Each group of six U-boats is attacked in order going from the topmost group in the stack to the bottom of the stack. If the total number of U-boats in the stack is not divisible by six (6), any remaining fraction (in the form of individual U-boat units) is placed topmost in the stack and attacked first exactly as if it were a group of six. For each attack, the Player draws a single Randomizer Chit and compares the Chit number under the appropriate total Attacking Combat Strength column of the Anti-Submarine Combat Results Table. If the result of an attack is not a "P" or an "X" the attack has no effect and the attacked group should be placed face-up immediately adjacent to the unattacked remainder of the stack. If the result is a "P" the entire group of six is immediately inverted and placed on the bottom of the stack. If the result is an "X" one of the U-boats in the attacked group is eliminated (removed from the map) and the remainder of the group is inverted and placed at the bottom of the stack. After each group of six or fewer U-boats in the hex has been separately attacked, the Player can begin resolving further Anti-Submarine combats against different U-boat occupied hexes.
Example: During the Air Search Segment, three Air Groups from Iceland sight the U-boats in hex #1829. This hex is occupied by one eighteen-boat pack and nine individual U-boat units. The total Attacking Combat Strength is three (3). The total number of U-boats in the hex is twenty-seven (27). The Player divides the eighteen-boat pack into three separate six-boat packs and places the remaining individual U-boats on top of the stack. The Player now resolves five separate attacks by drawing a Randomizer Chit for each attack and comparing the Chit number under the three (3) column on the Anti-Submarine Combat Results Table. The first attack is made against the three topmost individual U-boat units. The result of this attack is a "P" so all three U-boat units are inverted and placed at the bottom of the stack. The second attack is made against the six individual U-boat units now topmost in the stack. The result of this attack is an "X" so one of these U-boats is removed from the map and the remaining five are inverted and placed on the bottom of the stack. The third attack is made against the topmost six-boat pack. The result of this attack is neither a "P" nor an "X" so the pack unit is placed face-up directly adjacent to the unattacked remainder of the stack. The fourth attack is made against the next six-boat pack now the topmost in the stack. The result of this attack is a "P" so the pack is inverted and placed at the bottom of the stack. The fifth and final attack is made against the last remaining six-boat pack. The result of this attack is an "X" so the pack is replaced with six individual U-boat units. One of these is immediately removed from the map and the remaining five are inverted and placed on the bottom of the stack. The Player then places the face-up six-boat pack unit back on top of the stack. All the inverted U-boat units are considered Pinned. Thus, the overall result of the attack against the hex is the following:
- Two U-boats Eliminated
- Nineteen U-boats Pinned
- Six U-boats Unaffected
[14.42] During the Air Search Segment, only Air Groups may attack U-boats. During the Convoy Movement Segment only air escort and naval escort units may attack U-boats. During the Counterattack Segment of the Combat Phase only naval escort units may attack U-boats. During the Air Search and Convoy Movement Segments, only the Air Groups or air and naval escort units which sight U-boats in a given hex may attack the U-boats in that hex. During these segments U-boats are attacked immediately after they are sighted. During the Counterattack Segment the naval escort unit of an attacked convoy attacks all of the U-boats in the hex from which its convoy was attacked. U-boats which attack a convoy are automatically sighted (see 14.11).
[14.43] All of the U-boats in a hex must be attacked (exception: see 14.15). Each group of six or fewer U-boats in the hex is attacked separately. No U-boat may be attacked by the same unit more than once in a single segment.
[14.44] During the Convoy Movement Segment the Combat Strengths of air and naval escort units escorting the same convoy are totalled when calculating the Attack Strength to be used for an anti-submarine combat.
[14.45] Air Groups may not attack U-boats occupying storm or fog hexes. Three (3) is subtracted from the Chit number used to resolve an anti-submarine combat when a naval escort unit is attacking U-boats in either a storm or fog hex.
[14.46] The Combat Strength of the naval escort unit of an "S2" straggled convoy is reduced by two (2) for the purpose of computing the total Attack Strength used to resolve an anti-submarine combat. The Combat Strength of the naval escort unit of an "S1" straggled convoy is reduced by one (1) for the resolution of an anti-submarine combat. The naval escort of a straggled convoy may not execute an attack if its modified Combat Strength falls below one (1). Note: Anti-Submarine Combat may not be executed with a total Attack Strength of less than one (1).
[14.47] ANTI-SUBMARINE COMBAT RESULTS TABLE (See the Mapsheet; reproduced below under "Charts and Tables".)
[14.5] Pinning of U-boats
Any U-boat or pack-sized unit which receives a "P" anti-submarine combat result becomes pinned. A U-boat unit is immediately inverted the instant it becomes pinned. While pinned, a U-boat unit has no Search Zone, may not be formed or reorganized into larger or smaller pack-sized units, and has half its normal Movement Allowance. All inverted U-boat units become depinned (turned face-up) during the U-boat Depinning Segment of each Game-Turn. Note: Pinning has no effect on a U-boat unit's Combat Strength or its ability to attack.
[14.6] How to Use the Victory Points/Tonnage Sunk Track
The Victory Points/Tonnage Sunk Track is used to keep track of the accumulation of (German) Victory Points throughout the game. The track is divided into two columns. Each box in the upper column is used to record the accumulation of one Victory Point (or one ship of approximately five thousand tons sunk). Each box in the lower column is used to record the accumulation of ten Victory Points (or fifty thousand tons of shipping sunk). There are two Tonnage Sunk/Victory Point Markers provided in the counter-mix. At the beginning of the game, the Player places one marker in each column in the box labelled "0". During the U-boat Attack Segment of the Combat Phase, the Player advances the markers along the appropriate columns (or tracks) to reflect the cumulative total of Victory Points scored during the game. Victory Points are awarded for U-boat attacks against convoy units. Each result on the U-boat Combat Results Table is given in terms of Victory Points, i.e., a result of four (4) on the U-boat Combat Results Table causes four (4) Victory Points to be added to the current total on the Victory Points/Tonnage Sunk Track. Each Victory Point represents the sinking of one merchant ship or five thousand tons of shipping. The tonnage numbers are also indicated on the Victory Points/Tonnage Sunk Track.
Thus, a total of thirty-three Victory Points also represents sinking a cumulative total of 165,000 shipping tons.
To determine the Net Victory Points Total at the end of the game, the Player subtracts two Victory Points from his cumulative total for each U-boat which was sunk during the course of the game. U-boats which are sunk during the game should be kept in a separate stack off the map (see 16.0, Victory Conditions).
[14.7] Victory Points/Tonnage Sunk Track
(See the Mapsheet.)
[15.0] The Scenarios: How to Set Up and Play the Game
GENERAL RULE: There are actually four different versions of Wolfpack. Each of these versions is called a Scenario. All of these Scenarios use the standard game rules and game length, and are distinguished mainly by the different mixes of forces available to each side at the start of the game. Optional rules may be used in any of the Scenarios. At the end of whichever Scenario is played, the Player determines the level of victory achieved by the U-boat Command by referring to the Victory Conditions.
CASES:
[15.1] How to Set Up and Start the Game
First, the Player decides which of the four Scenarios he will play. Regardless of the Scenario he chooses, the game is always set up in the same manner and in the same sequence. First, the Player refers to the Table of Initial Forces and selects the appropriate quantities and types of units required for the Scenario to be played (see 15.2). After assembling the required unit counters the Player deploys the Allied Air Groups on the airbases on the map according to the information given on the Table of Initial Forces (see 15.3). The Player then deploys all of the allotted U-boat units on the map in any manner he wishes (see 15.4). Following this, the Player arranges the twenty convoy units in numerical order and pairs a face-down naval escort with each face-up convoy unit (see 15.5). Finally, the Player begins the game in accordance with the Special 1st Game-Turn rules (see 15.8).
[15.2] How to Use the Table of Initial Forces
The Table of Initial Forces indicates the types and quantities of all of the units necessary to play each of the four Scenarios. The units required for each Scenario are vertically listed beneath each unit's picture. The four Scenarios are February 1943, March 1943, April 1943, and May 1943.
All Scenarios use all twenty convoy units provided in the counter mix; that is, five HX Convoy units, five SC Convoy units, five ON Convoy units and five ONS Convoy units. All Scenarios use twelve Dummy units.
There are three types of naval escort units; Escort Groups, Support Groups, and Escort Carrier Groups (CVEs).
The four Allied airbases are Greenland, Newfoundland, Iceland, and Ulster (Northern Ireland). These airbases are indicated on the mapsheet with an airbase symbol. In the Initial Forces Table, bases are identified by key letter.
Example: The following types and quantities of units are used in the April 1943 Scenario: 48 U-boats, 20 Convoy units, 12 Dummy units, one eastbound Escort Group with a Combat Strength of two Combat Strength Points, one westbound Escort Group with a Combat Strength of two Combat Strength Points, two westbound Support Groups with a Combat Strength of three Combat Strength Points, two eastbound Support Groups with a Combat Strength of three Combat Strength Points, one eastbound Escort Carrier Group (CVE) with a Combat Strength of three Combat Strength Points, one westbound Escort Carrier Group with a Combat Strength of three Combat Strength Points, one Air Group with a Range of seven (hexes) and one Air Group with a Range of ten deployed at Greenland, three Air Groups with a Range of twelve and three Air Groups with a Range of ten deployed at Newfoundland, two Air Groups with a Range of sixteen, two Air Groups with a Range of twelve, and one Air Group with a Range of ten deployed at Iceland, and one Air Group with a Range of twenty, one Air Group with a Range of sixteen, five Air Groups with a Range of twelve and one Air Group with a Range of ten deployed at Ulster.
[15.21] TABLE OF INITIAL FORCES (See the Mapsheet; reproduced below under "Charts and Tables".)
[15.3] Initial Deployment of Allied Air Groups
The Allied Air Groups are the first units which are deployed at the start of the Scenario. The Player simply places Air Groups of the appropriate Range on each of the four airbase hexes indicated on the map.
[15.4] Initial Deployment of U-boat Units
After the Allied Air Groups are deployed, the Player deploys the total number of U-boats allotted for the Scenario on the Table of Initial Forces. U-boats may be deployed in either pack-sized units or individual U-boat units. U-boats may only be deployed in hexes within the playing area shaded light blue. There is no limit to the number of U-boats (or U-boat units) which may be deployed in a single hex. All U-boat units are deployed face-up.
[15.5] Initial Preparation of Allied Convoys
In each of the four Scenarios all twenty Convoy units are used. The Player should place all twenty Convoy units (face-up) on any clean, smooth surface adjacent to the mapsheet. Next, the Player should divide the Convoy units into two groups; one group containing all HX and SC Convoy units and the second group containing all ON and ONS Convoy units. Thus, there will be an "eastbound" (HX and SC) group of ten Convoy units and a "westbound" (ON and ONS) group of ten Convoy units. The Player now takes the twelve Dummy units provided and divides these into two groups of six units apiece. Next, the Player takes all of the naval escort units (EG, SG, and CVE) allocated for the Scenario by the Table of Initial Forces and divides these into "eastbound" units (indicated by the facing arrow printed on the escort unit) and "westbound" units. There should be a total of four units in each of these two groups. The Player then adds six Dummy units to each group of naval escort units so that he now has two groups of ten units apiece. Keeping each group separate, the Player inverts all ten units of each group. Leaving all of these units face-down, he proceeds to thoroughly mix the Dummy and actual naval escort units in each of these two groups. After thoroughly mixing them, the Player pairs one of these face-down units with each face-up Convoy unit. Face-down "eastbound" units are paired with "eastbound" (HX and SC) Convoy units. Face-down "westbound" units are paired with "westbound" (ON and ONS) Convoy units. After this pairing process is completed, the Player arranges the twenty convoys in numerical order according to the Convoy identity codes printed on the Convoy units. He should now have all twenty convoys in line and numbered consecutively from left to right. Each convoy should be face-up and stacked with a face-down naval escort or Dummy unit. Note: Once the pairing process is completed each convoy consists of the same pair of units throughout the game. The Convoy unit and its accompanying escort unit may never be separated during the game. After all twenty convoys are prepared for play, the Player begins the game in accordance with the Special 1st Game-Turn rules (see 15.8).
[15.6] Use of Dummy Units
Dummy units are incorporated into the game to introduce some uncertainty concerning the disposition and routing of actual Allied Convoys. A Convoy unit accompanied by a Dummy unit instead of an actual naval escort unit is not considered an actual convoy but merely the product of incorrect German intelligence. Therefore, when a convoy is "sighted", if its escort is revealed to be a Dummy unit the Convoy unit and the Dummy unit are immediately removed from the map. Note: Because of the fixed ratio of actual and dummy convoys used in the game the Player may not reveal the escort unit of any convoy which reaches its Destination hex without being "sighted" until the game is over and the level of victory has been determined.
[15.7] Use of Randomizer Chits
Many, if not most of the game operations involved in Wolfpack are resolved by using the ten Randomizer Chits provided in the counter mix. At the start of the Scenario, the Player should place all ten Chits in any suitable container such as a coffee cup. Each required Chit selection should be made from the complete set of all ten Randomizer Chits. Before each Chit selection, the Chits should be thoroughly mixed. To ensure a random result, the Player should avoid looking at the remaining Chits when selecting one from the container.
[15.8] Special First Game-Turn Rules
After deploying the Allied Air Groups, the U-boat units, and preparing the Allied convoys, the Player picks a single Randomizer Chit and compares the Chit number to the Initial Set-Up Table (15.81). The Initial Set-Up Table indicates the hexes in which the first five numerically ordered convoys must be placed at the start of the game. It also indicates the location of any storms present at the beginning of the game.
Example: The Player draws the "five" (5) Randomizer Chit and compares this Chit Number to the Initial Set-Up Table. The table indicates that the first five convoys should be immediately deployed in the following locations:
| Convoys | Hex # |
|---|---|
| HX-1 | 0731 |
| ONS-2 | 1221 |
| SC-3 | 0713 |
| ON-4 | 1225 |
| HX-5 | 0707 |
The table also indicates that one Storm Marker should be placed in each of the three "B" Storm Initial Placement hexes and one Storm Marker should be placed in each of the following hexes: #1819, 1619, and 1419.
After the first five convoys and any Storm Markers are deployed according to the Initial Set-Up Table, the Player starts the game in accordance with the standard Sequence of Play (see 4.2). The Initial Set-Up Table is only used on the first Game-Turn.
[15.81] INITIAL SET-UP TABLE (See the Mapsheet; reproduced below under "Charts and Tables".)
[16.0] Victory Conditions
In Wolfpack, the Player represents the German U-boat Command. There are three levels of German victory: marginal, substantive and decisive. If the Player fails to achieve a German victory, the game is considered an Allied victory (i.e., the system has defeated the Player). As Wolfpack is a solitaire game, the Player's objective is to win as large a German victory as he can by accumulating as many Victory Points as he is able to, and minimizing U-boat losses. In successive games, the Player should always try to improve on his previous "record" victory.
[16.1] How to Determine Victory
At the end of the fifteenth Game-Turn, play ceases and the Player determines the level of victory achieved by subtracting two Victory Points for each U-boat sunk during the game from the total number of Victory Points obtained by U-boat attacks against Allied convoys (see 14.6). The result of this subtraction is called the Net Victory Points Total. The Player then compares this Net Victory Points Total to the Level of Victory Table (see 16.2).
[16.2] Level of Victory Table
| Net Victory Points Total | Level of Victory |
|---|---|
| Eleven (11) or less | Allied Victory |
| 12 to 19 | German Marginal Victory |
| 20 to 26 | German Substantive Victory |
| 27 or more | German Decisive Victory |
[17.0] Optional Rules
COMMENT: The following optional rules can be used to introduce added variety to the basic game situation presented in Wolfpack. All of the optional rules can be used in any Scenario with the exception that (17.1) and (17.2) cannot be used simultaneously.
CASES:
[17.1] Early Introduction of the German "Schnorkel" Device
This rule supposes the schnorkel was fitted on the Type VII U-boats at the start of 1943 rather than in the latter part of the year as was actually the case. The only modifications to the standard game rules are as follows:
- A. Two (2) is added to the Chit number used to resolve Air Searches for U-boats.
- B. One (1) is added to the Chit number used to resolve naval Submarine Searches.
[17.2] Early Introduction of the Revolutionary Type XXI U-boat
This rule supposes that a large number of advanced Type XXI U-boats, capable of an extremely high submerged speed, became available two years sooner than actually was the case. In addition to the modifications given in (17.1), change standard rule (14.5) as follows:
While pinned, a U-boat has no Search Zone and may not be reorganized into larger or smaller pack-sized formations, but it retains its full Movement Allowance.
[17.3] Free Deployment of Allied Air Groups
This rule allows the Player to distribute the Air Groups allocated for a Scenario by the Table of Initial Forces in any manner he wishes among the four Allied air bases.
[17.4] Strengthened Allied Air Commitment to the U-boat War
This rule supposes the Allies had earmarked twice as many aircraft for anti-submarine warfare in the North Atlantic as was actually the case. The standard game rules are modified as follows:
- A. Each Air Group is equivalent to two (2) Air Group units for Air Search and anti-submarine combat purposes.
- B. An Air-Sub Product greater than twelve is treated as twelve.
- C. In anti-submarine combat, a total attacking Combat Strength of greater than six (6) is treated as six.
Note: this optional rule is lethal against the U-boats and is best combined with (17.2).
[17.5] Increased U-boat Production
This rule supposes that German U-boat production was 25% higher than actually occurred. Change the number of U-boats allocated by the Table of Initial Forces as follows for each Scenario:
- February 1943 - 50
- March 1943 - 60
- April 1943 - 60
- May 1943 - 75
Note: When employing this optional rule, the number of pack-sized units that can be formed is limited to the number provided in the counter-mix.
[18.0] Game Notes
[18.1] Player's Notes
In a solitaire game we don't like to give all the secrets away as this would deprive the Player of the enjoyment of "cracking" the game himself. However, it is possible to give the "first time" Player a few basic hints.
The Player must attempt to sight the maximum number of convoys in the shortest possible time. Once a convoy is sighted, the objective is to sink the maximum amount of tonnage for a minimum loss of U-boats in order to obtain a good victory point ratio. Unfortunately, much of this depends on chance given the limited number of U-boats available and the large North Atlantic area of operations. The routing of convoys and the potential interference of bad weather are beyond the Player's ability to control. The only aspect over which he retains complete control concerns the deployment and movement of the U-boats.
The first thing the Player will notice is the fact that U-boats must be spread out to increase the effectiveness of Picket Searching and concentrated to heighten the effectiveness of combat. The problem then is one of dispersion and concentration. You will notice that basically a convoy can only move in one of three general directions. Because of this and the superior speed of the U-boats, an effective picket line can be set up which will also enable rapid concentration for combat.
U-boats are most vulnerable when concentrated for combat. Although a naval escort's counterattack can be effective, particularly in the April and May Scenarios, U-boat concentrations are even more vulnerable to attack by shore-based Air Groups. This does not mean, however, that U-boats should never concentrate within range of an airbase. It does mean that concentrations should be avoided within an airbase's effective range. If the number of Air Groups which can reach a hex ensures a thirty per cent chance of sighting a six-boat pack in the hex, then concentrating more than six boats in that hex is foolhardy. Whenever there is an opportunity to concentrate for a favorable attack, such as against a straggled convoy, the Player must carefully consider the risk to the U-boats. In general, slow and straggled convoys are always worth going after. Fast convoys, particularly when escorted by a Support Group or a CVE, should be left alone, especially when within range of a heavy shore-based air support.
Finally, a word about the victory conditions. The substantive and decisive victory levels are very difficult to achieve, particularly in the later Scenarios. To win the Battle of the Atlantic, the Germans would have had to achieve a decisive victory each month of 1942-43. Historically, in terms of the game, the Germans scored a marginal victory in February 1943; a substantive victory in March 1943; and suffered very bad defeats in April and May 1943. This shows how far the Germans were from actually winning the shipping war.
[18.2] Developer's Notes
Wolfpack is a gambler's game. In the past, historical simulations were often criticized because the outcome of a game was considered to be too dependent on chance. While much of this criticism may have been justified, often the criticism came from a player who's "six-to-one" attack had just been dissipated by an "unlucky" die roll.
More recently, game designers and a fairly large number of players have begun to acknowledge the considerable impact of "chance elements" on military situations in general. Moreover, many elements players formerly have taken for granted, such as absolute and perfect "command control" of their forces, are now restricted by game mechanics which incorporate the element of chance to increase the overall realism of the simulation. Despite the resistance of the strictly "competitive" player who wishes to make all of the decisions affecting the game himself, the concept of chance having a material effect on a game is steadily gaining support.
Wolfpack is a solitaire game. The Player's decisions as the German U-boat Command are, in effect, being made in a vacuum. Because of this, the element of chance has been emphasized in the game to an unprecedented degree. Yet the chance element in the game correctly corresponds with its counterpart in the actual historical situation. Our research indicated that the German assault on Allied shipping was greatly influenced by chance elements such as the interference of bad weather. Despite the massive intelligence efforts made by both sides to locate the enemy, the big convoy battles were usually the result of the Germans having the good fortune of "finding the needle in the haystack". The Germans simply never had enough boats at sea to find and ravage a majority of the convoys. The convoys were concealed by the immensity of the ocean. The low profile of the U-boat made it a poor platform from which to search while it also kept the submarine from being easily spotted until the advent of sophisticated Allied search equipment such as airborne radar and shipborne radio direction finding equipment.
All of this explains why the search mechanics dominate the game and why the probability of sighting the enemy is so small.
Of course, to attack, the U-boat was forced to give away its whereabouts. The result was an attritional battle in which ever greater numbers of U-boats were sacrificed as the war progressed and Allied escort forces were increased in strength and anti-submarine technique and technology. For this reason, the four Scenarios we have included are all taken from the sole period in which there was some degree of equity between the opposing forces. The February 1943 Scenario depicts the last period in which the advantage still slightly favored the Germans. Prior to this time the scarcity of Allied naval escorts and long-ranged aircraft allowed the U-boats an easy time. The March 1943 Scenario is an evenly matched situation in which the U-boats have to contend with the first Support Group and Escort Carrier Group the Allies introduced on the North Atlantic convoy routes. The April and May 1943 Scenarios show how the advantage swung dramatically to the Allies as sufficient shore-based aircraft became available for "sub-hunting", along with increasingly powerful naval escort forces and ship-based aircraft to close the "Atlantic Gap". The optional rules give the Player an idea of what might have happened if the German "schnorkel" device had been available in quantity six months earlier than was actually the case.
Counting The Fall of Rome and Operation Olympic (published in previous issues of Strategy & Tactics), Wolfpack is the third solitaire game we've designed. The operational level of the U-boat war demanded that the game be designed for a single Player. Working with a basically unequal and frequently static situation, we feel we've developed an interesting game. If it tends to be less a game of skill than an intriguing puzzle, that is because that is exactly how it was for the German High Command. In any event, we hope that by developing these new solitaire concepts, we are satisfying a never previously met demand of the gaming community.
Charts and Tables (from the Mapsheet)
These tables are printed on the mapsheet; the scan includes a reproduction of the mapsheet, from which they are transcribed. "." marks the bullet symbol (no effect / not sighted).
[5.26] Storm and Convoy Movement Table
Columns: last digit of hex occupied by Storm Marker or Convoy Unit. Rows: Chit number.
| Chit | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | N | N | S | L | L | L | L | L | L | L |
| 1 | L | N | N | S | L | L | L | L | L | L |
KEY: N = Northeast (or Northwest); S = Southeast (or Southwest); L = Laterally due East (or West) (for full explanation, see 7.4).
[5.11] Fog and Storm Formation Table
| Chit | Feb | March | April | May |
|---|---|---|---|---|
| 0 | F1 | F2 | F2 | F2 |
| 1 | SA | F1 | F1 | F1,2 |
| 2 | SB | SA | F1 | F1 |
| 3 | SB | SB | SA | F1 |
| 4 | SC | SC | SB | SA |
| 5 |
Explanation of Results: F1 = Fog present in Fog Zone #1 (only). F2 = Fog present in Fog Zone #'s 1 and 2. SA = Place one Storm Marker in each Storm Initial Placement Hex marked "A". SB = Place one Storm Marker in each Storm Initial Placement Hex marked "B". SC = Place one Storm Marker in each Storm Initial Placement Hex marked "C". . = No Effect.
[11.36] Air Search Table
Columns: Air/Sub Product (U-boats times Air Units divided by six). Rows: Range. Entries "#-#" are the spread of Chit numbers that sight the U-boats; "." = no sighting possible.
| Range | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-2 | 1-2 | 1-2 | 1-3 | 1-3 | 1-3 | 1-6 | 1-6 | 1-6 | 1-9 | 1-9 | 1-9 | 0-9 |
| 3-7 | 1 | 1 | 1-2 | 1-2 | 1-3 |
Explanation of Results: #-# = If chit drawn is within the spread of numbers indicated, then the U-boats in the hex are Sighted. Place a U-boat Sighting Marker in the hex. The Air Group(s) immediately attack the sighted U-boats. For example, if "1-4" is the indicated spread (i.e., one through four) and a "3" is drawn, the U-boats are Sighted.
[12.3] Submarine Search Table (Naval Escort Units searching for U-boats)
Columns: Naval/Sub Product (Escort Combat Strength times U-boats divided by six). Entries: S = sighted; . = not sighted.
| Chit | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | S | S | S | S | S | S | S | S | S | S | S | S |
| 1 | . | S | S | S | S |
Explanation of Results: S = U-boat(s) in the hex are sighted. Place a U-boat Sighting Marker in the hex. The Naval Escort unit (and Air Escort, if available) which sighted the U-boats immediately attack the U-boats. After all attacks are resolved, resume the convoy's movement. . = The Naval Escort unit fails to sight the U-boats. Immediately resume the convoy's movement.
[12.19] Picket Search Table (U-boats searching for convoys)
Columns: Total U-boat Combat Strength in Search Zone. The first three columns (1-2, 3-4, 5-6) are for a One Hex Search Zone; the last five (7-14, 15-23, 24-31, 32-39, 40+) are for a Three Hex Search Zone.
| Chit | 1-2 | 3-4 | 5-6 | 7-14 | 15-23 | 24-31 | 32-39 | 40+ |
|---|---|---|---|---|---|---|---|---|
| 0 | S | S | S | S | S | S | S | S |
| 1 | . | S | S | S | S | S | S | S |
| 2 | . | . | S | S |
Explanation of Results: S = Convoy unit is sighted. Immediately turn convoy's naval escort unit face-up. If a dummy marker, immediately remove both the dummy escort and the convoy unit from the map. If a naval escort unit, place the naval escort unit face-up on top of the convoy unit to indicate the convoy is sighted. Then resume the convoy's movement. . = U-boat(s) fails to sight convoy. Immediately resume movement.
[14.37] Convoy Straggle Table
Columns: U-boat Combat Result (1, 2, 3, 4) or Weather (Fog = column 2, Storm = column 4).
| Chit | 1 | 2 (Fog) | 3 | 4 (Storm) |
|---|---|---|---|---|
| 0 | . | . | . | . |
| 1 | . | . | . | . |
| 2 | . | . | . | . |
| 3 | . | . | . | S1 |
| 4 | . | . | S1 | S1 |
| 5 |
Explanation of Results: S1 = Convoy becomes straggled. Immediately place an "S1" Straggle Marker on the convoy unit. S2 = Convoy becomes straggled. Immediately place an "S2" Straggle Marker on the convoy unit. . = No Effect (Convoy does not become straggled).
[14.2] U-boat Combat Results Table
Columns: Combat Differential (U-boat Strength minus Modified Escort).
| Chit | 2-5 | 6-14 | 15-23 | 24-31 | 32-39 | 40+ |
|---|---|---|---|---|---|---|
| 0 | . | . | . | . | . | . |
| 1 | . | . | 1 | 1 | 1 | 1 |
| 2 | . | 1 | 1 | 1 | 1 | 1 |
| 3 | . | 1 | 1 |
Explanation of Results: # = Number of Victory Points. Each Victory Point represents one merchant ship sunk or about five thousand gross tons. . = No Effect (no Victory Points). Note: U-boats may not attack unless a "+2" or better Combat Differential is achieved. Attacks with a Combat Differential of greater than forty (40) are treated as forty.
[14.47] Anti-Submarine Combat Results Table
Columns: Total Attacking Combat Strength.
| Chit | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| 0 | . | . | . | P | P | P |
| 1 | . | . | P | P | P | P |
| 2 | . | . | P | P | P | P |
| 3 | . | . | P |
Explanation of Results: P = All U-boats in attacked group are Pinned. X = One of the U-boats in the attacked group is eliminated and the remainder of the group is Pinned. . = No Effect. Note: The modified Combat Strength must be at least one (1) or no attack may be made. Attacks with a Combat Strength greater than six (6) are treated as six.
[15.81] Initial Set-Up Table
Initial placement hex of the first five convoys, and Storms. "*" indicates that the convoy begins the game in a straggled condition; place an "S1" Straggle Marker on the convoy during the initial set-up.
| Chit | HX-1 | ONS-2 | SC-3 | ON-4 | HX-5 | Storms |
|---|---|---|---|---|---|---|
| 0 | 0731 | 1623 | 1509 | 1225 | 0104 | none |
| 1 | 1328 | 1623 | 0713 | 1828 | 0707* | [B] |
| 2 | 1925 | 0823 | 0311 | 1225 | 0707 | none |
| 3 | 0731 | 2025 |
[15.21] Table of Initial Forces (by Scenario Month)
Naval units: starting units listed by quantity per Scenario Month.
| Unit | Feb | Mar | Apr | May |
|---|---|---|---|---|
| U-boats (single U-boat unit symbol, 1-8) | 42 | 48 | 48 | 60 |
| HX convoy (6) | 5 | 5 | 5 | 5 |
| SC convoy (4) | 5 | 5 | 5 | 5 |
| ON convoy (6) | 5 | 5 | 5 | 5 |
| ONS convoy (4) | 5 | 5 | 5 | 5 |
Air Points: shown by quantity per airbase per Scenario Month. "n" = Newfoundland; "g" = Greenland; "i" = Iceland; "u" = Ulster (Northern Ireland).
| Air Group range | Feb | Mar | Apr | May |
|---|---|---|---|---|
| 7 | 1n,1g,1i,0u | 0n,1g,0i,0u | 0n,1g,0i,0u | 0n,1g,0i,0u |
| 10 | 0n,0g,0i,1u | 3n,0g,2i,1u | 3n,1g,1i,1u | 3n,1g,1i,1u |
| 12 | 3n,0g,1i,5u | 3n,0g,2i,5u | 3n,0g,2i,5u | 3n,0g,2i,5u |
| 16 | 0n,0g,1i,1u | 0n,0g,1i,1u | 0n,0g,2i,1u | 1n,0g,1i,1u |
| 20 | 0n,0g,0i,0u | 0n,0g,0i,0u | 0n,0g,0i,0u | 0n,0g,1i,1u |