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Scenario 1: Contact, December 31, 1942 Set up: Ships set up as shown on the map.
The Wehrmacht is stalled at the gates of Moscow and Hitler
has called on the Kreigsmarine to smash the Murmansk Special Rules:
convoys to strangle the Soviet Union. Admiral Kummetz sets Snow Squalls – Ships shooting into, out of or through a
sail from Norway with a powerful fleet with plans to destroy Snow Squall suffers a -1 to the hit dice.
convoy JW 51B on its way to Murmansk from Great Britain. Bad Weather – Due to swirling snow squalls and
The KMS Hipper will attack from the north to draw off the deteriorating weather, splash markers are not used.
escorts while KMS Lützow moves to approach from the south
and sink the hapless merchant ships. Torpedo Fear – Whenever the Admiral Hipper is fired at by
a torpedo it must check its morale during the morale phase
Forces: even if the torpedo missed.
British
HMS Achates, HMS Onslow, HMS Obdurate, HMS Merchant Ships – The merchants may only move directly
Obedient, HMS Orwell and two merchant ships forward.
German Game Length: The game ends when either both merchants
KMS Admiral Hipper, Z4, Z16, Z-29 are sunk -or- the Hipper ends any turn with failed morale -
or- all of the German ships have left the table. (A ship that is
7 or more spaces from both merchant ships automatically
Victory: The side with the most accumulated victory points leaves the game. A ship can also exit the map off of any
from scenarios 1 & 2 wins. edge.)
Snow
Squalls
British
DD 1
Merchant British
DD
Merchant 2 British
DDs
2
Snow
Squalls
SPEED 3/9 SHOOTING 8 HULL 11
ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, All Diamonds
vs. CA/CL: All Spades, All Clubs, Diamonds 2-7, K-A
vs. DD: Spades 2-9, J-A, Clubs 2-8, J-A, Diamonds J-A
Torpedoes Torpedoes
SPEED 4 SHOOTING 7 HULL 16
ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes
vs. CA/CL: All Spades, All Clubs, Diamonds K-A
vs. DD: Clubs 3-4, K-A, Spades 3-5, K-A
AVAILABLE
CAPTAIN
POINTS
ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes
vs. CA/CL: All Spades, All Clubs, Diamonds K-A
vs. DD: Clubs 3-4, K-A, Spades 3-5, K-A
AVAILABLE
CAPTAIN
POINTS
ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes:
vs. CA/CL: Diamonds 5-7, Clubs 5-6, J-A, Spades 2-8, J-A
vs. DD: Clubs K-A, Spades 3-4, Q-A
AVAILABLE
CAPTAIN
POINTS
ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, All Diamonds
vs. CA/CL: All Spades, All Clubs, Diamonds 2-7, K-A
vs. DD: Spades 2-9, J-A, Clubs 2-8, J-A, Diamonds J-A
Z6 Z30 Z31
Morale: 5 Morale: 6 Morale: 6
ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO
10
vs. BB/BC: All Spades, All Clubs, Diamonds 2-4, J-A Torpedoes:
vs. CA/CL: All Spades, All Clubs, Diamonds A
vs. DD: Clubs 3-4, K-A, Spades 3-5, K-A
AVAILABLE
CAPTAIN
POINTS
ARMOR: The following damage cards penetrate the ship’s armor. TORPEDO 10
vs. BB/BC: All Spades, All Clubs, All Diamonds
vs. CA/CL: All Spades, All Clubs, Diamonds 2-7, K-A
vs. DD: Spades 2-9, J-A, Clubs 2-8, J-A, Diamonds J-A
Z4 Z16 Z29
Morale: 5 Morale: 6 Morale: 6