Professional Documents
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ctica l
Ta READ BEFORE
PLEASE RST GAME!
I
YOUR F
TABLE OF CONTENTS
1. Introduction 5. Enemy contacts
• Historical background • Detecting
• The Type VIIC U-boat • Identifying
2. Getting started • Attack considerations
1. INTRODUCTION
The intention behind this guide is to walk you through the most essential aspects of
U-boat operations. It is assumed that you have read and understood the rules. While
they teach you how the game works, this guide explains how to behave in various
situations you may find yourself in while playing the game. It also provides a brief
historical introduction to help you understand the nuances of World War 2 submarine
warfare.
2
than any other U-boat, and also sustained ly, or when threatened by escort vessels
the highest losses during the war. It was or aircraft.
a medium range submarine, and it operated
primarily in the North Sea and the At- The U-boat was no match for convoy es-
lantic. It carried 14 torpedoes, an 88mm corts in a surface exchange of fire and
naval gun, as well as a 20mm anti-aircraft was forced to dive immediately if spot-
cannon. It could also lay mines. ted. That gave the escorts a substan-
tial speed advantage, and allowed them
What may be surprising at first is that the to close in quickly to hunt the U-boat
VIIC was more of a submersible than a true down using ASDIC (active sonar) and drop
submarine in the modern sense of the term. depth charges on its position. This is
It could stay underwater for a maximum of why the U-boat must stay undetected for
18-20 hours, and then had to recharge its as long as possible in order to use its
batteries while on the surface. Further- advantages to the fullest.
more, its top speed of 17 knots was re-
duced by half when submerged, as it had to The following chapters explain how to
rely on electric motors. This meant that turn your Type VIIC into a well-oiled
it stalked its prey primarily on the sur- fighting machine. Study them well, and
face (while running on diesel engines) and remember: you are the hunter for as long
dived only to approach targets stealthi- as you avoid detection.
2. GETTING STARTED
The U-boat always starts a mission on the surface, either having been escorted out of the
harbor by a German minesweeper, or in the open sea if the mission is a part of a longer
patrol. You will be covering long distances to reach mission areas, and diesel engines
are the favored means of propulsion for fast transit. Being surfaced also makes it easier
to be aware of what’s going on around you.
Typically, the beginning of each mission where the U-boat is located, or by check-
should involve: ing the time and using the ruler included
with the game to measure the approximate
• plotting a course distance covered. While the knowledge of
• setting course and speed the submarine’s position on the strate-
• readying the observers gic map is often essential to mission
success, it might not be precisely known
Plotting a course at all times. Navigation errors and in-
accuracy were commonplace in the World
This is the first thing that should hap- War 2 era, as in later decades before the
pen once the mission begins. The Cap- invention of the GPS, and high precision
tain asks the Navigator to come up with was simply not possible.
a route to the mission objective, and
may also give him specific instructions The Navigator may and will get lost due
on which map quadrants to go through (or to intense maneuvering under water, or
avoid). The Navigator then plots the pa- because of bad weather (as it makes the
trol route as described in the ‘strate- sextant useless). If that happens, you
gic navigation’ section of the rulebook. have to rely on the ruler. Above all,
It is recommended for the Navigator to don’t panic - you will be able to check
note down the plotted course, as it is your position sooner or later.
a crucial piece of information which
many other maneuvers depend on. Setting course and speed
Once in transit, the Navigator can track In order to change the course, it has to
the progress made towards the chosen des- be set on the helm. Once the Navigator
tination. This is done either by using is sure what the course should be, the
the sextant to confirm the map quadrant next step is to alter course and set the
3
engines to the desired speed. It doesn’t do at the beginning of each mission (af-
matter if you alter course or change ter setting the desired course and firing
speed first - however, both of these or- up the engines). Observers are the eyes
ders must be carried out if you wish to of the U-boat, so they must always be
move in the chosen direction. on duty whenever the U-boat is surfaced.
A smart Captain will mobilize everybody
Readying the observers (the engine crew, the ballast crew, the
helmsmen, and the observers) using one
Sending observers to the bridge and or- mobilization so as no to waste more or-
dering them to watch their sectors is ders than necessary.
the third thing that The Captain should
3. AT SEA
In transit maneuvering into attack position. What
is more, you cannot operate underwater
While in transit, you will have a number forever, as this draws power from the
of things to care about on board. When batteries (which never last as long as
traveling to the intended destination, you would like them to).
it is important that you let the crew
rest as much as possible, feed them, per- Batteries
form all the necessary maintenance and
repairs, read pending messages from the The Type VIIC can cruise under the sur-
HQ, and treat the ill and wounded. All face for a maximum of 20 hours. That’s
of these are important, so prioritize how long its batteries can last when
and start with the most pressing issues. they are fully charged. Once they are
On top of that, you must always remember depleted, the U-boat will have to resur-
that there is an enemy out there who will face and recharge (which may take up to
be trying to sink you. However, they must 6 hours, depending on how much power was
find you before they can do that. left). Try not to deplete your batter-
ies completely, as it may force you to
Avoiding detection resurface at the least favorable moment.
As a rule of thumb, batteries should be
As you already know, it is much faster recharged on the surface at night, as
to travel on the surface. Unfortunately, it is much harder for the enemy to spot
this leaves the U-boat more vulnerable the U-boat in low visibility conditions.
to detection. You may be spotted by sur- Unfortunately, that also works the other
face vessels and aircraft or, in lat- way round.
er missions, picked up by radar or HF/
DF (more on which later). In any case, Visibility
a smart Captain will always be ready to
dive while on the surface. The day and night cycle, as well as the
weather, affect range of vision, both
While under the surface, your position for your observers and those of the ene-
can be found by sonar or the hydro- my. Moreover, night and weather effects
phone. These are most efficient at medi- are cumulative. In extreme conditions,
um to close range, and may be very dif- like a storm at night, your ability to
ficult to avoid if the enemy is already spot contacts and theirs to spot you
aware of your presence. The U-boat is will be severely limited. In those sit-
never completely immune to enemy detec- uations, it is advised to dive and rely
tion, but the chances of being detected on the hydrophone to acquire targets.
underwater are smaller, especially at
long ranges. If weather conditions make the attack
too difficult, then it is advised to con-
However, cruising under the surface is tinue pursuit until it is possible to
not fast enough for efficient transit or commence the attack. In fact, when the
4
weather is very rough, it may be a good mind and try not to get caught with your
idea to just hide under the surface, guard down.
especially as there are other ways the
enemy can detect a surfaced U-boat, not Mines
just by eye.
Enemy mines pose a deadly threat to the
Radar and HF/DF U-boat and may cause heavy damage if the
crew doesn’t react in time. If you ever
During the course of the war, the Allies run into a minefield, try getting out of
developed two very potent technologies: it as soon as possible! Most of the time,
the radar and the HF/DF (High Frequency you will be notified of minefield locations
Direction Finder, ‘huff-duff’ for short). in mission briefing or messages from the
The radar emits radio waves and picks up HQ, so make sure that the Navigator is
their reflections bouncing off objects in aware of where they are and steers clear
the distance, while the HF/DF can inter- of them when plotting courses.
cept high frequency radio signals and
pinpoint their source of origin. Some missions, on the other hand, will
require you to lay mines. These are very
While these technologies do not pose dangerous assignments, as magnetic mines
a threat in the early missions in the must be laid in shallow waters in or-
game, they will become more and more der to allow their fuzes to react to
dangerous as the war progresses and the enemy vessels passing over them. The
Allies upgrade their technology. In the minelaying procedure is very similar to
final missions of the game (i.e. nearing launching torpedoes, although it does
1943), the enemy will be able to de- not require using the TDC to lock on to
tect your presence on the surface from a particular target. It is enough to lay
well beyond the range of vision, even in mines while in the map quadrant(s) des-
low visibility conditions. Bear that in ignated in the briefing.
4. FRIENDLY UNITS
It might so happen that you encounter friendly units during a mission. You will al-
ways be notified of such encounters beforehand, either in mission briefing, or through
the radio.
5
5. ENEMY CONTACTS
The enemy vessels you encounter are either merchant ships or escorts. The former are
your prey, while the latter will try sinking you the moment they spot you. You may
also come across armed merchant vessels. Although they are quite rare, they may pose
a serious threat if you approach them unprepared. Always be careful when identifying
enemy vessels, so that you don’t charge straight into enemy counterattack.
6
6. FACING ESCORT VESSELS
Despite all your efforts at remaining undetected, sooner or later the enemy may become
aware of your presence. Once that happens, enemy escorts will do everything they can
to send you to the bottom, so stay focused if you wish to make it home alive. There
are several kinds of escort vessels with varying degrees of threat: some of them are
fast and maneuverable, while others launch more devastating attacks.
As a general rule, smaller vessels are turn and/or dive deeper just before the
more nimble, but their depth charge escort passes over the U-boat.
attacks have a narrow area of effect.
Conversely, destroyers are much faster If you turn too early, the escort might
and their depth charge barrage covers reestablish contact, make a course cor-
a much larger area, but their turn- rection and still get you. If you turn
ing radius is usually wider than that too late, you might not make it in time
of the U-boat. Regardless of what you to escape from the kill zone. The closer
come up against, certain principles you are to the epicenter of the barrage,
always apply and they should become the greater your chances of receiving
second nature. a direct hit are.
7
Two more things worth noting regarding Fighting an escort vessel can be
an enemy’s hydrophone are that it cannot a nerve-wracking experience. However,
hear you while depth charges are ex- if you keep your composure and maintain
ploding, and that an escort cannot hear discipline, the U-boat and its crew will
you if you are behind it. The latter is hopefully live on to fight another day.
caused by the escort’s own propellers
which impede its ability to hear con- Attacking escorts
tacts behind the stern.
It might seem like a good idea to elim-
Last, but not least, you should remember inate escort vessels, but unfortunately
about diving deeper to avoid attacks. it is not easy. They are rather difficult
Turning to lose the escort and get out targets for German torpedoes for a num-
of the kill zone is an important tactic, ber of reasons, including small dis-
but diving below 165 meters often allows placement, degaussing, and more. Fuzes
you to avoid close range sonar detec- in German torpedoes were already er-
tion. On the other hand, such depths ror-prone, so sinking relatively small
expose the U-boat to tremendous pressure escort vessels is an exceptionally dif-
and may result in leaks or more serious ficult feat. Please bear that in mind if
malfunctions if maintained for too long. you ever think of attacking an escort.
When faced with an air patrol, staying on This is the only recommended course of
the surface is never advised, but some- action, and the dive has to be fast
times there is no other choice. There may enough in order to avoid detection and
not be enough time to react, or the tech- attack. The unexpected appearance of
nical condition of the submarine might aircraft is the main reason you should
not allow for a fast dive. If that is the always have the crew ready to dive when
case, then it is crucial to man the 20mm sailing on the surface.
anti-aircraft gun as quickly as possible.
8
8. HOW TO PLAY
This chapter focuses on how to play as each role, because each of them is unique and
requires a different approach and mindset. Role allocation is very important, so take
the time to discuss it with other players to make sure that everybody knows what is
expected of them, and that the roles are well-suited to each player’s abilities.
Throughout this chapter, ‘you’ is used with the meaning of ‘the player playing as
that particular role’.
9
are well-rested, and you will have 4. ISSUING ORDERS
a much better chance of succeeding.
• Don’t forget to adjust the order Once sailors are in position, you can
track when you hear the bell. This issue particular orders. It is advised
is very important for your commanding that you issue orders one by one and
ability, so don’t miss that signal! make sure each one is carried out from
• Attempt to synchronize the rhythm of start to finish. Giving players more than
your commands with the watch changes. one order at a time makes keeping track
Don’t forget to regularly consult the of everything much harder and may induce
First Officer regarding the upcoming chaos among the crew.
change of the watch - this will allow
you to plan accordingly and will help 5. CARRYING OUT TORPEDO ATTACKS
you achieve your long-term goals.
• It is not so bad if you reach the or- Launching a torpedo is a multistage pro-
ange section of the Morale Track, but cess. It is worth the effort, however, as
red usually means serious trouble. it allows you to unleash the most vicious
Remember to use your Captain’s cards of the submarine’s weapons. In order to
to alleviate crew stress and improve fire a torpedo, you will need to locate
morale when necessary. your prey, approach it skillfully, pro-
• It is not recommended, however, to gram the targeting computer, prepare the
play the cards while you are paying tubes, and finally fire. The Navigator and
order costs on the Morale track. They the First Officer will be heavily involved
are far more effective when you play in the preparations but, in the end, it
them while paying costs on the Or- is your torpedo crew who will be respon-
der Track. Try not to get caught in sible for making things happen.
a situation where you really have to
play one of the Captain’s cards while The golden rule of a successful attack is
paying on the Morale Track, as this to remain undetected, even if the target
will severely limit the bonus that is a lone merchant. It is therefore ad-
you get from the card. vised to close in on the target submerged
• If you ever reach the final space of (preferably at periscope depth if by
the Morale Track, then you are in deep day), and stay as far away from escorts
trouble. If you have any cards and/ as possible. Night attacks can be carried
or orders left on the Order Track, out from the surface, as the U-boat is
then try increasing morale immediate- very difficult to spot (even from as close
ly, or the next enemy attack may be as a few hundred meters!). Use this to
the last. your advantage and attack enemy shipping
at night whenever possible.
3. MOBILIZING THE CREW
All the exact tactical data is presented
When you announce mobilization, always on the back cover of this booklet. During
communicate which orders you intend the gameplay, the Chief Engineer should have
crew to do next, so sailors will move to the tactical data on hand so that they
the correct locations. The more you can can consult it when necessary and help
achieve with a single mobilization, the the remaining players during combat.
better. Always try thinking two or three
moves ahead, so that you really use each
mobilization to the fullest. Procedure
What is more, you and your crew can de- Here are the steps of a torpedo attack:
velop your own communication scheme that
will make things go faster. For example, • acquire target
instead of saying ‘everybody mobilize. • maneuver into approach position
Helm, diesels, ballast, observers, get • calculate intercept vector
ready’, you can say ‘mobilize to maneu- • approach target
vering stations’. As long as the remain- • man battle stations
ing players know what is required of • program the TDC
them, mobilization will be much smoother • flood torpedo tube(s)
and effective. • fire torpedoes
10
Acquiring the target how the relative position of the ene-
my is changing so that course or speed
This is possible either through the peri- corrections can be applied. In general,
scope, the hydrophone, or the observers’ the speed of a submerged Type VIIC is
binoculars. Have the First Officer iden- not much different from the speed of
tify the target(s) as soon as possible a typical convoy.
and discuss your maneuvering ideas with If the Navigator has read the Attack
the Navigator so that they can work out Disk properly, then, with a little
an optimal approach. All of this is to practice, the required corrections will
help you get the most valuable ships on be minimal. If, however, the shipping
the receiving end of the attack. group you are after becomes aware of
your presence, then not only will its
Maneuvering into approach position escorts (if any) attack you but, on
top of that, the merchants will start
The ideal position for approach is ahead zig-zagging. This notably decreases
of the target and from the side. The your torpedo hit probability, so remem-
easiest way to get into that position is ber the golden rule and avoid detection
to assume the same course as the target at all costs.
and overtake it on the surface while
keeping outside of its visibility range. Manning battle stations
This will then allow you to close in
on a line perpendicular to its course As soon as the course has been corrected
as explained below. The best moment to for the final approach, get your torpe-
turn is when the enemy is three quarters do crew to stations. Don’t wait until
to the rear, i.e. bearing around 225 or the last minute and try to have a fresh
135 (again, assuming the U-boat is going crew in the torpedo room. Launching
along the same course). a full salvo and reloading requires
a lot of their effort, so it’s best to
Calculating intercept vector have a well-rested torpedo crew, or they
might need help from the other players.
The Navigator has to work out the cor-
rect intercept vector, i.e. the angle Programming the TDC
of approach. The most desirable atti-
tude is perpendicularly to the target, This device is responsible for torpedo
straight 90 degrees in relation to its targeting, and the appropriate informa-
course. This sort of approach exposes tion has to be entered into it before
the target’s broadside, thus consider- torpedoes can be launched. Make sure the
ably increasing hit probability. The distance is at least 300 meters, or the
more the intercept vector diverges from attack will not be possible.
the 90 degrees, the smaller the chance
to hit becomes. Attacking a vessel di- Flooding torpedo tubes
rectly from the front or the rear makes
for a very small target, with very low Once the tubes are ‘programmed’ via the
torpedo hit probability. TDC, you must flood them. After that hap-
pens, the torpedoes are ready for launch.
Approaching the target
Firing torpedoes
Once the intercept vector has been cal-
culated, the approach begins. If it is This is the moment everybody has been
day, then you must dive to avoid be- waiting for! Launch the torpedoes and
ing spotted. If it is night, then the perform an evasive maneuver, because the
enemy should not be able to spot you, escorts (if any) will be on high alert
even if you get very close (unless they as soon as the first torpedo explodes.
have radar, which you should not worry
about in the early missions). Regard- Torpedo types
less, enemy position must be monitored
at all times when approaching. Either You have two torpedo types at your dis-
the hydrophone, the observers, or the posal: the steam G7a and the electric
periscope must be used to keep track of G7e. Each type has its advantages and
11
disadvantages. The steam torpedoes are • When the Captain issues an order, key
more reliable and are much faster than it in straight away, but always make
their electric counterparts. However, sure the crew is in position before
they leave a bubble trail on the sur- hitting ‘OK’.
face, and can be spotted by enemy ob- • A bell sound means a watch change,
servers, especially during the day. allowing the Captain to adjust the
Therefore, the steam torpedoes are best Order Track. Make sure that the Cap-
used at night time. Their advantage is tain knows when that happens.
their speed and reliability, as the • Pay attention to what is being said,
electric torpedoes are more faulty, of- especially by the Captain. Monitoring
ten not exploding at all. The electric communication is an essential skill
torpedoes, however, are much harder to for the First Officer, as missing an
detect, and thus can be used to good important message may have severe
effect both during night and day opera- consequences for the entire crew.
tions, provided they don’t malfunction. • Conversely, as the First Officer, you
should ensure that the other players
6. ADDRESSING THE CREW hear and understand your reports.
12
are difficult to tell apart, so if you • managing observers on the bridge
are having a hard time deciding, try • meal preparation
comparing the number and arrangement of • manning the 20mm cannon
smokestacks and masts, as well as oth-
er details (including the shape of the
bow or stern). It is also worth check- 1. NAVIGATION
ing whether a lone merchant you are ap-
proaching is armed. The role of the Navigator is much easi-
er than it initially looks, and offers
With a little practice, you will be able perhaps the most satisfying gameplay ex-
to tell enemy ship types and identi- perience of all. It requires understand-
fy the most valuable heavy targets even ing a few key concepts but, fortunately,
without the help of the ID sheet. there is very little math involved. Be-
low you will find a few pointers to help
5.
RECEIVING AND SENDING RADIO you get started as the Navigator:
MESSAGES
• Precision is important, but you
The Enigma cipher machine is necessary need not overdo it. WW2 took place
to send and receive messages to and from long before the invention of the
HQ. You will receive new secondary ob- GPS, and sailors still relied on
jectives, as well as threat reports. the sextant, the sun and the stars
These messages will often offer scor- for navigation. Although that sys-
ing opportunities that may change your tem was rather precise, they often
whole mission strategy altogether. Warn- could not determine their position
ings can reveal mines or increased enemy in bad weather, and would often end
activity. Sometimes the reports may be up miles away from their assumed lo-
less valuable, informing you of things cation. This is a part of the expe-
happening miles away, but it is always rience – not knowing exactly where
good to stay in the loop and keep your you are is no big deal and may hap-
options open. pen more often than not!
• The game features strategic, as well
In any case, deciphering and reading mes- as tactical navigation. Strategic
sages from HQ is strategically important navigation lets you determine the
and should be done as soon as the situ- course towards mission objectives,
ation permits. Sending messages, on the as well as your position on the stra-
other hand, will allow scoring additional tegic map. You can check it using
Renown, as you inform the HQ and other the sextant or the distance ruler. It
steel wolves of your activities. is a good idea to note down certain
mission-critical information on the
6. CARRYING OUT 88mm GUN ATTACKS map (such as the current course, or
the time and date when the mission
Whenever you encounter a lone merchant, began).
the 88mm cannon comes into its own. It • Tactical navigation, on the other
is a very cost-effective way of send- hand, is used in combat situations.
ing the enemy to the bottom, so use it You do tactical navigation on the
when you can. Watch out for guns on en- tactical map. It lets you determine
emy merchants, though, as some of them the position of the U-boat in rela-
may carry one or more guns, luring the tion to other vessels around it. This
U-boat into a trap. is your most mission-critical skill:
if you make a mistake or lose fo-
cus, then the whole attack plan could
THE NAVIGATOR fail. Thankfully, you have a very
powerful tool at your disposal: the
Suitable for: players with good spatial Attack Disk. It will provide all the
awareness or sailing experience solutions you need, provided you know
how to use it. Therefore, make sure
You are responsible for: to familiarize yourself with the At-
tack Disk before beginning your first
• navigation (strategic and tactical) mission!
13
• Directions in UBOOT The Board Game are imagine it all in your head and not use
given in a 360 degree scheme. It works the Attack Disk at all, but you would
similar to how airmen used to call be making your life much harder. Most
directions, where 12 o’clock means people find it handy to record naviga-
straight ahead, three o’clock is to tion data, and the Disk is almost like
the right, six o’clock to the rear, a translation tool. It converts figures
etc. The same applies to the 360 degree into directions, so as long as you do
system: 0/360 degrees is the North (or everything right, updating the Tactical
straight ahead), 90 degrees is the East Map will be rather easy.
(or to the right), 180 degrees is the
South (or to the rear), and 270 degrees Another thing that could help you is
is the West (or to the left). 0 and 360 looking through the binoculars. The
are the same direction. If you have observers are under your command, so
ever used a compass, then the concept you can always ask the First Officer
is probably clear. to give you the app device if you wish
• You must differentiate between the to take a look through the observers’
two most important navigation param- eyes. This may help you get a clearer
eters: course and bearing. A course idea of how to arrange pieces on the
is calculated in terms of absolute Tactical Map.
cardinal directions. 0/360 degrees
is always North, 90 degrees is East, Playing the Navigator on ‘hard’
180 degrees is South, and 270 degrees
is West. However, when speaking of
_________________
bearing, the degree values are count- DESIGNER NOTE:
ed from the U-boat’s bow. The bow you can skip to ‘setting up for the at-
(straight ahead) is 0/360 degrees. tack’ if you don’t intend to play on
So, if the First Officer reports ‘ene- ‘hard’ difficulty.
my bearing 90 degrees’, it means that _________________
the enemy is directly to our right,
a different concept from directly Being able to look through the binoc-
East of us! That’s why you must never ulars yourself will be especially im-
confuse the green (bearing) and white portant on hard difficulty, where the app
(course) parts of the Attack Disk. If won’t be giving enemy courses to the
you do that, then you will keep mak- First Officer. You will have to figure
ing mistakes. them out yourself, either by following
• Stay away from the shoreline. If you the changes in contact navigation data,
get too close to the land, the First or by using the advanced side of the At-
Officer will see a notification in the tack Disk’s black disk.
app, warning about shallow waters. If
this warning is neglected, the U-boat The side with the numbers in red and green
may run aground. If that happens, it is to help you calculate the course of the
is the end of the mission and all target by means of visual identification.
players lose the game! It is done by determining the ‘angle on
• Approaching the shores of Great Brit- the bow’ (AoB) of the target, i.e. the
ain is dangerous for several reasons. angle from which you are looking at it. If
You will be faced with coastal patrols, you are looking at the target’s left side
mines, and strong aircraft presence. (port side), then you are looking at its
What is more, don’t forget that the red side. If you are looking at its right
operational range and anti-submarine side (starboard side), then you are look-
capabilities of enemy planes will in- ing at its green side.
crease as the war develops.
Take a good look at the silhouette of
Using the Attack disk the target and compare it with the ones
and the tactical map on the Identification Sheet. This should
give you a rough idea of what the AoB
If you have read the rules, then you value should be. For example, if you are
already know how the Attack Disk works. looking at the target’s left rear quar-
It is not a difficult tool to master. In ter, then the AoB should be somewhere
fact, if you REALLY wanted, you could around ‘port 135’ (i.e. red 135).
14
This is the perspective you should look
at the black disk (the enemy) from, and
it is worth noting where this point is
located on the white disk. Having done
that, rotate the black disk until your
assumed AoB value on the black disk
aligns with your point of view on the
white disk. You should now be able to
read the approximate course of the enemy
by looking at where the yellow arrow on
the black disk is pointing.
Intercept vector
15
Maneuvering examples:
16
Once you are ahead of the target, turn You need to alter course in order to
to the intercept vector for a broadside ‘open the V’ and diverge a little.
approach and dive if necessary. At this
point, it is important to use the hy-
drophone and/or the periscope to make
course and speed adjustments.
3. PREPARING MEALS
17
4. MANNING THE 20mm CANNON • Analyze the big picture: what can wait
and what has to be done right now?
The AA gun is a last resort when an air Which sailors are currently needed at
patrol catches you off-guard on the sur- their positions, and which can help
face. If you see the enemy closing in alleviate the workload of your crew?
and diving stations are not manned yet, Can someone take over the engines or
then it might be better to put some fire ballast so that your crew can focus
on the strafing enemy aircraft in a last- on the repairs?
ditch attempt to chase them off (or may- • Immediately mark all the reported
be even shoot down). technical and environmental condi-
tions on the Technical View. As the
officer in charge of repairs, you need
THE CHIEF ENGINEER to evaluate each problem and decide
on the best combination of people and
Suitable for: players excelling at prob- resources to deal with it.
lem solving and prioritizing. • Try using the technical reference
sheet that you can download from
You are responsible for: uboottheboardgame.com. It will help
• repairs you schedule your tasks more effec-
• commanding the engine and ballast tively, and will also warn you of
crew unpleasant or dangerous consequences
• updating the depth gauge and the en- that unattended technical conditions
gine room telegraph might bring.
• monitoring the Technical View • Always have the Tactical Guide on
hand and assist the remaining players
1. REPAIRS by giving them the information they
need.
You are a very important person on board • When the First Officer reports a tech-
of the U-boat, as your decisions will nical condition, you should ask them
largely affect the efficiency of the en- to investigate how bad it is. After
tire crew. Your maintenance and repair a few games you will have a rough
tasks may at first appear simple, but go- idea of the number of sailors you
ing about them carelessly will result in need for particular repairs, but
the crew getting exhausted very fast. To even then it is good to make sure
avoid it, learn how to make the most of how things are.
your resources and communicate with the • Maintain a healthy balance between
Captain and the remaining players during making repairs yourself and asking
each mobilization. Once you understand other players to help you. Your crew
how everything works, you will find plen- is much more efficient at fixing things
ty of opportunities for optimizing the and can use card bonuses, but it’s
performance of the whole crew. Here are never a good thing to leave engines
just some of the ways you can do that: and ballast controls unattended.
Therefore, make sure to provide ade-
• Always be aware of what the Captain quate substitution whenever you leave
wants to do next and make as much of your posts.
the current crew positioning as pos- • Ensure that sailors have the right
sible. supplies to deal with environmen-
• Regularly use the ‘tools’ card to tal conditions. Always keep track of
allow your repair crews to work much where your supply tokens are, so that
faster, and the ‘blueprints’ card to you don’t need an additional mobili-
cut down on sailor activations. The zation order just to move them.
‘tools’ card lets you avoid activat- • The same applies to your toolboxes.
ing sailors with technical condition It is good to keep track of where
tokens, and allows you to activate they are during each mobilization, so
them using regular activation tokens that you can react to serious fail-
instead. This makes a huge differ- ures (especially hull breaches) more
ence, as those sailors will be imme- quickly.
diately freed up and ready to carry • If the number of sailors performing
out other orders elsewhere. repairs changes during a repair in
18
progress, then you must report it to 2.
COMMANDING THE ENGINE
the First Officer, who will note it AND THE BALLAST CREW
in the app.
All four of your crew members partic-
Hull breaches ipate in maneuvers, so it is best if
you keep them ready throughout the game.
When a depth charge explodes very near This also means that you will need to
the U-boat, it may cause severe dam- reposition your men after each watch
age, including a hull breach. If that change, so make good use of every mobi-
happens, it is your duty to save the lization (or request one from the Cap-
submarine from sinking. Whenever a hull tain if necessary).
breach occurs, you must remain calm and
act as quickly as possible. 3.
UPDATING THE DEPTH GAUGE AND
THE ENGINE ROOM TELEGRAPH
First, you must know which section is
breached. Don’t frantically grab the The two gauges that you can find on your
puzzle pieces, because you first need to player panel are the depth gauge (on the
assemble the repair crew in the right left) and the engine room telegraph. Up-
section and get them activated. ONLY date them whenever their values change.
THEN can you reach for the Technical While not mission-critical, they are
Puzzle pieces. helpful visual information for you and
the other players, allowing you to save
Second, don’t panic. If you gather the time instead of asking the First Officer
repair crew quickly enough, then you (who might have more pressing matters to
will have plenty of time to solve the attend to).
puzzle. When solving it, try eliminating
the pieces which you are sure you don’t 4. MONITORING THE TECHNICAL VIEW
need. For example, if a hull breach has
occurred in Section 1, you can imme- As the Chief Engineer, you will need
diately rule out pieces showing such to be aware of the Technical View at
things as the diesel engine or the gal- all times. You should monitor the loca-
ley (after all, they are on the opposite tions of your supplies, technical con-
end of the U-boat). ditions, and (most importantly) envi-
ronmental conditions, which pose the
If you realize that you are running biggest threat to the crew. When an en-
out of time and will not solve the puz- vironmental condition exists, you must
zle, then it is crucial to evacuate the remind other players about hazardous
breached section before it is flooded. sections, as well as about resolving
Ask the Captain to mobilize the crew and crew damage in them during mobilization
remember to grab any resources that were and watch change.
left inside.
Closing comments
Hopefully, this guide has shed some light on how to prepare for your first mission.
You already know how to get started, how to set up for an attack, what to do when de-
tected by the enemy, and much more. Now it is time to put theory into practice. Once
you start playing, you should soon realize that the game system is, in fact, rather
easy to understand, and that the true challenge behind the game lies in being aware
of the situation, prioritizing, and carrying out orders in the most optimal way. You
probably won’t master it all in one evening, but we really hope that this little book
will help you make the first step towards becoming the greatest U-boat ace in history.
Thank you once again for purchasing U-BOOT, and happy hunting!
19
Nr. 00001
TACTICAL DATA
VISIBILITY RANGES ATTACK RANGES
(day, good weather)
Torpedoes:
U-boat sees enemy units with: Minimum firing range - 300
- 6 observers - under 7 NM meters
- 5 observers - under 6 NM Maximum firing range - 2 NM
- 4 observers - under 5 NM
- 3 observers - under 4 NM Firing arc:
- 2 observers - under 3 NM tubes 1-4: between 330 and 30
- 1 observer - under 2 NM degrees
- Periscope - under 4 NM tube 5: between 150 and 210
degrees
Merchants see surfaced U-boat - under 2,4 NM
Escorts see surfaced U-boat - under 2,6 NM 88mm gun range - 2000 meters
Enemy sees periscope - under 0,5 NM