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UPDATE During the production of Sr Fee, the Pakistan Navy finulized the lease of aire frigates from the Unite Sates and Britain, These ships were procures in lie of the West German MEKO 200 frigates preseated inthe game. As ‘he scenarios were already rested, it wae impossible so renace the MEKO’« ‘vith the las capable Garcia’, Brooke's, and Leandar's acually procarad The names, clases, and capshlitis of there ships are prosetod hers same class YEAR ex US, Brooke Brooke 1966 US RiherdL. Page | Biooke 1967 beUS. Iwi A Fare Brooke 1997 US. Garca Garcia 1968 US. Brinby Garca 1965 US, Keelich Gere x 118, O'Callahan Garcia Zuicuar Leander Shame Leander vauues BROOKE: Movement, 4; Defense, 3s ASW, 4; SSM. By Clo Combs, 2 Long Rage AA, 2, Close NA, 3 GARCIA: Movement, 4; Defense, 3: ASW, 4; SSM, 8 <2; Close Combs, 3 Long Range AA 0; Close AA, 8 LEANDER, Movennnt,4; Defense, & ASW, 3; 99M, ¥; Close Comat, 2: Long Range AA, 0: Clow AA, 3 Sth Fleet Rulos, Page 2 Table of Contents 4.0 Infreduction 3 40.0 Combat ...... 49163 Submarines and Ammunition 0 Ga 1O.L Inkieing Combat 2 Expenditure 46 20 earns One $102 Conbar Yates 19 164 Air Units and Ammunition Fete ceca 3 103 Torpedo Combat. <2... 0.21 Expenditure 47 33 Playing Pi 3104 Surfice-o-Surtace Missile 16.5 Movement and Logins «47 214 abbreviations Sg SSA Canteen 188 Reet 7 ruse Missile Combat. .--23 16.7 Out of Fuel/Ammo 3.0 Sequence of Play . oe 10.6 Bombing Combat ory Markers 48 BASIC GAME RULES 10.7 Anti-Submarine Warfare 47.9 Random Events 48 140 The Aetion Phase ng BEN) ombt 035 fag techie Nuclear Wetter 4.1 The Aion Segments 9 108 Air Ais Combat 595 (OpMONGD waves anon tot 42 Unit Activation ° nea reco 13.1 avalbiiy of Nudes 4.3 Limitations on Activatioa......9 44.0 Damage... .- ed Weapons. : 49 44 Wt Acivsted Units Lid How Damage Occurs. '-..28 18.2 Use of Nuclear Weapons = 49 Can Do eee, 11.2 Effects of Damage 28 18.3 First Use of Naclear 455 The Acton Segment Track 110 11.3 Repair a8 ‘Weapons 4 5.0 Movement 49 120 Minos =. -28 49.9 Deep Mode (Optional) .. .49 5.1 How Units Move 10 12:1 Mine Placement 19.1 How to Enter Deep Mode. .49 5.2 Surface Unit Movement 10 12.2 Effects of Mines 29, 19.2 Effects of Deep Mode 49 3.3 Subnaiine Unt Movemeae | 10 49,0 Alreraft Corriers "9 20.0! opteral Riles cc. <. (50 24 At Um Mavenen 10 440 Basie Game scenarios 120 20.) mereet Moves fr 5.5 Base Heres 11 “"Y4.1 Seesario 1: Undersea Ait Units. 30 6.0 Stacking 44 Shonoun 3020.2 High Speeds “30 6.1 Sticking Restrictions 11142 Scenario 3: had 31 20.3 Close Conbit u30 62 Giowps : 143 Stenaro 3: Gulf of Aden 20.4. OS aireraft Caters 7.0_Strategic Ait Missions . Offensive : 32 ae Stee 51 1 T hegon elietlty 14.4 Scenario 4: Invasion 20.5 Coordinated Air Soikes 151 Fee nists of Balicnisan 34 206 US "Sunl-off" ASW eee on mons. \é 148 Scenano 5: The Bate tacks St Bs Cacia of te Maleies.crare......37 20.7 Aliemative Action Phase «51 Missions s 1¢ 146 Scenario 6: Bande of 24.0 Unloadin oe ES Se ttn 38 220 advanced Gamo 7.6 Returning 0 Base ee ee Scenarios Pee re oe 8.0 Combat Ait Patrol (CAP)..-45 ag sre Nicobar Wat 4922.1 Scenario 10: Tndian Ocean 7 Hove to Pexform CAP rh ee a Sideshow ese G2 CAP amd Airao-Air Combat_15 4g Wolonets 222 Scena {1° Word 83 CAP and SSM Combat ==. --16 See s War Thee. 8 B:4 Returting w Base é 22.3 Scenario 19: The Indian anbaccnee ADVANCED GAME RULES Ocean Wir 8 0.1 Detection Zones 450 Datkness and Weather ...45 9.3 Placerest of Detection 15.1 Dakss 2d ‘Markers 7 15.2 Weather 45 Designer's Notes 57 9.3 Detection Resrietions 19460 Logistics (Gptional) ......46 Notes on Units sous eee ee 19“ 16.1 The Logistics Rosers. "46 tary Forces... -....++++ 64 Removing Detection 1622 Surface Units and Ammunition i Markers aa ee 1, Terrain Summary 64 COVER PHCTOS: Top: Aes crusec USS Shipbuilding). Center Let: Seahawk heucopter landing 09 Trigate USN). Botom Left Frigate USS Hawes (FEG- 1H. Standley (CG-22) and armphibious esau Ellion, USN). Bozom Right: Batleship Vinceanes (CG-49) fting RUR-SA anti-submarine rocket (U.S. Nav» Pore by Ingalls USS Vandegrit FFG-8) (US. Navy Pusoto by PIS D.W. Hanselman, £93) eveorung reflegged tanker Ges King through the Persian Gulf, with ecuser USS Wiliam ie ship USS Gucdalcana! (LPH-7) in te background (US. Navy Pnoro by PH2 (SW) J 'USS fova (85-01) firig 16inch guns (U.S, Nav Puoro by PHI Jeff Hilton, USN), 'AIl phos courtesy Depertment of the Navy STH FLEET MAP ERRATA 4. Hex 0405 (Djibouti) should be a restricted water hex. 2. The Terrain Key does not list the proper symbol for a Shoal hex. The swirling yellow lines as printed in Hex 3110 Is the proper symbol for a Shoal hex. 5th Fleet Rules, Page 3 4.0 Introduction Sti FLEET is « simulation of conemporary naval warfare inthe Indian Ocean and Persian Galf. In urns representing eight hours of real time, the players maneuver surface warships, sob mnarines, combat aireaf, amphibious assault vessels, aad cargo ships on a detailed map of the region stretching frors Iran to Indonesia. A hexagonal grid has beca superimposed over the map and cach hex equals about 46 nautical nes. Sections 4.0 through 13.0 teach players basic movement and combat rules; the nine scenarios in 14.0 allow the players 10 use the rules in simple, one-map games. Sections 15.0 and later introduce additional rules that are’ used only in the Advanced Game Scenarios Note to Owners of Sixth, 2nd, and 7th Fleet Games: Sta Finer uses mary of the game mechanics from is three older cousins. However, there are some differences among the systems of the four games. Players who own Snark FLEET and/ot 2Np FLzeT, but not Tow FLEET, shoald read all he rules in 51m Furer thoroughly. It is suggesied that players who own ‘ra Fier skim through the rules, paying particular attention to some of the following rules which have undesgone changes + Charts and Tables: ‘The Combat Results Table, Submarine Detection Table, and the Aircraft Carrier CAP Chart have been slightly changed. * Bases: Airfields are now “major” or “minor.” Surface and submarine units must now “dock to reesive the defensive advantages of basas. Both players have several “off-map” Airfields, There is now a “Damage 3” level for basos. * Tactical Coordination: StH Fubet uses 2 new Tactical Coordination system, including 2 “Tactical Coordination hase” in the Sequence of Play. + Mines: Mining is now a standard rule. Mincsweogers have been added tothe counters. A Mine Table is used to resolve Mine combat. © Combat: There have been a numberof changes tall combat systems. Read Section 10.0 carefully. + Advanced Game: Political Events, Air Unit Replacement, ‘Time of Year, and Reinforcement rules aze no longer used Design Note: Tae ‘Sth Fleet” does aot exist in the US Navy today. Units cerving inthe Indian Ocean and the Persian Gulf are drawn ftom the 6th, 2nd, and 7th Flees on a cational basis. Hwerer, since the US Navy has beea ceploying in significant force in this region for almost ten years, there is Some coxsifer- ation within the Pentagon to resurrect the name “Sth Fleet” for the Navy's Indian Ocean-Persian Gulf armada, In World Wer Two, the US Navy's Sth Feet served with distinction inthe Pacific undcr the command of Admiral Raymond A. Sproance 2.0 Game Equipment 2.4 GAME COMPONENTS A complete game of StH FLEET contains these tems: + One Rules Booklet + Three 22-inch by 32-inch Mapsheets *# Two sets of 192 Sinch Playing Pieces (Counters) *+ One set of 96 Hinch Playing Picces * One set of 260 “inch Game Markers + Two Charts and Tsbics Booklets + Two Pads of Logistics Rosters/Player Records + Three Scenerio Deployment Cards + Two Strategic Air Display Cards + One 10 sided die Note: The game ass a 10 sided die. Whena “0” i rolle, tis is considered "O” and not "10" asin many other games. Also, 20" is always considered an even number. 2.2 GAME QUESTIONS XE you have any questions about the rules to Sra Fuse please feel free to send in your questions, written so that they an be answered with a simple One-word response when pos- sible, Be sure to exclose 2 samped, selfaddressed envelope Mail your questions to: ‘Sth Fleet Questions Viewory Games, Ine 49 West 33rd Street New York, NY 10001 Note: We ask your cooperation in sending a self-addressed, stamped envelope with your game questions; queries without 4 return eavelope will not be answered. Also, we ask that you not call in your game questions. 2.3 PLAYING PIECES Atthe start ofthe same, one persons chosen asthe Allied player and the other es the Soviet (or sometimes Indian or Iranian) pleyer. Each player conteels playing pizees (counter) from among 22 nations. The Allied player controls counters from: © United States * Somalia © United Kingdom Saudi Arabio * France © Kuwait nly © Bahrain * Australia + United Arab Emirates © Pakistan © Qatar = Thailand © Oman © Malaysia The Soviet player controls counters from: # Soviet Union © Nonh Yemen ‘© South Yemen * Ethiopia ‘The following counters are used by both players in various © India Inn * Indonesia Allied counters have green borders of two kinds: light green (countries on the Arabian peninsula) and dark green (all others) Each country has a different interior color. India, Iran, and Indonesia have tan borders with different interior colors (since (one or the other is neutral in many scenarios). Soviet counters, in Flea! Rules, Page ¢ have zed borders, but each Soviet-controlled country has fpecife intenor color In addition 19 the colors cn coumers, |g # N Lae ‘each nation’s forces can be distinguished by the two-letter Sa | AMPHIBIOUS ASSAULT (AA) abbrevieton of the playing piece mh oer “The backs of counters a printed with a starburst design was and reduced values, indicating that chose units have been damaged. Each payer also has ase of faliach markersthat Toy Teal ave used to record game information. Some markers are printed i in the Allied color, some ip the Sovies color, and hers in | Fey ones ~ nevtral 200 x es SUMMARY OF COUNTER TYPES Surface Combat Units AMMUNITION CARRIER (AM) Front Back a ya So, | sncearr canner cry | Saat ne ert Pb COMBAT SUPPORT (CS) ate —= ie 3b it —= CRUISER (CO Sata ee ia MARITIME PREPOSITIONING (MP) | SS EE foe pe — = LIGHT CRUISER (CL) eal, Vee ae or SLOW CONVOY (80) ‘=. = ei ie is) ne DESTROYER D) = tae Pes’. Phat FAST CONVOY FO) =, = fa ied Led ‘ania! FRIGATE asi, 2M Berd] [Eat | eerv note en WoW te is eal = BATTLESHIP (RB) — oN pen ra Fei) [oo FULL TANKER (FD pe on wn N 1 =| —— af Ladi | tas convETTE (co) i= 8 Poa’ ad PATROL COMBATANT (PC) aa ‘Submarine Units reat Front Back ical 2° 3 ae na 1 Lak | secteARSuMARNE cn | aie pas PASDARAN BASE Fa ei at ee oN fa | use susan 9 Non-Combat Surtace Units tek Front Back Pan - pe BALLISTIC MISSILE ‘thee’ rn MORES EEE rER GD. care 7 ‘aren N SUBMARINE (SB) vero Wee hd amt Bah Eth Fleet Rules, Page 5 fs a PE academe | Me olde BOMBER (RMB) ali, wee AIRBORNE RARLY WARNING Baw (aE) ou gn ., | ELECTRONIC WARFARE (E11 Man von aoe US AERIAL MINESWEEPER. — sow sw) woe () SUMMARY OF GAME MARKERS cap aa CAP MISSION anew if 1 TASK Task GROUP TASK GROUPFORCE roice 1 oy sover suse is sue sane fet Dock vockeD Dook our oF our oF answo fon Ammo ama owe ovr or Feet ia Fucl inn 1 ‘CAP MISSION ATTACKS: 2+ Ceca Set | vocateraarscie nereeron eer ‘Sub Peer = mr pee DESTROYEDDAMAGE 3 > ont ae oa awace voawace 2 a oul oh Surt ACTION stGMEN ie ae Gaote TuRN un SAMPLE SURFACE UNIT (Front) ‘erense——t ene ese susourre Se3 cg gos “anton Meee ge wan MOCO = =Cruise missile indicator = “Long-range” Area Anti-Air indicator = =Fus: SSM indicator ‘Note: An “N inplace of te SSM, ASW, Aati-Air, or Close ‘Combai values indicates thi tke unt cannce perform thet form of combat. fit has 2 Close Anti-Air or Area Anti-Air value, ‘but not both, 2 “O” indicates which value it cannct use, SAMPLE AMPHIBIOUS ASSAULT, MARITIME PREPOSITIONING, EMPTY TANKER, FULL TANKER, SLOW CONVOY, AND FAST CONVOY UNIT (Fron!) 1a] Seen eee Note: Aside from the Victory Polos value all her values on these units are Metical with surface unis, Except for AA unis, Victory Point Yalues are lower on the darzaged sides of unis than they are on their undamaged sides. Each ET unit has a fourdigit hex number printed on its counter, which is is objective hex. in Fleet RUGS, Page ¢ SAMPLE SUBMARINE UNIT (Front) Bouma MTOM oy mee — =Cruise missile vate indicator ope ‘currmes — @~Noisy submarine over elo rosso == Fast SSM eel) a indicator a, Saran W=Deep-diving ae he Maa capacity Notes A submarine always has an “N' forits Ant-Atrvaluc, Only Soviet submarine units have the “Noisy Sub Indiaior” and “Deepediving Capability” US SB’s whose ASW values are parenthesized cannot use these values in combat. ‘SAMPLE MINESWEEPER UNIT (Front! Note: Aside from the Minesweeper value, all cher values on ‘minesweepers are identical with surface units. SAMPLE AIR UNIT (Frontl We=Special SSM indicator noo: Cruise aisle ‘indicator =Fest SSM indicetor its Note: Some sir units have te "Special SSM Indisation,” which isused in the Advanced Game, Alruits do rothave Defense Vales. Their Movement Allowances are either a one, 10> or three-digit number. SAMPLE US AVB AIR UNIT (Front) sinker imme i ‘ Nai? ome Note: An AVB.air uni has a Movement Allowance of § when sassigned toa US AA unit and a Movement Allowance of 10 ‘whien assigned to an srfield in a scenario set-up. Aside from two Movement Allowances, all other values are the same os cotter air units 2.4 ABBREVIATIONS “The following abbreviations are vsed in the game: Sovlet Union surtace Unis EW: Beetode Warhre ‘AA: Amphibious Assault ae aye tS pace i an ("Fighter") ore: fag: guar & Ggenae Me ikem 016) 0: conan MIR: Mirage (Mirage F, ‘Mirage Ill, or Mirage Cox Conver te Scenes Mss US Aci Minesweeper : omms RCN; Reconnaissance Bee a Suktoi Ez Sat ‘Sea Harrier Fe fas conor She Flor: Foul i ER” Rtn Sipe sore Marine Preposicnng sadn Sci Slow Convoy TK: Taker Submarine Units SR: Ballistic Missle Submarine SSN) Noclesr Submarine $8: Diesel Submarine Air Units ABW: Airborne Early Warning ALE: Alze ATK: Anack ATL: Atantiqne B Berer BME: Bomber CAN: Ciera Tupoler ‘Toemags (F ar G moved ‘Yakoler Countries Ehiop France Indonesia Ids Tan Taly Kuwait Malaysia Nonh Yemen Oma Pakistan aur Saudi Anbia Somalia oA. 60: FS tc: Mui NA 6. Sa sD. Sk: 50: su: I Thalind ted Arab Emiracs United Kingdom Ved Sas South Yemen Zones ay of Benga! hoger Arnipelags Eat ladan Osean Git of Adee Gul of Oman Inca aseadives Maldives North Acaian Sea Persian Gull South Arabian Sea Sack Arbia| Se Lanka Sevotra Sonar ‘Wert indian Ocean Miscellaneous AAA: AP ‘Ares AntcAit ‘Anreuntion Point ASW: ‘AntSubrrine Warfare CAA: Clote Ant-Air CAP: Combat Air Parl CN: Crise Missle FP Feel Point SEM: Strfceto Surface Missile TORR: Torpedo VB: Victory Poi Ship Names ‘th Fleet Rules, Page 7 (Only ships whose names have been abbreviated are included on this list: ALLIED POWERS BENDV: Burma Endesver BRCLA: Bireiona BRGTN: Bridgeton BRDGE: Bry Ridge BYHUN: Bayo Hun GASPR: Gar Prince GIANT. Seawie Giant GLBAY: Gacer Bay SNGRE Sungar TRRON: Thuroe AUSTRALIA Swface Cambat Units ADLDE: Adee DRWNT: Dervert HBART: Hob Swmarine SLION: Sea Lien Nen-Combar Surface Unit SUCES: Succ FRANCE Surface Combat Units DIROU: Dugsay Trovin DUQNE: Daguesne JRART: Jean Bort Submarine CASAB: Casabiance INDONESIA Swace Combat Units AYANE. Ahmad Yeni YSDRN: Yos Sodarso INDIA Suface Comba Unts CVERY: Cannery GoM Gomis KSINA. Ketta MYSRE: Mysore RUPUT: Rajput RNIT: Rant RNVIR: Rani TRGRE: Torapin VDHGI: Vinghyseist VIRAT: Visas VERNT: Virnt Submarine Unies BMBAY: Somtuy BNGAL: Bengal SDHLI:Sinchall SDHRA: Sidra SDVAI Singha) SGOSH: Sinchugosh SHKSH: Stantush SHMAR: Shistunar VGSHR Vagsneer Non-Combet Surface Units DEPAK Deepak PDCHY: Pendichery SHKTI: Shakes PAKISTAN Surface Combat Unite JHLUM: Jhelum SHNGR: abangie KHBAR: Khutur Submerines HRMAT: Hurst HSHNT: Hathnat SHUSK: Shushok on-Combar Surface Unis MAHMD: Mahood SAUDI ARADIA ‘Sufjace Combat Uni MDINA: Al Madinah SOVIET UNION ‘urace Combat Unies BOVYY: Bozeroy BILNY: Bdielasy CHARU: Churvont Ukraisa DBLSY: Doble DZGEL Degutst DZHSK: Dzrrohinsiy GOLVK: Admiral Gslorko GRDLY: Gordelivyy IMENI: Iment XXVU Syezda PSS ISACH: Admiral Isichentov ISAKV: Admial Iskow KLNIN: Kalin KULKV: Adminl Kelatoy NINSHK: Menzhinekly “ODRNY: Odarennyy OKLNY: Okzyleany OTLCH: Oden FETRO: Petropaviowsk REZVY: Renyy SBRZY: Soobriztelayy SMELY: Smelyy SMEPL: Simferopol SMOINY: Smystleanyy STYKY: Storky TBLSE: Tolls USHKV: Admiral Udatoy USINV: Admiral Usinow ZAHKR: Admiral Zakharov DDNOV: Zheanov' Tacornyy ‘Adz! Zoeuya KHNKA: Ozero Khana NICHL: Nicbolss KONDR: Konlor OBNON: O'Bannon KOTOV: Admird P.G Kowv — PULER: Lewis 8. Puller KRYKO: NV. Knyenko RANGE: Ranger LNCHR: AV Limetanky SPRGE: Clifton Sprague NOGIN: VP. Nogin WADEL: Wadiell QPOKV: G1. Oppokov WILMS! Jack Willams OVSKO: VIA. Ovscetko WILSN) Henry 8. Wison RSKHO: Adnird Al Rosotho WISCN: Wisconsin RYKOV: AT Ryko Boo SHNKY: Alexaner Siaprikoy SO" SHUKA: Stshule ALBNY: Albany SKTSV. TT Skvontov BAUGE: Baton Kouge S¥MGA: Syongt a: Flr TDVCH: TA. Teadorovich —HDGCK: Haddock Tees hare SKS: Hewy M.Jeskson ee KWEST: Key West MRVRS: Mende Rivers Non-Combat Suface Unt: NARWL: Nirvhal BERZN: Berctira SDEYL: Sea Devs DNSTR: restr SWOLF: Seawol GYDAR: Admiral Gaydar Veta Von Seuten ROT: Radst ‘ i BOUT, Ra a anakoy —-NevConbur Suc Unt VORNZ: Voronezh ATRES: Auures WY2MA: Wyar'ma AVNGR: Avene: BAUOR: PFC Willm & Baugn UNITED KrNapomt BENTY: Bristol Casny Surface Combai tis GAPLA, Copalla AROYL: Ark Roy PANN: Cape aan CMBLD: Ginberand CECOD: Cape Cod GLSTR Glosenter bugue: Diowgur ee DURHM: Basham snare = TRBNT: Turbulent Presence Non-Combat Suface Units EHR: Pvt Hier Faster GHALL: Gunson Ball HAUGE: Lovin J. Hauge, Je HKALA: Hulett Hissayampa June RECN: Bescon FVICT: Fort Vitoria UNITED STATES Surfece Combat Units Kans Cy ANSWR: Ainsworth ic 2 a Anon UNTHE: Joan Lents BAG: Bite MBAR Mow Bact Cae Cm MHELA: Monongahela hres wiskea: Suu et GaTes Mixtwe: Mantovoe fur Notas’ New Ovean Sewn: rss ie Rose SeeTo. Surana Nast SURLY: Soppiy iain TARWA: eave nas THAN? Ameen Tian a TRIGA: Tora McLKY MYKRD: Meyeriort depen Gores Se SROCO: Sorace SOTRO: Sapiro NomConber Srface Usite MLAZO: Milazzo Sth Fleat Rules, Page & 3.0 Sequence of Play All actions that occur in Game Tum take place ina stict Sequence of Play. The Game Turn is composed of u number of Phases, which ia cum can be comprised of 2 nunber of Segments, that must de performed in the order listed below. 46a) ol ale I represented by thee Game Turns AM, PM, and Night, each of which represen eight Bours of realtime. Some Phases inthe Sequence of Play take place only in an AM or Night turn and are ignored in other turns STRATEGIC CYCLE (AM Game Turns only) A, Random Events Phase (advanced Game: not en Geme Turn 1) “The Allied player rolls a die and the players consult he Random Events Tuole (see 17.0). B, Weather Phase (Advanced Garne) ‘The Allied player rolls the die end the players consult the Weather Table (see 15.0). Ifa squall or storm zesults, the die is rolled agsin and the Zone Table is consulted to determine which zones are affected. C. Submarine Mode Phase (Advanced Game; epronal) ‘The players caa place Deep markers on any of their sub- marines which have ¢ Movement Allowance of two or more. Also, the players can remove Deep markers from their sub- marines (see 19.0), D. Strategie Air Phase 1, Allocasion Segment: Both players secretly assign cit units to strategic missions on their Strategic Air Displays ee 71), 2. Imverception Segment: Opposing ait units that are on Inter~ ‘ception missions within the same zone perform Airto-Air Combat (see 7.2). 3. Bounce Segment: Surviving Interception air units perform ‘Airio-Air Combat against enemy aif units inthe same zone (on noreTatereeption missious (see 7.2) 4. Mine Segment: Ait units on Mining missions place Mine ‘markers in coastal, shallow, or restricied water hexes Gee 12.0), 5, Siravegic Detection Segment: For each Reconnaissance air unit in a zone, the owning player can place a Strategic Detection marker on an enemy surface unil (or stack) or can attemp to place a Strategic Detection marker on an enemy submarine within that zone (see 9.2) ACTIVITY CYCLE (All Game Turns) E. CAP Phase Both players assign air units to CAP (see 8.0) F. Replenishment Phase (Advanced Game; optional) Both players cen perform in-port and at-sea replenishment (ee2 16.0) G, Local Detection Phase Local Detection markers may be placed on surface and sub sarine units occupying enemy Limited or Extended Detection Zones (see 9.2) HL, Tactical Coordination Phase ‘Air units on Tactical Coordination missions can be assigned to enemy surface units or submarines on the map (see 7.4). 1. Action Phase ist ction Segment: The dic is rolled to deers the "tist” payer On an even Tol, te Allied payer is fist on at oud vol, tne Somer payers hist. Te fis plajer States which pe of units he mil activate surface, sub- Traine orsiraftertne fis payer hs ished periomains ail atone wih the chosen pe, the seoond payer select type oft for stveton ad caries out all scene With thove unio (20 40), 2. Second Acton Segment: he dei alle wo deerme the Fist olay. Tis player ses the ypc of ants he wil acavate Che cannot select the unit type chosen in te Fst Acton Segment, After the fist layersunis have performed thei clone the secon payer chooses a unk type fr activation he cannot choose the type he selected in the First Acton Segment) aad cartes cut ell aeons th ths ype 3, Third Action Segret: Te des old 9 determine the fr Phyers This player acivates the remaining tnt VPE ne Tieated to Gr ted completes all ions with then, The Second player thon activates his last ype of Ua sad com. ples all actions wit thes J. Local Detection Removal Phase Surfae and submarine anit tet do not occupy enemy Detction Zones can have their Local Detector markers onoved (eee 9.3). K. CAP and Tactical Coordination Landing Phase AILCAP unis are retuned tothe sre or irra carer ‘tom ich they started (see 88) Also, Taotel Coosiration {Hruuts onthe map ate paced tack onthe Stuenie aur splay inva Retr to ase box ee 78) TERMINAL CYCLE (Night Game Turns only) L. Buel Phase (Advanced Game; optional) Fuel expenditure for surface combat units is resorded on the Logistics Rosters (see 16.0). M. Repair Phase Damage 1 markers are removed {rom ports and airfields. Damage 2 markers are lipped to their Damage | side, Damage 43 markers are replaced with Damage ? markers (see 11.0). Destroy markers are not removed. N. Strategic Air Mission Termination Phase "Air units on the Strategic Air Display’ are rerurned to their parent aircraft carrer oF to the airfield from which they began their mission (see 7.6). O. Strategic Detection Removal Phase ‘Strategie Detection markers may De semoved from nits or they may be flipped to their Local Detection sides (see 9.5). GAME TURN INDICATION ‘The Game Tum is now over, The Game Tura marker is advanced one space aloag the Game Tam Track, Players row go to the Strategie Cyele, ifthe next turn is an AM turn, oF fb the Acivty Cycle, ifthe next tur is 8 PM or Night tur. This process i repected antl the game ends 5th Fleet Rules. Poge 9 Basic Game Rules 4.0 The Action Phase Most game activities take place during the Action Phase, which is composed of three Action Segments. During each Action Segment, a player moves and performs combat with units of a particular type (surface, submarine, or ait). When hho has finshed activating units of the desired type, he states this fect aloud. 4.4 THE ACTION SEGMENTS To determine who goes first in each Action Segment, the Allied player rolls the die. If te result is even Gnelnding 0), the Aled player activates units first in the segment; ifthe result is odd, the Soviet player activates units first. This determina tion takes place at the beginning of all three Action Segments. Inthe Fltst Action Segment, the first player sttes the type cof unite will activate: surface, submarine, o ait. He can then activate any or all of the units of tha: type, The second player then states which unit type he wishes to activate in the segment; he is not obligated to activate the same anit type: as the first Player, In the Second Action Segment, after the first player is - ‘Gwided into two types; resrrcied water hexes and nor-resricred water nexes, There are also two special types of Kexes: shallow and shoe! hexes, whicn can affect surface unit movement aad detection and combet against submarines. There are also three ‘Spevial areas on the map affecting victory conditions in some scenarios: the Srrait of Hormuz area and Bab-al-Mandab area fon the Wert Map, and the Strait of Malacca area on the East Map. See the Terrain Key for a list of all types of hexes. "No unit can ever leave the map in any scenario in the game. 5.4 HOW UNITS MOVE Each unit's Movement Allowance (printed directly on its counter) is the maximum number of hexes the unit ean move ‘when activated, A unit can move less than its printed Move= Ineat Allowance, but never more. When a unit moves, the ‘owning player moves it from hex wo contiguous hex. Note that ‘Some units cannot move into cern types of hexes. ‘When activated together ma stack, surface or air units can move a mmber of hexes equal 10 the lowest Movement ‘Allowance of aunt in the slack. A stack of units moved together amot drop off + unit nd continue moving. The stack mast rove, atsek, and stop together. 5.2 SURFACE UNIT MOVEMENT ‘A surface unit can enter any sea, shallow or ccastl hex: it can never enter land hex. During movement, surface units an move through hexes cocapied by friendly oF enemy anit. Similarly, they ean move through enemy bese hexes without restriction, However, surface ants ean never end ther active Slatus sacked in the same hex a8 an enemy unit or base (even if that pase is destroyed). Surface units may end their move- ment in an enemy close defense hex. "A surface unit cannet enter a hex by cissing @hexsde com> posed entirely of land feature. For example, a surface unix {nex 3413 could not move cirecly into hex 3412; it would have to move first into hex 3513. ‘Shoal Hlexes: PC and CO unit are the only surface units chet an enter shoal heres. All other suiface units are forbidden to enter shoal hexes Blocked Heaside: Suctece units can never cross blocked hexsides. Dock Docking: An active curfice unit or stack oscuping 2 friendly port can spend two points from izs Movernent Alloatance t0 Nock." Aunit occupying a por that does not spend two extra ovement points to dock is considered undocked “The ovning player snoule separate docked uaits from oer uni in he grt bx and pe a Dosked marker on em. All ‘nits under the Docked marker (including submarines) re con- sidered docked; the other units are undocked 'A docked unit that activates does not spend any movement soints to undock. After undocking, it can move out of the hex Formally end it can be activated as part of a stack with other undocked urits in the hex. ‘Docked units are subject to several special combat ules (Gee 10.0). Units may dock in damaged or destrayed port. Special Persian Gulf Restriction: US and Freach aircraft carriers (CV units) as wel as the Soviet carrier Thsi can never fnter a hex within the Persian Gulf Zone. 5.3 SUBMARINE UNIT MOVEMENT ‘Submarines are subject to the same movement restrictions zs surface units, including blocked hexsides and docking. A sab- mnarine with a Movemen: Allowance of rwo can dock by spead- ing one extra movement point (net two), and a subarmine with 2 Movement Allowance of one can dock for free witiout paying any extra movement point. ‘Shoal Hexes: Submarines can never enter shoal hexes Full Speeds Atte momenta submarine is activated, the owning player may state that his submarine will move at fll speed. It Sctivated at full speed, a submarine's Movement Allowance is increased by one, However, moving at full speed may result in the placement of ¢ Strategie Detection marker on the sub- marine (se 9.2). A player cannot activate his submarines at full speed if they occupy a restricted water hex. Similarly, = subniarine moving at full speed cannce enter restricted water hex. 5,4 AIR UNIT MOVEMENT ‘Air unis caa enter and move through any hex on the map, regres of rset lock hens) he presence Of enemy of friendly units or bases. Air units have only one, Sth Feet Rules, Page 17 movement restriction: they must begin und end their ativation on a frendly airfield or aircraft carrier. The following restrictions apply to air unit activation: * US, Australian, Prench, and Soviet alr units can start or end their activation on any triendly airfiele © Indian air units car stan or end their activations on sirfields in Sri Lanka, on the Maldives Islands, and on Car Nicebar (4568) as well as all Indian airfields + All other air units must begin and end their active status oa an airfield within their own country. Changing Airfields: Subject ro the above restrictions, itis not necessary for an air unit to end is activation atthe airfield from which it began — it cun move to a new airfield withia range of its Movement Allowance. However, if it changes airfields, ‘it cannot activate (or perform strazgic missions or CAP) for the next eight full Game Turns. On the ninth tura following the one im which it changed airfields, it can activate aguin. (To remind players that an air unt at e new airfield cannot activate, they may wish to place it on the Game Turn Track eight boxes ahead of the current turn and note down on a pices of serap paper the airfield from which it was taken. At the beginning ‘of the turn of its availability, it should be placed back oa that airfield, ready for activation, CAP, or stiatzgic missions.) Aircraft Carriers: Air nnits beginning the geme on an aircraft carrier (CV) must remain on the carrier for the duration of the game. Airumits assigned to. carrier are destroyed if their parent carrier is sunk, (Remove the units from the Aireruft Carrier Display; however, the carrier's CAP and strategic air mission ‘units continue their missions until it is time for them co land, at whici time they ane destroyed.) Alr units not on a carrier at the start of the game can fever end theit activation on @ cartier, AUS AV8 air unit assigned to AA units cannot leave its parent surface unit and is destroyed ifthe AA unit is destroyed, International Borders: In Basis Game Scenarios, air unis can ‘move through hexes of any country without restriction, In the ‘Advanced Game, there are some restrictions concerning over- flight across international borders 6.0 Stacking A maximum of 12 friendly surface comber unite (CV, CG, CL, DD, FF, BB, CO, and PC) can end the surface Action Segment stacked together in a hex. Non-combat surface urits {do not count towerds this maximum. Groups (see 6.2) can end ‘an Action Segment in the same hex as long 25 the limit of 12 surface combat units per hex is observed. ‘Any number of friendly submarines can stack together at the end of the submarine Action Segment. Submarines can end their activation stacked in the same hex as friendly surface units (Gnd vice versa) and do not count towards the stacking limit of the suriuce anit, Air units face the following restrictions for stacking: ‘© A maximum of two friendly INT air units can occupy a minor airfield at any given time in a turn. ATK and BMB air units ccan never end their activation in of move to a minor sirfield hex. ‘+ A maximum of four friendly INT, ATK, andior BMB air units ‘can occupy a riajor airfield hex at any given time in a tur, Air units can move over aa sirfeld in violation ofthe above restrictions. RCN, EW, and AEW air uaits do no! couat against the maximum namber of air units permitted on an airfield. Air ‘units on airfields in coastal hexes can occupy the same hex a surface and submarine unis, Fnenaly units of different nationalities may occupy the sume hex. Opposing units can never cocupy the same hex at the end of an Action Segment. 4 A @Q moe Pied ro Heeb aie Poe som aie Rar nc A> 5.5 BASE HEXES ‘There are four types ofbese hexes: major airfields, minor airfields, ports, and a portiirfield combination. Buses belong to either the Allied or the Soviet player or arc dcsignated as neutral, Each base possesses « Close Anti~Air valuc, which is used in attacks agsinst that base (see 10.0), OM-Map Alfietds: The Soviet player hes four oftmapairilés (Baku, Ashchahed, Kabal, and Cam Rant) and the Allied player hhax two (George Town aad Singapore). All off map airislds are major airfields, Off map airfields are not considered hexest they are connected to the beagrid by arrows. A distance (in hhexcs) is indicated inside each off-map airield box, indivating the number of movernent points aa sir unit must expend to move between the airfield and the mep. For example, a Soviet ir unit centering the map from the Kabul off-map airfield must spend 12 movement points to enter hex 4477. Similarly, an air unit must sperd 12 movement poins 0 enterthe Kabul oFf-map air- field from hex 4417, Once an sir unit ihas entered the hexgrid from sn off ap airfield, it can move nomnully. Subject othe above restrictions, it can end its ectivation in an on-map airfield. Only Soviet ait Units (aot Soviet allies) can operate trom Soviet otf-map air- fields, Only US, Australian, ‘Tha, and Malaysian air units caa use Allied off map airfields. Off-map airfields cen be attacked by cruise missiles (see 10.5), owas. ExCEINON: If the Tactieal Nuclear rule is img asec (see 180), plavers can sack as many surface combat units ina her as they wish. 6.4 STACKING RESTRICTIONS Movement: A player can activate any or all surface units in 1 hex as a stack, except for Groups (gee 6.2) which must be activated separately. Up to four INT, ATK, and/or BMB air sits, plus eny number of RCN, AEW, or EW sir units, can be activated from au airfield or aitcraft carrer atone time. Sub- marines must be activated individually. Position: The position of surface units in a stack is irrelevant until the opposing player declares a Bombing or SSM Combat against the stack. After the combat resolution stars, he ean n0 longer adjust the positions of his ships. The position of alr units within a stack is always Irrelevant I there are several Task Forves and/or Task Groups in @ hex, or Groups stacked with other surface units notin a Group, the Groups do not benefit each other or other units with their Close Anti-Air values daring defensive combat (see 10.4 and 106) Sih Fleet Rules, Page 12 6.2 GROUPS ‘Groups are collections of surface units that pecform activie ties together. There are two types of Groups: Task Groups and Task Forces, TASK TASK angie: PRE | oarsve oie 3 S—_LSiNtone Creating Groups: Atthe beginning ofa player's surface Action Segment (before the activation of any units) and atthe end of this sogment (after the activation of all units), «player can create ‘Groups from stacks of eligible surface units and adjust te status of Groups already exising. The creation and maintenance of Groupsis voluntary. A piayeris never obligated w form a Group and. can break up his Groups at the Deginning or end of his Surface Action Segments if he wishes (and mast break them up if they no longer fulfill size requirements). Units of different aaifonalities can belong to the same Group. Each player has several Group markers, labeled “Task Force” on one side and “Task Group” on the ather. The creation of Groups isnot limited tothe aumber of markers in the game, Should players run out of markers, they can sll create Groups by using blank counters to represent ther ‘To create a Group, player points to = stuck of eligible surface units and declares which units within trestack wil com prise the Group. These units are removed from the map and fre replaced by 2 Task Group or Tesk Force marker of the propriate side (Allied or Soviet), If rwo or three combat units (EV, CL, CG, DD, FF, BB, CO, PC) plus any number of ror- Combat units are chosen to comprise a Group, the player uses the Task Group side of the marker. Ifour or more combat units plas any number of non-combat units are chosen to comprise & Group, the player uses the Zask Force side of the marker. More thin one Group caa be formed from a stack of suriace units ‘Whea surface units are chosen to forma Group, the owning player places them on his Task Group/Force Display in the boxes corresponding to the numbered Task Group/Task Force ‘muatker that replaced ther. On the display, one surface unit is placed per tox — the onder of placement is considered the order In which the units are stacked (BOX 1 being considered the 1p fof the stack). If a Group contains more units thaa there are ‘boxes, place the extra units atthe end of the row of boxes. Docked surface units in a port hex can forma Grovp, but they can never form a Group with undocked anits occupying the same hex. The siacks of docked and undocked unite must be kept separate. Enhaneement of Groups: At the beginning or the end of a player's surface Action Segment, he can acd surfoce units 10 Enisting Groups as long as they are situated in the same hex. Remove the units being added to the Group from the mep and place them on the Task Force/Group Display inthe boxes coz- Fesponding to their new Task Group/Force. If the addition of ships changes a Task Group to a Task Force, the marker on the map should be flipped to its corret sie. Disbanding Groups: At the beginning or:he end of a player's surface Acton Segment, he can disband any ofhis Groups, To do so, he removes the Tisk Group/Force marker and places the surface unis that comprised the Group back on the map. If, due to combat losses, a Group fells below minimum size requirements, te ovnin paver mst ajust ths Grou see clow). ‘Combining Groups: At ine beginning or the end of a player's surface Action Segment, he can combine any of his Groups that ‘occupy the same Bex. The combined Group is represented by a single Group marker (all other Group markers are removed) and the placernent of the surface units onthe Task GroupiForce Display is adjusted to reflect the new Group's structure. If the new Group hes four or more combat ants, use the Task Force side of the marker. Special Group Restrictions: Surface units beginaing a surface ‘Action Segment inthe same hex which activate separately ean- hot, atthe end of that Action Segment, join togethet to form ‘Group with any or all of the same units with which they were Stacked at the samt of that Action Segment Groups and Combat Losses: If, due to combat losses, Task Group falls below two combet units, the owning player must adjust the status of this Group immediately by removing the marker and placing the remaining units back on the map. (If a Task Force falls below four combat units, itis edjused by simply flipping it to its Task Group side, assuming it has two or three combat units.) Task Grougs and Tosk Forces that are adjusted duc to combat losses eanaoi combine with other friendly ‘Groups cecupying the same hex until the beginning or the end ‘of the owning player's surface Action Segment. ‘Movement: A Group marker functions as a surface unit in all respects, It can move a aumber of hexes equal to the lowest Movement Allowance of aay unit within the Group. Groups stacked in the same hex must be activated individually. If Group is activate, it must move and atack asa sack; no unit can separate from the Group unt ihe end ofthe surface Action Segment. Remember that each time units in a Grogp perform Combet, the participating units must perform the seme type of combat. (For example, some units could not perform SSM Combat while others periorm ASW Combat at the same time.) Defense Combat Benefit: Units belonging to a Task Force that are atucked by Torpedo, SSM, or Bombing Combat receive +2 modifier to Defensive combat die rolls (see 10.0). Units belonging o a Task Group do not receive this benetit. Docked units comprising a Task Force receive this modifier. 7.0 Strategic Air Missions ‘Air units can be assigned to Strategic Air Missions during the Strategic Air Phase, which occurs during AM Game Turns. ‘Ait assigned toa strtegic mission cannot be activated during the next three Action Phases (AM, PM, Night). When perform ing strategic missions, air units afe placed oa the Strategic Air Display. 7.4 MISSION ELIGIBILITY ‘There are four strategic missions to which air units can be assigned in the Basic Game’ 1. Interception 2, Reconnaissance 3. Tactical Coordination 4, Mining ‘Strategic Air Mission Eligibility Chart: This chart indicates, the kinds of strategic missions each alr uni type can undertake. There are six types of air units: Interceptor (NT), Attack (ATK), Bomber (BMB). Reconnaissance (RCN), Electronic, ‘Warfare (EW), and Airborne Early Waming (AEW). Some ir types are prohibited from performing certain missions. For ‘example, an INT unit can never be assigned t9 a Mining mission Strategic Air Display: Fach player has a Strategic Air Display. Card on which ait units on strategic missions are placed. ‘The isplay is divided imo 16 zones, e&ch of which is named. Each zone is also delineated on the map with borders corresponding. 10 the configuration of the Strategic Air Display. Each zone has, four “mission” boxes, pls addtional “Retut to Bas" boxss (see 7.6). om Fleet Pues Page 13 During the Allocation Segment of the Strategic Air Phese, each player secretly assigns any or all eligible air units t0 strategic missions, Such units are placed on the display in the desired mission boxes. To assign an air unit to 2 strategic 1. Decide the type of mission the unit will perform; 2. Decide the zone in which it will be placed; 3. Pick the unit up from its airfield or aireraft carter and place it in the desired mission box on the display. Damaged air units can perform missions normally. Friendly sir units of different nationalities can perform missions in the False Mission Assignment; During the Allocation Segment, 1 player is permired to mislea¢ his Opponent by rermoving one or more of his air units from the map which wil not be assigned to strategie missions. (If a player knew exactly how many of, his opponent's air units were removed from the map to pet- form missions — even though the actual mission assignment 's secret — it could strongly influence his own allocations.) At the end of the Allocation Segment, air units not assigned to soles miss are pased back on the iil fom which ey Were remove Zone Range of Air Units: An air unit is considered to occupy the zone in which its sirfisl or aircraft carrier is situated. Seme sir units can perform missions at extended ranges, while others ‘annot perform strategic missions. The Movement Allowance of an air unit determines the range (in zones) at which it can perform ¢ mission: ovens ROWS RANGE Tor more 3 zones 51-70 2 ones 26:50 1 zone 112s Only in zone occupied Wor less May aot perform strategic missions Off-Map Airfields: All off-map airfields are considered one ‘zone aviay from the zone to which they are coanected by arrows ‘on the map. Thus, Baku and Ashichabad are one zone away from, the Persian Gulf Zone; Kebul is one zoue away from the Gulf ‘of Oman Zone; George Town, Singapore, and Cam Rarh are ‘one zone away from the Sumatra Zone. ‘Special Strategic Air Mission Restrictions: The restrictions listed below apply to strategic air missions. Note that the presence of INT air units, whether they can be activated or not, Testricts strategic missions. 1. A fricndly airfield or airoraft carrier with no INT air units that is situated withia jour hexes of non-damaged enemy aitfielé or carrier with at least one INT air unit cannot have its air units perfoom any strategic mission. 2. If four or more Allied INT units occupy non-damaged air- fields or areraft carrier: in the Persian Gulf Zone, all Soviet- controlled air uaits in the Persion Gulf Zone and tie Baka and Ashthabad off-map airfields ean perform no strategic air missions at all. Furthermore, no Soviei-coutrolled air ‘units occupying airfields in other zones can be assigued 10 strategic missions in the Persian Gulf Zone. (Not the restrictions to Allied CV units in the Persian Gulf in 5.2), 3. If four or more Allied INT units coeupy non-damaged air- {icles or aircraft carriers in the Gulf of Adea Zone, all Soviet- controlled air units in the Gulf of Adea Zoae can pecform ho strategic air missions at all. Furthermore, 20 Soviet- controlled air units occupying airfields in other zones can bbe assigned to strategic missions in the Gulf of Aden Zone. 4. Inall scenarios involving Indian units, the Indian player's ‘opponent can neither conduct strategic air missions in the India Zone nor transit this zoae with air units on strategic missions, For example, an enemy air unit with a range of ‘two zones occupying the Bay of Bengal Zone could not perform strategic mission in the North Arabian Sea Zone ‘because it would have to transit the India Zone to perform ‘a mission there. men mes wwe Pie W | Mivoveunt atownce Example: A US F16 unit (Movenent Allowance: 16) and a P3 tune (Movement llawance: 70) eccapy the Gulf of Oman Zone. The FIB can be assigned to a Reconnaissance or Interception ‘mission only in the Gulf of Oman Zore \snce its Movement Allowance is between 11 ard 25). The P3 can be assigned to 0 Reconnaissance. Tactical Coordination. or Mining mission isthe Gaif of Onan Zone or any zone up 10 v0 zones amy (the Laccadives Zone, for example). Ending Strategic Air Missions: An cir unit remains on its assigned mission until itis destroyed, is forced to "Retura to ‘Base (see 7.5), oruntl the Strategic Ait Mission Termination Phase of the next Night Game Turn. Solitaire Mission Assignment (Optionsl): To simulate the tuncertainty of mission assignment when playing the game solitair, a player ean use the following rule: 1. Roll the die On an even roll (aot counting 0), the Allies side has initiative; on an odd roll (not courting 9), the Soviet side has initiative 2, Bor the side with initiative, the player ean either assign one ofits air units to a mission or pass. If te player passes, 10 air unit is assigned to a strategic mission at this time, but the player may essign tis side's air units to strategic missions later in this sequence, 3. Continue to roll the die and assign air units 9 missions in this fushion until either a 0 or 9 has been rolled (or there are no more air unis eligible for missious on the map), at ‘which time this sequence ends, Notans ereemion, Die ros of O and 9 are ignored in the {firs four role of hie routine in Basie Game Sconarise (except Scenario 9) and in the frst 10 ros ef his rowine in Scenario 9 and the Advenced Game Seonaries. 7.2 INTERCEPTION MISSIONS Ai unison Interception missions can attack enemy units com sirutegic missions in the same zone. Inverception Segment: During this segment of the Strategic Air Phase, opposing air units on Intzreeption missions within the same Zone must perform Aitto-Air Combat, First, the piayers should check each otters’ Strategic Air Displays, zone by zone. ‘Assingle Airto-Air Combat must take place within a given zon if both players have assigned airurits to Interception missions ‘within that zone, If only one (or neither) player hes assigned air units 10 Interception within thet 2one, Airto-Air Combat does not take place. Thus, from 0 to 16 Air-to-Air Combats ‘may take place in this segment, When performing Air-to-Air ‘Combat in given zone, a player’ a units on Interception must be combined into a single force for soatat (even i they are of different nationalities). See 10.8 for an explanation of how to perform Air‘o-Air Combat ‘After Airto-Air Combat has taken place, any air units that are allowed to continue their Interception missions (hat is, they ‘were not obligated to return to base duc to combat) caa initiate Alro-Aie Combat in the Bounce Segment. Air unis tht reesive an "c" resuitin combat are placed in one ofthe Retura to Base boxes on the Strategic Air Display (see 7.6). Bounce Segment: During this segment, air untsstill on Inter- ception missions can initiate combat against all enemy air units Sth Flaat Rules, Page 14 in the seme zone on non-Interception missions — Reeonaais- sunce, Tactical Coordination, and Mining. To perform this comet, the Interception player rolls he die and cousults he “Bounce” column of the Air-io-Air Combat Resulis Table (a0 ratio is calculated). The result (see 10.8) applies to all enemy air units currertly on non-Interception missions in that zone, regardless of quantity or type. The air units on Interception ‘iseions initating this combat can never suffer an adverse result, ‘when “bouncing” enemy units, At the end of the Bounce ‘Segment, all units on Interceptio are placed in one of the Return to Base boxes on the Strategic Air Display (see 7.6). Example of Interception: During the Strategic Air Phase. the Allied player astiene tuo write to an Interception mission in the Moldives Zone. Inthe same zone, the Soviet player assigns ore tint te Interception. one to Reconnaissance, aad ane 19 Mining. uring the Inerceprion Segment, ir-ioAir Comba tekes place bberween the Allied and Sovie: units on Interception. Assume the ‘Mliod player wins; hie neo nite remain on Iniercention and the Sovtet unit rewrns to bese In the Bounce Segment, the Allied lunes extack the Soviet unis on Reconnaissance and Mining, The Alli player rolls the de and consults the "Bounce" colunn of the Aito-sir Comber Resels Table. Tie resut calls for one Soviet unit's elimination, while the other renras to base. Atte and of the Bounce Segment, she 00 Allied units return to base 7,3 RECONNAISSANCE MISSIONS Air units on Reconnaissence missions affect the detection of enemy units in the Strategic Dewction Segment of the Strategic Air Phese (see 9,0). At the end of this segment, all air units oa Reconnaissance are placed in one of the Return to Base boxes in the zowe they oveupy Gee 7.6) 7.4 TACTICAL COORDINATION MISSIONS air unis on Tactical Coordination missions are used to centance attacks made on enemy units. Daring te Tastcal Co- ‘rdiation Phase of the AM, PM, or Night fur, both players ‘can remove any or all of their air units from the Tactical Co- ‘rdinaion boxes on their Stutegie Air Displays and allocate thom to specific enemy surface or stbmarine unis ocenpying anos niin the zone in whick the Tactical Coondinaion aif ‘nis ao performing their rissions. “To allocate Tactical Coordination air unit to an exemy satmarine of sack of surface unis, pave the air uit direy Gn top of that enemy unit or stack. The air unit remains with its assigned enemy unit or stack wherever that unit or stack rmoves inthe ensting Action Phase. If seve enemy submerines cocupy the same hex, a Tactical Coordination air unit cen be SSogued to ony ove enemy sobmarize in the hex. Ifa stack i cheny surface units possessing « Tactical Coordination air ni splis up during ze sarace Acton Segment, the player own- ing the air unit mst gecige which unit or stack It wil move svt; tenant folow al the enemy surfce alts into diferent exes once they split up. Ifa Tactical Coordination air unit is assigned to an enemy ‘unit or stack, one is added to the attacker’s die rolll in each (not Jas one) tack rade aginst that nit or stack n the ensuing “Action Phase (see 10.0), However, ¢ maximum of one Tactical ‘Coordination sir ant oan be essigned to each enemy submarine or stack of surface units, 0 a meximim of one ean be added t tach atack die roll Br this reason. During the CAP anc Tacical Coordination Landing Phase all Tectical Coordination air units on the map are removed and placed back on the Strategic Air Display in the Return to Base tox of the zone in which the air unit performed its. mission. ece they can perform no ther aivtiss until they retorn to their rile inthe Stategie Air Mission Termination Phase {$00 7.6). A player is under no obligation t seal of is Tactical Coordination sr nits inthe AM tur he may save them to Use in the PM or Night tars if ne Wises. ‘Tactical Coordination Restrictions: The following resiictions apply t© Tactical Coordination missions: 1. A Tactical Coordination air unit with an ASW value of ‘cannot be sssigned to an enemy submarine unit. 2. A Tactical Coordination air unit cannot be assigned to an ‘eneray surface or submarine unit if the hex occupied by that fenemy unit is within four hexes of an enemy INT air uni: ‘on a non-damaged aisfeld (whether the enemy INT unit ean be activated oF not or is on a CAP mission). Note thar if the surface or submarine unit later moves within four hexes of a fnendly INT air unit, the Tactical Coordination unit remains on its mission. 3. Ifa hex contains ceveral stacks of enemy surface units (Task Groups, Task Ferces, andior individual vessels), aay number of eligible Tactical Coordination air units can be assigned to that hex. However, if all ships in the hex combine into one group, orly one Tactical Coordination unit can be used to affect the enemy steck curing combat, If @ Tectical Coordination sir uait moving with an enemy ‘unit or stack enters a hex beyond its normal range, it remsins ‘with the enemy unit or slack and eoatiaues 0 provide the ‘combat die roll modifier. It is placed in the Return to Base box of whichever zone it finally performs its Tactical Coordination mission in and retums to its base normally Canless it changes bases) Novaa.eBxesON: I the Advanced Game, a Tactical Coordinasion air unit provides no combat die roll modifier Ifthe amit or sack ir assigned te moves into a storm pone (ote 182) [Example of Tactical Coordination Missloa: A Sovier 38 RCN air writ based ot Al Mkalle (Gulf of den Zone) ts on @ Tactcat Coordination massion tn the Scuth Arcbion Sea Zone. Daring the Tactical Coordination Phase of the PM ture, the 138 ts asuigned to hex 3122 (Sautk arablan Sea Zone), which contains @ US SY and @ Task Group of US FF's and AP ET's. The DB Is assigned 'o the Task Group. an Alted CAP Mission marker occupies Muscat (hex 3317, During tie Allied surface Aciion Segment, ste US Task Group moves to hex 3320 inthe Gulf of Omen Zone. Buen dough tts hex ts beyond the stravegc mission ragge of the 38, it remains Inth the enemy Task Group, Note thatthe CAP mission over Muscat dows nor affect the Sovlet Tactcal Coordination writ even theugh the 18 is wihin four hexes of Muscat ater the Alted Tast Group moves. During ike CAP and Tactical Coordination Lanalng Phase, the 158 is pleced im a Rewurn 19 Base box in the Gulf of ‘Oman’ Zone where tt completed Us mliston rather tar the South arabian Sea Zone where it was assigned io the Task Group, Ufthe US Task Group had split up at tee beginning ofthe Alted surface derion Segment — say, the US FF's going 19 one lace and the allied EP's to another — the Soviet player would fave 10 decide which sack of ships the BB would remain with. 7.5 MINING Ai units on Mining missions may place Mine markers 02 the map during the Mine Segment of the Strategic Air Phase (see 12.0). Atthe end of this segment, all air unix on Mining missions are placed in one of the Return to Base boxes in the zone in which they performed their mission (sec 7.6). Note that an RCN air unit with an ASW value of “'N” cannot pecform Mining missions. 7.6 RETURNING TO BASE ‘Air units reosiving on ‘r” result in Air-to-Air Combst during the Strategic Air Phase are placed in one of the Return to Base boxes ia the zone they occupy on the Strategic Air Display. A unit in one of these boxes can perform no function. Return to Base Boxes: There are four Return to Rase boxes in each zone on the Strategic Air Display. Each tox corresponds, to the zone from which aa air unit was moved to perform its ‘mission. Units that began a mission in the zone they occupy Sth Fleet Rules, Page 15 are placed in the “Occupy” box when forced to units that moved one zone to perfonm their mi inthe “1 Zone" box wien forced (0 retura 10 6 that moved two or three zones are placed inthe “2 Zones” or “3 Zones” box, respectively. when forced to relum to bese Each ofthese four boxes inches the initials of the ze which the air uni left to perform its mission. When an air unt placed ina Retum to Base box, tura the counter £0 that its top points sn the direction of the initials of the zone from which t came. Interception, Reconnaissance, ark Mining missions take place in the Strategic Air Phase; players should be able to remember the zones from which their ants onigineted, Tactical Coordination sir units retumn io their aifels or airraftcarrets in the CAP and Tactical Coordination Landing Phace players having difficulty remembering the zones from which thei nits origitres may wish to note them down on a piece of paper Strategie Air Mission Termination Phase: During this phase, which takes place during Night Game Tums, all units on the Strategic Air Displey are placed back onthe sirfold or aireraf ‘carrier from where they began their missions. (Players having ‘ificaltyremembering the acl erie to which their ar units must retum may wish to note these on.a piece of paper. Alter- atively, the scenano starting set-up should help rernind them where f0 return their air units.) Non-carrier air units may return to adiffereat airfield than the one from where they started, as long as the new aiefield isin the same zone as the original one and stacking restrictions sre not violated. However, if air units switch bases atthe end of a mission, they cannot acivate, perform CAP, or exscate anther stategic mission for eight full Game Tums following the current turn (see 5.4). If an airfield from which ait units began ¢ mission is destroyed, the units mest return wo a different airfield if possible, subject to the above penalty. IF there is no friendly aimed available, the air units are destroyed. Carrier-based air units must be returned to the same Air- craft Carrier Display after a mission (the cazrier may have ‘moved to another zone — this does not affect the return of its air unit), Ifthe carrier is destroyed while some of its anits aro fon strategic missions, all of its air units oa missions are destroyed in the Strategic Air Mission Termination Phase Tac Coord © [Return mun cour ll ah we Example of Return to Bast Boxes: 4 US air unit based in Muscat (in the Gulf of Oman Zone) is assigned to an Inercention ‘mission in the Persian Gulf Zone. After the mission, the wait is pbleced inthe “I Zone” Retar to Base bor ofthe Persian Gulf Zone with the 1p of the counter pointing 10 tte intals “GO” (Gulf of Oman). During the Siategic Air Missin Termination Phase, the weit is retuned tothe Musee eifeld 8.0 Combat Air Patrol (CAP) CAP isa special role for zir units thataliows them to “stand guard” over an lirleld or sireraft carrier. 8.4 HOW TO PERFORM CAP Daring the CAP Phase, players can assign any or all of their INT. ABW, or EW air units that are not on strategic risions 16 CAP. The Soviet player deciares CAP missions first followed by the Allied player. (Usits of diferent natonalives can combine inthe same CAP sssion.) CAP units cannot be ‘activated during the Action Phase. Each aifleld or alrcrat carrier can assign a maximum of {four INT and any number of EW and AEW air units toa CAP raission.Iftwo or more carriers occupy the same hex, ot ciT- Fer is in an airtield hex, all CAP urits must be combined into single CAP mission As long as each airfield or carrier does tot assign more than four INT units a CAP mission, each iniceion cen coatain aa unlimited number of air units. Should ‘carriers providing air unis in a combined CAP mission separate (Gr leave an aiffield with which they combined in x CAP sion), he ong player must ek a th omnes: ‘Son and provide a separate CAP marker foreach curries an firild tht provided CAP was. CAP markers on airfields can never be moved. CAP rmaskers on carriers are moved as the carriers move ‘Special EW and AEW Restriction: A CAP mission wiih no INT units may never inate an atack CAP Display: Eoch player has a CAP Display for maintaining air units on CAP missions, The display consists of 2 e2rias of numbered boxes; CAP markers are provided to each player ‘corresponding to these boxes. Air units on a CAP mission are removed from the map and are placed in one of the boxes on this display, Tne CAP marker corresponding to that box is placed on the map in the hex from which the air units were removed. A hex can contain only one CAP marker. The number Of CAP boxes on the display is not a limit; a player with more CCAP missions than boxes oan use Blane counters to ereate new CAP markers 8.2 CAP AND AIR-TO-AIR COMBAT A CAP marker allows friendly air units to intecfere with the movement of enemy air units during the Action Phase. car cap a Aew 5 5 AEW and CAP: Ifa carrier bused CAP mission does not have an AEW unit in the mission, use the front (*CAP”) side of the CAP marker. If the mission contains an AEW unit, use the reverse ("CAP & AEW”) side. Always use the “CAP & AEW" side of the marker for CAP missions in sirfleld hexes, Range of CAP Missions: A CAP mission has a range of four hoxes (exclusive of the hex the CAP marker occupizs). Waen sanaciive enemy airunit or stack moves into ahex that is within range of a CAP mission, the moverrent of te enemy aif unit(s) temporarily cesses. The CAP player nas achoice: He can engage the enemy air units in Air-to-Air Combat in their hex, or he an do nothing. Inthe fist instance, Air-to-Air Combat between allthe units in the attecking CAP mission and all the defending enemy units is immediately resolved (gee 10.8). In the second Instance, ao combst tales place and the enemy units continue their movement. ‘A CAP mission can make # maximum of one atic against a given enemy air unit or stack in an Action Segment; however, ‘can perform other attacks against cifferent sir units im that segment. (There is, however, a negative die roll modifier if the 5th Fleat Rules, Page 16 (CAP missionmakes more than one attack pet Action Segment; Sco 10.8) The CAP piayer ean choose fo attack: enemy waits SS) tine they move into 4 hex or acivate within the CAP Tvker's range, Itt cid not attack ata range of four hexes, iteould atack sa range of thre, two, oF one, Tteunsot tack fnemy unis in the nee occupied by the CAP marker, Tho enemy air unit or sack that acivets fore an afield oc carter within ¢ exes of a CAP mission can be anacked In the hex where the ectivation occurs as soon as it occurs, “The ange of ‘renily CAP missions can over. enemy air onte activate or enter bex within range of to ot More EAP missions, the CAP player can ether combine his CAP fissions to atack the enemy wait or he san atack them Separate with each eligitle CAP mission. Enemy urits can iy atucked an unimited numberof times by CAP missions in EF Action Pause, bat they cam be aluacked by a given CAP sisson only once. Also, the enemy units can be atacked only fee per hes ‘Under some circumstances, a player whose units are being attacked by an enemy CAP mission can use his own CAP ‘Bission is the subsequent Air to-Air Combat; see 10 8. Other- Wise, CAP msi affect only eremy air unite moving or etvating within thelr range, never enemy CAP missions EAP missions can be assigoed © off-map airfields However, offmep CAP umis never affec: the movemeat of {um aif units on the map nor ean they combine in any way th on-map CAP mssions. Limitations to CAP Attacks: A CAP mission cxn intete an Unlimited number of combats aust different enemy sir unit frstacks during tne Acton Phase as long zs the CAP mission does not sufier an “*r”” (Retum to Base) result in combat. Units {nike Retim to Baxe box on the CAP Display cannot initiate combat ‘Airto-Air Combat between 2 CAP mission and enemy air anit is resolved before the enemy ar ants initiate any combat in tz hen into whch thy have just moved. If the enemy alt dls unvive AitaorAir Cuba, they can iii anata from that hex ean continue moving and then atteck. 4 2+ CAP Mission Attack Markers: After the first Air-io-Air Combet performed by a CAP mission, assuming it does not rerum to base, the owning player plses a AraC marker on top of those units on the CAP Display. Ifthe CAP mission performs a second AintoeAir Combat in the same Action Begment, the marker is Fipped to the "2~ Attacks” side and Temeips on is side until the CAP mission is forced 10 return to base or until the end of the current Action Phase at which time the marker is removed. A CAP mission making more than ‘one attack per Action Segment suffers a negative die roll modifier (see 10.8). (CAP Combat Values: Air units on CAP missions over airfield hhexcs use their full Anli-Aie values when initiating Air-to-Air Combat against enemy air units at any range (up 10 the four- hhex maximum range). ‘Arrunitson CAP missions over aireraft carriers may have their Ani-Air values modified. 1 ‘fom the carrier at ‘which a CAP mission inates Air-to-Air Combat against enemy ‘units and the presence of a US or no2-US ABW unit in the ‘mission can both affect this modification. The Aireralt Carrier CAP Chart list the modifications to Anti-Air values of CAP units on carriers, To use the chart, cross-reference one of the three columns corresponding to the CAP mission's curren: AEW status with one of the four lines corresponcing to the distance from their carrier (in hexes) at wach the CAP units are per~ forming Airo-Air Combat. The minimum combined Anti-Air value of air units on a CAP mission is one, even if this value ‘would normally be modified to zero by the CAP Chart NOIAKE EXCERION When ax aircraft carrier and fiiendly tired hex combine in a CAP mission, all CAP sts in that missen always use thelr fell AvaAir values at any range. In his case, the alrorat Cazrier CAP Chart ti not consulted. Example: The Allied player has a CAP marker ix tex A (or dafela) The Soviet player ativaes an air unis in hea F and ‘moves into hex E. Since ts her is within range of the CAP Infsion, he anil’s movement 1 halted and she Alte player as a Choice of aacking the Soviet uatt oF not. The Allied player eeides not to auack, so the unit continues 10 move, The a enix ‘moves into hex D and the Allied player again is tke choice 0 Gitack — aid again decides not io. The Sover player moves into trex C, and the allied player still declines to attack. When the Soviel player moves into hex B, the Aled player decides to attack and diro-air Combat Is resolved ihere. ier combat resolution, ‘he Soviet player, f fis unt survives ants allowed to connec the misson, has the option #9 continue moving ort inidaze en attack ‘Now assume that hex A nor cm afd bua wirereft carrie containing @ CAP marker wuhout an AEW unt. The combined Ania value of the Allied air urts in the mission is 9. If the Allied payer engages the Sovter unk ot four hex range, the modyied Ant-Air value of the CAP mission is 2 (9%5—2, rowtaing fractions down). At three hex range, the CAP mission's Inodifed Anteair wae would be 4 (19% H4—4, rounding don). Ar two hex range, the CAP mission's modifed ant-Ar value Would be 9 (19% 49, rounding dow). Ai one hex range, the CAP mission uses its pl Arteair value. 8.3 CAP AND $SM COMBAT Ife CAP mission containing an AEW air unit or aUS Fl+ INT anit isin the same hex os a surface unit being attacked by enemy SSM Combat, the CAP mission can aid in the defense ofthat surface unit see 10.4). This contribution takes place as long as the CAP unis have aot teen forced wo return 10 base. CAP mission thal assists against an SSM attack does not have CAP Mission Amack marker placed on it. 8.4 RETURNING TO BASE ‘Air units atacked by a CAP inission which suffer an result ere immediately picked up and returned to the airfield Or Aircraft Camier Display trom where they started, (They can- not be activated for the rest of the Action Phase.) If they bave moved more than half their Movement Allowance before suffes- {ing en “r.” they must be able to reach a friendly airfield that js within tangs of the remaining Movement Allowance or else they are destroyed. ICAP units suffer an “1” result in Airso-Air Combat, all the air units comprising that missioa are placed inthe Reta to Base box on the CAP Display, directly beneath their nosmal CAP tox. Units in the Return to Base box can perform no functions whaiscever during the remainder of the Action Phase. CAP ané Tactical Coordination Landing Phase: During this phase, all units on the CAP Display, includiag those in Return {fo Base boxes, are placed back on the airfield or carrier occupied by their CAP markers, The CAP markers aze then cemoved from, the map. CAP units can return to airfields or carviers that are damaged. If an airfield or carrier occupied by a CAP marker hnas been destroyed in the Action Phase of the current cycle, the air units in that CAP mission are eliminated in the CAP and, ‘Tactical Coordination Landing Phase. (They continue to per- torm CAP throughout the Action Phase in which their airfield fr cartier was destroyed.) Sth Fleet Rules, Page 17 9.0 Detection Detection isu means of pinpointing the Location of enemy surface or submarine units so they subsequently ean be attacked, ‘Aunit or stack that has been detected has a Detection marker placed on it. There are two types of Detection markers: Strategic and Local. Air units and bases de not need to be detected. 9.4 DETECTION ZONES ‘There are two types of Detection Zones: Limited Detection Zones, consisting of the hex occupied by'a uns plus the six hexes, immediately surrounding it; and Extended Detection Zones, consisting of the twelve additional hexes surrounding the Limited Detection Zone, Only surface and submarine units have Detection Zones; air units and bases do act. — Example: In the diagram chove, wit A hes a Limited Detection Zone in the hes tt occupies plus the sx lightly shaded hezes ‘around tt. It has an Extended Detection Zone tn the noeve darker Thaded heses around them ‘Determining Detection Zones: All submarines exert Limited ‘Detection Zones. All surface unis or tacks have both a Limited Detection Zone and an Extended Detection Zore. 9.2 PLACEMENT OF DETECTION MARKERS. ‘When a Soviet unt is detected, place « “Soviet” Detec- tion marker on it, when an Allied unit is detected, place en “allied” Detection marker on it, When a Detection marker is placed on 2 unit, it remains with thet unit and moves with it ‘wherever it goes until the Strategic or Local De‘ection Removal Phase, at which fime it may he removed. Fach submarine or surface unit or stack ean postess only one Detection marker (Girategic or Local) at any given time. Strategic Detection Segment: This segment occurs in the Strategic Detection Phase of AM Game Tums. For each ic unit ccurrenly on a Reconnaissance mission ina given zone (ee 7.3). the owning player has a choice during the Strategic Detection Segment (Soviet player first, Allied second): 1. He can place a Strategic (“Strat”) Detection marker on any enemy surface unit oF stack occupying the zone in which the Reconnaissance mission is taking place. (If the uaito: stack already has a Local Detection marker, lip ito its Strategic Detection side’) Noman excwTON He cannot place a Strategic Detection Imarter on enemy Surface units if those writs occupy oF are ‘adjacent to-a hex containing an enemy INT unit on 2 101 damaged airfield (whether it can be actveted or not). The French AIL, US £2, and Soviet T93D air units, however, ‘are exemgt from this resrietion ard san place Srarexic Detection markers on enemy surface unts regardless of their prosimity to enemy INT units. 2. He can autempr co place a Strategic Detection marker on any enemy submarine occupying the zone in which the Recon Inxissance mission is taking place NOTARE EXCEPTION: He cxnnot cite to place a Siraregte Detection marker on an enemy submarine that uri 3 Hated wehin four heres of ax enemy INT unit ‘To amtempt to place a Strategic Detection marker on an ‘enemy submarine, the player points to the submarine he wishes to detect and determines its owner (Allied or Soviet) ard type (SS, SB, SN, Noisy SN. or Deep-diving SN). He consults the Submarine Detection Table and rolls th die, cross-referencing the die result withthe column correspording to the submarine’s ‘owner and type. Do not confuse Deep-diving SN with Desp mode; sce 18.0. (This roll may be modifieds see below.) On aresult of “D,” 2 Strategic Detection marker is placed on the submarine (if it already has 2 Local Detection marker, fip it, to its Strategic Detection side). On a result of "=," te attempt has failed and no marker is placed. NOUR BICEPIONS: Air wns with ASW values of never attempt to detect submarines (Once an air unit on Reconnaissance has placed (or attempted to place) a Strtegic Detection marker on an enemy unit, itis placed in oneof the Return io Base boxes in the zone it oxcupies fon the Strategic Air Display (see 7.6), ‘Strategie Detection Restriction: A maximum of one Straiegic Detection attempt can be made agains! each submarine in the Stretezic Detection Sezment. However, more than one air unit can combine in an attempt to detect an enemy submarine. If 50, the detection die roll is modified (see below) ‘Local Detection Phase: This phase oecurs in all Game Turns. ‘Only Local Detection markers are place in this phase — never Suretegic Detection markers. 1. In this phase, a Local Detection marker is placed on each enemy surfece uniter stack that occupies the Limited or Extended Detection Zone ofa fiendly surface unit or sack, ‘or the Limited Detection Zone of e friendly submarine. 2, If an enemy submarine occupies a Limited Detection Zone during his phase ard she Fiendly surface unit(s) and/or sub- marine(s) exerting this Limited Detection Zone have a com- hined ASW value of 6 or more, the player owning the submarine must roll the die and coasult the Submarine Detection Tabic co determine if his submarine is detected. CCross-reference the die oll with the column corresponding to the submarine’s owner and type. (This die roll may be modified; see below.) On a result of “D,” a Local Detec tion marker is pleced on the submarine, On a result of *~." the attempt has failed and ao marker ieplaced. A maximum of one detection atterpt can be made against a given sub- marine per Local Detection Phase — even if the submarine cecupies the Limited Detection Zone of several enemy units. Units already possessing Local or Stretegic Detection markers cannot be further affected in this phase, even if they meet the requirements of local detection, Their current detec- tion seatas romains unahered ‘Action Phase: There are four ways Detection markers can be placed on units during the Action Phase: 1. Ifa surface unit or stack executes an SSM, Cruise Missile, ‘or ASW attack and iti situated in an enemy unit’s Limited Detection Zone after the atack his been resolved, place @ Local Detection marker on thal surface unit or stack, Ifa submarine executes 2 Torpedo, Cruise Missile, ASW, of SSM atiack and itis situated in an enemy unit's Limited Detection Zone after the attack hes been resolved, the sub- marine player must roll the die and consult the Sobmerine Detection Table to determine if his submarine is detected (This is performed exactly as inthe Local Detection Phase; see above. There is also an automatic modifier to this die roll; see below.) Ona "D" result, a Loca! Detection marker 4s placed on the submarine; on a "-" resuit, no marker is placed: Sth Flest Rules, Page 16 Example of Detection: Unit Ais am Allad surface anit with om ‘ASW valve of 4, exoring a Limized ond Extended Detection Zone ‘as shown. Assume the Aled uni already porseses Strategic Devection marten 10 it cannet be further affected. Unite B and E ‘are Sovier surface amis: units C, D, and F are Soviet submarine. In the Strategie Detection Segment of the Md Game Turn cause the Allied player has one Allied air wnit on a Reconnaizeance mision nthe gone, I anempre 10 detect submarine C end succeeds. Thus, a Strategie Detection marker is laced on this writ. In the Local Detection Phase of the AM Game Turn. @ Local Deretion marter ts placed on surface wit B eccuce i cocupiee an Potondad Dotetion Zone ofan Aled wi ood SAC The Allied player canno! tempt to detset submarine F because it ls nor situated in a Lintea Detection Zone exerted by an Alicd ttl) with a combined ASW value of 6 or more In the dotion Phase, Soviet submarine D moves in the path show at fl sped, thereby gaining @ Strategic Detection marker Decause it moved at full speed within ive heses of en Aled we. ‘Surface unis E moves inthe tndlocted path, thereby gaining @ Local Detection morker Because it moved directly from oe Aliad Extended Detection Zone to enother. Finally, submarine F execwses 2 Tarpedo ereck againe the Allied unl. Asnuming the Allied anit Sursioee tho amack, the players mast inaediatly consult the Submarine Detection Title te see if submarine Fis detected. Ifit is @ Local Detection marker is placed on i: 2. At the moment an enemy surface unit or stack moves directly from one Limited or Extended Detection Zone exerted bY 2 friendly unit(s) into another Limiteé or Extended Detes- tion Zone exened by the same unit(s), a Local Detection marker is placed on the enemy unit or stack. If en enemy submarine moves from one Limited Detection Zone exerted by friendly units with a combined ASW value of 6 ot moze tp another Limited Detection Zone exered by te same unis, the submarine player aust roll the die and consult the Sub- rarine Detection Table to determine if his submarine is detected. (This is performed exacily as in the Local Detes- tion Phese; eee above.) On a “D” result, a Local Detection marker is placed on the submarine; on a ‘‘=" result, 20 ‘marker is placed. A maximum of one detection attempt per ‘submarine is permitted each Action Phase for this reason, even if a submarine moves from more than one Linnited Detection Zone to another. 3. A Strategic Detection marker is placed oa a submarine that is moving at full speed (see 5.3) if it stars its movement for enters any hea Gusing its movement that is within five exes of an enemy surfice unit or submarine. 4, Atthe momenta surface unit or stack enters an undestroyed enemy’ close defense or bese hex, or a hex adjacent to an Undestroyed enemy close defense or bare hex, place a Sirategie Detecion masker on it, Submarines arent affected by enemy bases or close deferse hencs fa unit already has a Strategic Detection marker, it can- not he further detected during the Action Phase. IFit possesses 2 Local Detection marker, it is not further detected unless it fulfils the requirements of Strategic Detection, in which case its Local Detection marker is fioped over ta its Suategic side, Submarine Detection Table Modifiers: There are several ‘modifiers to Submarine Detection Table die rolls (all meditiers are cumulative) = d: Detection atterapt against SN that just executed SSM o Cruise Missile Combat. (A. Soviet Noisy SN executing SSM Combat is auiomaticaly detected.) 4: Detection attempt against $S that just executed any form of combat Detection ettempt against any submarine in restricted water hex or ageinst SN or SB in shallow hes. 3: Detection attempt against SN that just executed Torpedo or ASW Combat = 3: Deteccion atemp: against submarine during tae Acuity Cycle while that submarine 1s situated in a Limited ‘Detection Zone exerted by enemy units whose combined ASW value is 26.07 more; of detection attempt against submarine daring the Strategic Detection Segment by enemy air units whose combined ASW value is 8 or more. 2; Devection attempt against submarine during the Activity Cycle while that submarine is situated in a Limited Detection Zone exerted by enemy units whose combined ASW value is from 1810 25; ordetection attempt ewainst submarine daring the Strategie Detection Segment by enemy sit units whose combined ASW value is 6 or 2 5th Fleet Rules Page 19 =: Detection sttempt against submarine during the Activity Cycle while that submarine is situated in a Limited Detection Zone exerted by enemy units whose combined ASW value is from 100 17; oF deiection atemps against submarine during te Sirategic Dewction Segment by enemy air units Whose combined ASW value is 4 or 5. +2: Detection attempt against submarine in Deep mode (Advaneed Game only; see 19.0) 9.3 DETECTION RESTRICTIONS ‘Submarines: The detection status of submarines is determined, individually. [f several submarines within the same hex are detected, each must be assigned its own Detection marker. ‘Undetected submarines entering a hex with a detected submarine remein undetected. Thus, it is possible for a hex to contain both detected and undetected submarines. A submarine can never have more than one Detection marker. Surface Units: The detection of surface units is determined by hex, When a Detection marker is placed on a surface unit, all surface units im the hex ae inumediately detected. Ifa surface Unit or stack tha ie noe detected ends an Action Sogment inthe same hex as a detected surface unit or stack, the undetected unit Or stack is immediately detected. (Simiasly, if « surface unit or stack that has a Lccal Detection marker ends an Accion Segment in a hex with 2 surface unit or stack possessing a Strategic Detection marker, the Local marker is removed and all unis in the hex are detected strategically.) The reverse is ako true: A detecied surface unit of stack ending an Action Segment inthe sume hex as an undetected surface unitor stack immediatcly causes that unit or stack to be detected, If «stack of detected surface units is activated into seperete forces, al the separating units are deiccted and Detection markers are placed in all heres in which these units end their movement, Undetected surface units that end an Action Segment inthe same hex with a detected submarine are not detected and vice versa. Submarine detection status dees not affect suriace detection status 1 Group is detected, all units comprising it (and any ther surface units in thet hex) are detected, A surface unit ot stack can never have more than one Detection marker Bases: Bases are automatically detected at all times. However, submarine and surface units occupying bases must be detected to be attacked, 9.4 EFFECTS OF DETECTION ‘Surface or submarine units must have a Detection marker (cither Local or Strategic tobe attacked, Should a detected sub- marine occupy a hex with an underected submarine. only the detected unit eam be attacked. ll surface anits in a hex com= taining « Detection marker can be attacked, 9.5 REMOVING DETECTION MARKERS Detection markers can be removed at :wo differen times in the Game Turn. Strategie Detection Removal Phase: Ths phese occurs daring Night Game Tums only. In this phase, Strategic Detection markers are removed from surface apd submarine units with the fellowing exceptions: 1. Ifa surface unit with a Sustegic Detection marker i situated in anenemy Limted or Exenied Detection Zone atthis time, Alp the Strategic Detection markerto its Local Detection side 2. If submarine witha Swategic Detection marker is situated in anenemay Limited Detection Zone exerted by enemy units with a combined ASW value of Gor more at his time, fp the Strategic Devection marker wits Local Devetin side. {Do not consult the Submarine Deection Teble.) 43. Ife surface unit witha Strstezic Detection markers sitzated inor within three hexes of sm enemy clase defence or base hex, the Stratogie Detection marker romeins in plece. Local Detection Removal Phase: This phase occurs i ll Game ‘Tums. In tis phase, Local Detection markers are removed from surface and submarine anits with the following exceptions: 1. Ifa surface unit with « Local Detection marker is sitaated ian ciety Limited or Exeraa Detextion Zone al is ine the Local marker remains in place 2. Ife submarine with a Lcal Detection marker i situated in anenemy Limited Detection Zone exered by enemy unite with a combined ASW value of 6 ot more at this time, the Local marksr remains in plaes. (Do not consult the Sub: marine Detection Table.) If a surface unit with @ Local Detection marker is situated in or within three hexes of an enemy close defense or base hex, the Local marker remsins in place. 3 10.0 Combat ‘There are six kinds of combat: 1. Torpedo 2, Surface-to-Surface Missile (SSM) 3. Cruise Missile 4. Bombing 5. Anti-Submarine Warfare (ASW) 6. Airso-Air ‘The first five forms of combat are resolved using the (Combat Resalts Table and the last type on the Air-to-Air Combat Results Table. 10.4 INITIATING COMBAT Only an active unit or stack car initiate combat. To do so, the owning player states the type of atack and the target Surface Units: Enemy surface units must possess Detection, markers before they can be atzcked, A surface unit can perform, up to tWo attacks during its activation, each of which must be adiffereat type. Surface units activated together are considered, a single unit for combat purposes — regardless of how many units comprise the stack, itis sill limited to two attacks per activation. Units of different nationalities ean perform combat together, ‘Submarines: An enemy submarine must possess 2 Detection ‘marker before it can be altzcked. Each submarine attacks and is atacked separately. ‘Air Units: Air units never possess Detection maskers. They ‘can be attacked by Defeasive fire in Bombing Combat and by enemy air units on CAP, Bases: Bases never possess Detection markers. They can be tacked by Bombing and Cruise Missile Combat. Units in a base must be detected before they can be attacked. 5th Fleat Rules, Page 29 40.2 COMBAT VALUES ‘The values printed on surface, submarine, and air units are deseribed below eg mg | leur 23) es yoy, fee | | Pe se Bo NW | | War a “Movemen’ allowance: The maximum number of hexes ¢ unit ‘can. move during its activation a2] [ee Sad] | PRT (@ ovr ve Defense Value? A measure of 2 unit's ability to withstand damage, Air units do not have 2 Defense valte © can arincx vas f a] mance aE St tee 3 wee | | ete | | ote |S setinner ‘SSM Value: A quantification of a unit's SSM capability. Units also have an SSM Range, which is the maximum distance in hexes it ean be from its target to launch an SSM attack (do not count the hex occupied by the attacking unit). An SSM attack Imusttake the most direct route tothe target (it eannct zig-z0g). ‘Some units have an “S$” preveding dir SSM Range, incicating that their SSM's are "‘sca-skimmers.” Some units have a “last SSM” indicator by the SSM range, Some units possess both the “‘sea-skimumer” and the “fast” SSM’s. Some aitunits have special symbol (a colored stat) instead of SSM values, indicating that they have a limited SSM capability (see the Advanced Game, 16.4). ces Lo : 1) Us sB asw St] |Pet| |et “a | (© =Nonystmarae ctor _m =Decpsig stare ASW Value: A quantification of a unit's ASW capability. Some Soviet submarines have a special “Noisy” indicator (acolored circle) over their ASW values. Other Soviet SN's are “Deep diving” nd have a colored square over a "D” next to the ASW value. US $B’s have parenthesized ASW values, indicating that these values cannot he used in any form of ASW Combat ama CLOSE ANA oa sie wate ‘Long range” Area Anti indice Anti-Air Value: & quantification of a unit's anti-aircrat cap- ability. An air unit has @ single Anti-Air value. A surface unit thes two values: Close and Area. Some US surface units have « special symbol (a colored box) over their Arca Anti-Air value, indicating that they have a “longerange” capebility ims] final lege "ae =| |i gore | fae | oe ° ia MSN] [esd] | None 8 | cole rorBO Special Value: A quantification ofa unit's capabilities ine kine lof warfare tnique to is type. Air units have e Bombing value; surface combat units have a Close Combat value (see 20.0) and submarines have a Torpedo value. aN Leer We N 2 vigiony ‘Sar Ge f Pret wee @ wo & Victory Point Value: AA, SC, FC, ET, FT, and MP units have @ Victory Point value, This valut is never used in combat aml free] [gem ‘tay | | eid Padi, | ml uneueene eo Ae 20 We 2 Minesweeping Value: All minesweepers have a Minesweeping yew] | wescee | [ae 9] Crise missile i ot | | ioe Tnaiator Paw ioe 7 Past Cruise Missile Indicator: Some sarface units, submarines, and alr unis have a silhouette of a cruise missile on their counters, Which indicetes thatthe unit can perform Cruise Missile Combat. ‘This Is @ MKt0launchor with two STANDARD $N-1 ER missiles: the weapon reproeanted by tho “LongRenge” Ares Antiir capability of some US. ships. Sth Fleet Rules, Page 24 “EERE LA Interceptor Air Units: Prior to activating INT air units, the ‘owning player specifies the role he wishes his INT units to per- form during their activation, This declaration affects the INT Unit's combat values. (Non-INT units always use their printed values.) There ure thrce choices: 1. Fighter: The INT unit uses its printed Anti-Air value, but its Bombing and SSM values are 0. (Ifa player dees not specify a role for his INT units prior to activation, they sulomatically assume a fighier role.) 2, Bomber: The INT unit uses its printed Bombing and SSM. values, but ts Anti-Air value is 1. 3, Fighter Bomber: The INT unit's Anti-Air value is oqual to. half its printed value (round fractions down); ts Bombing and SSM values are reduced by one-halFalso (its SSM Range 's unafeced), 410.3 TORPEDO COMBAT Torpedo Combat can be performed under these cireum- stances: 1. The attacking unt is an aciive submarine thats not docked; 2. The target must be a detected enemy surface unit or stack, that is not docked; 3. The attacking submarine must be adjacent 1 the target; 4. The attacking submarine can attack only one hex, even if, i adjacert 10 several enemy-oecupied heres. NOTABLE EXGEPTON: A surface unit cannot be anacked IF ir ix Separated from te attacking submarine b9 a full land hresside oF a blocked hexside Resolving Torpedo Combat: Follow the procedure below to resolve Torpedo Comat PREPARING FOR ATTACK 1. The attacker determines the Torpedo value of his attacking submarine 2, The attacker can chocse one or two surface units in the hex. as targets. A surface unit can be a target a maximum of once per Torpedo Combat, 13, The attacker can split up his Torpedo value in any way he ‘desires. He tells the Jevender how many pois of te Value will, be applied against each target. If only one unit is the target, the Whole value is applied against i. DEFENSE DIE ROLL 4. The defender selects up to dhree units in the target hex (including submarines, if any) and adds their ASW” values ogether. 5. The defender rolls the die and consults the Combat Results Table, cross-referencing the cesult ia the “Defense” column with the “Combat Value” coluran corresponding to the ASW. value calculated in step 4. The following dle roll modifiers are applied (all are cumulative): ‘+ Ifat least one (not necessarily both) of the targets chosen in step 2 belongs to 1 Task Force, the defender adds 2 to his Defensive die roll. * fall targets chosen in step 2 do not belong to a Task Foree ‘or Task Group, the defender subrracts 4 from his Defensive die roll. ‘Ifthe atacking submarine occupies u resirioted water hex (or is an SN situated in a challow hex), the defender adas ? t0 his Defensive die rol, © If the attacking submarine possesses a Local or Strategic Detection marker, the defender adds 2 to his Defensive dia roll ‘A cesult from 0 to 11 will be found. This is the Defense snodifier and should be noted tor later use NoMeU EKOWTON Fall units in the target hex have ASW Saluet of," mo Defense le ot tates place. Sip eps ¢ and 5. . n REOWVNG ATTACKS 6. The attacker states a target unit and the number of points from the Torpedo value applied against it us declared in step 3. He rolls che die ard subtracts the Defease modifier (cale- lated in step 5) from the coll. (Note that this modifier is applicable to each of the atacker’s die rolls, not justtothe first attack.) The following modifier is applied w the die roll: * Ifthe hex occupied by the enemy target unit(s) hes a friendly Tactical Cooreination air unit assigned toi, the altacker adds 110 his die roll (s0e 7.4), ‘The attacker cross-references the modified die roll in the “Attack” column with the "Combat Value” column gorrespoad- ing to the number of points applied to the attack. The combat result will bo» number from 0 to 11. 7. The combat result is compared with the Defeuse value of the target unit. Damage or descrvction is applied immediately (see 11.0). ‘The atacker performs steps 6 and 7 foreach target declared in step 2 8. Afterall targets declared in step 2 have been attacked, the combat is over. If necessary, the players consult te Submurine erection Table 10 see if the atacking submarine is cetected er 9.2), ect) — oer awe | $ masw vaLue wed Example of Torpedo Comba: Te dee Set SY Lac (Torpedo ate) ses Torpedo Conba agains a detected US fa cng fe i el) Cn (Beene 3: Se and Bee gene 1490 I Hoe IRE ins ren Gop, ene tn Cok oe sled ts teres, te pots cel against Cok and 9 saat tite 261922 lorpedo vu of The Aled player adds up the ASW volue of hs tree wns (15) and rots the die, obiciing a-4. Since nore of the targets are lina Task Group or Force, 41s subtnacies from tts rll. Ao, Lc is currentty deteced, so ? is adéed, velding @ final die rell Of 2 (4-44.22). Crosireferencing 2 im he Defense colurn with {he “15 0 20° Combat Value column sields a Defense modifier of 3. Luchr now aacks Cook witn 3 points, The Soviet player rolls @ 0. Subwacuing the Dejense melifier of 3, a final die rll of 3 iy the rest. Crossreperencing =3 in the Auth column vith the “3” Combat Value eolunn yieids a recut of 0, Thus, Cook i not damaged. Linen it now aracked with 19 pois, The Sovier player rolls 4, which is reduced to 1 due 10 the Defense modifr (~3). Grosseeferencing Tin the Anact colon wit the "10 to 2 Combat Value colun produces a final recul of 2. Linen suffers no damage and the combat is over Sth Fleet Rules, Page 22 40.4 SURFACE-TO-SURFACE MISSILE (SSM) COMBAT ‘SSM Combat can be performed under these circumstances: 1. The initiating force ix an active surface, submarine, or ait unit (or stack of surface oruir units) The atacking unit must fot be docked, Close defense hexes can also perform SSM attacks (see 10.9), ‘The target of the uitack is a detected enemy surtece unit or stack that is not docked. Bases cannot be attacked by SSM Combet 43. The target must be within the SSM Range (ia hexes) of the attacking uni 4. Submarine and surface units conrot attack across a full-land oor blocked hexside. The path between the atacker’s her (exclusive) and the target hex (inclusive) cannot transit restricied water ex. Air units are exempt from these restrictions. 5. The unit (or stack) performing SSM Combet can attack targets in one hex only. If a stack of units performs SSM ‘Combat, not all the units within the stack need participate. Positioning of Defending Units: Immediuely before SSM Comsat is resolved, the defender can adjust the pesitions of his ants within the defending stack as he wishes. Units in different Groups must remain separate from each other and from other units in the same hex. Once combet resolution begins, the defender can ao longer reposition his units Resolving SSM Combat: The SSM Combat procedure is oui- lined below: PREPARNG FOR ATTACK 1. The anacker determines the combined SSM value of all untis participating in the attack and announces the target her. ‘ Ifmore than half of the uaits coatributing their SSM values to the attack have “scurskiminer” SSM's, the attack is con sidered a sea-skimmer atiack. If only one unit is atackin itis a sea-skimmerallack if tat unit has sea-skimmer SSM’, ‘© Ifmore than half of the units contributing their SSM values to the attack have “fase” SSM's, the attack is considered a fast SSM anack. Ifonly one unit is atacking itis a fast SSM attack if that unit has fast SSM's. f= An SSM attack can be toth sea-skimming and fast. 2. The defender can reposition the units in the target hex. 2 3. The attacker rolls the die to determine which unis can be selected as trgets © n an even roll (not counting 0), only units in the top half of the defending stack can be chosea as tangets; on an odd toll aot courting 9) only unis in the Bostore half ofthe stack ‘canbe choset a5 eargels, In stacks containing on od number of units, the “top” ofthe stack includes the unt cireely in the middle. (For example, ina stack of three units, the se2ond ‘nit from the top is considered im the top ofthe stack.) If there iSoaly one uaitina defending stack, it can always be chosen asa targa, but the atacker mint stl ol the die, The stacker an choose any or all of the units inthe eligible half of the defending stack 28 target. «Ir the attacker rolls 1 (0:9, the defender chooses one of his surface units in the targe hex as the target ofthe atack, In this case, the atacker is not permite to select his targets In addition, the atlacker aust subtract 6 from his subsequent cle roll (S2e below). 4, The attacker splits up the SSM valve as he wishes and tes the defender now many SSM points wil be directed apaiast each target. If there is only one target, the entire valve is applied gaint it. A given target can be atacked only once per SSM ‘Combat, butt caa be atacked several times by different enemy ‘tive unils in the same Action Segment, DERE DIE ROLL 5. The detender combines the Anti-Air valucs of his units as follows: ‘A.Add together the Area Aati-Air values of all surface units in the hex. Ifthe attack is 2 sea skimmer attack, the Arez ‘AaticAir values of all surface units are muiplied by one- hhalf round fractions down). If air units are performing the SSM attack and they execute their atiack in a hex adjacent to the target hex, all surface units in the iagget hex with a long-range Aree Anti-Aiz capability (denoted by a colored square) have their values multiplied by six. TOVARE RCIPION Shp sep A [the target tv @ reeled water het, ‘RL Add together the Close Ant-Air valves of all surface units that are targets of the SSM attack (as determined in stp 3). Ifthe attack is 0 fast SSM attack, this sum is multiplied by ‘one-half (gound fractions down), C. Add the Close Anti-Air values of the units stacked direetly ‘beneath the target units, If the artack 1s a fast SSM attack, this sum if muliplied by one-half (round fractions down). NoTsat EXCH: [fu unit Deneath @rarger is also 3 target, do not add in tis Close AnicAir value. A art's (Clase Anti Air value can only Be edded in once per SSM Combat. also, a unit on the op of a stuck is considered Stacked “Peneath the wut on the bostars of the stack. ‘Deus, all unis in stack have a unit siacked “beneath” them. if here are teveral Groups ir a hes, they cannot lssts each other as desorbed tn sep C. Finally, fa unit ‘sacked directy beneath a target has an Ans-dir vole of ‘Nit eontraes nothing 10 the defense of the tage. RR eae ec aT D. Add in the Area Anti-Air values of any friendly surface units fn hexes the enemy SSM aftack transited on its Way to the target hex. In addition, if an enemy SSM attack’ passod through ary hex within noo hexes of fiendly surface units with @ long-range Area Anti-Air capability, add in these Values. A tnt can coniribuie its Area Anti~Air value inthis Step only if itdoes not occupy the target hex ané oaly ifthe SSM attack 1s mitted ut 2 range of greater then one hex. Eligible units can contribute their values a maxireurs of once rer SSM attack. 6. ‘The defender combines the values from step 5. He rolls the die and consults the Combst Results Table, crosssreferencing. ‘the die roll in the “Defense” column with the “Combat Value” Column corresponding to the sum from step 5. (If the step 5 ‘som is 0, no Defense die roll takes place.) ‘The following die Toll modifiers are applied (all sre ex smulative): '* If as least one (not necessarily all) of the targets chosen in step 3 belongs to a Task Forse, the defender adds 2 to bi Defense die roll ‘+ Ifa targets chosen instep 3 do not belong to a Task Group ‘or Task Fores, the defender subsracts 4 from his Defense cit roll. 4 Ifthe attack is nota sea-skimming attack and the Allied player has a CAP mission over the trget hex containing at least te FI4 INT unit, he adds 1 to his Defense die rol. + IF there is a CAP mission over the target hex containing at Teast one friendly AEW air unit, the dsfender adds 2 to his Defense die roll 4 Ifthe attacker has at least one EW air unit in the atacking stack, the defender subrract: 2 from his Deferse die roll “The result on the Combat Resuls Teble is the Defense modifier, which should be noted for fume use. RESOLVING ATTACKS 7. The attacker now resolves his SSM atacks one at time (as declared in step 4). For each attack, he rolls the die end ‘om Fleer ules, Fags 23 immediately subtracts the Defense modifier from the result. (The modifier is subtracted from every attack cie roll made during the combat, not just the first one.) He consults the Combst Results Table, cross-referencing the modified die roll in the “Attack” column with the “Combat Value” columa correspond ing to the number of points trom the SSM value applied to the attack. The combat result will be a number from 0 10 11 8. There are several possible modifiers to the step 7 die roll (ip addition to the Defense modifier): © If the hex occupied by the enemy target unit(s) has a friendly Tactical Coordination air unit assigned toi, the attacker adds 1 to his die roll (see 7.4), + lf the target units occupy a restricted water hex, the attacker subtracts 4 from bis die rol. If the target units oecupy a coastal (non-resricted water) hex, the attacker subiracts 2 from nis die rll If an SSM attack is initiated ata range of two or more hexes against a target and, at the moment of combat, there are no surface combat or submarine units owned by the attacker in ‘hex adjacent to the target hex, the number af hexesherween the attacking unit (exclisive) and the target units (inclusive) fs subtracted from the attacker's dic rell. This modifier is ever applied in SSM artacks initiated ata range of one hex, even in SSM attacks by air units If the attacker rolled 0 or 9 in step 3, 6 is subtracted from the attacker's die roll, 9. Compare the Combat Results Table result with the Defense value of the target unit. Damage or sinking is immediately in- Acted (see 11.0). 10, ‘The attacker performs steps 7, 8, and 9once for each target declared instep 3. Aer each target has been attacked, the com bat is over. If necessary, a Local Detection marker is placed onthe attacking units. (fa submarine executed the attack, the players may be required to consult the Submerine Detection Table; see 9.2.) 40.5 CRUISE MISSILE COMBAT Cruise Missile Combat can be performed under these circumsta 41, The mitiating force is an active surface unit (or stack) con- taining at least one unit with 2 cruse missile capability (that is, possessing a cruise missile indicator on its counter). The imitating force can also be @ submarine or air unit with a cruise missile capability. 2, The target of the atack is an enemy airfield, port, or close defense hex. (Enemy surface or submarine units cannot be attacked by Cruise Missile Combat.) If a player attacks a hex witha poriairheld combination, he must specify whether hes attacking the por or the airfield. Off-map airfields can be attacked by cruise missiles. 3. US cruise missile atacks can be made against targets up 10 25 here vay. Sovie crue miele nck canbe made ‘against targets up to 18 heres. The path between te attacker and the target does not have to be as straight as possible and it can transit any type of hex or hexsice. In attacks against ‘off-map airiclés, the distance in hexex between the map and the airfield must be taken into accourt 44, The atacking unit o stack can initiate Cruise Missile Combat against one enemy target only, even if itis within range of more than one target hex. Not all cruise missile-equipped units in a stick need participate in an attack, Cruise Misile Attack Values of US Units: The atack value ‘of aUS cruise missile unit is equal to one-helfits printed SSM Attack valve. Ifthe unit is damazed, its Cruise Missile Atack ‘value is its damaged SSM Attack valve, makiplied by one-half (round fractions dow). For example, the Cruise Missile Atack value of the US CG Mispi is 6 when undamaged and 4 when damaged, If astack of surface units is executing Cruise Missile ‘Combat, ary or all of the cruise missle-equipped units within that tack can combine their Cruise Missile Atack values into a single sum to perform the attack. Notas txewnone: The Orise Missile took val of the US BB Wison is equal fo is printed SSM Attack naieer (thar iz, 12 when weidamaged and 9 when damaged) Also, the Critte Missle Artact salue ofthe US BS ie 1B when undamaged ard 12 when damaged. moto aman aut a8 eves vue oe AeA aan vue fe] Example of SOM Combat: The US FF's ler, Fitch, and Cook (each SSM ‘stack: & 88M Range: 2; all cauckiners) are sHevaied nao hezes away jrem a detected Soviet Task Group consisting of the CG Pato [Area Aatisir: 4: Close Anti 6) tnd the DD Ofieh (Area Aniadir:§: Close Ant-Air: 6: Defense: Tre Allied player declares an SSM avack. The combined US Vale i 34. The led player rells the die ard obzains a 1. Indlearing shat he ean attack Ouch only’ (the anit et the boviom of ‘he stock). Tout, all 24 SSM pointe are applied against Oich The combined Aven Ania values of oe Sovie write fe 9 Since this ise t0c-stimming attack, this number is multiplied by one-half te 4 (rounding factions down). The Soviet Clone Anti-Air value sum is 12. (Even though Oilen is et the bottom af the sack, the Soviet playar ca contribute Parto’s Clave Antialr value because itis on the top of the stack and thus is considered "beneaih’” the betiom unit.) Trus, the Soviet player's Defense sum is 16 (612 = 16). The Sever player vols ¢ de and ger 2 0. Crosurafurancing O on the Defence celuron vith the “D4 18" Cambat Value colunn gives a Defense modifier of 2. ‘The Allied player row citacks Otlch with 24 point. He rolls the die and gets ¢ 9. The Defense meifier (2) is suberacted fram this evils, and an addtional 2 is subtracted because the attack 1s {at naoshex range and there are no Allied units currently adjacent to the target her. The inal die result is 3 9-2—2=5). Cross referencing S on the snack coum with the “19 te 24" Combat Value colin Yslde a reals of 5. ONch ie sarefore cunk (oe 110) The combat is now over Cruise Missile Attack Values of Soviet Units: The Cruise ‘Missile Auack value of ll Soviet submarines in 9 (undamaged) ‘and 6 (Gamaged). The Cruise Missle Atack value of the Soviet, ‘T99H and 100 air uns is 12 (undamaged) and 9 (damaged). Resolving Cruise Missile Combat: The Crise Missile Com- bot procedure is outlined below: PREPARNG FOR ATTACK 1, The atacker determines the combined Cruise Missle Atack, ‘value of all units participating in the atack and announces the enemy target hex (within range) that be will auc. DEFENSE DIE ROLL There is no Defense die roll in Cruise Missile Combat. RESCLVING ATTACKS - 2. The attacker rolls the dic and consults the Combat Resulis ‘Table, crosseferencing the die roll in the “Attack” column, with the “Combat Value” column corresponding to the com- bined Cruise Missile Attack value determined in step 1. 3. The following modifiers may be applied to the die rll Ifthe target hex has a CAP mission with a combined Anti- Air value of 18 or more, the attacker subtrads 2 from the die roll. ‘* Ifthe target hex has a CAP mission with a combined Anti- ‘Air value of 910 17, the atacker subtracs I from the dic roll, 4. The result will be a number from Q to 11. Damage or destruction ofthe target hex is immediately inflicted (see 1.0). th Fleet Rules, Poge 24 “Tre attack now over. necessary, a Local Detection marker ‘iploed on the alckiag unt. (Uf de attacking unit was a sub- marine, the playets may be required to consult te Submarine Detection Table; ee ©2) 2 Submerines Name ssu ron cM] =Cruise Missile Albry (SN) 2 N 2m a Cruise Missile Ammunition: In oll scenarios, the quantity of ‘gumunition aveileble o ruise missile units is limited. In Basic Game Scenatios, this information is proviged in cach game’ special rules, Inthe Advanced Game, players must record cruise mristile expenditure even ifnot using the Logtstics optton. The Bomber of Cruise Missile attacks a unit can perform is listed fon the player's Logistics Roster. Each time a unit participates fra Cruise Missile attack, the owning player should check off fone of iis ciscles under the “CM” (Cruise Missile) heading. When al of ts CM circles heve beea checked of, itno longer “amparticpate in Cruise Missle Combat fr ihe rest of the gare 2°] [26 | mow amc yauusrogsone = Tai ERAS Wed Past xample of Cruise Missile Combat: 4 stack of US surface ants consisting of he BB Wisen and the CG Misph is performing & Cruse Missile crtack. Mispi ts demaged, so the combined Crise Missile Anack yale of the sack is 16 (12=4= 16). (Remember the Mispi's value ts equcl 10 one-half it printed SSM Antack Stlue ) The Allied plaver decides to attack the Soviet port of Aden, which ts situated 24 heces any jrom the sack. The Alled player, foils the de-and obtains a 0, Crosereferencing 0 on the “Anack Cman with the “Td to 18” Combar Palue column yielas ¢ result Of Thus, Adan is nox damaged and the eweack is over. 40.6 BOMBING COMBAT Bombing Combet can be performed under these cizeur™ stances: 1, The initiating free isan active air unit or sack, 2. The target of the arack is an enemy airfield, port, close defenve hen, ora detected enemy surfice unit (oF stack). Of fnap sirfids caniot be atacked by Bombing Combat 3. The attacking ai unit must be in the same hexas the target “4. The atacking unit can intite Bombing Combat aguinst one texoaly I camnct slit its Bombing value to anack diferent tenes, fa stack iniiazes Bombing Combat, sot all units in the stack need participate, 5, Once an air unit has completed a Bombing ateck, t must Continue moving buck to a friendly airfield or carrier. If i ous nox nave the Movement Allowance to 60 80, it 38 aestroyed [RMB Attack Restrictions: BMB sir units canzot perform Bombing Combat ageinst enemy surface units, They can make a Bonbing stack orly agains: an enemy dase or close defense fax (fthey possess SSM values, hey can perform SSM Com bat against enemy surface units.) INT and ATK air units can ake Bombing stacks against enemy bate, close defense heres, or surféce units. Attacks Ageinst Bases: A Bombing attack against an enemy tase or close defence hex cannot be combined with an ateck esinat enemy surface units situated in that same hex and vice Sina). The attack must be made agunst the base/close defense ex or tiesurface units, net both. Ifa player attacks a hex with E pomairfield combination, he must specify whether attaching the port or the airfield Positioning Defending Units: Immediately tefore « Bombing tack ogaimstsurfae Unite i resolved, the defender can adiust the positon of his units within the defending sack as he wishes. Units in different Groups must remain separate from one another and from other units in the hex. Also, docked units can never be repositioned with unsdocked units although both docked and ‘undockee units can be positioned in their separate stacks. Once the combat begins, the defender can no longer reposition his, units. ‘Bombing Combats The Bombing Combat procedure Is outlined below: PREPARING FOR ATTACK 1. The attacker determines the combined Bombing value ofall participating Units and announces the hex he will attack, 2, If the attack is against surface units, the defender can ‘reposition his units within a stack. 3. The attacker can choose any or all surface units in a hex. ‘Bs targets (including docked and undocked units in 2 port). If the attack is agains! a base, only the baie can be the twiget 4. The attacker splits up his Bombing value as he wishes, tell- jg ths cefender how many peints will be applied to each target. There is only one target, the whok: value is applied against ii, A piven target can be attacked only once per Bombing Combat DEFENSE DIE ROLL 5. ‘The defender combines the Anti-Air valuzs of his units as follows ‘A. Add together the Ares Anti-Air values of all units inthe hex. THOUBE BKCERTONG, [fhe forget unit oscupy restricted Mater hex. skp step A. Also, if he sarge: is ax enemy base tora close defense hex, enemy surface unts sitated 1 that fase. nhetier they are docked or not) or hex cannet foniriuce their Area Anti-AWr values 10 the defense B. Add togettr the Close Ant-Air values of all sucface units ‘at are the targets of the Bombing atack (es declere in step 4), whether they are docked or Undocked. Ifthe target is a base or clove defense Rex, use is Close AntiAir value (printed directly within the hex) only; sariace units situated {hat base eannct coatsbute their Close AnrieAir values to the defems. Ade the Close Anti-Air values of the units stacked directly beneath the target units. ee TOTAGLEEXOA MINE [Fa unis boveath another target is also a Taraet. do not add ints Close Anti-dir vane. A wnt’s (Cisse Antiedir value can be added in only ce per Bombing artack, A uni’ on the top ofa stack is considered ‘Rocled "benedth” the unit on the boom ofthe stack, ‘Thus, oll une ina stock have a unit stacked “erect them, Note thet Groups the Same hex canot assist cad ther in step C. nor ean decked ships assist undocked ships (and vice versa). Finally, If. uni stacked directly beneath WMlarget has an Anieair value of °N,” i eoveribaces nothing tothe deferse ofthe sarge ‘Dif a least one ofthe targets isa docked surface unit or stack) Suated in a por hex, the base's Close AntiAir value is fdded to the Defence sum, ever though the base itself is not being attacked. If all surface units are undocked, the port does not add in its Close Aati-Air value IR, Add in the Area AntiAir values of any friendly surtace units jn hexes through which the atacking enemy air units passed fom thei way to the target. Also, ifthe attacking enemy air nits pessed through any hex withia neo hexes of friendly frfase units with “long-range” Azea Ant-Air capability, dd in the Values of these unis. unit ean contribute its ‘Area Anti-Air value inthis step only if it does aot oczupy the target hex. Eligible units can contribute their values & mmaxinim of once per Bombing attack. 6, ‘The defender combines the values from step 5. He rolls the ie and consults the Combat Results Table, cross-referencing Sth Feet Rules, Page 25 the die rollin the “Defense” columa with the “Combat Value” column corresponding to the step 5 sum. (If the Step 5 sum is 0, no defense cie roll hes place.) The following modifiers apply to this die roll (all modifiers are cumulative): f= Ifat least one (not necessarily all) ofthe target units chosen in stop 3 belongs to a Tusk Force, the defender adds 2 to his Defense die roll. (This modifios is not applicable in attacks against buses or close defen liexes.) Remember that docked surface uniis can fom a Task Force. ‘© Tfal! targets chosen in step 3 do not belong to a Task Group or Task Force, the defender subtracts from his Deferse die roll. (This modifier is not applicable in attacks against bases or close defense hexes.) Ifthe stack of attacking air units has at least one EW untt, the defender subtracts 2 from his Defense die rol, The resuking number is the Defense modifier, which is applied to each Bombing atack in step 7. Also, the Defense modifier may damage the attecking air units 4 Ifthe umber is between O and 3 (inclusive), the attacking air units are unaffected ‘Ifthe number is berween 4 anc 6 (inclusive), the player con- ‘tolling the air units rolls the die, On an add rol, the attack ing air uaits are unaffected. On an even roll (including 0), tne airunit acing inthe Figher Bomber or Bomber role of the enemy player's choice within the attacking stack is immediately damaged. Flip it to its damaged side; if itis already damaged, iis destroyed insied. ‘Ifthe number is 7 oF more, the player controling the air unis, rolls the die neice. Even and odd resulls on each die roll affect the attacking air units as described above. For each even result, the enemy player fips a Fighter-Bomber or Bomber air unit to its damaged side (and may eliminate an air unit by assigning two losses 1 i RESOLVING ATTACKS 7. The arackor now resolves the Bombing etzcks declared in step 4 one ata time. For each attack, he rolls the die and sub- ‘watts the Defense modifier ftom the mult. The folowing mdl- ters may also apply: + If the hex occupied by the enemy target(s) has a friendly Tactical Coordination air unit sssigned to it te attacker edés Tt his die roll (ee 7.4), © Ifthe attack is against surface units (not a base) ina restricted water hex, the attacker adds 4 to his die rol. «Ifthe attack is against docked surface units, the atacker adds 6.0 his die roll, (If the target is docked and in a restricted ‘ater hex, only 61s added to the die roll.) This modifier does not apply oundoctt sara: unts bing atakesin me se Bombing Combat. ‘= In some Bombing attacks during darkness, 3 is subtracted from the die roll (Advanced Game only; see 15.1), ‘The attacker consults the Combat Results Table, cross- referencing the modified die roll in the “Attack” columa with the “Combat Value” column corresponding to the number of ppoinss from the Bombing value applied to each attack. The result, ‘will be a number from 0 to 11 NORE RORTON [Fon araling or ani damaged due to Be eer de rol i 6 eer mete fe mambo of pois applied eqns each large th Sep 410 Teeth Boning vaiue teaucton. The ttacier cen Teallocare te suring Bombing pots ashe wishes as ig ele sane i ected sp re oo lrg egen fe ru each te same mamber of wis Wa Gelevede ie unit Arnage in sp Gare eo Dariclaring inthe ac, no edt neceary. 8. The result from the Combat Results Table may damage or destroy the target surface unit, base, ozelose defense hex (ee 11.0), 9. The ettacker performs steps 7 and 8 for each target declared Ii Sep 3, after Which the combat is over. wen] @ yee Nt Ang | eee ueen Be | HES “De | Stine na Oe? Saute ATA ANT AR Yau (Close ANTAAR VALE Example of Bombing Combat: A US A6 air wnt (Bombing voli: 90) is perjorning a Bombing axock apainst a detected Soviet Task Group consiting of the CG Peto (Area Artinair Value: 4: Close Ant-Air value 6) and the DD Oneh (area Anse Air! 3; Close Ani-Air: 6 Defense: 4. The Allied player states that he will anact Ouch, which as ar the boriom of the stack, witk his fall Bombing value, The combined Area Antodir value of the Soviet unis is 9. The Close Anti-ir vaive of tlch (6) is ‘augmented by Pete's Close anti-A vaiue (0) becanse the tp lint of the stack is considered “eeath” te Boron unt The combined Ani-Air value of the Soviet force is 21 (@+12=21). The Sovet player rolls a cie and'gess a 6, which is cross-referenced in the Defense colunn with the “18 20 24” Combat Value column, seiding a Defense modifier of 5. To determine if the AO unit is damaged, the Aled player rols ate, (Obtaining a 0. Because tis is an even number, the AB unit is ‘damaged (Ripped over, reveling a reduced Bombing vaive of 70, In the ateck ox Otich, now reduced 10 70 points, the Allied layer rolls adie and obtains a 5. The Defense modifier of Sis Subiracted, veldng 0. Cross-vejerencing 0 tn tke Atace column With the “08 ro 73° Combat value celumn gives a result of 4 Thus, Orch ts sunk aad the atack is over 40.7 ANTI-SUBMARINE WARFARE (ASW) COMBAT ASW Combat cen be performed under these circumstances: 1. The initiating force is an active surface, submarine, or sir unit (or stack of ait or surface units), The attacking unit must rot he docked 2, The targetisa detected submarine uait, (Phe submarine can, be docked.) NOTRE EXCEPHOM A docked submarine cannot be azacked &y ant sbmarine. Wan beak nly by ro 3. An atacking surface or submarine unit must be in a hex. ‘adjacent othe submarine, uhough the attacker and defender ‘cannot be separated by a full land of Dlocked herside. An attacking si unit must be in the same hex a8 the submarine 4. A unit performing an ASW attack can attack one hex at a time, 5. A submarine can be attacked only onze by ASW Combat in the enemy player's surface Action Segmient and ance in the enemy player's air Action Segment. Once attacked by surface or sit units, it cannot be attacked agnin in that segment. However, itcan be attacked an unlimited number of times in the enemy player's submarine Action Segment. ‘Resolving ASW Combat: The ASW Combat procedure is out- lined below: PREPARING FOR ATTACK. 1, The attacker can select up to zhree active surface wnlis, four active air units, or a single active submarine to attack. He determines the combine¢ ASW value of the participating units, 2. The attacker can choose only one detected submarine in a hex as a target Sih Fleet Rutes, Page 26 DiENSE DIE ROLL There is no Defense die roll in ASW Combat. ISOLVING ATTACKS 3, The attacker rolls a die and consults the Combat Results Table, ctossrelerencing the die roll in the “Atack” column ‘with the “Combat Value” colurn corresponding to the step 1 [ASW value sum. The fellowing modifiers may be applied to this roll (all modifiers are cumlative): « If the target submarine has 2 Tactical Coordination air unit assigned to it, the ettacker adde 1 to hie die roll(see 7.4) ‘6 [ithe targer submarine isin a restricted waver hex, the stacker ‘ads 3 10 his cie roll. ‘© Ifthe target submarine is docked, the attacker adds 3 10 his ie roll. {If the port is also in a restricted water hex. only 3 is added to the dle roll.) 4 F the target submarine is an undocked SB or SN (a9t SS) ‘which cecapies a shallow water hex, the attacker adds 3 10 his die roll. 44. ‘The combat result, which will be a number from 0 to 11 js compared tothe Deferse value of the target. Damage or sink ing is immediately inflicted (sez 11.0). ‘The combat is over. Tf necessary, a Local Detection marker is placed on the atacking ‘unde. Ifthe attacking unit was a submarine, the players may be required to consult the Submarine Detection Table (see 9.2). Med eres ve @ ‘Example of ASW Combat: The US SV KWest (ASW value: 9) imutates an ASW etack agains! the dewcted Soviet SS Grit (Defense valve: 6). an Allied Tactical Coordination air wnt it current essigned £0 Grit. The allied player vols die ard dbuins 0.9. One |S added due 19 the Tactical Coordination sir lint, giving a modified result of 10. Crossreerencing 10 in the “Artck colurm withthe °7 19 9" Combai value coburn gives @ result of SGP ts damaged and the attzck is over. 40.8 AIR-TO-AIR COMBAT ‘irsto- Air Combat is performed between oppesing ais units and is resolved on the Air-to-Air Conibet Resuts Table, Itcan ‘cur at three times during a Game Turn Interception Segment: In this segment, which occurs ealy in the Stategic Air Phase, Airo-Am Combat must take place ‘berween opposing sirunils on Interception missions in te sxe bone (see 72). To determine who is the attacker, roll the die Geet for each zone in whieh combat occurs. On an even roll Gacluding 0), the Allied player is the attacker: on an odd rol, the Soviet player isthe etacker. Bounce Segment: In this segment, surviving units on Inter~ ception missions can iitiate combat against all enemy air units fn the same zone that are on non-Intereeption missions — Reconnaissance, Tactical Coordination, and Mining. To per- form tis combat, the Interception player rolls the die and con- sults the “Beunce” column of me Air-o-Ais Combet Results Table (no combat rato is calculated). The Intereeption player i the attacker, In a Bounce Segment, a maximum of one "Bounce" combat can be performed per player in exch zone, regardless of the umber of surviving units on Interception & player has in that zone, ‘Action Phase: CAP units from one of more CAP missions can jnterrupt the movement of enemy air unis within range wo initiate ‘Airo-Air Combet (se 8.2). CAP uaits iterroping enemy air tunit movement are always considered the attackers. Ifa CAP mission attacks active enemy air unils, enemy CAP sisson may erates prepa nthe cot (0 low). Defender’s CAP: If a CAP mission interrepts the movement ‘of active enemy air units (9 wack them uring the Acton Phase, fany ofthe onemy player's ar wilson CAP Gaclading EW unis) ‘within renge of the hex in which the Air~io-Alr Combat takes place can contribuce their Ant-Air values to this combat, IFthe fnemy CAP mission is over a carrer, the enemy sirumits’ Ant; ‘Ais values are modified depending on the range from their CAP Ihatker at which the combat takes place (see 8 2). ‘Unless itis destroyed or suffers a Resum to Base result in ‘combit, a CAP mission can contribute its Aati-Air value inthis tanner an urlimileg numberof times, even in the same Action Segment, without affecting its ability to atack acsive enemy eit tunis n the enemy player's air Action Segment. Do nce place | CAP Mission Attack marker (see 8.2) On a CAP mission if iteupports friendly ative air units as described ebove. This a tack is not considered a “CAP attack” Resolving Air-to-Atr Combat; The Airto-Air Combat procedure is outlined below: 1, Combine the Anti-Air values of the atacker's air urits. No units can be withheld, 2. Combine the Anti-Air values of all the defender’s air unis. ‘No units can be withheld. Ifa CAP mission is atacking active sirunis, the defender (that is, the player controling tne active nis) can contibure the Anti-Air values of friendly air urts ‘on CAP raissions within range to this aum (see above). 3. Conipere the step | sumo the step 2 um and express this 4S anito: attacker's Anti Air value to dofender's Anti~Air value. Round this ratio dowa in favor of the defencer to conform to ‘ons of the Tatio columas o2 the Ait-to-Air Combat Results Table, There are two rows of ratios; the Interception row is used in combat taking place in the Interception Segment, and the CAP row is used in combat initiated by CAP units. The “Bounce” coluran is used in the Bounce Segment, 4. The atucker rolls the die and modifies the die roll if any of the following corditions are in effect (ll modifiers are cumulative) Ifthe atackorhas at east one EW unit in his foree, he adds 210 his die rol. «Ifthe deferder has at least one EW unit in is fores, the attacker subiracts 2 from his die roll «Ifthe tacking CAP mission hss already executed one aac inthe current Action Sezment (thats, pessessesa“I AnaCk™ marker), J 18 subacted from the die rol. + Ifthe atacklng CAP mission has already exceuted two or more etacks in te current Acion Segsnent (that is, possesses and Attacks” marker), 2 is subracted from the dic rol, 5, The modified die rll is cross-referenced with the ratio (or Bounce") coluna determined instep 3, The combat rest is

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