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ol1.0 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 Track6
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
1616
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