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Sith Float Rules, Pago 2 Totals oF Contents 4.0 Introduction . 2.0GamaEquioment 4 31 Game Components: 3: 2.2 Gane Queens 5; Pasig Preves 324 Abbrovianons: 5 BO0Sequence of Play... 6... eee ee ci BASIC GAME RULES 4,0 The Action Phase i HAR nit Activin % vlan Po 4id Whos cecluaed “41 The Action Sepments 972 Litrhuations on AG its Cam Do: 8 5.0Movement . SU Blow Unite Mover 8; 3.2 Suifocs Unk Mavonvenic 2 5.3 Submarine Unt Movetnens: 10; 54atlr Unit Movement: 10; 3.5 Speevat Movenven Rades: lit 9 6.0stacking 40 6.1 Siaoking Resists: 102 6.2 Tas Fnreos: Fi 7.OStrategic Air Missions cee ZI Mission Etieiity: Uy 2.2 Iacercepsion ds 73 Mininy Mrssions: 12; 7.4 Recannatssanee Missions: 12; 25 Tactical Coerdination Missions: 12 70 Retummg to Buses 15 8.0Combai Air Patrol (CAP)... 8 How ta Perform CAP 1% 82 CAP wnat Aitincair Condens 14; 8.9 CAP andl SSM Combat: U4 84 Retumny io Base: 19 9.0Detection edie l®, 8. Detection Zones: 15} 9.2'Plovermen of Detect Merkors: 15;9.3 Doreetion Restrictions: 16; 4 Effect of Detection: [659.3 Removing Detection Markers: 15 40.0Combat .. ape 7 10,1 Initiating Combs: 12! 10.3 Comba Vive 13: 10.3 Terpedo Comber. 18; M4 Surfcerta Surface Missle (SSM) Combat: 19: 10.5 Hombras Combat: 20; 16.6 AnsiSuiarine Warjaze (ASW) Combat: 20: UN? Gurcsery Combet: 24, 0 Ai-conAw Conibat: 225 16,9 Coma and Pease Heves: 25 fission, 12, 13 14.0Damage ... 20 a 23 TET Hew Danse Goeurs: 23) 11.2 Effects of Dunusee 28617 Air Unit Damage in Bowrdime Attacks: 24 12.0Mines..... 24, D2.4 Mime Placonveis 24: 12.3 Efjoces nf Minets 33) (2.2 Monesweepers: 4, 12-4 US eet Mineswverrng: 26 43.0NightGeme Turns... 25 44.1 Actisation of Air Unde 25: 13.2 Resrietions bn Ale Unit Comber 25 14.0Special Units... eS 141 Aivoraft Currers: 25; 14. AV-Wearber Ae Units: 28, 149 Airborne Laviy Woratng (AB) Aie Units. 25. 144 Blecteonie Wirfore (EM) Au Unis: 25 45,0 Introductory Scenarios 26 15.1 Scenario {y AwU-SuaMawist| WARFARE 18 THE Westen Meirenawians 267 15.2 Scenario 2. Convay 19 Nartrs: 26; 8.3 Soonaria 3; Suiaeseu Ae now ete MEDITERRASDAN: 272 13,4 Soenaria 4, AIKERAET CARREER Opemarions: 27 ADVANCED GAME RULES 6.0 Random Evants.. Hie) Weathers 28, 16.2 Cormnand-Conirol 29, 16.3 Satellue Reconoaissanices 29 47.01nvasions . 17 Vietons Point (Amphibians Assaidiss: 25,172 Paracare Assaults: 30 12.4 Commaando Aswrilis: 1: 17.5 Cara {CR} Unis: 3; 17.5 Controt of Vietory Point Hexes: 3: (27 bsianbud and Tangier? 3 48.0 Logistics (Optional. 18.1 Phe Logistics Restor 34: 18.3 Surface Uns aid Amoninition Exgenitures 341 18.3 Sadraurites und “Ammmunuion Expendinure: 33: i8-4.AY. Unis ondt Annunition Expenditures 35 18.5 Movanens and Lowistis: 36; 18.6 Base Heves ond Replenishenent Units 36. 18.7 Replenishment: 36; 188 Ont 0} Fudlidonmna Markers: 37; 18.9 Attacking Base Haves: 37 49.0 TacticalNuclear Warfare (Optional)... .37 DD.I Availability of Nuc Weapons! 37; 18.2 Ose of Nuclear Weapons: 37: 123 Resifction’ on Nectar Weapons: 38; 124 First Use of Nuclear Weapons: 38: 19.5 Pointcal Ramifcavions Of Nacteae Weapons: 38 20.0 Optional Rules... 2.1.5. ween Sct 20.1 Cruise Missites: 38) 20.3 Bes2's: 39; 20.3 Avernate ‘Ar Wangs on Aicerahi Carriers: 38 20-4 Burke-Cias Destroyers: 89° 20.3 Soviet Submarines ae Mees. 3%) 20.5 Sovier "Tautitales"”: 39: 20.7 High Spwoes: 30; 20,8 Increesed! Mavemnen for Ait Units: 0, 20.9 Ustre Ale Bases: 40 24.0 Intermedicte Scenarios --40 DE Scenario 5, Abueas Ohvinsivi: 40) 312 Seonaria 6 LimyancAneracas Wars Jip 202 Scemio 2 Ame Sunes AGAINST THE CRIMEN: 425 24.4 Scenaria 8, MagiNes 10 Bnd 22,0 Advanced Rules * "22.1 Granse Least) onit Poiical Fucus: 44 Zed Neutrality: 44; 22.5 Prepareitness Lovely and Deployment: 35; 22-4 Remforeemonts: 8; 22.5 US First Gane Torn Resritions: #6 22.6 Vierory Points ond Waning the Gane: 45 23,0 Advanced Scenarios. BB Sconare 9, Crise tr Moir Bast AB 23,2 Seenari® 10, Contos TALON 8 THE CENTRAL Muy. 48: 27.2 Scenario I/, [wwaston oF Yocosn asia: 49 28.4 Seemaruy 12, AVTACK ON TORKEL: #9; 23,5 Seeman 5, BSNASION GF WESTERN PUROPE! #4; 23.9 Scenario 14, 34 ol 48 Wom War Tee: £9 Situation Analysis . hi 6 49 Warship Classes 53 Sixth Fleet Design Credits Game Design and Development JoscphiN, Balbonki Developmental Editor Michael E, Moors Grophics: Ted Koller ‘CoverPainting: James Valbot Design Developmental Assistance: Ar hany Custis Research Assistance: lanes O°Nsi Editorial Assistance: Flisabeth Mize) Playtesting: Mtark Hernan, Terry R. Shrum, Roger Whitney, David Sell, Dave Wood, Tom Hoyt. Gene Bilingsly, Burke Ford, Lance Muryiy, Dave Trauser, Jia Travger, Riek ‘Cooper, Gary Cooper, L1..1, D. Webster. Special tanks othe Fresno Gaming Association ‘Camera Dept. Supervision: Elaine M. Adkins Production: Ted Koller, Michael, Wioore, Rosana Haldar, aud Murplsy, Colnnial Cariposition, Monarch Services, Inc Project Oversight: W. Bill Sith Peat Rules Rage s 4.0 Introduction ‘SUMMARY OF COUNTER TYPES Surface Units Sixt Fleer isa simulation of contemporary operational aval wat fare in the Mediterranean Basin. in urns representing ‘ight hour of ceal Lime, the playess maneuver strlave warshins, submarines, squadrons of combat aircraft, and amplubiouy AIRCWAFTCARHIERICN) ‘assault groups on a [5,100,080 map of the Mediterranean. A eet hetagonal grid has been superimmosed aver the map, and each hex ropresentsabout 80 nautical ies, Fo ae Sections 40 through 14.0 include the rues for the Basic ri Game of Simm Fiser. The four Introductory Scenarios mt = exaaensee Section 15.0 teach players the basis of atovermen’ and combat teas Sections 16.0 through 20.0 contain the rues for he Advanced Game and optional rules, The Intermediaie Scenaniosin s2tion 21.0 can be played using the Basic Game rules 7 with some siese soar additions feom the Advanced Game, Section 22.0 desctihes ee nest wo rt one bo to set up and play the Advanced Carte and Section 23.0 Pha ra ‘pontains the backgrounds for the six Advanced (or campos] Scenarios. which dlustrate the complex strategic quewions == -—— involved in m naval vatypnigh i an arca gs large as the vasa sew Mediterranean Basin nba. pr Heels, "ah plaver has two-fold chective inthe game: 1) t0 se ee ‘ut and destroy she enemy fleet; and 2) 10 see he) weosanhic Le Positions that supports larger grand strategy 2.0 Game Equipment Seger 2.4 GAME COMPONENTS: A complete game of Sigti Fer contains these tems + One Rules Booklet + Two Rich by 22-inch Mapshicens + PwoSets of 192 Yoineh Playing Pieves (Counters) # OneSeto# 280) -nch Game Markers PATROL COMMETANT IPC: + Tworradsof Losisties Rovters tan al + ThreeDeploymen/Reintoreemen Cards ma mt + Oneé-sided Die 2.2 GAME QUESTIONS 1 you have aay questions about the rules to Sexra} Fis, Riehtesediy, please fet fee 10 seid in Your question, written so they an be answered with & simple ore-word response wien passible. Be sure to enclose a stamped, self addressed envelope. Mall our tyuestionsio Zam W Sixth Flee: Questions Hasan on Vistory Games, tne Wat 43 West S3rd Street New York, NY 10001 Pas W vase 2:5 PLAYING PIECES sam, | Asusmoscamzian | a, The nlavine pieces (or counters) include military: forces ms roan from sisteen navons, The US and allied NATO counters all have green borders, ais! each hes a different tnetiox color or iype color. The Soviet and mos likely allied natians havea red aie W border, und eich has aclifferens interiy colon. The other fon a] AINE aligned nations have a tan herder, and each has a different Sots | sumeAveresnenisn ierior color or tsp color: In addition 16 the colors on the Wei sounters, cae aGon"s forces canbe sstinguisbed by the 1a letter abhreviation printed on thecourter yaw W 28 W ‘The backs ofthe eountersare printed With asiarhurst design aie and reduces values, indicaring that these units have been dam saan CONMAT STONES Cs on aed. Note that certain units tearg0 ships. rineswsepers and West Neva ‘ome air units) are not buckpeiated. Wher these uni ae da axed, hey aredesiroyed or sun. “The halfsnch markers eluded withthe game 2re printed in ties us tee, ro and tat, The green markers are used by the US a. amen sane nade player, the red markers by the Soviet player. and the tan Poh 2 smarkersareneutvaland an be vsod by ether player Sif Fact ies, Paget Fron ck Submarine Units rs a ine sh ] mi Tat ae camereRs 0 va Detect berets Detect Ver Sowet Us Air Units Note: The fonts Of the Detection markers, pritied “Detect irom ack Soules ae eas by the US payee The Goeks ae pated “Desc US" and are wed by she yet 20 ASTEREEPTOR MNT ee TASK ‘Notes The Marine markers alo have numbers printed on tem a aa Geetr2 or mors daa a ot aah 1 SAMPTESURFACEU NTT ron at. AIRBORNE RARE WARSINGIAEWY |. its sini me starieouay les = mi abe] elktamsiaiaeaaeitd conta mr a Wat Nove: An “Nin pice ofthe SSM, Gamnery, ASW or Ai Tir vals iat tht the ut eto perfor at fer Ot combat. Ira ui he Close AatPAl or Aree ADA value, butnotboth, a0" indicates which alse cannot use SAVERY CFG AMEN ARES oe SAMPLESUIMARRISE USET rom FL a ws be camo a Sines ste ‘Nowe US CAP markers ac tuckpriied “CAP. ABW" in nN stad cating the CAP mission containsan AEW unit (see 14.4). oe nee Mabe wise ow oF uy oF 2 our on awn. Fuels a imme ur oF cur oF i ovrorsen Fuel Note: “Out of Aamo" arxl “Out uf Fuel" markers are back primed with “Out of Fuel & Anuo" (see 18.8), Note: 4 submarine unit always has an "N""1Or ts AM-AIP value SAMPLE ATR UNIT (Frost) ‘Note: Air units do not have Defense values. Their Moverneat is ether 4 1Wo oF three-digit nuamber, Am air unit for its SSM or ASW values indicates ic canner per> Form these combat [unctions SothFleetRuce Poyes 2.4 Abbreviations he following abbreviation sare use in the games Surface Units ADK Anse Sea Zones AA; Amphibious Ass EW. Estromc Warfate AD: Adriane Sex AM: Ammuniion Catict INT: Amereseor AG. Aeteur Sea fH Rattleship RON: Reconnaissance AT Atlantic SG. Masi ise Counities BS: lack Sea e0 Ship ate is St: Central Modern ES. _Csbat Stores EM: bastere Medeerranctt Ye Abualt Caner EG Exim TY Tysheatsn Sea DB: Destrover Ls WM) Western: Mediterranean FR Frigate GR: = MS; Minesweeper bes Game Terms: PC: Parrot Combatant Hu] AAA Are AniiAie PCS: Patrol Combatase Squadson a: titre AA Attias Yalu St: Submarine Tender Sh heen AP Ameriunition Point 1 tanter $07 Severin Sew) Ansari Wate Fabmsi Ts oS Car) Conta ait Pat SN: Nuclear Subtiarine si ve: tudd Pont : TN Tana ORD) Brlauns SS Dina Sumac mo =e ke So; Saieensefice Me c Uk. ned inten TORP Toe AW: Ato Fay Waning US) ed Sate St An Satine Wore te Yamnere = Ta ee Note; Only ships whose names have been abbreviated onthe MONDE UE) Seoul ek her ‘Noe: Only ens whe name pases foun SAYPRINE, say HUISTRN) fom RABVGNE tor eye Tass ert Pawel TAKOO ITT Tap ISSR SS) ie NECHN ESN. Nein SVERREE -Metda Leese nd TYUMIN GSS!) Tyanec Shrew Susan Mie Sa TS PRC tGr Mactan, Shien ane INRSY ETRE be YEUNATTR Yala MUAGN‘esH sng” GRO Fra Turkey ston ws En Seis) Sn iis, anes DPHNEGS Dn Sy o Mile BATHNIS) ats cen Ustiekincnoat SiiR ou! Ciiey MESS Rom MRONLICY et Rd as se | Ties TRS Wien CARDE ADIN Cardi EXETR (DD) Easter rratias fwiarmth: amon WRAZNIIT) ran GARKL eG) cathld)—VENETICGH Vente Tok sat lr saorrioo. raw.) Sy ona Tern eaivek: eet: AVL (RAL Cajusa DULTH (AAD Dune AVINGITTY An GREEK OT) Gee SDAA ey A it Beovin nce FREDIAAL nae RARNRN ty Banos) Pls IES a) Seer une Siaedl Aste wave Mimene YRETICG) Youn po rticslete Se ee BUTIN(CRE: utter JUPFTICRY —iusiter Rocco Secu inci SbareleR Set Basie spay CER. Si “ TST ove KENDYIC¥L Kean HSTUAHAA) fam) KOREAN? Rouse Sie) Sn TRIS TAAL Tentsey RATED iit DARNY (Dy) arney CUSHE (DD) Castine Sores eee, ees ae Rhee ain eens eae Sic EMRNIE) Ring, SSRN Sins, DASRICK ole one BQ BB Soy BCH eB fier FRAT RA tr Seavwing Site stip Sn GAN (IKE Gram NOSE SERB) coy SAN Spy SiR li in Fleer ules. Pages 3.0 Sequence of Play Allactions that occur yp a Game Turn fake place ina strict Sequence of Play. The Game Tom is composed of a num bet Phases, which im curn can be compaved of a namber oP Seqmetsy that ast be performed Ia the order Fated eo Players cannot 26 hack to a prewous Phase ur Seement once they havesturted a new Phaseor Segruent ‘Ady of rea) line tstepsesenteu by ite Chane Try — an AN ura, a PM ttn, anda Night Lirhi— eazh of which is § hours Yea tine, Some Phases it the Sequence of Pluy take place bly ia an AM or Night 1urRs ane are enored in other funn. Plavers Koen track ofthe Lith in proeressbs moving the {Gaane hurn marker along tHe Gare Turn Track en he map STRATEGIC CYCLE (AM Game Turns only) A. Political Events Phine (Advanced Came) The he is rolled and rlayees consult che Patitizal Events Table. The murker of the Armistice Track may he advanced due toa Potitical Event, or the playerstiay neve to eqn he Spel Events Table (22.1), I the Armistice market smoved on the Acmistice Track, the players determine the Victory Paints they revelve for conirakot Victory Pola hexeyaau! (for ithe Souls player) Foren denial” (22.6), 1B, Random Events Phase Advanced Game) The players roll the die sevzeal times ard consult the Ran ory Events Table io determine wbat events oecur daring the nies free Ciamte Tuene<60), * Weurher! The Tis roll dctermnes the current weather s\atusaorose the Mediterranean. Ifa wquall ae storm resis the plasees roll the die again to determine wish cones are iHfested (16. © Comvand-Conteot: Che nes die rot determines if he US for allied) pr Soviet tor ied) alt units are unable te. lindetrake strate air rissinus dn the Seratevie Al Phive Di this excle. Ir either player suffers loss of Command Control. the phaser alveoted rolls the ule 19 determine in which zone this ccs s (16 2), © Supertze Keconnaassance: Each player rolls dhe die once 10 Aetetimine how many election markers he receives during the cycle; These Detection markers most wnimediatsy’ be placed om enemy sutlace units Yar slacks) oF individual submarines (16.3). ©. Reinforcement Phase Advanced Game) [Each player consults the Reinforcemen Chart for the US: ‘and S0.iet forges and for teir allies to determine whieh (itty) festforcsments are dae this Game Turn (224), These uns are Inmiestiately laced on he map. D, Strategie Air Phase 1. Allocarion Seament: Both players secretly allocate ast units IW ir mission their Siratesic Aur Displays (7 1), Atter Hse UNIS ate placed, the players seyeal their unity Imyssions toeach other Interception Seement: Opposing air units on Intereeption fssions within the same 20nc: undertake Air-n-Alr Combat (72) 3. Hounce Segment; Surviving sit units on Inteeeyson mnisslons may “hourice” eneiy air nits om other strategic missions within thelt assigned zone 7.2) 4. Mine Sexment: Ait units on Mining missions can place Minemarkerson the map (12.0), E, Detection Phas Players now place Detection markers on surface and sub sting uns tharaceupy Limited or Extended Detection Zanes (9.0). tn audition, for each air unt on a sratgpic Reon haissance mission in a zone, the owning yer can place one Detection marker on sn.enemy submarine oF up 10 Wo markers ‘onsurface unis orstaeks) & inyasion Phase (Advanced Game) Availability Seeraents Both players roll a die (wice and consi the Paracaute Commando Table 1o determine how many of each type they reveive this urn (07.4and 17.4} 2. US favesion Seament: The US player eat place any and all available Ground Fores (Marine, Parachute and Com fmando) markers in Victory Point eves. an. can unload fargo (CH) ants in thase hexes (17.0) 3. Sowet Invasion Seznnent: The Soviet playet can place any and all available Ground Force (Manse, Parachite ancl Commando) markets in Viciory Point beies, and ean tanload esrgo (CR) units in these exes (17), GG. Task Force Phase Both players can create Task Forces from theit stacks of surface uhits (6.2). Ualts forming a Task Force are removed from the man and placed on the Tash Force Display: 3 Task Fore marker is putin the bes from whiel the units were taken ACTIVITY CYCLE (All Game Turns) H, CAP Phase Both players can assign any ofall INT, AT ane AEW air Uunisemol on sttategis sir msstonsto CAP missions (8.0). After the CAP missions are formed, the uoits forming 2 tuission are removed {rom the map and placed on the CAP Display: a CAP. Iharker is pu im the hes froen whiel he ar nits were taken, L.Minesweeping Phase ‘Starting with the LS playes, Both players ean attempt 10 remove Mine markerson the map (12.3 and 12.4), J. Replenishment Phase (Advanced Game only) Ve using the Logistics options (18,0), both playees cam performat-seaand in-port seplenishient Action Phase 1, Fist tion Segriemi: & div is rolled to determine the “firs players on an evel fol, the US player is first and om ‘an qld die roll, the Soviet ployer is fies. this player fingouncee which iype of units he willactivate this sezment Surface, submarine, or air. After the fiest player has Finished all acivons with the units of the type he chase, the second player selects 4 type of unit 10 be activated and ‘stries out actans wis these unis (4.0), 2. Second enum Segient: A dic is rolled to determine the first player inthis segment. This player annownees the typeof untethat will borne active this eement: hecannot selet the type he shose forthe Fiest Action Segment. Aiter the first plaver's units have performed all Nheur actions, the Second player chooses which type of units he-will activate {he may not aetivate the type he sekcted inthe First Action Segment), sind caeriesont all actions with thistype 3. Third Action Seqment: dic is rolled ro determine the ‘vfica player in thi; segment, This player sutivates the remaining type of units not aotvates! 0 far, and completes alluctions with thein, The second player thet achivates his ast (ype oP units and completesall actions with them 1.CAP Landing Phase ‘All units on) CAP missions are now returned (o the base lex ot aircraft carrier from which they started 8), TERMINAL CYCLE (Night Game Turns only) M. Fuel Phase (Ailyanced Game only) Like Logisugs aption i being used, {uel espenditure for all units is tweoeded on the Logistics Rasiers(18 8) N. Strategic Ai Mission Termination Phase Air ints om the Strategic Air Display’ ane returned co their parent aircraft sarniet of U0 base Hey Ip the come fromm whieh they started (7.6), 0, Detection Removal Phase Surface and cubmarine units that are not ia enemy Detection Zones have their Detection markerssemoved (9.5), ath Fleet hues Bag ? GAME TURN INDICATION ‘The Game Turn ie now aver, The Gane Tura marker i advaaiced ne npase long the Game Tv2n Tenek: Players naw jo 10 the Strategic Cyele, I the mest urn ivan AM num, ov 1g the Activity Cyete, IF the next nue isa PML or Niet sera, This process fe eepeated ail The ganie ends or an armistice clare! (22,1). Basic Game Rules 4.0 The Action Phase Most of the astiviies tha are performed during the game takeplace during the Action Phase, which s composedof three ‘Action Segments, During eek Action Seaman’ a player mo¥er ‘nd performs combs with all the units ef a pacticular type — Submarine, surtace or air — andl with none of the waits OF the ‘thes two types. A player must announce when he has (ied tuelivating al Units OF the ype selected DesGNereNORS. THe SIMUCILE OF he Acton Phase efisets froas-ot baleen gai anes piayotsily An uifety toasts besionena nave s/rumien vould of course, nscessrare Emuslonsous gotta: on the part of the ploy, Uuitha! extensia reconstkcenng OF nidden mavarnent of unis freonriques Ing! were foiscteu because oF nen euyorag fefiecrs on saltcie ploy) auch on Gpraaoh simpoLsible, Te [oquonee ct actions abgtacts simiatoneity tssare extort neweves, tenes oarrein angree af uncertainty in tre defe/ranotion of the “rst” prayer nan Action deament that renee the ctoai concep ofactee nary 4.1 THE ACTION SEGMENTS _ The players determine wow goes Vist in cash Action’ Sepmeni by rolling 2 die, (the result isan even numbers the LS player wciivaies his nits irs in thet segment; om an o@ld hurvber, the Sawiet player activates is with Fst. The die folled a the beginning ef eech afte three Action Segments, ‘uring dhe First Action Segment, the fics: player anngonees which peor uMts be will move thar segment — subraarine, Surface, or ai. He ther moves and performs cembat with aby andal of ihe ini ofthat typeom the map dng the sesimen. The seeond player then emiounces which type of units he wishes to activige in the segment. The eevond player se activate any uril (ype and does not have w wuilyaie dhe seme ‘she of unite aeivaled by thers: player. i the Second Action Segment, alter the frst plays be determiried by the die rol, each player ean acijvaie a secon ype of uit. Neiber player ean choose the type of unit activated ig the Titsl Action Segment, ond they san choose 10 detivate ciferent unit runes, In iy Third Action Sewmer te players, slter ceterining wb il go fest, activate the third uunittype, 'A player con never activate a unit he selested ia an earlier Action Segment dusing a later segment, Should a player not hhave all tates types of uslts 00 the map, Ne ean activate only as niaay types as he has avallable. A player can elec to passin an ‘Aeiion Segiient if he dacs net have as many unil types as bis ‘opponent. Tis. a plaver with 11 submarines would tive only wo Action Segments, and he would do nothing during one of the other player's Action Segments; he can elect (0 pass in any fone Action Segment of hischoize Sorane pcr GON: Uni ona CAP rtsion ian Deactiared ‘out oftur for AlrterAte Comal tring se oer paver" Snlttee Seaniont As fee of thes oot have To een 19 thas, une om.a CAP muston een be aorvared sever os fer hespepae see 2p Example of Activation: Ar ihe Bexar ofthe Hise enon Shuman 3" role, el sa Me Sos player oes "Jot te scenes VAG” and then moves urd performs roma wk als iris moccon states ec CAP wesions. The US paver anacures ‘suave ne praveets ome and perfor coma wi wl suet wis UE elle athe she af te Seow Austen Seam, dus abs the US paver Pi” Me hes ea aie hes aie tut 40d sre seen ier oft oF staan ay hs have He nmourues "Sebmarine aed ecosren Hes amare tans. 1 Stuer player aso seannces “Submarine "ae pe fontn aces vv fs sidptrive wnt A rot af" eh the sine the Hil Aerio Serene inches the Soviet paver “fess” ons, and since hs moved hs at Ud suberennc oh, he asi moance "Sua." Aer te Soe She ts ote erry te US planer masicomiounse “Air” tia axrsuce hi i unt. Phe leon Phase nos eds the posers move tothe est pho: 4.2. UNIT ACTIVATION Tobe eligible foractivation. aun rust be ofthe unt ype the player selects fav Ca seamen (refuse, subnnascincy 0 a) ‘and i) camo) have hoen aetivated previously in that seument ‘Thus, ifthe player announced “WNic at he beaimning of an Action Sigzmen, le can only move air units for the.rest oF the Segatent, ané he rust complete the ations oF e2ch air unit OF Mack of unity bufore activating unother unit or stack, To keep, Teatk of tit unis have already moved in a segment. players tan rotate the counter 9D depress ar each init or sack as Ccormpleted ifs actions. At the end of the Action Sceinent, the caunjers shold be rotated tn dei tore position ‘Air units on siccrale cariers ere normally maintained off fay of the Anrerait Carver Display. 1 these units re activated faring an Action Seement, they tre considere! 10 agcups the same hea as their perent sirsraft carrier. Moverneat of air unis between the shap and the Ajpera Carrier Display caw ‘Secu only het they are activa ina piasee'sxirwmil Action Seen 4.3 LIMITATIONS ON ACTIVATION Units ecupying KifTeront Kexes cannot be setivatel together. Air, submarine, and surface unit in the same. hes mast he activated seyavaicly hy t9pe of unit. Air Or surface tints coxupying # hex must be the same nationality to be ast ‘ated tore! het, Ate oF sur ice units of afferent nationalities ne faupsing hes mace haactivated separately Surface Lnits: player ean aotivate any oral surface units of the sume nationality chat oceupy che same hex al the besianine ‘on ter Action Segment, All sauTace units within a Mex do not haveto be activated at the same time, For insiance, a player cant loose to activate some surface units in her atthe beginning bf a seament and then activate other ynity at anuther lime. However, all unils that are activated together must perform their activities together a5 asic [se€6.0), Submarines: Submatine units arealways acuveted individual ‘The acions of a submarine vnil must be completed belace anotherunit isactivated, Air Unite: A playercam activale upto fouritt its of the seme nationality that ave Logelher In the same hex, A ai units in hes do not have to be activated atthe sav ime ‘Air unite deployed on an aireraf) carver ars considered stackeal (ogethen: Chesc unitsven be acivaied indjvidually or as, stacks up toa limit oF4 per activation. If to or more arcratt ‘uriew af thesamensationslily aretogether in IResame hee, the fly uns frome the vilereat aurerafi carrots ran he acibvated as partof the stme force. Sit fleet Rises, Pago 8 4.4 WHAT ACTIVATED UNITS CAN DO Once a player bas announeed which type of units will be setivated in-an Action Segment, he may move and. perform ‘conibar with each unit or stack of units of that type. A unit or Sack must complete ils aetivtles before any other unit or sack js setivated, and it can be activated aniy once in the segment. ‘When au active uoit or stack is moving or attacking, no other unit — friendly or enemy — can moveor attack. Svan RTA Uni CAP PR TEER ETE esr eee 82 Surface or air unity that azestacked together and wetivated as. singe force ace consideted one unt for activation purposes. Goce aetvaied together, they cannot split up and they mus, perform the same kinds of atic. fan attack is made, not all the unitsin thestack must paricspate in the attack Surface Units: A surface unit or stack can move and/or aiteck nab Action Scement according the following guidelines: 1. bean mov andnotattacks Inca move and performons ortwo attacks; teean perform one or twoatteoksandthen moves lecan performone qr twoaltacksand not move Ik can perform one attack, move, and then perform a scvond allack, aw ‘A sustace anit that perfornis Gunnery combat cannot per form @ sscand attack of say’ ind in the sameseement. A unit ‘can never perform Lv attacks of the samme ¢ype in the same see rent. Acunit performing two attacks in the Same segment can perform ASW and SSM Combat onl Submarines: Each sumarine vnit is activated individually submarine can move and perform one attack, in any order, during an Action Segment, Air Units: An alr uit of stack can o1ove and perform one attack at any time during ss movement. Air unitsare the only, tones that can interrapt theie mavamen! fo attack. However, air fants mus. always beain aud end thelr active status on a base hor of thesamennationalily asthe uni.s(Or on anaireraft carrier of thesame nationality, within stacking limits for the earrier| samples The US ployer has an FA ar ani i Nope ies 1526), Texas ind Aston (urfuce ats) Ooct ex 1825), Deyo foucface anit im Medddlena (hes IN), nd Div (Satur) Sigontia ine 136), The Ste paver na Ines taraaive fx hex 1824 ‘Geeny and Velan (suave ships hor 122, and 0 T2Y Fin rts the 0549; rot sown the exemple ‘During the First devton Segment, she US payer goes fst aad announces "Surface dretes to aciate Texas an Ayn fouethion He prone an ASV arark ain the adiacent, detected Sovee Ives, lrnaping the US nats move 10 es 1324 and perfor an 39M auack aginst Cay at ela sinking Yelan ett hol demain Grats. He decees oto mote Deyo at. Suace ne hres no move vajace unit, his Fre etion Senne O88 ‘gui Flaet Rules. Page The Sove payer announces “Submarine.” ad moves es ‘hop 1821 ered perfor Torpedo eitert aysinsi esas, aay ie fs na more sedmnerte al 3 hes NetionSeetneat 9 ve? In he Secon ction Seement, te Savi paver 20ers! wn anrounses “Air.” He deckies 1 move che T23 fron Tas, to ‘onan, roceyning me atac oli, me war ne US plaer Oho nnoanves "li and mower dhe FH frrh Naplis to Negavelin se performing to conitr. The Sesond Action Seyi orn osee ithe Tiled Action Seprien, the US glover 6 fse aya ua -nnsh anne "Silas." Pe desices to mee Drs te ek [224 ind cforms Torpedo atack aginst Ga4y, inkin i, The Sesh [layer has no mone surface snus. and so pest pass I sieeve leg the Action Phase, 5.0 Movement Units thal re activated mave across Une map hes by hes Thetheee different iypes of units — surface, submarine, adr = have differenc capabilities and restrictions us described Salow. Note thatthe mp is overpinted with a hexsgonal grid io regulate movement, When an active unit is moving, the ‘Wing player moves i roma hex io contiguoshex on he map. ‘Chere are three types of heves on the mp. Lap hexes are ‘somposed enirely of land. Ceastel bexes contals combina tion of kend and water anc include all heves containing islands; hele that, exsept for Tarrajon thex 2109), all bate hexes are oasal Neves. Sec hexesarecontposet ensiely of walet, DescneRSs note: The Mbverneor Atowance of surface oF Supmorie uri! $2 faction of tsspeted: the Movornesy) Alawarce of an or uni reevesonls fs rarige we cerrying ‘99 ouaroge payinca of cronance cr electronic équiiorier Should be rated thay surface andi submnarins Movermant towonces co not rettact ese Uns "raKimur specs S5perating On full Cover tor Iona Apnods of lime consumes Sas) amounts of foal ane rata carrenan practice. sxcept Shen under wree! attack Sy enamy oicrall or sybmeninns Sustoned speeds ve io ten knots Uelow :nonimarn spect Ge rove roma, Moreover. sore ship sensors — porary Eonar — ore net affomive wher O snip & ons rating a! fig! "i ntaresting to nule Mnot when cemented tome Lenarmous iofovements in naval eectianics and weanenty Gavampedt shee ine end of the Second Wore Wax, he spcod of conlamearory surface washes Nos remind Fetaneety Consicnt in fact, sorve US destroyers anc fngates ‘9 slower han thelr Vion War two courferpars. On Te Bihar nae. aevorcamentsn submarine rechnciogy sce the 104s": hove inereesea the unierwoter soaed of Subenonings (perteulory nusiear submrerina:) sorsiowroty A hypeinetcor counter tepresenirig a /ypico German U-a1 rom dara Vier Two would Reve @ Movement aiowonce ot Ai) one. A glance at fhe Sone Alfo clos of utxronies {nse er Mezhin)Meskotes the vas! changes Mat hove token ploce Mauémaine Jecronyy srace the enka ot he Second Werls Wer 5.1 HOW UNITS MOVE Bach vit has its Moversen! Allowance peinted) on ite ceounier. Fhe Movement Allowance isthe muxtinun yunber of Iyeses the unit san mave when setivateé. A uit san move less than ies printed Movement Allowance bat never inare. Note that some units are prohibited stom entering of moving through certain heses, ‘Surface units OF air units In a stavk, when activated together, can move a mumber of hexes equal 10 the lowest Movement Allowanse of a anit jn ihe stack. A. stack of units moved fogetner cannat drop off a unit with a low Movernent ‘Allowance and continae moving: the stack must move, atack and stop together. 5.2 SURFACE UNIT MOVEMENT A surface unit con enter any se or coastal haxsiecan never ‘enter oF move through a land tes. During movement, surface tents can move ¢hreneh hexes dceupied by friendly or enemy units, Sinilaily, chey saa move Vrrowel enemy base hexes ‘witha resteistion, ‘The following reteistions apply to surfice uni ove ntent: “They cam never end thir active status stacked in the same hea withany enemy unit Se aN ENC HN De Case Heeb 2 They can Sever en Waly active statustivas enemy base he 3. They can never enter a hes by crossing hex oF hewside that \s entirely eampoced ofa land feat (see “Double Coasi= ins Hexas," below) Nationality and Movement: US, Soviet, Botish, French and Feelin surface units ean move anywhere on the map. Surfice “ats of other nationalities can move ro maximum of 10 exes ‘awiy [rom the nearest hase thei bationali Double Coastline Hexes? Soine of the hexes on) the map have Alouble eonillines (aich as hex 846 in Cyprus). A surface wil must De designated by The cuning player as occupying speitic Coastline af sich a hex. A rit can move frely into anu oul oF Iiis bea as Tong a8 the movement is directly from oF iniey Avouber hey on the same side of he coast. 1h sian79t move bu henes that would equiteit io crossa land feature, Also, players Should pesiion ther counters oa the ap to indicate on which Coast # unit ends its active slats 1 aust begin ks next active stator Ihesame esas Lis passible Cor aposing surface unity to end their active stanisin the sume ber, a long asthe hes has s doable eonsttine fand the opposing unvts are on sopiaeate coasts, Players should Use common sense whea Faced wi tbls situation, proisvicing larly anrealistie mavernent sevoss kan features and comple {Hop ofthe aiivestuissot opposing units ontlesanic coust, nposing surface and submarine units in double evasive exes cannot perform SSM, ASW, Gunnery or Tarpeda Com- bat against enemy waits the saine hen, since they ave seps rated fromthe enemy units by al-land features (ee 10.0) Note hartheserestritions do aot appl’ to hexes containing cenire islands (such as Maran bey 1025), Movement rough = eX comexining an inland is equivalent to moving throush 2 coastal hex, and oppasing surface units can never exc their active sacs stacked inthehes, Exam et Double Coastine meas sje unit enter hes i395 Cypser 1945 or OAT ta the rom would ro fe uble fomave wievity nto Wes (N48, 0798, 0747. 7 OR47. Aasurting the tunes ir aerte ates in 0995, 2am only nove baok iia hex (Wess ardse? when i is nen wvvate |W enemy sce wn ea enuf ocive iets Jor Mh tart in es 0 (uit the oppo toni) along ae tered that be om Bex O24, OPT, 0847 Harmugunte Notes on the Maps: (vmir (hee 1438) is considered 2 Turkish hes at all ints, A surface or subroarine unit occupying Ita bul hex 1741) can move ditvetly into any of the six adjacent hoses, The following hexes are not separated bya land leature and uigvetil between them 2 not biyiied: 1226 10 1127; 1227 fo 1327; 103410 1135; 1238 10 1236; and 143820 1538 son neriea 5.3 SUBMARINE UNIT MOVEMENT es re subject to the same movement) testretions aysurlace units, Unlike Suciace units; however, all submarine its cam move amvwhere'on tHe mp: they ale Dot sMbjec 10, the 10 hes rie hint trom a ase hes of yhew eationality, Re member tht subatines mus! be delivaled individually aid anit he Mester? yatta erie toeve 5.4 AIR UNIT MOVEMENT Ae init cn ener and move throu any hes oo Lhe mp, rolessof jetrait tr ths presence of frily oF ckemy rit They cat Tree enter enemy base Hewes. All aie units say Ove anv hereon themapand, ibe surface units. ne mt sabjest 10 Jie WOhes Feige lint from a hsse he of their mutiny Air units hase any omte tavement restristion= Tey most begin and end their astve statusan a hasehex or on eral carrier belonging ta their nGiohalty- I is nev pecessary that a ir unit end ts active SMe AM the base Mex I be ‘hangs bares the end of nealctye sts, alone asthe new base fy of rhe same nationality aad the unit does wee exceed > Movement Allowince ta reseh ine new bia. ‘Nic unils tly can Interrupt their mavernent to make a attach an Men resume movernent Airceaft Cartier Based Aie Units: Nir snes beeinaing the game fom an sire carne (CN) est cea wit the carries hey Stirted oa, LS air unis eiemot he exchanged betwee LIS ar In Intrashactory, Lntermeditte and Advanced (of Short or Medien length) Ssedotios, all ar wis assigned to an acral carrie ane considered destoyed if tyeif parent earriet sum, ind they cour for Vietory Povtts far the oppasing player in Advanced Scenaion Iv Advanced Scenarios af Lone leagth only, air unity seoiened 1o an sireralh estrer tbat are on stratesie or CAP Inissiows are not desioyed witen ch it cartier is sunk Trsseni, these ar units are placed on the Game Tri Track velve spaces ehsud oF the suerent Game Tir During the ait Sint Action Segment if tar fuuure Game Twn, hear units are removed fronn the Gane Turn Track and are placed on any buse hey of thei nationality: they can be aetivated from that base hey normals, H the Logistics opfinn Is being usec, Nhe is unity draw mutation from hat bast hoc normally (see 18.4} Av unis ior assed joa artier ac rbe beginning of a yame lew nevwerentf thet active status on Sarre 5.5 SPECIAL MOVEMENT RESTRICTIONS The scenacos included with the Sixt Fier game oe sionally lit adestional movement testrictions, These restric tions Nase presedcncc ota any athersdeseribed inthis section, 6.0 Stacking A masimum of 12 friendly aurfave combat units (CV, CG, DD, FF, BR, and PC) can wad dhe srTace unie Action Segment ‘sacked tnether in the stme hex. Any number of otter surface uni ypes can bean a hey with a sack of surface combat units ‘nul da oe coun toward the 12 unit manimuie, Pret Task Vorges(s0e 6,2) cy eru-an Action Segment inthesamehex. bul the Hit oF 12 sy Tace combat units ust he observed. Any nimber of submarine and air umts can be stacked together ip the same hes. These units never coum) toward th surfees combat ai mits A stack can contain uss of (rigndtly allied nasions, ltnough the 2 surface somsbat uni masimmum per hex isi fa fftect, The units oF cach allied nation must be aimed Separately diving the appropriate Achoa Segment. Opposinz Units, however, can never occupy the same hex (except double ‘isle heves) a te beginning ofan Acbion Seemen. Task Trrce iy considered @ stack, but it has special fiitations and Detiet isappliedeo i (se 6.2) jas Poe Svar ates TT The Tanta Near Combat op ee 19.0) kasd i conjuactin with the Loawstcs option (On pavers eat none the stacking restrions 18 this Sect PHayerscam ier star as many suf eanabr ans 3s hes mbna hen, loupe fara number oY ships a He ‘at hew toning rere’ for acu tea atach, [HS OP hon ase nthe Acuanced Gane oni stokes Notes: Mea resifions conceag the mean Rurmner ef combatant ships et May eecuby Me some hay is Grefiecnan of he ineraaung tenancy nm cantamporary rove caeratons ia emphasize chipemion floct actions of Grovrgors age such axcujnd Tete ante Botte: ‘ould ergage one another in gn area no more tran de f0 soe. The avert af fhe ruciecy aoe — anh ian te davelopiraant oF Sen Tan ae roteq Ine abarconmen’ of conser oes favor cf sme clsparsed groLios of war Hosking os In Sixth Flees ore hoxecl an the Preacinu orce Me US Novy would typical corcantrate n a-sngie surface force Ma arerorr carrer Garile groubs, or pout Weve oribotants The game emanauzas the defense. [Sovontagotof there wre! grnup pF Fase eres. Tat Worst Grouped foge!nor# ¢ tactealy tons formation enhance the surety oF the winks “Submisines. gn fhe other hand. cre consaeraa 10 De aperstng nivitialy bacrause ot he lnerent Chienceyy OF wibmotng martore Init favers stacih bue! cpmmunecriors Crd contol fi rtieap lft for asuiomarr fo (coorainute milfary operchans Ww nerdy aurooe ANG er forees nie lying it snould be rote that rostrocr'e preventng tarciy wo'viipne! uifeeen! eouttres hom opararing tegaihor isnot Smety aecuiore WATO wanes for exoT=. regula a Ingetnar Hewnver sured that pothoal do lacrrenicz ond! language sroolems hinder tha anertirelion Ghrrufinationdfolees sufticenty te rmnimige ther sifect on 6.1. STACKING RESTRICTIONS Movements A player cam activate any or all surface units i 4 her as stack, Upto four air uniis ean be activated (ror a hex atone time, Submarines are always activated individually. A. player can activate surface unity ad ast units individually ori Stacks, but each unit or stack must complete its activation be oreanother is tctivated ‘Units aetiated ava stack cap move number of heves eqs tw the fowest Movernent Allowance of any unit in the stack ‘Once s player begins lo miovea stack of unis together, he must beep the umits in the sime stack. A player eaanor diop off slower moving units from the sack and contanue moving units withatiigher Movertent Allowance: Positions The position of an air unit within a sack oF active ai mis is irrelevant. When atcacked by cricmy pits on CAP tmissions, the whole stack of friendly airumis.s atieeked atthe The position of surface ynuty witty a siach is ierelevant until the opposing player ansounces either « Bombing or SSM Const against the stack_ The player owning the stack eum re trrange bis surface units inthe stack until combat bogins; after combat is initiated, he car no longer adjust the ships’ position, "antl the combat is Completed 6.2 TASK FORCES Creating Task Forces: During the Task Force Phase (oceatring during AM Game Turns only), both players can create Task FForees from stack) of surface units. Task Force consists Of minimum of four units of the same nationality, though i car Contain as fiaay units af the same nationality as she player ‘wishes (upto the maximums number of 12 surface wombat units allowed ina hex), Iuotder to createa Task Force. plaver picks tip any or all eligible stacks oF surface unitsand places them on sivinsioeri@uies.eoge 1 the Task Fores Display in one of the avatable vetunins, The ‘Task Force marker corresponding te thn solu ir removes foi the display and is plaved in the hex from which the uauts wyeretaken, ‘Creating ‘Task Forges is Latallyvolunialy, and w phyer caw srvale as many task Porces from elipbie stacks as he wishes during the Task Forse Phase. Itienat mangarars fora playerto lnalude every surface uni, 9-4 hes ita Task Force, The only Festeicions on ereating Task Forces aie that he surface arts begin the phase in the same Aes and that exch Task Fa contain at least four unis (ut no move tan the pertissinle Timi forsuriaceenmbat units) Wet any poine ducing tur, che umber of units tn Tash Force falls below fous, the Task Fores air keris removed fromm the itapyand the unite chat camarised the Task Fores are taken fron the display and are placed back on themap. Tash Fores Display: Wen surfece units longings tw 4 Tash Force ate deployed on the Task Foree Display, ties must be placed io the eolurm correspording :o the Task Foree markyr that isdeployedton the map i iheir lace, One ual i pitced per box om the display. The order of placement is vonsidered 19 be (Cie order in which the sur?aze ships are utscked — the inst ho isonsideted the top oF the stack arxl the ast Box the barton oF the stack, “Ths number of columasea the Task Pores Display does nor limit mie amber of Task Forces shat can be made. A player is allowed to eteate more thn the rhittsen Task Korees paved on Uc display che additiona) Task Fosees should be kept eas he ‘Task Force Dsplay, and the player should make a new Task Force nisrter from one ofthe Blank niarlors Note thai the fies shee columns tor Task Forves on the clsplay have space for IS units ard thatthe othe ‘en celiaime hhuvetoom for7 units, Tie cumber af hoxcsan ecohuma isnot limitation co the mune; oF surface units tet can be part ol & Task Fores, A Task Forse can eansist af 12 eurtace ensbat units and any mutate: of oxter surface units, If Task Faice comtains nove amis than theze ave hoses for ther an the els slay, Simply’ plave the extra counters next ta the sarroct Tash Fores colun. 1 is sugyesied that playersuse their these ea toma Jor thet largest Task Porees and the ather selurme for senor Task Fatees Movement: A Task Pores smarker ypiayed on she mp evions 25a surface uric in al respects, Hhcan moavestmamber ‘of texes equal to the iowyest Movement allowance of any uni in the Task Force. A Task Fores mavker stacked wich othe) Units (Task Forces or insividual suriace arias) asus! be activated by sells the other units the hex ace activated ovmally. ‘During a giver Action Segient ikliidua! units or stauks of units within a Task Fores can be separatsd {fom it and activated independently, es lone as the Task Fore they belong, th has not yet been activated. Uoits that separate fyom a Tash Forse vannot form a new one (evan if four oF more units sepa rate as stack) or joinan exiting Tess Foree until the next Task ovee Phase Defense Combat Benefit: Uniisio 3 Task Force bsing ached bby Tompedo, SSM. or Bombing Combat receive 3.» 2 nocilier to theirdefens ve combat die roll(s 1). for more details. imitations: Once a Task Forse is formed, no additional suave unify can be assigned « it unui the next Task Fowe Phase. Thus, surface units that enter 2 hes sonteining a Task Force cannot join the Task Forve or reseve its defense benef unless they hecoube part of k during the nent Task Fores Pha Also, individual surface units thal leave @ Task Force ruse wait ‘ntl the next Task Force Phase before becoming pat of an other Task Force. A hex can contac several Task Forces of ibe ‘sume nationality cr allied netionallties, Taek Forees of different nalionalies cai never be combined, and there ean, aver be sore than 12 surface combat unis ina hexat theennclasan oF an Action Segment, 7.0 Strategic Air Missions Ar units car be assigned 10 siratesie missions sharing she Strategic Aie Phase, Which ocauls during AM Game Turns, & nil assigned toa strategie mission eanaot be activated aries “hs next three Action Pheses (AM, PM, aval Night), Wien p= Farmaing strategic missions, the ai’ units are placed on te Sita tense Ais Display. DESIGN'S NOTE: AS he 20 Sentury has cragressnd, ar ecw Aas Blayo3 Gn Meseeinoly sGrufeant rele itary Spenahons. bavi on lonaana zea Arsuparonty overe orlicular region nas utuaily een a everenquaie fer Me Inivation of Grayeainye motiory campaign witness tne deciie effect on the coulse of the Serany oro! Woe eines Dy the cafect ofthe uflaita ps dees oF Bee ‘Ainough Sith Heo" s an onerotanal smultion. ine seg naicatons of ay supanonty over he Weoernanaan Ure Yast Cnival 91 he Gr alods @ naval cormanaer fe Behave Gneterainfan iptestve ave vo the fet tay rk Dy [Beate onsavtons ihe onexny-s ennianod iia atthe sare lise the enemy’ssearch ard combay capenines 4 etenncie FecoUFe OF ined SiofeGic effect cn i Cour. uf the game. shuteae: oF mesions Or6 performed of shgnthy bigrar level than norma! — namely oiiee wer day nathan ign me standard ence of theae tchine! or eomsons cr ey, 7.4 MISSION ELIGIBILITY ‘There ure Four possible strategie aor missions to wet ae biescan Beassigaeds Interceptions 2. Mining: 3, Recommaisances 4. Tastienl Coontination, trates " This chert, printed for ach player on the map, sletermines the, kinds of stratexic missions ech-ar unit (ype ean widestake. Therwanesis types of ait anits: Interceptor (JNJ), Auack (ATK), Reconaaisanes IRC), AnteSubmmeine Warfare (ASW), Electronic Wartare UAW). and Airborne Farly Warning (AEW), Some air ypesare prokibiese feomt wndertabiag ceria strate air nissionss Fer example, an [nieteeptos (ENT) ai unit can never be assigned 19 a Mining nisin, Strategic Air Display: Fach player has 2 Strategic Atv Display forthe map whereait ubits on strategic mssions are paged. The dtgplay is divided into erent zones, each of winch is labeled (lor ‘eximple, Aegean Sea Zone}, Exch zoness also delineated onthe snap with bowders vorresponshng co the configuration of the ‘Stiateaic Aiy Display. Fach zone an the display has fox boxes. sorrecranding £9 the ‘out strategic miciions, plus four "Estar to Buse” boxes ee 7.6) Duting the Allocation Segment of the Strategic Ale Phase. uch player seeretly assigns any or all eligible air units 19 Slrategic missions, Once the units ate assigned, thew are placed fon the Sirtegie Ai Display ty the correc: mission boxes. 19 assign a given af upto astiategic mission 1. Decide nerype of missioe the omit wll perfor 2 Decide the yonein which i will heniucesl; 3. Pick up che aly unit trom ts hasehex or aireralt carrie ana plsce it in the correct mission bey on the Strategie Air Display. Damaged air untscan parformstiateaic missions nosmalls, Nationality of Air Unite: Aiculis of allied navionalitiesean be plavsd in the same strategicair mission box within gives cone. 2 Fac, alied air anils mis! be joined together asa single force lp the Inerception Seament snd vray perfarm Tactival Coord nation missions ogerer- Reconsalssancs ark! Mining missions arealway'sperfermedindividally by air units, ‘Zone Range of Ait Units: Ar-air unit is constdered to vecupy thezoaeln which eitherils Baxehox or sireral warrior tual ‘on the map: However, air units Gan perform siategic missions seintieet at esiended sanges. The Movement Allowance ofan ait uni se Termunes the range (in Zones) in which i can perform sratesie oe mare cones sy 2 tones 239 1 cone Works Daly in-zone ovcupied Example: (0 Greek air umes oven che ase os Sua hey 89) Ihe legean Sea Zane. On of A? ATR wir ut MCN OA UiLimaseh [und the coher an REE RON unit Mos rb Aitaneayer. 28). The US player lees {0 wie DOE et mo 3 rater masons. The A? ATA unit an basing 10 ee a Aes mast Sper ion ol a eprate nls 10 liar Ser Zone ine i Moxernent Aowtnce ex han 19. um operate enya come fr ucewpueh The RES ROW va cat be sour tenher Resunnassunse ageeagh an RU canna ose 1 dest siomarmes fat Conntinaton, snd ea vate ivi the Adrick. Central Mediterieean, Ettore Uncdeercane ar Sea. or Araran See: one fate Ai Mi AMowaae ste 2018 1-c¥n Th US pases tevi's 10 asien Ie 7 ent Peer musi in Aster, Se Sit nite RFS a's rds ” ‘eeteal Mederactout Zor: Drie be has dite strate ‘mtn fr Ao a una ple tne aI mse hw Nahe uh Dav Sorat parrnes Ta Rin Se reat tthe Adee Zo Tinie 48 conser Toessne Sater ewan ‘hast Sox Zane 10a Seausyn sisson we the Anas oe true sie ab east srangy of two cones), Likewise, US or sited wiruricin the Naan Zone mas have Mawomiens Tawurce u 4 erie Yo orem tare mise Yh ‘lock eu Zone Ending Strategie Air Missiony: An ait uit remains en iis assigned strategie mission unt ts destroyed by a enemy unit fons eersept mission, i foreedto * Rete ts Base" (see), ‘or until jhe Strategic Air Mission Termination Phase of thenext Night Gane Turn 7.2 INTERCEPTION MISSIONS Air upits on Interception misslors are used to attack enemy air unis on strategie air missions, Piet, Airto.Air Comhat revolved berweea opposiny unison Iniereepugd missions, ad then any surviving air unity can be used (9 athack enemy ait ims on Reconnaisanse. Mining ar Tactical Cootdiation Interception Segment: During this seznient of the Sitatezi: Ni Phase. opposing ar unity on Interception missions witha th same zone must perform Airto-Aic Combat against on another iss, the players should eheck each other's Strategie Nir Displays, zane by comes a single Air-to-Atr Combat must take place within a given zone if Dork players have assim air nuts ro Luterception missions wih that zone, Irony ane (or nouther) player has assigned alt unis te Ialeseption rissons Within chat zone, Ai-to-Air Comat does noy take place in that zone during the Interception Seument, Thus, fiom zero 10 euht Ainio-Alr Combats can sate place dusiag ds segment. When performing Ai-o-Aif Combat during ths segment, a plyer'sat Units on Interception muar be combined inte a sine tonee for combat, including alli sir units of different nationalities. See ls for ax explanation of how to pertorm Airto-Av Combat Wnat permissiWe fora player to withvald air units. on Ine leyeepuion missions frem comer during this segment. How ver aller As-lo-Ai Comal has taken place in the [ntercep: Fion Segment, any air units that are allosed to eaptinve thee mission (that Is, Mey are no} abligared (6 ret Lo fase) can proceed to nitate Airto-Ait Combats in the easing Rownce Scement Alri {ih seament are placed in one of the "Return to Hise thevonethey oscups (ese 7.6), Bounce Segment: Durme this sepmneat, air units sil on Interception missions ean initiate Air-to-Air Combat against enemy alr unlls on Reconnaissance, Tactical Coordination and Mining misiione in the same sone. The ownine player can autack one enemy strategie uit mission (thal is, ane boy contain: Ing enemy iF woits} per fhiendly air unit on a Fatercemon The auacks by Interospling units are made one at a time heattacking player seleclsone box comialning enemy air unis svithin the same zane and aaniounces one of his lnercepting ar units thay will aniack it All enemy air ubies in the box. being attacked mnt take part ia the Alrto-Air Combat. An air unit ‘ata at enemy strategie mission bax only anes, bu cach ‘ssi hon can he attacked several times during this segment, Wan air nie functioning as am Tntenceptor (INT) i nit ing Airxe-Air Combat in this seumient, never sulfers step losses (see 10,8). However, tt can suf ferait "1 result fromeom= hat. Allsir units defending in Aicto.Air Combat inthe Bowe Seument suifer step losses and "1" resulis normaly, regardless oftype anit that yurvises Air tar Combat but suffers.an fesult must Be placed in one of the “Keiurn fo Base" boxes in the sone it oecupies (yee 76), Als, ae the end of the Bounce! Segment, all unity om Interception missions are zuromatically placed in one af the Return 10 Base” bos, rample: Daring ihe Sirtezic Air Phase, the US plaer ect) slices one US und ome evk alr unit u a Pterernion mst “Shin she gee So Zone. Ae ie cette he ae plaser losin one teh to Ptereption, ane ar unit Keconnuassarcy, rel ane air emit 1 Mining ine same zone Dorin the lererceprton Scan, “if fo-tir Comba takes races sheen the Lies nt te le Soviet A ue en Iarencrpnon laste the US player ia tn ete dt Fn arma arr infarction, we Ue Svs Win famed to rete Pes ‘During the Aunve exhieh the US player Has chow: He can ane vu oF hs ar units tack wspacae Soviet msion, 07 fect Stoack cme Saver mivion with ee wires degrading ithe Tes aitack ts sare msn aa ih hs ok rh Pe 1 hae hot arts Join rover an sel took ease 7.3 MINING MISSIONS For each air unit on a Mining mission, the owning player can place one Mine mater in ny coastal hey [including base) hexss] withis the zane in which the mission takes place, Place ment of mines oevurs during the Mining Segment of the Strat ‘Air Phase. Seo 12.0 for an explanation of the use of mines Av ihe end of the Mining Segment, all air unis on Mining) missions are placed in ane nf the "Return jo Base” hoxes in te one they occupy (see 7.6). 7.4 RECONNAISSANCE MISSIONS Ar units on Reconnaissance missions affect the detection ‘oF enemy units, which oecurs dusing the Detection Phase in AM Game Turns (see 0). AC tbe end of the Detection Phase, all airgnits on Revonnaissance missions are placed in one of the| “Rete (o lase”” boxes inthe zone they OcUpy (se€ 7.6). 7.5 TACTICAL COORDINATION MISSIONS Air units on Tactical Coordinarion missions are used to] inhatice attacks ot enemy units during any of the three sea rests (AM, PM, or Nils) of the Action Phase, For each ait luni assigned (0 a Tactical Coordination mission, the owning) player adds one to any die roll made during an attack (except Airte-Air Combat) by his unis against an enemy unit or stack bccupyime the zone in which the Tactical Coordination mussiom| faket place. Up 10 three i units can contribute co this bors for any one attack, micaaing that a maine of three can be| hat sGeeve an “r" result in Air La-Ait Comba in boxes Suh pect Rues, age 13 added to theattack die roll Alteran arnt lias been wsed fora “astical Coordination mission, it Is placed! in one of the “Retumto Base” boxesin thezoneinaceupies see 76). 7.6 RETURNING TO BASE Air units that receive an "1" resul ip Ais-to-Aie Com! sling the Strategie Air Phase areimmiediavely placed jn ong oF me "Return to Base” boxes in ihe zone they occupy on the Strategie Air Display. A unit in one of these bases sai per forth sno ocher Functions uoull the Ssaueuie Air Mission Ferrainsnon Phase (Night Garne Turns), at which rinte cache unit fe retared lo bse hex im the Zone (rom which i started oro is parca alreraft carrer. Return to Base Boxes: ‘There are four Returs to Base hoses i ‘each rove on the Strategic Ar Dsplay, Each box corresponds to the zone Trora which an aie unit was mieved to perform the sivalegie mission, Units thar Dezan mission in the zone bey ‘occupy are placed in the “Occupy” Recurn 19 Base box; unit, ‘hat were moved one zoneare placed in the “| Zoe" Retur ts ase bo2; amd units tnat were mored 1Wo oe three ones are ‘laced in the "2 Zanes" or "3 Zones" Retann to Huse dos. sespéctively: Each ofthese fou boxes includes te lastly! Ue Zone i) which the air unit bean; when aa ait unit placed in fane of these Retwen to Bare boxes, turn the souanter so that its top points in dhedlrection ofthe initials dhe zone from wasee iccame. Interception ancl Mining missions are veclved Curing the Sirategic Aur Phase and Reconnaissance missions durin the Detection Phase; players shoul be ableto remember where ait hits on these missions begaay Air units ont Tastiel Coonli= nation missions contribuze their combat boms duvieg the ‘Notion Phase; players having difficulty remembering in which zoues ai wni/son dhese missions began may wish 1g Write GOVE the zones oa their Player Records ar on a pieve of paper Strategie Air Mission ‘Termination Phase: Daring this phase, yphich takes place during Night Game Turns, al air unity on tie ‘Strateele Aty splay, including any let} Tactical Coordi nation boxes, ara placa bark on a base hax om the map or on the Aircraft Carvier Display, as appropriate. Air aalts Ghat invited ther siratege air missin trom a base hes ca be plaped on any base hex of their nasionsality within the sams sone fiom which they began cele mission. Air uniks fast gegan a sitatesicair mission from analircratt carrier mist beroturncd to the same Alteraft Carcier Display from which they begat (Ihe parent carrier can move to another zone without atlecting the ability of the air units 10 return from thoirsiratesic air missions athe same curier). Tovar exceeiens Ar wis ran aaran arTer @gned ay Srratezie masons are conse deste if her pont fer is sun ths his trae for ail sceneioseverpr Advan Siuuarasaf Lona nibs Exampls 4 US ar unis based in Naples (in the Tyorlenate See Zone) 1s esigned iovereciae a Mims musi fe legen Se Zone, Assaning the watt compere is masion, tis placed the 2 Zone” Return to Base box inthe Aegeen Sea Zone nih the ip of ineconnter moreting to Nhe initiate "79" a he one a the Mining ‘Seprrent. During the Serteye dir Mision Ferninaion Phase, the {i nit can De hase om ary US base ex in te Tynerean Zoe fit Cand na, however be placed om a areal carvirin that sare “ Return «to Buse ccowry ime Base 8.0 Combat Air Patrol (CAP) CAP is spevial Sunetion For aip ysis, allowing them 69 “stand auuird”™ over a base or alicratt cartier and to aie in Gefence against enemy air or SSM alfecks, Alp units are assigned to CAP talssions during the CAP Phase, which ovcars every Gane Then. and are returned to thal base hi ov sircralt sarcist ducing the CAP Landing Phase, which alsoaccuts every Game Turn. teseversnors: Mie US Nery’ senstiity cDOUt is precious OGIO! corres has extatilsied me cesnbat oF patie) (CAPL 8 @ stancnm technique. ever yn peacetime. The fers ef SAP focties dates back fa he Second Wg War Ghaugh i eflaciivenisss nes vasiy inoaaied sinoa the! Ne orticulany due to ihe refinement of orbome eenty warring fochriques Sith Flea! smuittes ne dtorant trons of CAP Je hat tho continuous potrel mewrranes over corre: bolts gious 6) sea, The second is laraboased CAP wnicn s sn oercompassng iacresonfoven of a nanods radar ores eer) warring Facies aswel os nateal wir estenes capathilnes, nouving Ine dotuay ar unit usoa in the Gomes Well G8 chu frocted anrtared anflerera sisters. For hese ees0rs, onctboven CAP 6 supano’ 1o secbared CAP in me gore: 8.4 HOW TO PERFORM CAP Duriag the CAP: Phasey players cat assign any of all ai Uunits that da not ooeupy the Stratexic Ait Display to CAP nls sions, Only Intereepior (INT), Atash (AT), and Airborne arly Warning (AEW) alc wuts can be assigned. t@ CAP mits sions. Dn placed on CAP missions, these ale unis cannot he setivatad doting the Astion Phase, Upto ihree sic units can beassiened co a CAL mission pet hex. Ifa hes contains twa ar more aireraft eariers (nel allied units), masiniont of five sie units cen be apse to he (CAP mission in that hes. ln Ihe event tal ane oF more altoralt carriers arena base hes of the same walionaly or in ons oF a ally, up 40 fire units from the carcier and qe base van be combined o form one CAP mission, In ie possible for allied air ‘unis t0 be part of thesameCAP mation (ler exariple, when a USaiteraft carer Isin the taselnes oF analied pagion conan ing arunits) SOTABLE ENCETION: [fu wievaR wirer wth a CAP vision Convene tare esate manocinte writs ain rene far turn bose Hen correiing @ CAP manor sth three wr luni the owe player amediauty combines the 140 CAP huss: reso cn. He must takeone ofthe ints ram ene the alvcait caries op fran the base en und place dhe "Return fo Base Jor dat CAP mein fare Nedy. These ra ever berore has livesets on a CAP mon perf CAP markers on pase exes can neve be moved. CAP markers on auctafh carriers are moved as the earners are moved, Should ovo or more carsiers move to different heres, the air nls on the CAP mission aver the carsiees are divided up. and separate CAP markers are placed on eack carrier CAP Display: Each player lias a CAP Display printed on the map for maintaining air units on CAP missions, This display consists of a sores of numbered boxes, end CAP markers ate provited that corcespond with the numbered boxes. The ait lls On & CAP inisiow ate removed [rom the yap and are ‘laced in one of the boxes on the display. and the CAP marie: correapondina co that box is laced on the main the hex {rom ‘which the as; units were removed, A hex can contain only one CAP marker ‘The front of the CAP markers farthe US player ure printed like the Soviet markers, Note tht ao the back, however, he US, CAP mnarhers say “CAP & AEW,” indisating that CAP mis. sion contains an ABW air unit (see 8.2), ‘Note that the number of CAP baxes on the CAP Display is not a limitation, A player who wisher to have more than sight CAP missions should place the exira tucksoF alr unitstear the CAP Display and should use the blank counters jo create more CAP mackers, 8.2 CAP AND AIR-TO-AIR COMBAT ACAP massion allows frond air units o interfere with tbe movement of enemy oir unity during the Action Phase, Air iiits oF) CAP ynssions can engage iv Alt-torAir Covalbat wih Ihe taping euenty air Wiis before Hhow unis cortiane ther The LS piaver bas Alzborse East) Warne [AEW) uns assigned 10 hig abrerat sarees. Ifa CAP mission From anal ‘ral arrer gontainsat AEW ait unit, use the "CAP & AEW" sideol me CAP maker Range of CAP Missions: A CAP mmission has range of fave hoxes (exclusive of the hes the CAP marker necunies). When an setineenemyair unit or stack mos ini hen tas iswidin tbe runge.o! the CAP mission, he miovemment the enemy wu a Stace nunt venpararily cease, The player passeasing the CAP. mission haya choles: Bevan engage tie ene ai units in Ai sowie Combat in that het, 0 he can do natbisia, Inthe fist ine sance, Nieto-Aif Combat bersroes cll che units inche acacking CAP mission au alle defending enemy unis is immedicicly resolved (sve 10.8), Inthe second instance. no combat takes plice wil heeneny sirunitscan continue their mevement The player with Hie CAP MWMIO san chgase 0 attack pein) al unite any tine che eemy waits ate within is range hus, Hf iedidsiprattackara ange oF four exes, itpuld arcack aLarange of ihtee. wo or one heves. The CAP mission eanot ‘laugh emery air units in she hes the CAP meekor occ ‘The ranges oF friendly CAP mpislons ean over'ap- IFestemy iy units eater a hex walkin range oF 8oor mare friendly CAP inissions, the player owning the CAP missions can attack the cnemy air units wich each CAP mussion separztely. Datfereat CAP missienscan never combine their AntiAiesalucs niga sin. tle soenbat, Enemy ait units ears be attacked a anlinted mur ber of times by CAP missions in a sezment of the Acson Pitts, bout hey can be attehed by a given CAP mission enly once, Friedl and enemy CAP misson ranges as overlap with Dut affecting each odher Bach player's CAP aission affecss only those enzray alr units roving through Its ange, Hever the enemy CAP mission Litritations ta CAP Attacks: A CAL mission oan labiose an lnbimated number of AirtayAr Combets again aificre ‘clive enemy tur units of sticks during the Action Phase, 25 long as the CAP mission does not suffer an "F (Return 8 Mase) res 19 combat. Wiis Ms Retuen 1@ Baw bos af the CAP Display ean fever sutiatecombar Aito-Aur Combat hetwzen a CAP mission ané enemy tie unites resalved before'the enemy units jnitiate any combat in The hes ft hich thes jont- moves IP The enemy i eis Suevivethe Airto-Air Combat, they ean ieiiateanstiark from thathes or san continue moving andthe aacke CAP Combat Values: Ar units on CAP missions over base hhexesuuse their full Anei-Air AVA) Value when intiaring Air-to Air Combat against enemy aie units at any range Ayr units on CAP nissiony over arvtaft cerrins can hae heir AA values modified. Tersavetwe factors Liat alfest the AA valuessthe range fromthe carrer at which fheCAP mission lantiates Aiclo~ATy Combat against enemy ait uals, and the presence of aa AW air unit the CAP musion. The Aizeratt Carries CAP Caer on the mp list» the madifications t0 the AA values of eh al units on CAP missions assigned to alceraft ene CENTOS UT CURT a eT Sun maeweality ore malay ane a AP reson be ve do Fens ais ftom the orrer and the bose, there al? ints te thet north A bale a av ane. ff the CAP nisin ana hae nex cooyprse antes ar units fen har sare then the wads arco wat 1 he AacraitCrties CAP CHa The mininiom AA value OF aly onlis ob a CAP vakwON Ts cone, even if this value would normally he mosified 1 ero by ‘he Aierall Carrier CAP Chan Euaplee The BS pla has 9 CAP maphoy by Nes A fa ase head ‘The Sovie paver eevetean wir unt te hes Fad wr if nt Since nis en bs wtlig the onze oF ihe C4 Preisin, he a's Insverien shale nd she US paver hs bs chee of tacks the Soviersm or nes. THe LS plies dvides nt to atteck. 60 the nt can centre to move, The air wnie smaved into he Cy nd the US aber auth us Roe ro atte. eal, Ke cies or Utah, Fhe Sine player moves Fe wn oy ee eas time the US plever decals to attack. Ar-tondir Combet esd a hed 1H Afior the coma is rxchoed the Souler paver if Bvt Suenos ha the opine mo comin movin #9 init ex ae ‘Now asset ee A fs nota base tread, Iconian ay ikerat carrer with # CAP yrarker am em thal the rotor Ack Seles 16, pe ohce MEW vai with tHe CAP onion Ie US player engages te Penta una foe Her nae, the meatless vane of te CAP musion (23 09.4 4 =", runeng phe dhe CAP mss id oN eantcin see ALW ani ic won Bove uoribined dl satin alt Ose 3, rue op Ythe CAD mission attached et aoe hes rere, he combined AA vette woutd be Wa £10, reusing yp) or BW) =, Poway up) depentiag reypectivel’ um whether the CAP mission! Shetuced an UW nity bot Ata th hex rense the CAP mse oud aneech we ts fal eeneh (91 TD) wth dhe EET arto a 165 1, rad 4p) witDous Ce ABH vit Avon he Pane, tie CAP mnsson snd attack a al siranth wheter an RI tine wt he CP nisin or no 8.3 CAP AND SSM COMBAT Ha CAP marker is stacked in the sane he asa sr Face wat Ural is being aecacket by an enemy Surluce-lo-Surlave Missile {SSM) Comba, the aie units on that CAP mission ean contri. bute tobe defetseoy tat surface unt (see 19.8 for oll det. Tis contribution iakes place as long as dhe write on the CAP. mission have not ben forced te return ta base; the CAP mis sion cai partiepite m Airto-Air Combat al some point caclier inthe Action Phase 8.4 RETURNING TO BASE Airunits that are attacked bya CAP mission and safer an “0 aosull arg mediately returned (0 the Be hex oF (o Oe Arecalt Carrier Display ffom which they started, Lf these wats hhave moved half shalr Movarnent ‘llowance or lass, theowaing player simply picks up the ait uniesand nesarns het. 19 he base hex or Aireratt Cartier Display. These units cannot beactivated forthe ret of the Action Peas iraunitor stack from a basehex has moved more than helt ity Movement Allowance before suffering an '1" resale dive ro fui suemy CAP mission, ihe owning playce must be able 10 reacha base hex of heseme nationaliiy that ts wibin the range OF the remaining Movement Allowance; otherwise, the air unit Sess! fr stack 1S Uesiroyed. Air units front an aircraft rier (Tet move movethan nal ther Movement Allowance toa taraet will, not bs able to reach thot parert carier again and so are do- siroyed. Remember that a stack of alr units uses the lowest, Moverveat Allowances of any unit in the stack Ifthicunts one CAP mission suffer an“ (Return to Base) fesult in Ai-to-Air Conibat, al the air units comanising (hal, mission are immediately placed inshe “Retuen (0 Basa" Dox on, the CAP Display, dleecdly underneath the CAP box in whel, the units ware maintained walle on CAP. Units occupving the “Return to Buse” bax can perfor ne functions whatsoavor Skih Fleet Riles Mage 18 losing the remainder of the Action Phase (including aiding in SSMantscks). facts of Interceptor Units: If enemy sir units chat re ‘etuacked by 4 CAP mission do uot comin at least anealr walt acting as an Intereepter (INT) bit (see 10.2), any nepative roaulte thas would normally he applied foward the ai units the CAP mission aze ignored. nvs, any resull that calls tor step losses or "Return to Base” For the alr units on the CAP ‘mission are ignored in this instance, and ooly results apalying {0 the enemy airunits are applied (see 10.8). CAP Landing Phases Doring this phase, all air usils on the CAP Display, incinding those ia the "Return to Have” bones, ary placed back on the baie hes wr aizralt cartier in Which tie CAP markers are loraied. The CAF markets 172 removed irom the thap and are placed on thetAP Digg NOTARCe cIpTiEN. Like we waits on arargie am mbawRs, unis on uCAP rasion fiom anairera rrr tha issune are Considered destoyed, except in Advanced Seener9s of Lone lest ie 5.4) 9.0 Detection Detection isu encans of pinpobiting the location of eneras sface or submarine units 50 that diey can subsequectly be attacked Air untsand basehexosdo aot need to bedelecel, A ut or stack shat has been deiesced bas a Detection marker placed om it. sioner sng, he Kosher of units cre always usiols to bon ployer: ouiing tne game. This fact keeps ine pley meckanics Serpe ane, mara Impetanty, alaws tha gate 40 Bo "oad loved solicits. There i clso @ ofionese for ve owen itl Sf unity satemies ond AWACS Oferat cre CansapIed ‘conStONT Use MrouGhiout the gome. almaugn ine effects cre Sbiticctes Admivedly, those cavelloncs stars ere rat erfoc! h actuel practice, ond certain imposeinie taat everyting cfioot n the Mediterranean Sea wil actualy 82 erected’ Hovevor, fis cssumeC thot sarees onal AWACS re no’ pinconiing the postions of enemy unis hey ove Insigod! bansicerod to bo proving contrucus mfornation conceinng ‘he operoxmnate postions af unis ct sa In Gree fo aitoce tose unt, nowever, mere speotic plection requirso. Heres. no unit reay he cheese tt are unless f possessex 0 Detection merken Detection Markers are ced in hivee way, th sf anc P51 Imoartant By ar reconnassonce: second. ndhiguat surface unis ana submerines con detect wth For own "erie sone. ‘ernelicaniers: thie, safaifes con eatectanemy units Soise omoning atfoctive helcoplers hove batter ASW valuss, aro sc resul they posses Extended Ceiecton ones, MOKng fein more oflechve search plovionns 9.4 DETECTION ZONES ‘There ere two types of Detection Zones: Limitesl Detection Zones, conssting of the six hetes immediately surroundiag & tunit; ane Estended Detection Zones, consisting Of the twelve saulditional bexes surrounding the Lintived Detestion Zone. Only surfece and submarine units have Detection Zones; ait units, bases anid markers (excluding Task Forse markers) newt have Detection Zones. DETECTION ZONE ™ + uuwire nereenion ZONE Example: fn rhe cagrann ate, aie A fas a Lied Detection Zore.in he ighily staid heves annum’, and tn ended! Tetectin Zon in he ola dancer shod hex eran hm Determining Detection Zones: All submasines wvert Limited Deieciion Zones. Surface unis or stacks af units wilh a conn bined ASW value of rhrve ar fess exset Lioiited Detection Zones. Surface units oF stacks af units witha carabined ASW. value of four or more have-both & Limited Deteetion Zone and an Pxtendled Detestion Zane. 92 PLACEMENT OF DETECTION MARKERS, Detection markers are printed with *Detce: US" on aoe side and “Detect Soviet” on the eter side. Detected US and allied units have thered “Detoct US" sige oF the matker pat on then, and detecied Sovier and allied unis have the green “Detect Sovier” sidepir an ther, (nee a Detection marker x placed a an enems nit itataye fm the unit and cies ith fi berever a goes unit the Belo tion Removal Phase, which occurs during Night Gaime Turns ony (e9.5), Detection Phases These ara nwo wet hots for placing Detection markers on eneiny surface ancl subimaviae vsity 19 ibis pest, ‘which takes place in AM Game Tums, fnemy surlaceand sub: marine units ean be detected by means of Detection Zones of friendly surface and submarine units ua by frlendly aie uns ‘onsstratezie Recannaissance missions, J. Detectiqn marker ss placed on cach enemy surface unit oF Sack oF units that occupies the Limited er Extended ere tion Zone uf a Friendly surface unit of sch, OF the Limited Decection Zone of a submarine unl: at che Heginning oF the Derestion Phase 2. At te begining of the Detection Phate, a Detection marker is placed on each crim submarine that oceupi¢s Limied Detection Zone, and the friendly surface units) and/or submarine wnitis) exerting this Limited Detestion Zone buveacombined ASW value af oF more, No Delec- Hon marger is placed on the eaemy submarine IF the surface luni(s) andor subroarine unit(s) exerting the Limited Deiestion Zone have a combined ASW vale 01 3 9Fless, Subrtarines ip the same hex with Suctace units 2d in theie "ASW values when determining the combined ASW valas of the friendly suafave units in a hex Nove that all units exerting 4 Limited Metection Zone inia a bes containing ‘enemy submarize unics vombine their ASW values When ‘detecling thesubmanines. 3. For cau air unit currently on a Reconnadisance mission ‘within apiven zone (see7-0), the awning playar has acne during the Detection Pha’ + Hecan place one Detection marker on a sinsle enaray sab= rmrine anit oceupying the zone Ia which ihe Revonnals: sane mission fakes place © He can place swo Detection merkerson any enemy cartace lunits or stacks of units oxcupying rhe29ae i which the Re vomaiisance mission kes alace Once the air unit Mas placed the Detestion warkers its placed in one of the "Return to Base” boxes in the zone it ‘eeipies on the Strategie Air Display, Remembee 19 point (he top of Hie vouer 10 the concer sirategie zone from whit it began che mission, NOTARIE TNetisvons, Aa INT ov ATR aia) oa Ricannaiy Since sie can never ple & Decor 0 et) Subnnais Well Also. RE aud RES RON ar arts cannot eae enemirusmartre unit Action Phase: Al the moment al tits performs remy surface unit or stack ot ‘unnery, ASW, or SSM combat sgainst 3 (ricndly unit, a single Detection marker f placed on the enemy Uunit or stack. An eneniy: submarine periorming. Torro, ASW or SEM combet against « friendly unithas a Detection, snark placedton i. AL the monien{ af enomy surface unit oF etuek monies siredty from one Linited or Extended Detection Zane hex ox ser Fivey Rues, Fogo 16 ‘erted by friendly units ico another Limited or Extended Dexee: lion Zone hex exerted by che same units, a Detection marker is plaeed on the enemy unit 9° stack. Hl aa onemy abmarine muses from one Limited Detection Zone es exerted by friendly its with & combined ASW value of 4 ce more 10 another Linited Detection Zone hex exerted by the sarve uit 2 Detection marker js placed onthe enemy submarine Satellite Detection: In rhe Rayon Events Phase of Advanced Games, Detection markers may be placed on enemy tnits by ssucllts reconnaissance [see 16.1 for more dell) 9.3 DETECTION RESTRICTIONS ‘Submarines: The detection status of enemy subarine wits 35 elermined individually. [f several enemy submarines within the same bev are deweted, they must each be assigned a Doree tin marker. Undetevted submarines chtcring a hes with de- {ected submarines remain undetected. This, € possible for » hey 10 contain both detected apd undetected submarines. A ‘submarine unit can never nave more than one Detection tat ker laced om it, Hie sleasdy has a Deiecton marker on it and ‘ould normally recive another one because ofthe Faciors @nt- Lined above, ignore thesccond marker completely urface Uilts: The detection of enemy surface units is deter- rined by hex. As soon as & Deteetion marker is placed on an tsneniy surface uMit because of the factors deseribed in 9.2, ail surface units in the hex are immediately detected, semext of 2 Detection marker on any gait ina bes ind Uae every surface amit in she esis detested, This is ule even i nly single surlace unit within a stack initiates an attack from ahosswhie other unite do net 1g surface une or stack of units that is nox decected ends Action Segment in the same hex as a detected surface urit or Stack, tho wsdotoeiet anit or stuck is immediately detected. The Feveise also holds ceue; a detected unk oF stack ending aa Action Segment in the came hee as nn urdstewiel it or stuck ‘Guise hat unit oF stack to be detected. [1a Sask of derccied Surface enitss activated into separate forces, all Me units i The Sparare forces are sill detested, anal Derection ninikery are Placed al exes where thesletecied units move, Undetecied surface units that move into a hex wich a ‘Example of Detoaions Liat Aiea US pnjece wi when ASW he of € ad us hos @ Lime end an Extoces Brecon Zon Guitars 8 US submarine ant fasievaiun 3 a tes hese Limited Peiection Zane, fot US ants have aoa bom eee by the owected subiarine unit are nox detected. The detection status of submarine unis docs aot affect surface units, nor does the detection statusof surface unity alee! submarine units Task Force markers are considered normal surlace units for doiection purposes, If a Tesk Force ie detected, all units that belong 10 it (and aay ocher surface units in the Same hex) ave dejected, “A surface unit or stack of writs can never have more thas ‘one Detection marker placed on i. Lenore any’ other markers that would he placed om the unit oF slack according 19 the factors in 92. Tiere can be Detection markerson each submarine ina her, but only one Detection marker forthe surface units ia the he Base Hexes: Base heres are automatically detested at all ies. However, sebrmacine or surface units oceupying the hex niust bedetevied normally inorder for hem jobe atiacked. 9.4 EFFECTS OF DETECTION Surface 07 solimarine units must haves Detection marker fn them betore they cu be altacked. {Lis possible for a de lected submarine {0 De in a hex with undetected submarines, hut only the detected submarine can besitacked. Aslong esone surface unit in a be is detected, aD sufface units in tbat bea ave detected and can beattacked. 9.5 REMOVING DETECTION MARKERS. Detecuon markers are removed! front units during the Detection Ramoval Phase, which occnrs in Night Gams Turns ‘only. Except for ths limitations deserived below, all Detewiion mitrkers are removed from suriace and submarine units Curini, thsphase, Surface Units: Enemy surface units or stacks within the Limited or Extended Detection Zone of a feicnaly anit curing, ihe Detection Removal Phase do not fave their Detection, markers removed Submarines: Encmy submerine units within the Linited [Detection Zoneererted by friendly units wien 2 combined ASW value of 4 or more do not have sein Detewion markers re moved during the Detection Removal Phase, Soviee ster. Units C throw are Soviet surface and submarine Ins the positions trdcaed, This exam dacs or we stele ‘eonnaisance for detecting wnt sith Peet Rules Poge 1? 40.0 Combat There aresix kins of eombat thal can accuriinthe sume Torpedo Surtace-1¢-Surfve Missile (SSM) Bombing Anti-Submarine Warfare (ASW) Gunnery Ainoair The first fe kinds of combal are resolved using the Combat Resilis Table al the las) kind on the Ait-to-Air Combat Results Table (both printed on the map for cach player). The metods by which these combats are resolve are stesertbedin the Following rues Distanies noves The Cambor valves of meivivol shi Submarines, ana aircraft aia based on caret ashiches one ‘Somparsons of wegoans systerra Gre shiakzourd slecteanics it's wortwnia to nore a few specal consciarciions Faken niocecauorn fhe compilation oF these waues: 1. The ASW value oF sunteco units is Based! primariy on igiconier srength, Pence, ofcient corres nave powertu ASW wexyes even though for the most part they co not noses 40s weacore coy se, This Haven oruers Ganisalct SrailVenele cre roatiy halcape: cavriars, walsh explains ther ‘igh ASW voles; One oF Ine host reveuitonary elemnens BF madern naval technology's the abilty ofa surface ship fo langage en onamy subrraina 5! © grect disanee tor i eslion Even the best of the World| Wer Tivo escort vasils Thou have ne rave horn ASW vale OF one it Mis Gore 2, Gunnery Comber an aetvy that actually encompasses ‘mora than just quire. Some contarmparery surtece worshe, arlculory Sovel vessel, are cupube of euch torpsdoe: ot enemy surface ships. The Ccocbily & reriacted thar Gunnery vais Accitoraty. some helcoptrs oe opapie oF tng shavt onged /isilos Gurng cine 2omee! Grothe fechnique Ihot i refecrod nthe garry Procedure, However Sxih Feel assumes ar Gunnery ‘Combar i 0 technique tha! wi far fis inost por! be: Svesied by tha plevers cs # WaLle hein reciiy Thang th Dtecion Phase, Detocion marke are plaexd on Soviet sefce wit Cy ace ts thin the Extonded Detective Zome (of GS unis, ed on Saves surface wat D, sree ii fa dhe irae Deretion Zone of US it 8. Nn Detection marker i laced on Sota sudimarne ins Er snce the LSsubmarin val # as an 4S value of 2 “Assure the US player oasigs eine P3 REN ai wnt tow ecomnassance mesion i ths cone during the Sroeake Ar Phase. Inthe Detection Phase, he hay @choic?of placing ane Darction erkor on ether Savi sabsnarme out E, Fer Hy 01 he-canplece {ina Dutecion markets tte Sover suf wns ana fae fexompe, he desde to plece one Detection marker of Soviet Tabmorine nit "During the oning Actin Phete te Soviet wifoce st saves in he rdicuted pe Te 5m detected when ener heb but a a detect when wt moves une Pex 2 sie IH moved ae Irom ane hes i ant A's Estes Detection Zone do unother Similarly, the Soviet sibmarin set Fl haved sons the indicted th Hs aon lvected aa euring is emo vcrns, even taongh it ‘iovea from one Lantad Leecuun Zone hex fo uraiter, Decewe lic B has an ASH value of ny 3 if another unt in he seme hex Narjace oF cbenarine — hed bea able lite ASW valaa fora Sombined ASP? vai of €or more, the Soviet subarove would fave boon desta ‘Sve sufece um L moves lang ts ndicwed posh 1 1 nO: dletectel durin rx maverment ve it 20%ed io one hee i the Extonded Deterion Zone of US si! A end sa ome hes inthe Lonited Detection Zone of US anit 9, fx neti caye et reve Through wo Deteciton Zonas of te sere rit, and soe renters tenured ‘Sovieeunfece st [now tacks the US unit B with ASHE Combur, Unit is now deqected because i ited comet and si hare Deterton marker paced et Each ACS (pont combatant squackon) unit tual presents four patil cra 14 Rastristons cn the roles ol inercentes NT} cnt ot JAIK) ararait ore in effect oocause, really ar avert vecy linia tans of at ion carr. shoul anfigurso fo.attoce enemy snips, wa nave yeny ie Sanabity te pmtect met nartooy connor Simiony 0 Gembat oreran fried wh ortoa weapons iil have vilualy no cazanilty agans! enemy InpRNO. 10.4 INITIATING COMBAT Only an active unit or stack ean initiate combat. Ta €s6, the ovining player scates the iype of attack being made and the enemy units Uist are che targets ofthe attack, UFalifterent (pes OF enemy arins (chat i, surface, submarne and air unis) ‘occupy de same hex, cinly one type of unig can be attacks by anyone kind afeomtat. Surface Units: Fromy surface units an stacks ust tave Detection markers laced on them befors they ean be attacked. (Ones a trtendy suriae uni a¢ stack initiates combat, 2 Dever tion markers placed on i Surfae unis activate together as a-single Fores are cons dered single nt farcombat purposes. Is isnot permissible [or jane unit within a stack to initia one form of combat and, al he same ime, (9 have angie! uni intiane a different kind of tombat, Suelave unis ean jnitiate ASW ard SSM Conta at differeet snes inthe same Action Seamen however. Note that leismot manelatory for aliumitsin ahe\ to deactivated togetter, ‘They enn be yativaled individually arac stacks ‘Ser face unis are allowed ro perform onc Gunnery attack i ‘an Action Phase, of 10 perform one ASW and/or one SSM. attack in thesamesogment. [Phe surface wits have pesformect fidher ASW of SSM Combat ina segment, they euanor then perform a Gunnery atc Since unis oF diflarcee sationalities cannot be acovated logethes, they can never initiate combat togeiner, However, surface inics of different aasonalites that are slacked io the same hex etn defend as pert wf ihe same faves if autacked (re member thal unis of ditersnr nationalities cannoe belong (0 tho same Tash Fores) ‘Submarines: An enemy submarine unit must have & Detection imarker on it Lo be attacked, & Triendlly submarine ucit has 2 eteetiou marker plaved a4 as soun as if {nities combat. Fach submarine atjacks andisatiacked separately “Ale Units: Alp units never have Detection markers placed on them, During the Aealon Phase, aie units ean heattacked ay ce fensive firein Homing Combai and by eneroy air units on CAP. missions. Base Heres: Base neses never haye Decestion markers plaved. fan them, They ean be attacked hy Bombing, SSM, or Gunnery ‘Combat ac anytime. However, surfaceand submarine unitsin& bbase hex must be detected betore they van be attacked, an hey ‘can be attacked by anyyappligable form arcombsat Sorrynta qentriane Se jace wn cannor Be wnjvcke Bs Ta neo Canbet ue hr le she Averell Gur, haere ‘ce tents nthe Toneter on Tea base Heres COR te attarke by Tovpeto Combat sre 22.2) Double Coasfine Hexes: Opposing sorface and sibmiarine ails can oscapy the same bex ft isa double coastline ben (see 5.2). However, combat cap never occur between opposing sur Face andor sitbmarine units in the same hex, since it won! hhave ibe performed over a land feature Combat Bonuses: Two Forms of bonasey are applied 10 const L. Tactical Coordination: For each air unit assigned oa Tuett al Coordination mision ina zone, tne owning player can Add one 19 any attack die eal (exoept Airco-Ait Combat) luptoa manimmum of three per combat \see7-5)- Suen Flses Rules. Pogo 8 2. Task Forces: Units jn a Task Fozve that ace the targets oF Torpedo, SSM, oF Bombing atzacks weeive n + 2 1oall se Tensedieralls. Aslong 3s uae niin 2 Task Fores tea target of an urtack, aif ups teeked intbehex with he Task Voce receive this hon; if a0 umm the Pask Forces attacked, the other shipsithetws da nat receiveshis bonus. 10.2 COMBAT VALUES Print op the surface, submarine and alr uit are the eae rious sunibsers representing their movement, defense, anil al- tok Values. AM urns Have x moweIMen. Ne, All alls escent sir unuts havens defence value, The sombst wales vay aevord ing 19 the abdities af each uu. The values aredeseribod below Moventen: Allowance: The masionin awmiber of hexss a unit (can juve dUriog it active stanus, Deterwe Values A oveasure of the unit's ability 10 withstand ‘eanrage froin enemy aitacks, SSM Valles A quatificaion of Ge unit's capebilicy in $SMt alticks, A uni fal given an SSM Range, wach isthe num ter af exes. unit ean be removed (rom thetsrgel vst ara eon suet SSM Combat, The hes ie aniacking wail vecupies is ma cunt asparl ofthe SSM Renze ASU Yelne: A avaaittction of te u's capably in ASW AA Value: & quantification of the unit's capability in wate aireraly (AA) warfare, A sarfeee unit's AA salue eoasiss of wo nummer! me Close AA value unl Arca AA value. An ale tunit's AA value is simply-one digit, peta Fate? 6 cuaniticaion of a uni's capabiltiesin type fof warfare unique © Its type. Alc units are givon & Bombing value, surface Units a Gunnery value, and sabmnacines a Tor edo value 1) 4 nnit hasta Nom its counter for a combat value, ‘eans the unit canny perfosm this kind oF eomidst. Nove that suuface amis ean haveesiler an Area or Clase AA value Of 0, I they have the otker AA value Intercepor and Actach Alt Cntiss lntereeptor (ENT) and tack (ATK) air unis ase spesial resritions eegardiny the use of thei combor sales. In elfost, these units ean reverse (heir roles duting the Action Prise. Before aetiating an If | tor ATK anit, she owning player nist indicate which role, INT tor ATK, tie unit wil urdertake when activated, The values (or ombing. SSM, and AA printed on these couiners are red fied av described below; + Ap air wait used ag an Interceptor (INT) slvays hoe Bombing stad 93M vatuey oF 0, but it employs is prioced AA vals + Aman unitased asa Attack (ATK) anit ainays emploss the Hombing stil SSM values printed on che geunter, bur havan aa valueot | INT and ATK clr units never use all dhe values print on their counkers nt one Action Segment. A player can choose to ‘ovarse the rales ofthe airunis immediately befere he activates ‘het. 40,3 TORPEDO COMBAT Torpsdo Combat can be pielformed wouter the following circumstances ‘Th attacking units an aedyesubmaring: The init Boing ettncked must bea deteciel encany susfece unit or stack, 3. The afacking sobnavinc mus! beadjaeent othe carper nie (orstack) 4. The attacking submarine can attack only one hes, even ait issaljacentt0 sever hoses containing enemy sur Face unite ‘SGTARIE ENEEPTION” A SorFace Wa va Dose Dw Bees Re nuetd 8) Torpedo Combat oxerptin te Tolan and Tas base eves ihe Advanced Gare, see 22.2), lbsa, «eit can nr be each fe separated fron he etacieg submarine Jayuher or hei conposed ful ofan’ feare Resolving Tomedo Combat: Follow the combat procedute out Fined belowte resolve Tarpede Combat, PREPARING FORATTACK. 1. The ellueking player dttrmines the Torpedo value the at= rackinu submarine. 2. The attacking player can choose one-oF two surbace votes in the hex as his targeis. He sta declare which tits will be atiacked, Nore that # unit can be atlacked only once By a sub anne per Forpeda Contbat 3. The attacking player can split up the Torpedo value in aay. Way he sees fit. Ie then tells de defending player how many puints of the Terpedo value hewill aaply agains! each target. 1 ‘one unit i the target of tbeaitack, the complete Jorpeco value isapplied agers DEFENSE DIE ROUL 4, The defendiow player sabets up to five unite i the vara hex (including submarines, if any) ancl adds togetber she ASW values of shewnits behas chosen, 5. The defending player rolls the die and consults the Combat Resulis Table. cross-reforencing this dis result inthe “Defense” columnn with the "Combat Value" column corresponding othe combined ASW valle calculated in sien 4. [Tone of the targess, chosen by theantacking player in stop 2belangs to a Tash Fores, she defending player adds wo to the die rail before vheckit ihe reuul (¢hus, a roll of 4 would becomea i). A number frem 1 110 will be Found, Thisis the Detense stodifier aid should be huled for lac use in resolving the eomoat. RESOLIING ATTACKS 4, The attacking playerannounces the individual target unit for the atieck gnu the namber of paints from tbe Torpedo value used inthe attack as declared instep 3. He alls the die and sub- Jracis the Defense modifier ealeulaied in step $ from the dic roll. (Note that dhis Defense modifier applicable (o every dic roll made by the attacking player during the Torpedo Combat, not just to cha first atack.) Ifthe attacking player wishes, he ‘am add one (ap 10. maxianum of uiree) 10 te atzack Tor each, Aieunit on 9 Taetisnl Coordestion mission in hit zone, The at- racking player eress-eferences the madi fied ie roll ou the “AIH Jack" column yata the "Comsat Vale” column correspongin Jo the nuntber of points applied to the stack. The combat 12- suleyailbez numer from O10. 7.Compsre the combat ruil with the Defense vain of the ir get unit, Damageor destruction of anit is applied immediately (see 1.0) Note: The attacking player pecforms steps 6 and 7 for each tar- pet hedeclacel instep 2 4. Aer all targets declared In step 2 Nave been attacked, the Torpedo Combat eover, sample of Torpedo Comsat: is Sour nurse” uyhirine Sumy (romero saint 29 tr trate jo Torpads Cordce pat @ errvet stk oF US rt camsising of NTO? TRPANSE YALA 9? As Vann 3h Voge (DeRISSE Vaaut: 2-asw vate Hand Deyn (ebeSer Vatu) 43s eatup J) Sy Holes Nils and Voge a ‘ts target, allocate J point apoine Vox end 21 pales atts! Sune) 231 22100 fall Torpedo ae of Sian.) eH Ve N agus Sem Nv ww = ma Pere Fat Pow ‘The US plasr els wo he combed ASW vatues of is dee unis Fle nthe target hes ond ea tds nmin Sine the rire ships were nok cept of foring Teak Farce, there no Tase Forse modifi applied Yo the Defense ce ro unig the “Defense” column and cross-reference si the 18.20

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