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U ! Sscor EY é — ee . — ee | : aa ee een eee rete aera nr es aa ~eal ol 1.0 INTRODUCTION 2.0 GENERAL COURSE OF PLAY 3.0 GAME EQUIPMENT 3.1 The Rules Manual 3.2. The Game Map 3.3. Game Charts and Tables 3.4 Command Tracks 3.5 The Playing Pieces 3.6 Definition of Terms 3.7 Game Scale 3.8 Inventory of Game Parts 4.0 SEQUENCE OF PLAY 5.0 COMMAND 5.1 Command Decision Phase Procedures 5.2. Combat Decision Phase Procedures 5.3 Command Execution Phase Procedures 5.4 Movement Commands 5.5 Search Commands 6.0 SHIP MOVEMENT 6.1 Basic Restrictions of Ship Movement 6.2. How Ships Execute Maneuver Commands 6.3 How Ships Execute Speed Commands 6.4 How Submarines Execute Depth Commands| 6.5 How Facing Affects Ship Movement 7.0 COMBAT 7.1 Underwater Weapons 1.2 Torpedo Weapons 7.3 Gunnery Combat 7.4 Ramming and Ship Collisions 7.5 Damage 7.6 Contemporary Combat 8.0 SEARCH, SIGHTING AND DETECTION 8.1 Contemporary Detection 8.2 Underwater Detection 8.3 Surface Detection 8.4 How Ocean and Water Conditions are Determined 9.0 AIRCRAFT 9.1 Contemporary Aircraft 9.2 Non-Contemporary Aircraft 10.0 SCENARIOS 10.1 Scenario Format 10.2 Special Scenario Res 10.3 World War I Scenari 10.4 World War II Mediterranean Scenarios 10.5 World War II Atlantic Scenarios 10.6 World War II Pacific Scenarios 10.7 Contemporary Scenarios 10.8 Multi-Player Scenarios 10.9 Scenario Composition 11.0 NON-CONTEMPORARY SHIP AND WEAPON DATA SUMMARY 11.1 Non-Contemporary Surface Vessel Statistics 11.2 Non-Contemporary Submarine Statistics 11.3 Underwater Weapon Statistics 11.4 Torpedo Statistics 11.5 Detection Statistics 12.0 CONTEMPORARY SHIP AND WEAPON DATA SUMMARY 12.1 Explanation of Contemporary Ship and Weapon Data Summary 12.2 Soviet Union Contemporary Ship Statistics 12.3 United States Contemporary Ship Statistics 12.4 Great Britain Contemporary Ship Statistics 12.5 France Contemporary Ship Statistics 12.6 Italy Contemporary Ship Statistics 12.7 West Germany Contemporary Ship Statistics 12.8 Contemporary Aircraft Statistics 12.9 Contemporary Weapon Statistics 13.0 COMMAND TRACKS [1.0] INTRODUCTION Upreope! is tactical simulation of submnarineand antisubmarine warfare during the Fest and Se- cond World Wars as well in the contemporary cra, The game furnishes complete information on every significant submarine and anti-submarine vessel and weapon employed between 1914 and the present day. Fach weapon ie clasified by a ful range of statistics which describe is operational efficiency and historical date of availability and it js this data which governs exactly how and when & aiven weapon type ls emplayed in the context of the game, [2.0] GENERAL COURSE OF PLAY LUpseopet is basically designed for two Players, fone of whom commands the submarine force ‘while hie opponent commands the snt- submarine (Gurface) force. After choosing a Scenario, each Player extrac the ship and weapon statistics ap- propriate to his assigned orces from the data pro- ‘ided in the Ship and Weapon Data Summary and immediately tanseribes this data on one or more ff the blank Command Track sheels which are provided for both the submarine and surface forces. When playing one of the included Scenarios, the Senario rules prescribe the numbet ‘and type of ships assigned to each Player as wel as the historieal date, initial deployment, game length, victory conditions, and special rules which xovern play. The general course lay, revardess fof the Scenario framework, is governed by ths rules manual in its entirety and particularly by the Sequence of Play precented in Section 4.0. Basically, the game is layed in a sees of suc- cessive Game-Turs, each of which consists of @ ‘Command Stage. Combat Stage, Search Stage, and Terminal Stage. During the Command Stage fof each Game-Turn, each Player secretly deter ‘mines the course and speed ofeach of his hipeand ‘any combat mission a given ship wll execute dur- Ing the remainder af the Game-Turn. Atthe end af the Command Siage all ships are moved accord- Jing to these. pre-assigned command decisions ‘Afterall ship movement is completed, each ship's pre-paid combat mission is executed during the ensuing Combat Stage. Following the resolution ‘ofall combat, each ship uses visual, radar and/or sonar capabilites to detect and malatain contact ‘with Enemy vesels uring the Search Stage Final Ty, various markers are removed from the map, and other necessary tasks are performed during the Terminal Sage ofeach Game-Turn Players should note that although the various ships execute preplanned missions sequentially ‘during the couse of a Game-Turn, al ship move meat, combat and search actvitin are considered fo be occurring simultaneously during the same period of time. [3.0] GAME EQUIPMENT [B.1] THE RULES MANUAL “The rules to Upseope! are divided into Major Sec fons, which are generally atranged inthe order in ‘which they afe used in a complete Game-Turn, Each Major Section is numbered with a whole number (€.. 1.0, 2.0, 3.0, and so forth). Many of the Major Sections begin by explaining the Gene- ral Rule, whic isa simple statement of what that section covers, and they goon to give the details in the Cases, Those Cares are numbered decimally a3 subdivisions of the number ofthe Major Section. For example, Cases 5.1, 5 2and/5.3 areall parts of Major Section 5.0. In Some instances, the Cases themselves are subdivided into Secondary Cases, For example, 5.11, 5.12, and 5.13 areal subdivi sons of Case 3.1. layers new to conflict simula ‘ions should familiarize themselves with the main components of the game before reading any fur ‘her im the rules. Fist examine the charts and ‘ables, the paying pieces, andthe map. Then skim {hroush the rules paying particular attention tothe Sequence of Play and the General Rules to all the Major Sections. Next break apart the sounters and place them on the map according to the Scenario sltections. Finally, with the game set-up in front ‘of you, read all he res carefully (3.2) THEGAMEMAP ‘The game map is composed of two separate 34° > 22" sea blue mapsheets which have been designed 50 that they overlap each other when placed to- ether either lengthwise or widthwise, to form the playing surface required fora particular Scenario, ‘A numbered hexagonal grid pattern is printed on the game map to regulate movement and location ofthe playing pieces and to calculate ranges which affect Combat and Search procedtres. [3.3] GAME CHARTS AND TABLES YVatlous chars and tables are provided which or ganize required data into an easly retrievable form. These inchude the Ship and Weapon Dats Summary, the Underwater Weapons Table, the Torpedo Combat Table, the Gunnery Combat ‘Table, the Contemporary Combat Table, the Damage Table, and various Detection Tables, as well a8 the Command ‘Tracks which contain ‘Game-Tur Record and are used to document the Movement, Combat, and/or Search activites ay. signed to cach vessel which is participating in & siven Scenario. Players should examine the charts and tables as they are referred 10 in the rales, The use of each table is Tully expained in the appro: priate Rl aston. 13.4) COMMAND TRACKS ‘There are three Command Tracks used in Upscope! Two ae used in the non-contemporary ‘game. The frst is the Non-Contemporary Sub- marine Command Track, the second isthe Non- ‘Contemporary Escort Command Track, and third is the Contemporary Ves! Command Track (sed by both the Submarine and Surface Player in te Contemporary game). For full explanation of the use of thesa treks, see the anproprnte rules Sections [3.5] THEPLAYING PIECES ‘The Playing pieces (hereafter called “counters and “markers") are colored, front and. Back printed, die-cut counters. They are divided into {wo general groups — counters, which are pieces representing individual ships, and markers, which ste playing aids used fr various functions in the ‘course ofa game, The ship counters are univers Iy colored and may be used to represent ships of Any nationality. Each ship counter bears a basic sithovetce symbol, an identity number, and s one letier prefix which distinguishes the type of ship represented by the counter. There are four basic types of ship counters: Capital ships which represent airratt carriers CA” prefix), battleships ("B" prefix), or cruisers (°C prefin Escorts which represent destroyers, frigates or or sete (all "E pref). Convoy ships which represent freighters (*P prefix) or ankers or troopships(“T™ piel) ‘Submarines (*S" prefia) Payers should note the fact that thereare no game values printed on the ship couaters. The ship ang weapon data required 1 play the game mist be ox 3 {acted from the Ship and Weapon Data Summary and recorded on a Command Track Sheet prior 10 the first Game-Turn ofthe Scenario being played. [3.51] Sample Units ln Carts se Aono] 1 BS TDR captsin ee C10 | exw] FEN F2a | fas] OT24 g jes | B | samuel | $3 [3.82] Summary of Game Markers Surface Markers Front Pattern “L" L | Depth Chase et 2 | Pave s2" Be | depth carse i Depth Charge Water ee ae et | OY = Water s seuid ATW wy cans Petiar | [= ne Foxer |For suas Socal as Straggler oor | Hedge | Arw ‘s hes sn =) 52, : a | son =). 7 | eee 7 EOE | Totpeio a a SSR | Torpedo a it | ere wr = |e & es 1 Helicopter Survivors Mousetrap "srw Magnetic ‘Taaser ‘Contact "Tngger Magnetic ‘Teer “Teisser Acoustic Homing Type Pattern Running “Type Maneuver Maneuver Maneuver Search Specs Contemporary ete | Sears Search [3.6 DEFINITION OF TERMS ‘Vessel Type: ‘There are four basi types of vessels: Capital ships which represent airraft carriers (C'A"" pein), battleships ("B” prefix), or cruisers (CC prefiay: Escort vessels which represent de- Suroyers, Tigates or corvettes (all "E™ prefin Convoy ships which represent Feighters ("F" pre- fix) ortankers ("1 prefis);and Submarines "5" prefin). All vesels except submarines are con- sidered. surrace vessels. Each vessel which par tiipates in a given Scenario is represented by & Ship counter bearing the appropriate alphabetical prefix immediately preceding the Identity Number printed on the ship counter. The I.D. Number is ‘sed to distinguish a particular vessel among other ‘estels ofthesame spe ‘Vessel Class: The Ship and Weapon Data Sur mary categorizes all Contemporary versels and ll on-contemporary Escoris and. Submarines by class, The characteristics of such @ vessel ate Lo- cated according to the vessel's class in the data ‘summary. For example, thee historical German U-boats designated Type VIIC in the Scenario rules share the same characteristice which are located in the Ship and Weapon Data Summary under the German Submarine Class eniled Type vite. Maneuver Command: During the Command De cision Phase, each vessel is assigned e Maneuver ‘Command which resiries the direction in which the ship may be moved during the current Game- Tun, Speed Command: During the Command Decision Phase, each vessel is asiened a Speed Command ‘which indicates the rate of sped at which the ves- Selis considered to be meving during the current Game-Turn, The Speed Command assigned 10 a vessel determines the total number of Movement Points the vessel must expend during the Com- mand Execution Phase. This number also called the vessel's Movertent Allowance, Search Command: During the Command Deci- sion Phase, each eligible vessl may be assigned ‘ne or more Search Commands which indicate the type of effort and equipment the vessel is using to detect Enemy vessels during the current Game- Tur, Depth Levels Each mapthost hex represents thre dimensional area of ocean containing a max- ‘mum of eleven different Depth Levels. Each Depth Level represents approximately 120 Feet be- neath the oceans surface except for Depth Level 0 (whieh actually represen the surface) andl Depa Level (hich represents “periscope depth”). On- ly submarines may move at different Depth Lev- ls, Surface vessels may never be at any Depth Level other hand, Facing: Each Ship counter must always be posi- tigned so that the bow ofthe shi faces” a speit- {ebexsde onthe gare map. During the Command Execution Phase, a vessel may only entcr a hex by roving across the henside facing the Bom of the vessel, To enter a hex other than the hex faced by thebow, the vessel must executea tor, Detection: At anytime during the game, a vessel Iselthor considered detected of undetected by one ‘or more Enemy vessels, In general, vessel may ‘only attack an Eneray vessel which it has previous- Ty detected. When a submarine is undetested, itis ‘Rot deployed on the map and its Maneuver, Com ‘bat and Search Commands are revordedin writing fon the Command Track which funetions 8s the Submarine’ logbook Detection Value: When executing certain Search ‘Commands, searching vse is assigned a Desc: tion Value which indicates the basic ability of its Detection equipment to locate and "Fi the pose tion” of previously undetected Enemy vessels Evasion Value: When an Enemy vessel executes cortain Search Commands, Friendly vessels areas Saned an Evasion Value. This value indicates the vessle’s basic ability to avoid detection based on ‘bot the vessels inherent characteristics and/or range, ocean and water conditions which aid the vessle'abiltytoevade detection EMfciency Rating: Each non-contemporary Ee cortand Submarine vessels assigned an Efile {ey Rating by the Scenario rules which indicates the relative quality ofthe vessel's crew. A vessel's Er Ficieney Rating may modily its effectiveness in ex cuting various Combat and Search operations eof Efficiency Ratings induces “A” (uperion), “B” (average) and "C" Ginferior Port: A nautical term indicating the let sde of vest looking from the vessels tern toward ts Starboard: A nautical term indicating the rieht side of a vessel looking from the vessel's ster toward its bow. Note that the LD. Number is pated onthe starboard side ofeach ship counter, [3.7] GAMESCALE, “Thesame game components ar used to play either Contemparsty oF non-Contemporary Scenarios: however, the game scale dfers according to the era of the Seenaro. During a Contemporary See- nario, each Game-Turn represents six minutes, and each mapsheet hex represents @ one mile ate Of the ocean, During a non-Contemporary See nario, each Game-Turn represenis ninety seconds, And each mapsheet hex represents approximately 220 yards from side toside. [3.8] INVENTORY OF GAME PARTS ‘A.complete ame of Upseope includes the follow Ing parts: ‘One Rules Booklet, including “4sheets each ofthe Command Tracks 2 identical pages of Chars and Tables I eight-page set of Shipand Weapon Data Summaries ‘One countersheet containing 400 counters ‘One lastiedie ‘One Game Box/ Coversheet Assembly any parts are missing or damaged, please write: Customer Service Simulations Publications Ine East ed Stcet [New York, N.Y. 10010 ‘Questions concerting the rues 1o Uprcope! that are phrased in such away that they can be answered with simple one-word answer vill be angered if sent (othe above address together with stamped, self addressed envelope. Matk your i ‘quiry, "Upscope! Rules Questions.” [4.0] SEQUENCE OF PLAY GENERAL RULE: Upscopet features variety of Seonariog oF situa tions, each of which constitutes a distinct game Players may choose any ofthe included Scenarios, for they may research and design edditional ‘Scenarios Irom the information provided ia the ‘Ship and Weapon Data Summary. Each Scenario is played in a series of siceasive Game-Turts Exch Game-Turm is composed of four Stages the Command Stage, Combat Stage, Search Stage, and Terminal Stage. Each ofthe first three Stagee is composed of three Phases, and some of these Phases are composed of several subdivisions known as Segments. During the Stages of a Game- ‘Tura, the Players manewer thei ships and resolve ‘combat within the limits of the rules according 10 the Game-Turn outline that follows, The Players execute as many Game-Turns as the Scenario that they are playing specifies, atthe end of which time the Vietory Conditions are comlted, and 8 win- ner is determined, LUpseope! utilizes an unusual Sequence of Pl whlch the opposing Players perform certain func- tions simultaneously and other functions sequen- Uially. Players should note that the standard S=- ‘quence of Play governs both historieal and con- {emporary Scenarios, although minor differences in various procedures are distinguished by special rules oviented to reflect changet in doctrine and technology. [Note also thatthe opposing Players are hereafter referred to a5 either the Submarine Player (who ‘onirols all of the submarine ships and weapons) (ot the Surface Player (Who controls al of the air land surface anti-submarine shipeand weapon). ‘A. COMMANDSTAGE 1. Command Decision Phase: Dosing this Phase, the opposing Players simultaneously and secretiy determine and record the Movement and Search operations which each of the thipe currently in play will execute during the remainder of the eure Fent Game-Tura. The manner in which ship com mands ae recorde is fully explained in the Com- mand Rules (jee Section 5.0) At the end ofthis Phase, afterall ships’ commands have been recorded, the Movement Command markers for ‘every ship on the map are revealed by placing the markers face-upand ontop ofthe ship counters 2. Combat Decision Phase: During this Phase, ‘te opposing Players simultaneously and secretly etermine and record the Combat operations ‘hich each of the ships currently in play wil ex- oute during the Combat Stage of the current Game-Tyen. The manner in which Combat com: ‘mands are recorded is fully explained inthe Com- ‘mand Rules (ee Section $.0), At the end of this Phase, afterall ships’ Combat commands have ben recorded, each Player must verbally notify his opponent i he is planning to execute any type ‘of Combat during the Combat Stage ofthe current Game-Turn, 3. Command Execution Phase: This Phase is ‘subdivided into three Segments which proceed as follows! 8. Air Segments During this Segment, the Sur- face Player may Ianch ship-borne ‘may move land or ship based aircraft the restrictions of the Aircraft Rules (see Sec- ¥ion9.0). b. Surface Segment: During tis Seament, the Surfece Player executes the Movernent commands ‘of each surface vessel according to the restritions ‘of the Command and Movement Rules (se Sex. tions 5.0and6.0), Submarine Segment: During this Segment, the Submarine Player executes the Moverient commands of each submarine vesel according 12 the restrictions of the Command and Moversent Rules see Sections 3.0and6.0). B. COMBAT STAGE 1, Air Phase: During this Phase, the Surface Player executes all anti-submarine attacks launched by aiteraft according to the restrictions lof the Combat an Aireraft Riles (se Sections 7.0 ‘and 9.0), 2. Surface Phase- During tis Phase, the Surface Player executes all anti-submarine attacks launch ced by surface vessels according 10 each ship's ‘Combat commands and within the restrictions of the Combat Rules (see Section 7.0} 3. Submarine Phase: During this Phase, the Sub- marine Player executes all anti-surface attacks launched by submarine vesels according 0 each ship's Combat commands and within the restric: tions ofthe Combat Riles eee Seeion 7.0), C. SEARCHSTAGE 1. Air Phase: This Phase is subdivided into two ‘Segments which proceed as follows: 8. Surface Detection Segment: During, this Segment, the Surface Player attempts to detect surfaced submarine vessels using the surface detee- ‘lon capabilites of each aircraft according tothe restrictons of the Search Rules (see Section 80). ‘. Underwater Detection Segment: During this Segment, the Surface Player attempts to detect submerged submarine vessels using the unde ter detection capabilities of each aircraft ec ‘cording to the restrltions ofthe Search Rules (see Section 8.0). 2, Surface Phase: This Phase is subdivide into ‘wo Segments which proceed as follows a. Surface Detection Segment: During. this Segment, the Surface Player attempts to detect surfaced’ submarine vessels using the surface ‘decoction capabilities of each surface veselaccor- ding to the restrictions of the Search Rules (see Section 8.0). '. Underwater Detection Segment: Dating this Segment, the Surface Player attempts 10 detect Submerged submarines using the’ underwater detection eapacities of each surface vestel acco ding to the restrictions of the Search Rules (see Section 8.0). 3. Submorine Phase: This Phaseis subdivided in- totwo Segments which proceed as follows: 8. Surfoce Detection Segment: During this Segment, the Submarine Player attempts to detect surface vessels using the surface detection capaci- tics of each submarine accordingto the restrictions ofthe Search Rules (se Section 8.0) '. Underwater Detection Segment: During this Segment, the Submarine Player atlemprs to detect submerged Enemy submarines according 10 the testrictions of the Search Rules (see Section 8.0), Note that this Segment isnot used in any of the Seenarios provided. It may be used, however in Seenarios ofthe Player's own devising. D. TERMINALSTAOE 1. Marker Removal Phase: During ths Phase ll Command, Speed, Search, Starshell, Disturbed ‘Water, and Underwater Weapons markers are re ‘moved from the map along with al submarine and torpedo counters which were not detected during the Search Stage ofthe current Game-Turn, 2. Reinforcement Phase: During this Phase, each Player determines whether he will receive ad Aitional vessels and/or areraft in accordance the special rules governing the ‘Scenario being played, 3. Victory Determination Phase: During this Phase, each Player determines whether the speci conditions for ending the Seenario prematurely hhave been fuliled. IF these conditions have been Tulfille, che Scenaato ends immediately and the victor is determined in accordance with the Seen- ati Victory Conditions. [5.0] COMMAND GENERAL RULE: During the Command Stage of each Game-Torn, each Player must predetermine and record the “Movement, Search, and Combat operations which cach ship will execute during the appropriate Phase or Segment ofthe current Game-Turn. The ‘manner in which & given ship's commands are recorded may involve che use of various markers and/or written notations plotted for cash in- dividual ship on that ship's Command Track. Command requirements differ according to the typeof ship and the chronological time period por= LUayed by the Scenario being played. These distine- tions are fully explained inthe following Cases, CASES: [5.1] COMMAND DECISION PHASE PROCEDURES, During the Command Decision Phase, the op- posing Players simultaneously and secretly de~ termine and record the Movement aad Search ope- rations which each of the ships currently in play will execute Guring the remainder of the current Game-Turn [8.11] The Surface Player records the commands ‘of each Escort vessel separately by choosing one Maneuver marker, one’ Speed marker, ané one Search marker for each Escort and placing these markers face-up But underneath the Escort 0 tat this information is tomporarly hidden from the ‘Submarine Player, IT the Surface Player also has ‘one of more Capital or Convoy ships in ply, ll such ships will execute the same command. The Surface Player determines and records this com mand by choosing one Maneuver marker and one ‘Speed marker and places these markers under neath any one of the non-Escort vessels currently inplay. Note: In all non-contemporary Scenarios, each ship must be assigned both a Maneuver marker and a Speed marker during the Command Dect sion Phase, In contemporary Scenarios, ships re- ‘quire only Speed markers: no Maneuver markers sre used. Note also that Search markers are never assigned (o Capital or Convoy ships. [5.12] During the Command Decision Phase, the Submatine Player must simultaneously determine the Movement and Search commands for each Submarine, but the mariner in which he ¢scondy given Submarine's commancs depends upon ‘whether or not that submarine i currenly on the ‘map na face-up mode. For each submarine which Js on the map in a face-up mode, the Submarine Player chooses one Maneuver matker, one Speed ‘marker, and one Search marker and places these ‘markers facesup, underneath the submarine +0 that ths information fs temporarily hidden from the Surface Player Note: In all non-contemporary Scenarios, each face-up submarine which son the map must beas- signed both a Maneuver marker and a Speed mar- Ker, but not a Search marker, In contemporary Scenarios, each face-up submarine is assigned & Speed marker and a Search marker bUt not & Maneuver marker. No markers are used to record the commands of face down submarine or a sub- ‘marine whichis not deployed on the map during ‘he Command Decision Phase (sce Case 5.13). [5.13] During the Command Decision Phase, for very submarine which is currently in play in- ‘lung those currently on the map and any which fre not currently oa the map because they ave cut™ ently undetected by the Surface Player, the Sub- marine Player must record all of the Following Command information for eich submarine on ‘ach individual submarine’s Command Track 6 A. Maneuver B. Depth C. Facing D. Speed E, Location Note: All of this Command information must be recorded foreach submarine when playing a noa- contemporary Scenario. In contemporary Scen- js, the concepts of Mancuver, Depth, and Fa cing are completely deleted from the game, he fever, the Submarine Player must additionally record: F. Search ‘The procedure for recording Command inferma- tion ona submarine's Command Track is fllyex- Plained in Cases S.4and'.5. [5.14] At the end of the Command Decision Phase, afterall Movement and Search commands have been recorded, the Command markers for ‘ich ship onthe map are simultaneously revealed by placing these markers facesup and on top of ‘Meir asigned ship counter. Note: The Command information which is ‘recorded on the Swomarine Command Tracks is not revealed, although the Command markers assigned to submarines which ae presently on the ‘map must be revealed atthe end of the Command Decision Phase [5.2] COMBAT DECISION PHASE PROCEDURES During the Combat Decision Phase, the opposing Players simultaneously and secretly determine ana record the Combat operations (or missions) which ‘cach ofthe ships currently ia play wil execute dir Ing tne current Game Turn, {5.211 During a contemporary Seenaio, all Com- bat missions ave recorded in writing on the Com mand Track which corresponds 10 the ship ex- ‘ecuting the mission, Bach weapon type caried by contemporary ship is allocated a reparatem Sion notation column on the Contemporary Ship Command Track. During the Combat Decision Phase, the Player simply plots the Identity Code of the target vessel in the mision notation column of the weapon type he wishes toemploy. Example: On Game-Tutn 3, the Surface Player Wishes his EL Escort vessel (representing a U.S. ‘destroyer to launch an Asroc attack on an Enemy submarine bearing the Identity Code "$3." He simply notes the mission by writing "53" oppose ‘Game-Turn 3, under the Weapon Number he had ‘chosen to represent Asroc on the Command Track corresponding 1ohis El Essor vessel. Note: A contemporary ship may only plata Com: bat mission agcinst an Enemy ship which it detected duting the Search Stage of the previous ‘Game-Turn (see Case 8.1), [5.22] During 4 non-contemporasy Scenario, al antisubmarine Combat missions employing ether Depin Charges or Ahead Thrown "Weapons (ATW) must be recorded in writing on the Com: mand Track whieh cortesponds 10 the Escort vessel executing the mission. The Command Track for a nor-contemporary surface ship contains an Underwater Weapons Record (UWR) which is ‘sed (0 record all Depth Charge and ATW Com- bat missions. The numbers printed horizontally across the top of the UWR represent each Move- ‘ment Point expended by the corresponding Escort uring a. given Game-Turn (Indicated by the Game-Turn number printed at the extreme left of the UWR). During the Combat Decision Phase, the Surface Player must first determine the path of ovement a given Escort will execute during the ensuing Command Execution Phase. If he then ‘desires tis Escort to execute any Depth Charge ot ‘ATW attacks during the current Game-Turn, he ‘must record the appropiate information under the Movement Point number which represents ex- actly when and where the Escort will execute these attacks during the Command Execution Phase. ‘The mannerin which an Underwater Weapon mis sionis recorded sas fellows ‘A. Each Escort Vessel may drap one of more Depth Charge patierns during the Command Ex- _culfon Phase according tothe restrictions of Case TAL. During the Combat Decision Phase, the ‘Surface Player records a Depth Charge attack by ‘writing the Depth Charge Patten Number and the Depth Level at which the pattern will be detonated under the Movement Point corresponding to the time and place where the Escort will drop the pat- ‘tern during the Command Execution Phas Example: On Game-Turn 3 the Sueface Player wishes Escort 1 to drop Patiern 45 (representing 5 depth chaszes) in a hex which Escort | wil enter ‘upon expending its first Movement Point, and he Wishes to detonate this pattern at Depth Level 2 He records this attack by making the following notation, "85/2" which plotted opposite Game Turn 3, under Movement Point 1 on the Under- water Weapons Record of Escort B, Fach Escort vessel may be equipped with one type of Ahead Thrown Weapon (ATW) — either Hedgehog, Mousetrap, or Squid — according to the restrictions of the Ship and Weapon Data ‘Summary and the historical date of the Scenario. ‘The Surface Player records an ATW attack by noting the ist eter ofthe employed weapon op. posite the Game-Turn number and under the Movement Point corresponding tthe time and place where the Escort will launch the ATW attack ‘uring the Command Execution Phase 1f Saud is ‘employed, the Surface Player must designate the ‘detonation Depth Level exactly asa Depth Charge attack is recorded. No detonation Depth Level is ‘ecorded for either Hedgehog or Mouselrap at tacks (due to the fact that these weapons were 1 Submarine 1 [Mistorical Aside: In reality, ramming wasa most dangereus tactic. In Merch 1943, Commander “Harty” Talt skipper of HAMS. Harvester, aan med and sunk U-4a4, with which she had been ‘engaged in a desperate engagement. Harvester was ‘moving moderately quickly atthe moment of coll sion, and her momentum carried er eight over the submarine. Harvester’s propellers and shafts were virtually destroyed as result. The ship lay dead in the water — the worst possible case amid a roving wolfpack. One of the U-boats, U-432, quickly dispatched hee with a single torpedo. Harvester ‘went down with most ofthe ship's company, in- cluding Tait] [7.5] DAMAGE, ‘Anytime a non-contemporary vessel suffers an “H" (Hip result due to an Underwater Weapon attack, Torpedo or Gunnery Combat, the attack ing Player immediately uses the Damage Resolu tion Procedure to determine the damage inflicted onthe target vessel, Procedure: ‘The attacking Player locates the EF. fectiveness Rating of the employed Weapon type at the top of the Damage Table, The attacking Player then rolls one die and locates the result under the appropriate Erfectiveness Rating. column, The Tesuliing number represents the number of Durability Points which are_immediately sub- ‘wacted from the Durability Value of the target vessel. For example, i torpedo with an Effec: liveness Rating of 13 intercepts and hits an Escort vessel with a Durability Value of 8 the Submarine Player rolls the die andlacates the rolled number. under the Effectiveness Rating column labelled “13" on the Damage Table. If the Submarine Player rolled 6,” the Escor’s Durability Value isimmediately educed to 2270, indicating thatthe Escort is considered sunk and is immediately removed from the map. [7.51] How Damage Affects Vessels ‘The effec of damage inflicted on a vessel varies according tothe type of vesel involved as explain din the following notes ‘A. For each Durability Point of damage inflicted ‘on a submarine, the submarine's Maximum Sate Depth seduced by one B, For cach Durability Point of damage inflicted ‘ona surface vessel, the vessel's Maximum Speed ie reduced by one. CC. Whenever a vessels Durability Value is reduc- ed to zero, the vee is considered sunk and is im ‘mediately removed from pla (se F, below). D. The initial Durability Value of each class of, vessel sisted inthe Ship and Weapon Data Sum- ‘mary. The Durability Value ofa vessels indicated ‘omits Command Track by cieling the appropriate ‘number on the Durability Track. For each lity Point tos bythe vessel, the highest re- maining Durability Value number i circled to in- eat the vessel’sremaining Durability Value EE, Ingeneral, no Command Track is provided for Capital or Convoy ships which are moving iden- tically asa single convoy. Thus, damage inflicted fon such ships is recorded by placing. a Spocd marker which indicates the reduced Maximum ‘Speed of the damaged ship directly under the Ship ‘counter In addition, to allow for easy identifica. tion of damaged Convoy ships, a Strageler marker is placed on top of the Ship counter. The Surface Player may move such Stragslers in disregard of the convoy's assigned commands during the Com: ‘mand Execution Phaseif he so desires, Note: Players may also wish to record damage inflicted on Convoy ships on a separate sheet of paper, F. Whenever a surface vessel is sunk, the Ship counter i immediately removed from the mapand a Survivors counters immediately deployed in the hex the sunk vessel formerly occupied. Survivors ‘may be rescued by an Escort vessel which spends the entire Command Execution Phases remain- ing stationary inthe ex occupied by the Survivor counter. During this period, the Escort vessel may not be assigned any type of Combat mission. At the conclusion of the third Command Execution Phase, the Survivors counter is paced underneath the Escort vessel to indicate that these survivors are now aboard the Escort. A. iven Escort must fescue one group of survivers ata time and may ‘carry a maximum of three groups of survivors an Escort which is carrying survivors i sunk, al Survivor counters being caried plus one addi- ‘onal Survivor counter is deplayed in the hex the Escort occupied when sunk G. When a Capital ship is sunk, the Surface Payer rolls one die snd deploys a numberof Sur vivor counters equal to the number indicated on ihedie. H. Survivors are automatically eliminated if an Underwater weapon attack is exceuted in the hex iey occupy. 5 1 Whenever an Underwater weapon attack i cuted in a hex which wa occupied by asubmoerg- ft submarine during the time period the attack ‘vas delivered, the Submarine Player may deploy an Oil Slick marker in the altacked hex if he £0 Gesires. Note, however, that when a submerged submarine suers any damage due to an Under= water weapon atack, the Submarine Player is fe- Aired fo place an Oil Slick marker inthe hex in ‘hich heatack was executed, Note: The purpose of denloyingan Ol Slick when no damage is actualy sustained Isto mislead the Surface Player concetning either the Depth Level ordamagestatus of thesubmarine under attack. J. Oil Slick markers are removed from the map ‘during the Market Removal Phase of the Termin Stage. Survivor counters are never removed from themap (Exception, se), {7-82} Damage Table(seeseparatesheet) [7.6] CONTEMPORARY COMBAT Contemporary Combat isa special type of Com- bat which may be employed only by contemporary vessels and aircraft, Contemporary Combet, which is executed and resolved ina diferent man. her from non-contemporary Combat, isthe only typeof Combat used in Contemporary Scenario, 17.61] Contemporary Weapons ‘Contemporary weapons inchide a large varity of ship-o-ship missiles, modern Homing torpedos, and Depth Charges. The Ship and Weapon Data Surnmary indicates all of the following informa: tion which is transcribed on the Contemporary Command Track representing each vesel at the start ofa Contemporary Scenario: {A The various Weapon types each vessel class or aircraft type is equipped with. The maximum umber of diferent weapon sypes a given vessel Caries isthee B. The Accuracy Rating of cach Weapon type ex: pressed as either “A (Best), "H,” "Cy" or "D" (Wars!) CC. The Maximum Rangeof each Weapon typeen- pressed asa number of hots, D. The Ammunition Resupply Rating of each Weapon type expressed asa umber between zero and five E. The Defense Rating of each vessel class ex- pressed alphabetically as ether “A” (Best), "B, "cor" D” (Worst), F. The number and type of airsraft cach vessel class isequlpped with 17.62] How Contemporary Combat Missionsare Fxecuted {All Contemporary Combat missions are recorded ‘uring the Combat Decision Phase in accordance With the procedure sven in Case .2. All Contam porary Combat misions are executed atthe start Of the Command Execution Phase according to the following restrictions: ‘A. Each Combat mission must be resolved sepa- ‘rately, against the recorded target vessel, using the procedure given inCase7.63, B. Each Weapon type aboard an attacking vest ‘or aireraft may only be used once during a ingle ‘Command Execution Phase and may’ only be used against the target vesel recorded under that Weapon type ring the preseding Combat Deh sion Phase . Different Weapon types aboard an attacking vessel or airraft may only be used against single Enemy vessel during a given Command Execution Phase (i.e. a vessel may nor attack two oF more Enemy vessels during the same Command Exeeu tion Phase), D. Allontemporary Combat is considered to be simultaneous. All damage inflicted due to Con- temporary Combat is considered to oovurand take effect at the end of the Command Execution Phase E. The execution ofeach Combat mission i sub- ject to the Ammunition Resupply restrictions (see Case7.69). {7.63} tow Comtemporary Combat Missions are Resolved All Contemporary Combat missions recorded dur ing the Combat Decision Phace are executed and resolved, individually, athe start of the Com ‘mand Execution Phase (prior to any Movement) of the same Game-Turn Players may resolve their bre-fecorded missions in any sequence; however, all Contemporary Combat is considered simi ‘cous. Damage inflicted duc to” Contemporary ‘Combat resolution takes effect atthe end of the ‘Combat Execution Phase In whieh the mission is executed, Thus, a vessel which ssunkasaresult of [Enemy attacks is nonetheless able t execute and resolve its prestecorded missions during the same Command Execution Phase. All Contemporary ‘Combat missions are resolved according fo the following procedure: Procedure: For each pre-recorded mission, the at lacking Player cross-references the Accuracy Rating of the employed Weapon with the Defense Rating ofthe assigned target vessel, The attacking Player then rolls one die and locaes the resulting dle roll under the proper resolution column on the Contemporary Combat Table. If the indicated result s-," theatack has no easton the target vessel I the indicated result isan “Hy” (Hid, the Durability Value of the target veselis immediately reduced by one. Note: The resolution of each Combat mission is subject to the Ammunition Resupply restriction (Gee Case 7.5. 17.64) How Ammunition Resupply Affects Contemporary Combat Each weapon type carried by a vessel or aieraft possesses an Aramunition Resupply Rating wich Indicates the comparative supply and celoading facilities available fo that weapon type ona siven vessel. The first time a given vessel executes @ ‘Combat mission using a particular weapon, the Resupply Rating for that weapon is ignored. The second (and exch subsequent) time a given vessel aitempts to use a given weapon, the alacking layer must frst execute a qualifying die roll which sequal to or less than the weapons Resup- ply Rating. Ifthe qualifying die roll ie made, the Combat mission is executed normally and the Resupply Rating of the employed weapon is redue- fed by one, When the mission fs exeeuted, the at tacking Player should immediately circle the Iden tity Code ofthe target vessel as recorded on the at- tacking vessel's Command Track to indicate the Actual expenditure ofthe weapon. Ifthe qualifying die rol is not made, the Combat mission may not bbe made during the Command Execution Phase ‘and the Resupply Rating is not reduced because the weapon ie not expended. A vesiel which is ‘unable te execute a Combat mission dive to Resup- ply failure may be assigned 2 different Combat mmission during the next Combat Decision Phase. ‘The unexecuted mission ig considered aborted and in no way effects the ves subsequent Combat capabilites. Note that once the Resupply Rating fof 2 weapon is reduced to zero on a given verse, the vessel may never be assigned a Combat mission using that weapon, Note also thatthe Resupply Rating of a given weapon need not be actually reciuced on a vessel's Cornmand Track since the process of ercling target vessels which are actually attacked provides a record of the umber of Weaponsexpended, [7.68] Contemporary Combat Table (Geeseparate sheet) (7.66) How Damage Affects Contemporary Vessels ‘The Durability Value ofa contemporary vessel in cates the number of “H” (Ho results required {0 sink the vessel. For example, a-vestel which possesses an intial Durability Value of 3 ie con- Sdered sunk after sustaining three “H™ results, The intial Durability Value for each type of con. temparary veel is indicated below Initia Type of Vesset Durabitty Vatue Aieratt carrer 3 Cruiser, Submarine 2 Destroyer, Frigate 1 ‘The Durability Value ofa vessels indicated om is Command Track by eicing the appropriate num ber on the Durability Track. For each Durability Point lost bythe vessel, the highest remaining Du rability Value numbers cizcled to Indicate the vessel's remaining Durability Value. The follow: ing notes further clarity the eects of Damage on contemporary vessel ‘A. For each Durability Point of damage inflicted ‘on a contemporary vessel, the vessels Maximum Speed, Active Detection Value, Passive Detection Value, and Ammunition Resupply Rating are cach reduced by one B, Damage may never be sepaired during the course of Scenario, C. Whenever a vesel's Durability Value is redue- ed f0 zero, the vessel is considered sunk and i im- ‘mediately removed from play. Pe [8.0] SEARCH, SIGHTING, AND DETECTION ‘COMMENTARY: ‘The Search, Sighting and Detection rules govern the ability of vessels and aircraft to locate and destroy Enemy vessels which are either surfaced or Submerged. There are basically two types of Detee tion capabilities used in Upscope!: non contemporary detection capabilities, and contem: porary detection capabiies. During a non-con- temporary Scenario, the detection capabilities of vessels are subdivided into Surface Detection Capabilities (Which include Visual Sighting. and Radar Detection) and Underwater Detection capa bilities (which primarily soncerns the use of active underwater echo ranging equipment such as ‘American SONAR and British ASDIC), During & ‘Contemporary Scenario, vessels and aieraft may ‘only employ Contemporary Detection capabilites ‘ich simulate the use of both active and passive Advanced sonar equipment, Players should pay particular attention tothe fact that during any Scenario, submarines are never deployed on the map unless curently detected by the vessels or aieraft controlled by the Surface Player. In contrast, all surface vessels always re ‘main on the map, although a given vessel may not necessarily be considered detected by an Enemy submarine, GENERAL RULE: During the Command Decision Phase, the oppos: Ing Players simultaneously and secre determine and record the Search missions which each of the ships currently in play will execute during the Search Stage ofthe current Game-Turn (se Case 5.3). There ae basicaly two types of Search mie sions: non-contemporary Seatch missions and Contemporary. Search missions, Each type of Search mission iexceuted and resolved differently asexplained in the folowing Cases, CASES: [8.1] CONTEMPORARY DETECTION Contemporary Detection is a special type of Search mission which may only be employed by contemporary vessels and aitcraft. Contemporary Detection, whichis executed and resolved in a dif ferent manner from non-Contemporary Search missions, is the only type of Search mission used ‘The Contemporary Detection and Evasion capabilites forall comtemporary vessels and air- (raft ae indicated in the Ship and Weapon Data Summary. The Summary includes all of the following information whieh is transrited on the Contemporary Command Track representing each vessel a thestart of Contemporary Seenrio: A. The vessel's Active Detection Value (ADV) which is expressed as a number between 1 (Worst) and § Bes). B. The vessel's Passive Detection Value (PDV) which is expressed asa number between 3 (Worst) and 5 Bes, C. The vessel's Evasion Value (EV) which fs ex- pressed as @ number between 1 (Worst) and 5 (Bes. Note: The higher a vessel's Evasion Value, the (quieter the vessel is considered o be, andthe more difficult i is to locate using Passive Detection, Note also that aircraft are no’ asigned an Evasion Value, D. If a vessel's Active and Pastive Detection les are both parenthesized, the vessel may be assigned to execute both an Active and a Passive ‘Search mission during the same Game. Tur, E. Ifa vessels Active or Passive Detection Value is followed by an asterisk, the Detection Value fs ‘not reduced 10 account for the vessel's speed when the vessel's Search missions resolve. [8.12] How Contemporary Search Commands fre Assigned and Recorded During the Command Decision Phas, the oppos- ing Players simultaneously and secretly determine and record the Search missions which each of the Ships eurtently in play will execute during the Search Stage of the current Game-Turn according to the following explanatory notes A. Thereare basicaly wo types of Contemporary Search Commands (and missions); Active Seatch ‘Commands and Pasive Search Commande, B. During the Command Decision Phase, each ‘contemporary vessel whichis currently on the map Is assigned either an Aclive or Passive Search ‘Command by placing the appropriate Search marker directly under the Ship counter. At the eng ‘of the Command Decision Phase, these markers are revealed and replaced on top of the same Ship C. During the Command Decision Phase, the ‘Search Command assigned to a submarine which Fs not eurrenly on the map ls recorded in writing. ‘on the submarine’s Command Track. ‘The ab- brevition "A" is used to denote an Active Search ‘Command. The abbreviation “"P”” is used to denote a Passive Search Command, The abprevia tion “AP" is used to denote that the submarine s assigned to execute both an Active and a Passive ‘Search mission during the Search Stage ofthe car= reat Game Tur, D. If a vessel's Active and Passive Detection Values are both parenthesized in the Ship and ‘Weapon Dats Summary, the veisel may be asigh ced to execute both an Active and Passive Search fission during tne same Game-Turn. Ifa vesel hich is currently on the map is assigned both Search Commands, both an Active and Passive Search marker are placed under that vessel during the Command Decision Phase, EE. Ifa vessel is not assigned a Detection Value in the Ship and Weapon Data Summary, it may not be assigned 1 execute aSearch mission employing that Detection capability during the Command Decision Phase. For example, the U.S, Nimitz class alrerafi cartier possesses neither sype of Detection Value and thus may never be assigned & ‘Search Command, F. The assignment of Search Commands is atthe Player's discretion. A vessel is never required to execute a Search mission [8.13] How Contemporary Search Misions are Executed Contemporary Search missions are recorded dur: ing the Command Decision Phase in accordance 16 16 swith the procedure given in Case 8.12. All Con- Temporary Search missions ae executed during the Search Stageas explained in the following notes: A. Each vessel (or aircraft} executes and resolves its presrecorded Search missions) separarety dut ing’ the appropriate Detection Segment of the Search Stage, using the procedure given in Case 8.14, B. Each Search mission assigned to an aircraft is ‘executed during the Air Phase of the Search Stage Each Search mission assigned to a surface vessel is ‘executed during the Surface Phase of the Search Stage. Each Search mission assigned t0 a sub: marine executed during the Submarine Phase of the Search Stae. . All Active Search missions are executed daring {he Surface Detection Segment ofthe appropriate Search Stage Phase. All Passive Search missions ate executed during the Underwater Detection ‘Segment of theappropriate Search Staze Phase D. The order in which different vessels execute ‘Search missions during a piven Detection Segment isleftothe Player's discretion. However, itis sug- ested that Search missions be resolved secording to the sequence of the Identity Numbers of the searching vesels. E, All Search missions are consiered to occur simultaneously during the entire period Fepresented by the Game Turn. Each Search mis: son is executed and immediately resolved during the appropriate Deteton Segment ofthe Search [8.14] How Contemporary Search Missions areResolved Contemporary Search missions recorded during the Command Decision Phase are individually resolved during the appropriate Detection Seg. ment of the same Game-Turn according tothe pro- cedure(s given below: A. Ifthe searching vere is currently on the map, the Payer executing the search mission determines the appropriate Detection Value ofthe searching vessel (taking into account al of the appropriate ‘modifiers) and verbally notifying the Enemy Player of the final adjusted Detection Valve ofthe searching veesel. The non searching Player then caleulates the appropriate Evasion Value of each fof his vessels (laking into account all of the ap- broptiate modifiers). The nonscarching, Player then compares the Evacion Value of each of his ‘vessel othe final adjusted Detection Value of the ‘tarehing vessel Ifthe Evasion Value of a given ‘vessels equal 0° les than the Detection Value of the searching vessel, the vessel is automatically considered detected by the searching vessel ee C, below). If the Evasion Value of a given vesel ex ceeds the Detection Value of the searching vessel, the vessel has not been detected by the searching Note: When calculating the Evasion Value of a vessel which is currently on the map, the non- searching Player should caleulate aloud, allowing the searching Player to verify the computation ‘When calculating the Evation Value of a vessel which jis not currently on the map, the non- Searching Player (ho will always be the Sub- marine Player) must calculate mentally and honestly, and immediately inform the searching Player of successfully deected vessels (See C, Dy below), DB. IF the searching vese is not curently on the map, the Player executing the search mission (who will always be the Submarine Player) mentally {determines both the Detection Valve ofthe search- ig veel and the Evasion Value af each Enemy ‘vessel using the same procedure given in (A) above to determine which, if any, Enemy vessels are successfully detected by the searching vessel. in {his situation, however, te searching Player's not ‘obligated to reveal which vessels are detected by the searching vessel CC. When a vessel i detected, the searching Player Immediately records its Identity Number on the Command Track of the searching vessel opposite the eurtent Game Turn Number. Note that during ‘the Combat Decision Phase, a vessel may only be assigned to execute a Contemporary Combat mis- Son against an Enemy vessel which detected Gut- ing the Search Stage of the preceding Game-Turn (GeeCaseS 2). . When 2 vessel which is not currently on the ‘map (which may only be a submarine) is detected, itis immediately deployed face-up (with its Fda: ty Number showing) in the hex it occupied at the fend of the Command Execution Phave. This hex Should have been recorded on the submarine's ‘Command Track during the Command Decision Phase (ee Case 5.45). Note: The False Contact/Dammy Submarine markers are never used during a Contemporary Scenario. Whenever a contemporary submarine it deployed on the map, it is deployed face-up, revealingitsIdentiy Number, . Any submarine which i currently on the map bbut which was not detected by atleast one Enemy vessel (or airerafi) during the Search Stage is femoved from the map. during the Marker [Removal Phase of the same Game Turn. A sub. marine which is not deployed on the map during the Command Stage is considered undetected for all purposes untlit is detected by an Enemy vesel (orairerat) during asubsequent Search Stage. F. When veste executes Contemporary Search mission, ils appropriate Detestion Value (DV) is cumulatively modified by the following vteria: 1 Aves DV isratucedby Lifts spss 2. Avesel'sDV isreduced by 2ifits speed isdors, 3. Avesse’s DV isreduced by 2ifthe Water Condition is Eratic(see Case.) 4. A vessel's DV isredueed by 3ifthe vessel ‘ccupiesa Distrubea Water Zone (ee Case 8.4). 5. A vessel's DV is reduced by 1 foreach Dura- bility Point of damage thas sufTered (Gee Case 7.60), 6, Avesse!'s DV snot reduced for speed the esses spoed is zero, orf the vese's Detection Values followed by an asterisk in the Ship and Weapon Dats Summary 7. Avesse!'s DV may never be decreased ‘low rr. G. When an Enemy vessel executes an Active Search mission, each Friendly vessel (whether cr rently on the map or not is assigned an Evasion ‘Value (EV) by carmlativelytabulating the follow ingeriteria 1 Regardless ofthe EV indicated in the Ship and Weapon Data Summary, the basic EV for any ‘esse is determined by counting the number of hexes from the searching vesel (exclusive) to the hex occupied by the vessel whose EV Is be- Ing determined inclusive) and dividing’ the result by see (rounding all fractions. up) ‘Thus, the basic EV of vessel which i from zero jo three hexes distance from the searching ‘vessels I; from four to six hexes 2 ee. Note: When determining the basic EV of a vessel which is not currently on the map, the non Searching (Submarine) Player should refer to the Nese’ Commang Teak to detemiv is 2. The basic EV of av vessel occupies a Di Case 8.43). H. When an Enemy vessel executes a Passive ‘Search mission, each Friendly vessel (whether cu rently on the map oF not is assigned an Evasion Value (EV) by cumulatively tabulatng all of the following criteria: 1 The basic EV for any vessel i determined by counting the number of hexes from the earch ing vessel exclusive) tothe hex ozcupied by the ‘vessel mhose EV is being determined (inclusive) and dividing the result by 10 rounding frac. tions up). Thusthe basic EV ofa vessel which is from 22r0 to ten hexes distance from the searching vessel is 1; from eleven to twenty hes, 2, etc. Note: When determining the basic EV ofa vessel whichis aot current om the map, the non-searching (Submarine) Player should refer to the vessel's Command “Tack fo determine location 2. Thebasic EV derived in Step! is now increased bby the EV assigned tothe verse by the Ship and Weapon Data Summary. 3. Thebasic EV ofa vessel is increased by 3if the vessel oscupies a Disturbed Water Zone (see Case 8:4), 4. The sie EV ofa vessels decreased by 2if he vessel is assigned an active Search mission for theeurrent Game- Turn 5. Thebasic EV ofa verse is decreased by 3if the vessel executed a Combat mission ding the current Game-Turn. 6. The basic EV of a vessel is automatically con- sidered tobe ifthe vesel remained sationary uring the current Game-Turn and was not assigned an Aetive Search mission and id not execute a Combat mission during the eurent Game-Turn [8.2] UNDERWATER DETECTION Underwater Detection is a special type of Search mission which may be employed only by aoo- contemporary Escort vessels, When an Under water Detection mission i assigned to an Esco vessel, the vessel uses its Underwater Detection Capabilities to locate submerged. Enemy sub- marines. When an Escort vessel executes an Underwater Detection mission, it may locate ‘tgue’” or Tale” sonar contacts. A true contact represents an actual submarine Ship counter beat= Ing an 1.D. Namber on its underside. false con ‘et represents an aii sonae reception which resembles an actual submarine (uch contacts are produced by a variety of causes including erratic OF disturbed water conditions, fish, shoals, ec) A false contacts represented bya “dummy” sub: ‘marine counter possessing a blank underside. A false contacts always deployed face-down on the map while a true contact may be deployed either face-up or face-down, or may not even be Victory Pointe are awarded for surface vessels ‘which exc from any mapedge other than that des- Tgnated in the Scenario res [At the conclusion af any Convoy Scenario, the fl- lowing procedure is used to determine the winner of the Scenario and the level of victory achieved by that Player. Convoy Scenario Victory Determination 1. Atthe start of the Scenario, the Surface Player records the otal Durability Value oF a'surtase vessels designated inthe Scenario Rules and re- ‘cords this Iniil Vietory Point total ona sheet of paper. 2. Atthe end of the Scenario, the Surface Player ‘ecords the total Durability Value ofa surace ‘vessels which have exited the Destination map- ‘ge designatedin the Scenario Rules. 3, The total derived in Step 2s increased by five Pins foreach Durability Point of damage in. Mieted_on Enemy submarines. during. the Scenario, 4. The total derived in Step 3s decreased by three Points for each unrescued Surviver group re mmainingon the map atthe end ofthe Scenario. ‘5. The total derived in Stop 4 is decreased by one ‘inin of a Point for each depth charge or one Point for each Ahead Thrown Weapon ex pended by the Surface Player during the ‘Scenario (rounding any remaining fraction up tothenearest whole number. 6, The total derived atthe end of Step $ is the Final Victory Point total. The Initial Victory Point total is now subtracted from the Final Victory Poin total which will produce ethers positive or negative esl. 17. The result obtained in Step 6's the Net Victory Pola total, The winner of the Scenario and the level of victory achieved are obtained by loca ing the Net Victory Point total on the following table Level of Net VP Total Vietor Victory 20 or greater Surface Major toro 19 Surface Moderate = 9109 ‘Surface Minor = 1910-10 Submarine Minor 2910 -20 ‘Submarine Moderate = 30 0 less Submarine Major [10.24 Campaign Scenario Restrictions ‘There are two Campaign Scenazios included in LUpseope! Each of these consists of series of Con ‘voy Scenarios; each individual Convoy Seenaro is {overned by the Seenaro rules as well as the spe ‘al esrictions of Case 10.23. [10.3] WORLD WAR SCENARIOS (10.31) Channel Sweep 1915 1. Scenario Deserition: Soon sfter midday on ‘Mareh 4, 1915, U8 was sighted by the Bridsh de stcoyer Viking during a routine patrol in the Eng. Tish Channel. As the submarine submerged, Vi ing detonated its exposive sweep over the swie left by the Usboat’s periscope but no evidence of damage appeared. As the afternoon waned, the destroyer division consisting of Viking, Maori and Ghurka maintained a vigilant search for the lu- sive U-boat, Shorily before dusk a periscope was spotted by the crew of the Maori Trailing their ‘weeps, Maori and Ghurke maneuvered to iter cept the shallow running enemy. At S:00 P.M, (Ghurka’s sweep detonated and U8 shot up 10 the ‘surface almost immediately inthe midst of heavy ‘unfire from the two desteoyers. Finding escape Impossible, the U-boats crew abandoned ship om Ty minutesbetore U-# sunk 2. Scenario Type: Engagement 3, Date: March4, 1915, 4. Time: Day 5, Ocean Condition: Calm 6, Water Condition: Normal 1. Depihof Ocean: | 8. Map Format: 1 9. Game Length: 10 10. Specia! Rules 4. The surface vesels in this Scenario possess no Underwater Detection capabilities but are capable of spotting the U-boat on the surface according to thestandatd Surface Detectlon rules, » During each Underwater Detection Segment of the Surface Phase ofthe Search lage, the Surface Player rolls the die once foreach destroyer if U-is at Depth Level | to determine i the U-boat per- Scope is sighted. If any destroyer’s die rolls 1, and U-6 i within four hexer ofthe destroyer, the U-boat isimmediately placed onthe map (ac=-up) Indiating Its actual Location and Facing. If no destroyer rolls a1, U-B is considered undetected and is not deployed on the map. «. The destroyers Maori and Ghurka are con Sidered to be uring Explorive Sweeps a the tart of the Scenario, The destroyer Viking has no Explo siveSweep. 4. The destroyers may only use Explosive Swoops and/or gunnery..No depth charge weapons may be ‘sed inthis Scenario. «, The Scenario automatically ends during the Vietory Determination Phase of any Game-Turn if any ofthe following conditionsare fulfilled: U-shasbeen sunk, oF U-Bhaseaited offany mapedge, or Allchree destroyers have been sunk 1. Submarines (German Defender} U-B: U Class, B Efficiency, Crd. Sioch, Initial Deployment in Hex 1723 at Depth Level 0, Speed 2 12, Surface Vessels Briish/A uacker}: Escort Vessels Viking: F Class, B Efficiency, Initial Deployment I2hexes of Het 1723, Speed Class, B Efficiency, Initial Deployment within 1hexes of Hex 1723, Speed 4 (Ghurka: F Class, BEtficiency, Initial Deployment within hexes of Hex 1738, Speed 4 [10.32] Ambush 1916 1. Scenario Description: Following the inconcl: sive Battle of Jutland, the C-in-c of the German High Seas Fleet, Admiral von Seheer, planned an ther confrontation with Jelice's Orand Fleet This time, however, Scheer's surface fleet would asthe bait which would entice the Bitieh into. Seadly U-boat ambush, Early on August 19, 1916, the British ligt cruiser Notringham became the first vitim ofthe planned ambush. That same at- {emnoon, a second light cruiser, the Falmouth, was tipped by two torpedoes fired by U66 just as ‘elivoe's orders turned the Grand Fleet north Away from the ambush. Thus, the rippled Fal- ‘mouth besan her long voyage home guarded by the destroyers Pelloan and Porpolse while three a U-boats relentlessly stalked the wounded cruiser. Despite the valiant efforts ofthe British destroy 1, the Falmouth finally succumbed to two more torpedo fred by U-63 during the last leg of the fateful journey back to England, 2, Seenario Type: Engagement 3. Date: August 19, 1916 Time: Day (Qcean Conaliton: Calm Water Condition: Normal Depth of Ocean: 2 Map Format: 9. Game-Length: 20 10, Special Rules &, The Falmouih is automatically assigned a Speed Commend of two and a Steady Course ‘Maneuver throughout the Scenario ». The Falmouth's Durability Value is considered {enat the tart of the Scenario, . The destroyers Pelican and Porpoise are equipped with "Early" hydrophones and depth charges. 4. The Scenario automatically ends during the Victory Determination Phase of the Terminal Stage if any of the following conditions are ‘ultte: ‘All of the surface vessels have ether been sunk “orhave exited off the westera mapedge, oF [Allof the submarineshave been sunk. 11, Submarines German’ Attacker) U-49; U Class, B Efficiency, Cmdr. Hartmann, Initial Deployment anywhere on northern ‘mapedge et Depth Level 1, Speed 2. U-63: U Class, B Efficiency, Cmdr. Schulz, In- ital Deployment anywhere on western mapedge at Depth Level 1, Spee. 1.66: U Class, BEfMicieney, Crnde_ Bothmer, In- ital Deployment anywhere on southern mapedse at Depth Level, Speed 2. 12. Surface Vessels (Briish/ Defender): Capital Ships: Falmouth: Light Cruse, Initial Deployment any- where exactly 10 hexes from eastern mapedse, Facing West, Speed2, Excoct Vessels Pelican: Admiralty M Class Destroyer, Eficien

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