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Tey ae POT agent Grd Fleat Rules, Page 2 Table of Contents 4.0 Introduction ........ 10.0 Combat . AD 16.4 Air Units and Ammunition , 4 10.1 invianng 8 Expenditure ccs ees nes ec 102 Combat Vales 119] 16.5 Movement and Logics 7-42 22 Game Questions 10,3 Torpedo Combat... a2) 16.6 Replenishment... ,,.-.-42. 23 Playing Plover 1044 Surfse-o-Surfaoe Missile 16.7 Out of FuelAmmo PA care Ee (SSM) Combtt yes. 21 Mantes 3.0 Sequence of Play Toe Soe teste Combat 23 | 47.0 Random Evenls ..... wW7 ‘Ant Submarine ‘Warfare 480 Tactical Nuclear Warfare BASIC GAME RULES (ASW) Combat.............25 | (Optional) 4.0 The Action Phase . 10.8 Air-to-Air Combat... .. .. 25 1a bene ot N 4.1 The Action Segments 44.0 Damage . 7 eee: 42 Unn Activator, nf ML How Damage Ooms "27 | 182 Use of Nucleon 43 Liason on Acton <8 | 1-2 Eteex of amas... 27 Weapons soos “4 med Uae .g | lla Tele Banage "| 49.0 Deep Mode (Optionc - 4.5 The Action Segment Track .. 10 (Optional) 2. eee. 2 1 How to Enter Deep Mode a5 5.0 Movement .... 40 | 42.0 Mines .......... Pepa tere eer ‘$.1 How Units Move 10| 12.1 Mine Placement... _ 28 | 20.0 Optional Rules 20.1 Increased and Decreased 122 Bifexs of Mines 0 Movement for Air Units ...45 5.2 Surface Unit Movement 5.3 Submarine Unit Movement ...10 | 43.0 Alreraft Carriers. 20.2 High Speeds 7 AS 3: dic Unt Movement --.-.-..10 | 44.0 Basle Game Scenarios ...29 | 293 cieconta 4 : as vee 14.1 Soviet Riders ia the 204 US Airerat Carriees 6.0 Stacking . . ‘Caribbean - 2029 as Oilers 2 46 6.1 Stacking Restrictions 142 Soviet Commandos ia the 20.5 Coordinmed Aie Sidkts 46 62 Groups. ssc ss Aleutians 30) 206 US “Stoninofr* ASW 7.0 Strategic Alr Missions . 14,3 Interdiction of Soviet Noxih Attacks... 46 721 Mission Eligibility Aanic Convoys »o:.+-».-31 | 20.7 Special Area Anti Value ‘72 Interception Missions -. 14.4 The Latin American War... 32 of USS Foster fone AG ‘7.3 Reconnaissance Missions 13 14.3 US Amphibious Assavit 20.8 Drift lee... AT 774 Tactical Coordination pate ee Keraior 34 | 24.0 Unloading B ee oe Be : ns Mae SUT | 146 The Bane of the Atlantic". 35 ease Sid | 14.7 the Bate of the Bac 36 1418 World War Three inthe 8.0 Combat Alt Patrol (CAP). ..45 Caribbean a North Pacific... 47 8:1 How to Perform CAP... 15 leutian Offensive | 22.2 Cuban Missile Crisis 82 CAP and Airtovar Combai is | 149 Soviet Aleutian Ofensive «39 4990's Version) oe see eos. 49 4 Reming ip Base. 1g | ADVANCED GAME RULES 22 er at 0 85 CAP vs. US Stealth Attacks ..16 | 15.0 Darkness and eee . 40 : ue polbcecncr ne 1S Dariness es ness al 9.1 Detection Zones... 15.2 Weather »...».. + 9.2 Placement of Detection 16.0 Logistics (Optional) ......44 | Designer's Notes... Markers . eb 16.1 The Logistics Rosters. . AL 9.3 Detection Restrictions 18 16.2 Surface Units and Anuriunition coe at Mary Farce) 9.4 Effects of Detection =.= 18 Expenditures ores tl 9°5 Removing Detection 16.3 Submarines and Ammunition MBTKEES overs soess eI Expenditure = seersrn 42 j Grd Fleet Design Credits: Game Design and Devalopment: Joseph M. Balkosii Editing: Leonard C. Quam ‘Art Direction: Charles Kibler Research Assistance: David Isby, Charles 1. Kamps Jr, Michael Palmer, Kevin Boylan; Fritz Heinzen Playtesting: Michael Craighead Prep Dept. Co-ordinator: Lou Velenovsky COVER PHOTO: & U.S Navy Tonderoga-class eniser fires a Standard SM-2 (Medi Range) sorfuce-o-tir misale 3t sunset (Photo Produetlon: Leonard Quam, Colonial Composition, Monarch courtesy of the Deparment of the Navy.) Services, Inc. 1 Grd Fleet Rules, Page 3 1.0 Introduction Sap FLaer ts x simulation of contemporary Nal wattare in the Nort Pacific Ooean, the Carian Sea, and the East AAllantic Ocean. fn turns representing eight hours of real time, the players mnncuver nurlize warships, submaaiie, combat sir rah smphbjon eal renee, al cargo ap on dale ‘of the various regions. A hexagonal ex Frond var he eptand sack het oq show, 48 tape miles, ‘Sections 4.0 through 13.0 teach players basic moverneat ‘and combat ries; the nine scenarios in 14.0 allow the players to use the rules in simple games of short duration. Sections 15.0 and later introduce additional rules that are used only in the Advanced Game Scenarios. Note to Owners of Sixth, 2nd, 5th, and 7th Fleets: 32> Fient uses many of the game mechanics from its four older cousins. However, there are some important differences in the five games. Players who own 6r# and 2ND FLEETS, but not STH and rm Fuervs, should read all the rules in’ 3no FLEET ‘thoroughly. It is suggested that players who own Sit and rat Fuzers should skim through the rules, paying particular ‘ttention to some of the following rules which have undergone some changes: * Charts and Tables: The Combat Results Table has been changed slightly ‘* Bases: Axrfields are no longer “major” or “minor,” ** Tactical Coordination: In 3x0 Fuser, tactical coordination is slightly more effective than in the previous games. ‘© Action Phase: The Action Phase now consists of six Action Segments, not three. © Aircraft SSM’s: Most air unils equipped with SSM's arc now indicated as “limited SSM ammunition” units. * Combat: Tere have been several minor changes t all combat systems. “Torpedo decoys” and “stealth attacks” may affect ‘combat resolution. 2.0 Game Equipment 2.4 GAME COMPONENTS A complete game of 3p FLEET contains these items: + One Rules Booklet * Three 22-inch by 32-inch Mapsheets + Two sets of 192 %-inch Playing Pieces (Counters) * One set of 96 %-inch Playing Pieces * One set of 260 Y4-inch Game Markers ‘* Two identical Charts and Tables Booklets ** One Allied Logisties Roster Pad * One Soviet"Neutral Logistics Roster Pad * Two identical Strategic Air Display Cards © One Allied Display Card © One Soviet Display Card © One 10-sided die Note: The game uses a 10-sided die. When a “0" is rolled, this ls considered “0” und not "10” as in many other games. Also, "0" is always considered an even number. 2.2 GAME QUESTIONS If you hive uny questions about the rules to aun Fixe, plese feel free to wend in your guetsions, writen xo that they ‘san be atmwored. with x simple ene-wond! respanse when pox tible, Be stire to enclose 2 stamped, saltaddzesied enyelope: Mail seus questions to: 3rd Fleet Questions Victory Games, Inc. 4517 Harford Road Baltimore, MD 21214 Note: We ask your cooperation in sending a self-addressed, stamped envelope with your gume questions; queries without a return exvelope will not be answered. Also, We ask that you tot eall in your game questions, 2.3 PLAYING PIECES At the start of the game, one person is chosen at the US cr Allied player and the other as the Soviet, Cuban, ot Latin player. Each player controls playing pieces (counters) from among 22 nations. The Allied player controls counters from: + United States: © Belgium ‘© United Kingdom, © West Germany + France © Denmark © Spain * Norway '* Portugal © Sweden * Canada, » Honduras = Netherlands ‘The Soviet player controls counters from: * Soviet Union © Cuba * Poland ‘© Nicaragua ‘+ Bost Germany ‘The Latin player controls counters from: ‘© Argentina * Colombia © Brazil * Venezuela ‘The backs of counters arc printed with o starburst design and reduced values, indicating that these units have been ‘damaged. Each player also has a set of half-inch markers that are used to record game information. Some markers are printed {in the Allied color, some in the Soviet color, and others in a neutral color Srd Fleet Rules. Page 4 SUMMARY OF COUNTER TYPES Front Surface Combat Units .e0 Front Back ° lie ‘COMBAT SUPPORT (C3) aw pea art — AIRCRAFT CARRIER (CV) le ‘MARITIME PREFOSITIONING (MP) cruiseR Co) suow convox sc | Pee re currer «cD a FAST CONVOY (FO) * bat) DESTROYER (0D) ~_ Maal 1@ Units bes ut Fad pea ey im Pet Peal wuctesn simanne ony | baa mai Ag 1 = BATTLESHIP (88) ca Neer Wee DIESEL SUBMARINE ($5) yas ten eS CORVETTE (Co) 3 Ped Pid Air Units ia hed Front Bock 2gc” | parnot commatanr eo *; er rrr Tet mal ° wy INTERCEPTOR (NT) i, ee d artaci rm e Non-Combat Surface Units ree a wae t Front Back —— a “ow pow 0% ea H MINESWEEPER 015 fame | | Ue BOMBER cn en Wer 6 Wow on 70% (20 nat | Avanos assaunt (aay Pape! | recownasssance wom) Wha fio N or 2H a Aaa OLLER (OL) eae [armors EARLY WARNING (AEVY| 4, wa 8 Waew N Wane yo 2H wm we } AMMTUNETION CARRIER (AM) | Se, | euecTRonac waRraRe cow) | ye had woe meh AERIAL REFUBLING (AR) US AERIAL MINESWEEPER (MSW) CAP MISSION CAP MISSION ATTACKS ATTACKS TASK GROUP/FORCE, MOVEMENT ALLOWANCE, DOCKED OUT OF AMMO OUT OF FUXL LOCAL/STRATEGIC DETECTION Srd Fleet Rules, Page 5 Bie ra we | |B] comoromances | SF ~R ae 5 = 4 DAMAGE DAMAGE 2 z ae 3 om Ae aera ai = I ome peace om ae TURK TURN cap & AEW : 2 SAMPLE SURFACE UNIT (Front) Bi CAP at ag fo it ie wl TE ="Long-renge” Area Anti-Air indicator eae ee ‘Note: An “N"" in place of the SSM, ASW, Anti-Air, or Close SA Bele Se ee eer a ean em a but not both, a “0” indicates which value it cannot use. ‘SAMPLE AMPHIBIOUS ASSAULT, MARITIME PREPOSITIONING, SLOW CONVOY, ‘AND FAST CONVOY UNIT (Fron#) = = ‘Note: Aside from the Victory Point value, all other values on ‘these unis are idencical with surface units Except for AA units, ‘Victory Point values are lower on the damaged sides of units ‘than they are on their undamaged sides, SAMPLE MINESWEEPER UNIT (Front) uoveswaren ate ‘Note: Aside from the Minesweeper value, all other values on minesweepers are identical with surface nits. rd Fleet Rules, Page 6 SAMPLE SUBMARINE UNIT (Front) aro rel -Deep-diving capability Note: A submarine always has an SAMPLE AIR UNIT (Fron!) Mornaxr our sw ocx a mn satan SRM: Ha saues aon arin “amet wus — =Cruise missile indicator > =Fast SSM indicator () =Limited SSM ammunition ‘Note: Air units do not have Defense values. Their Movement Allowances are either a one-, Iwo- or three-digit number. 2.4 ABBREVIATIONS The following abbreviations are used in the game: surtace Units Al Units AA: Aaphidios Assux — | ABW: Aitbome Early Waring 4M: Ammuniion Camise | ARO Aen! Refacing BB: etihip atk arack 6: Missle Cruiser tts sete ©. Conene 3 Benor GON: Convoy BM: Bontcr CS Combat Sopon BUC: Biccaner Ch: Cater CaN. Camera GV; Aira Caner EW: Elesrene Wartice DD: Destroyer yuna Fo: Fat Comoy Intereqpoe FLOT: leila Miko (0) Me: Maidine Minge Prepestvoaing US Acre Mincanseper MS. Mineoneper Nine OL: ler Phantom Patol Combet Bes: Patol Combatant Suite: Era Sea Harriet SC Slow Coney Sea King ‘Tupolev TOR: Tomato (Foe G made) a ICT: Vistr Submarine Units Sone SN: Niclas Submarine SS: Diesel Submarine Countries ae pec se apo ee i a aes ‘CA gta) ‘Bay of Biscay a rela CU: Cobo English Channel = Ee By ieee ee se bogey 7 aes ane ae a os as ES ae ae Fe a omer aoe Be = Pp ee ees ee Me ee oe See pease Regen eee Heo Bae aes the os oe ene Srd Fest Rules, Page 7 ALICE: ‘ANRGE: ‘BLDER, BORO, BRRCY: BRNCY: CMSTK: CPCHR: ‘CRNDO: DENDR: DNBLA: FLCON GDCNL: GREEN: KOCAK: KRSGE: RSHWT LYKES: MOBIL: PELIU: LESS: ORTMS RCINE ALOQN, ‘ATBSK: ORMAR: ‘Non-Combat Surface Units ‘Overseas Alice Anchorage Boulder 2ad Li John P. Bobo Barbour County Barnstable Councy Comstock Cope Chacles Coronado Defender Dennebola Fakon Leader ‘Guaéaleanal Groen [sland Leroy Grumman ‘Sg Matej Kocak Lei Lys Nil Peto Maj Stpben W, Pleat Quartermaster: Rice Regain Saba Swan Overseas Valder Overets Vivian Surface Combat Units Algonquin Acbabaskan Restgouche Regina Seskanchewan ‘Terra Nova Toroate Ship Names| Only ships whose names have been abbreviated are included on this list: UNITED STATES ‘UNITED KINGDOM FRANCE ARGENTINA Surface Combat Units Surface Conbat Unite Surfoce Combat Cris Surface Combat Units Anerica ALCTY: Alacdiy BOUAN: Consnandanc Bowan | ARGTA: Argentina Calihan ‘AMBSC: Ambuscade CSARD: Cissant ESPRA: Espora Coneole ARGNT: Argonaut DGRSE: De Grase PARKR: Pater Copeland ARGYL! Acs DIRYT Detiyt SRNDI: Sarandi Dahigrea AYNGR: Avenger INVLE: —Anyot toile Expand BEAVR: Beaver MLHER: Premice Mette Lite | BRAZIL er BRLNT: Baliant PQUET: La More Piequet wx Patl F. Foster BTAXE: Brnleaxe PRMGT: Prinmugust ce al Chars TREVL: Latoushe-Trevile FRNTN: Froain Chatham VIENE: Jean de Verne cee e casein MDIAS: Marlo Dias Coven Submarine TROL ierl ae AYSTE: Ameibyse see Peereemtaras cua Anpiter Surface Combat Units paranere Lancaster ‘AMINDE: Philips van Almond Caso Martboroueh | AMSTL: Van Amiel GSENS: Salvador Allende Gossens Rotiagham Peas ae GUZMN: Jacobo Guzztan Newcarte Avraham Ceimssen | GVARA: Che Guevara Soya ‘Karel Doorman — Soutampice ister Flonze SOVIET UNION ‘jerk Hiddes ae fab van Heemskerse | Sufece Combat Unt Opporne Van Kinsbergen DZGHL Degushi Honoluls Splenda ae DZUSK: Deerchinskiy Hawi Tirless ase GREMY: Grenyasichy Philacelphia Trenchant em ven der Zaz | KOLKY: Vie Admiral Kulazov Sea Dragon ‘Unicorn Submarines LTIVA: men: LXX Letiya Vok Sania Fe Unseen BRNVS: Brulavs CKO: “Admiral Levchetho Non-Combat Surface Unite | DLFIN: Dolfin BCSTR: Bieter ‘Non-Combat Surface Unis BREIN: Dre DLFZL: Ds BLEAF: Brambieleaf_ — earl FERLS: Fearless an FIGRG: Fon George Pe ‘Su INTED: Intrepid encore i OGLEF: Orangeleaf ALSND: Alssund OLEAF: Ouest RGENT: Regent PORTUGAL SGLHD: Sir Galahad Combat tite SGRNT: Sir Gein eee SPRCV: Sir Pareivle ema VGAMa:_Vetsn de Cama WEST GERMANY pea spe Comer a Src Combat Ui ION: Almirante Brion ATEN: DEey SALOM. General Sslom Aner Beer SBLTE! Geoerl Sublee . SUCRE: Maral Sucre Poon eos UDETA: General Urdavia LIEN: Unjens Sudrmorines PEALZ: Rheinland PRlt | crrpe. Caribe ROMEL; Rommel SABLO: Sabalo [Nor-Conbat Surface Units | Non-Combat Surface Unit ABAD: Arne CPANA: Cupane Com re ESQBO: Exequbo STOR: Custor 4 a FRNLB. Fravenloh KBLNZ:_Kobiene SPAIN Surface Combat Unis are INTOA: Antioquia ANDLU: Andalucia Clpas. Calas STIS: Astwiss | INDPD: Inepedente i Citing CILNA: Catalan Simarine SoFla Princesse Sofia | TYRNA: ‘Taycooa OGNVY: Ognevoy SOVRM: Sowemannyy SVDSK) Sverdlovsk SVIPL: Sevastopol TMSHK: Marshal Timoshenko GRAD: Adinital Vieograd Submarines ALBTS: Albatros BNEVA: Bolstaya Neva DNETS. Donets Adhnial Kepitonens Korshon ‘Admiral Lapshio Cot" Gen, Mizonenko Col, Gen EM. Tropyain Admiral A E, Yekimchile Yasired Adsizal EY Zimin ‘Non-Combat Surface Units CHLEN: Boris Chitikin ELIRK: Elelrie RSHAL: Semen Roshal’ Grd Fleet Rules, Page 8 3.0 Sequence of Play All actions that occur in a Game Turn take place ina strict ‘Sequence of Play. The Game Turn is composed of a number ‘of Phases, which in tum can be comprised of a number of ‘Segments, that must be performed in the order listed below. [A day of real thme 1s represented by three Game Turns: ‘AM, PM, and Night, each of which represents eight hours of ‘eal time, Some Phases in the Sequence of Play take place only jin an AM or Night turn and are ignored in other curns. STRATEGIC CYCLE (AM Game Turns only) ‘A, Random Events Phase (Advanced Game: not on Game Turn 1) ‘The Allied player rolls a die and the players consult the Rendom Events Table (see 17.0). B. Weather Phase (Advanced Game) ‘The Allied player rolls the dic and the players consult the ‘Weather Table for the map on which the scenario is being played (Gee 15.0), Ifa squall or storm resuls, the die is rolled again and the Zone Table 1s consulted to determine which zones are affected C. Submarine Mode Phase (Advanced Game; optional) “The players can place Deep markers on any of their sub- marines which have a Movement Allowance of n¥0 or more. Also, the players ean remove Deep markers from their stb marines (see 19.0) D, Strategic Air Phase 1, Allocation Segment: Both players secretly assign air units to strategic missions on their Strategic Air Displays (see 7.1). 2, Interception Segment: Opposing atr units that are on Inter ception missions within the same zone perform Air-o-Air Combat (see 7.2), 3. Bounce Segment: Surviving Interception air units perform Air-to-Air Combat against enemy air units in the same zone ‘on non-Interception missions (see 7.2). 4. Mine Segment: Ait units on Mining missions place Mine ‘markers in coastal, shallow, or restricted water hexcs (ee 12.0). 5. Strategic Detection Segment: For each Reconnaissance air unit ina zone, the owning player can place a Strategic Detection marker on an enemy surface unit (or stack) or can ‘attempt to place a Strategic Detection marker on an enemy submarine within that zone (see 9.2). ACTIVITY CYCLE (All Game Turns) E. CAP Phase Both players assign air units to CAP (see 8.0), F. Replenishment Phase (Advanced Game; optional} ‘Both players can perform in-port and a-sea replenishment (ee 16.0). G, Local Detection Phase Local Detection matkers may be placed on surface and sub- ‘marine units occupying enemy Limited or Extended Detection Zones (see 9.2). H, Tactical Coordination Phase Air units on Tactical Coordination missions ean be assigned. to enemy surface units or submarines on the map (sce 7.4).. 1. Action Phase 1. First Action Segment: The die is rolled to determine the ‘active” player. On an even roll, the Allied player is active; con an odd roll, the Soviet player is active. The active player states which type of units he will activate: surface, sub- Second Action Segment: The die is rolled to determine the active player. This player states the type of units he will activate ¢he canmot select a unit type that he has already chosen in the current Action Phase). 3. Thind Action Segment: The die is rolled to determine the active player. This player states the type of units he will activate (he cannot select a unit type that he has already chosen in the current Action Phase), 4. Fourth Action Segment: The die is rolled to determine the active player. This player states the cype of units he will activate (he cannot select a unit type that he has already chosen in the current Action Phase). 5. Fifth Action Segment: The dic is rolied to determine the active player. This player states the type of units he will activate (he cannot select a unt eype that he has already chosen in the curren Action Phase) 6, Sixth Action Segment: The dic is rolled to determine the active player, This player states the type of units he will activate ‘he cannot select a unit type that he has already chosen in the current Action Phase). J, Local Detection Removal Phase ‘Surface and submarine units that do not occupy enemy Detection Zones can have their Local Detection markers removed (see 9.5). K. CAP and Tactical Coordination Landing Phase All. CAP units are retumed to the airfield or aircraft carrier from which they started (see 8.4), Also, Tactical Coordination ‘ir units on the map are placed back on the Strategic Air Display in a Retum to Base box (see 7.4), TERMINAL CYCLE (Night Game Turns only) L. Fuel Phase (Advanced Game; optional) Fuel expenditure for surface combat units is recorded on the Logistics Rosters (soe 16.0) M, Repair Phase Damage | markers are removed from ports and airfields Damage 2 markers ae flipped to their Damage 1 side- Damage 3 markers are replaced with Damage 2 markers (see 11.0). Destroy markers are not removed. N, Strategic Air Mission Termination Phase ‘Air units on the Strategic Air Display are retuned to their parent aircraft carrier otto the airfield from which they began their mission (see 7.6). ©. Strategic Detection Removal Phase ‘Strategic Detection markers may be removed! from units or they may be flipped to their Local Detection sides (see 9.5).. GAME TURN INDICATION ‘The Game Tam is now over, The Game Turn marker is advaneed one space along the Game Turn Track, Players now 0 10 the Strategic Cycle, if the next turn is an AM turn, or 10 the Activity Cycle, if the next tun is a PM or Night nirn. ‘This process is repeated until the game ends. LLL 45rd Fleet Rules, Page 9 Basic Game Rules 4.0 The Action Phase Most game activities take place during the Action Phase, ‘which is composed of six Action Segments. During each Action Sogment, a player moves and performs combat with nits of a particolar type (surface, submarine, or air). When hie has finished activating units of the desired type, he states this fact aloud, 4,4 THE ACTION SEGMENTS To determine who is active in each Action Segment, the Allied player rolls the die. Tf the result is even (including 0), the Allied player is active; if the results odd, the Soviet player is active, This determination takes place at the beginning of all six Action Segments, In te each Action Segment, the active player states the type ‘of unit he will activate: surface, submarine, or air. He ean then setivate any al of the nits ofthe ated type, Heino per mitted to declare a unit type that he had already chosen in an carlier Action Segment of the current phase. For example, if the Allied player is active in the First Action Segment and ‘chooses air units for activation, he may not activate air units again in any of the five succeeding Action Segments of the ‘current phase; during the next segment in which he becomes active, he must choose surface or submarine units for activation. ‘When one player has activated all three of his unit types ‘in an Action Phase, 1 no longer necessary to roll the die to ‘determine the active player in succeeding Action Segments of thal phase; the opposing player is automaucally active in all remaining segments, For example, if the Soviet player was, active in the Fitst, Second, and Thitd Action Segments, the Allied player is automatically active in the Fourth, Fifth, end Sixth Action Segments, ‘A player must always solect one of his three unit types when Ihe becomes active at the beginning of an Action Segment, He is not allowed to “pass.” However, an active player is not obligated to undertake any activities with his chosen unit type; Ihe may, in fact, do absolutely nothing if he wishes. (Note tha in some scenarios, one or both players do not have all three unit types on the map. In this instance, the scenario special rules specify that the Action Phase consists of less than six Action Segments.) 4.2 UNIT ACTIVATION To be eligible for activation, a unit must belong tothe unit type solocted for the current segment (surface, submarine, oF air), and it must not have been activated previously in that segment. For example, ifa player announces “Air” atthe stat ‘of an Action Segment, he can activate only air units in that segment. A player must complete the actions of each unit (or stack) before going on to activate another unit (or stack). To keep track of which units have already been activated in a Segment, players may wish to rotate units 90 degrees after activation. At the end of the segment, they can be returned 10 their normal positions, Air units on aircraft carriers are maintained off-map on the Aircraft Carrier Displays, When such units are activated, they are considered to occupy the same hex as their “parent” carrier. Movement of air units between the map and these Displays ‘ecurs only when they are activated in an air Action Segment. 4,3 LIMITATIONS ON ACTIVATION ‘The activation of units in an Action Segment is completely voluntary. A player is not obligated to activate any units in his ‘surface, submarine, or air Action Segments. Units occupying different hexes cannot be activated together. Surface Units: A player can activate any or all surface units, ‘ecupying the same hex atthe beginning of an Action Segment. Al surfoeo units within a box do not have to be activated at the same time; a player can choose to activate some surface units ing hex atone point inthe segment and then actvate other units later. However, all units that are activated together mast perform, their activites together as a stack (see 6.0), Friendly units of different nationalities can activate together ‘without restriction, ‘Submarines: Submarines must be activated individually. A sub- ‘marine must complete its activities before another submarine is activated ‘Air Units: player can activate up to four INT, ATK, and/or BNB air units along with any number of RCN, AEW, or EW air units thot are stacked together in the same hex, A ean activate fewer than four INT, ATK, or BMB air units within 2 stack, but never more. Friendly air units of different nationalities can activate ‘together without restriction. Aircraft carrier air units are considered stacked together. ‘These units can be activated individually of in stacks up to a limit of four INT and/or ATK units per activation. Tf two oF ‘more aircraft carriers occupy the same hex, air units from dif- ferent carriers can be activated as part of the same force (up to a maximum of four INT/ATK units). 4.4 WHAT ACTIVATED UNITS CAN DO. ‘Once a player bas stated which unit type he will activate in an Action Segment, he can move and perform combat with ‘each of his units (or stacks) of that type. A unit or stack must ‘complete its activities before any other unit or stack is activated. Also, a unit can be activated only once per segment. When & Unit is performing actions, no other unit — enemy or friendly — can move of attack, except for enemy CAP units (see 8.2), ‘Surface or air units that are stacked together and activated as a single force are considered one unit for activation purposes, they cannot split up and they must perform the same types of aacks, If an attack is made, not all the units in the stack must participate in the attack. ‘Surface Units: A surface unit or stack can move and/or attack jn an Action Segment subject fo the following restrictions: 41, It can move and not attack; 2, Tt can move and perform one or two attacks; 3. It can perform one or two attacks and then move; J. Tt can perform one ot two attacks and not move; 5, Itcen perform one attack, move, and then perform a second, attack ‘A stiface unit can never perform two attacks of the same type in the same segment, Thus, in @ surface Action Segment, 4 surface unit can perform one or two of the following three. types of attacks (but never more than one of each): ASW, SSM, and Cruise Missile (see 10.0). Example: player has a stack of four surface wns ond decides to activate them together. First, he performs ASW Combat; then ‘he moves the stack; finally, he performs a Cratse asf arack Submarines: Each submarine is activated individually. A sub- marine can move and perform one attack, or perform one at- tack and then move, during an Action Segment. ‘Air Units: An air unit or stack can move and perform one attack. at any time during its movement. Air units ate the only ones that can interrupt their movement 10 attack, Air units must always begin and end their activation on an eligible airfield (or ‘on an aiscraft carrier; see 13.0). 3rd Fleet Rules, Page 10 4.5 THE ACTION SEGMENT TRACK ch player has three Action arkery labeled “Surf” (Surtuce), and "Sub" (Submarinc), {a onder to remind the players which unit. types have been selected for Activation in the ais seements of the Action Phuse, the players should place these mnarkers on tie Action Segment Track: As ‘gach player select a unit type for acsivation in an Action ‘Segment, he uhould place tho appropriate marker inthe box cor, aespomding (a the current segment. Ai the end of the Action ‘Phase, the mazkesi are removed from the (rat. ample of Activutin:: During the First crim Meant, the C8 ‘laser: vols a 2d vies cri. He states "Oy" eat ert az nay his cr wit ut he wishes, after whieh by loves the US Air cin Neen’ marker inthe “Tt Artin ‘Sammi box af the action Segment Track. At the tart of the ‘Seoand Action Seamicit the U3 player is 4 nal brome cele again. He stares “Subydrine” nd then activate as many SF Wit submarines fe withen, fire which he pares the BS Sede Action Segment marker in the "Bed Asien Segmene toe of the tnick. the stat af he Third Aerio Segment, te US plover tulle 3, 30 the Soe pluver Secomed arte, The Saver plaper aes “dir and acinies ise ome. Phen he faces the See ir dito Seqoent marc inthe “3rd Act. Segment> bat, The LS flog en atte 0, av he Bode vce forthe hind al (ase at, He mat ste “Surface” tnce he had already stale “Air” an “Sudwearine," Af acdc bes sure unis. ie laces the U8 Slice Acton Sivacateuarker the "deh Ao Segmant” box. Tere nv linger a need to roll dhe diet iene ihe ae pier ithe POA and Sih dcshom Segments ince the US player can no Fonger became ative. Bus al the ‘Mart af the Fi tion Segrorr: phe Bet paver aes "Siewaring™ and acsrates a mune of Mk barns ut he witht er yilich he Soviet Sub son Segment machete ‘ple the “Sik Action Sexier“. fb te Sth Aton Segment. ihe Soviet pier meat Hale * sce he hit rey abated “At Submarine." ter aetiates tomer ‘er surone ums a he hes, the Aetin Pe fe ser —_—oOvX 5.0 Movement ‘There ane several different types of hexes an the tap, Sec bhexes ate cocaposed! entirely of water. Land henes are cory ately of land. Coasiat hexes re composed of w cambination of land and se finclndiny hexes commaining islands) nnd are sub. iivided inin thece typce: resiriciad wuter baxss, ond hea, und om: restricted widterfiurd hess. Thre arc alsa TW special (yp oF bees: shallow und shoal hexex, which ean altel Aurfiee cmt midvenieht ane detcction aiké combs nyaitat sulmurines, See the Terrain Key fora list ofall types of hea, Note:Jri Fleet wes w new, mare nacirablosking wp than previous “Fleet gamei. Sometimes, more than ove type of water appears in tie sime hex, In thess eaten, the hex is con sidered the ost tant Water type i the, hex. For example, it a gmall amount of sed calor appears ina ‘preclaminartly shallow hex, she hex i comiidered shallow: 5.4 HOW UNITS MOVE Fach unit's Movement Allowance {primed direotly'on its counter) ia the ruximunt number of bexes the wit exh move when activated. A unit can mave lesa than ite printed Move. ‘ment Allowance, hot never more. When a unit moves, the ‘owning player moves irom hex wo contiguous box. Note hat Some unitt cannot move imo certain types of hexes ‘Whe uctivated topether in a vinek, surface or xir units can move w number of hexes equal te the dowes Movement Allowatice of a unit in the sack A stack of units moved cennot drop off nit und continue moving, The stack aust move, attack aad stop together 5.2 SURFACE UNIT MOVEMENT A suirince- anit can enter any see; shallow or tail bet it cun never cater a tan! hen, During movement, stirface units 80 move throw exes occupied by friendly oF eniny unis Simsiariy, they tan move through enemy fase heved withoul festretion. However, surface unit cam never end thee active Sinus stacked i the Saitc hex ae an enemy unit or hace (even HM that hae ts destroyed), ‘A-worface unit cain ener whex by exassing a haxside con posed entirely of a land feuuire, For evainplc, a surface unit ‘nt hex 121 on he Caribbean map could not move directly into hes 12153; it wold have to move first into hess E112 and 1113. and, CO unus are the only surface units that amente shal exes. All other surface Unis are forbidden to Blocked Hexside: Surface units can never cross blocked hexsides. stl airfnice ani OF sta cedapyims a feel port etn spend tine mits Movernoat Allowance ta "edaok." A iit ocepy fg a port thai does noe tpend 8 Etta POVERIER point 10 dock ia considered undocked “The owning player should teparaie dock units frown other sus i the port hex iid pce W Doeked marker oe tet, All tiniteanslerthe Docked imarker inching sbmarines) are con fidoréd docked the other units are uhssockod ‘A docked Unit that activates does not spend any movement points toundock. After urdocking, it can move out of the hex normally and it can be activated af part of a stack with other ‘ndocked units in the hex. Docked units are subject to several special combat rules (ec 10.0) Units may dock in damaged or destroyed ports Flore: Hexes: Fion! hones appar only wn the Adlantic map. IP surface uit enfers.a Floed box, it: must stop in the hex nnd move ao fiber during the curreit Action Soyinent. If. sue face unit Begin. ts mioueient in a fam hes, hts Mpvement Allowance if halved free friction up), 5.3 SUBMARINE UNIT MOVEMENT Sabmutines are subject ty tas mums recent retrétions ssssurface units, including lockeld hewsides and Gocking, kuch. hatino waa Mouemest Allpwanee of uy ean doe by spend IME ONE Ara movemeel point (not rye), and a scbomarane with 4. Movement Allowance af one can dock fur free without jaying ‘any extra movement point ‘Shoal Hexes: Submarines cun never tmicx sil hones, Full Speed: A the mamentu sibmarine i activated, che owning Player may state that hie sulemuine will move a ll spend! IE sctivated a all oped, u tulmarine's Movernent Allowance ix increased by one. However, moving. at fall speed may veal in the placement of « Ststegle Detection marie on the sub ‘narine (ice 9:2).-A player cana aeaivate: his tubal full speed If they occupy restricted wnter ue shallow hex, Sinmlarly, su ig ot full speed cunnot enter rested woter or shallow hex. 5.4 AIR UNIT MOVEMENT Ait units can ster and mow through any'hex onthe map, anes of werain (including Nocked exsides) ortho preenes. tency. or Wendy unre Sr aarn Ar uae Bee aly one ‘movement revtriction: they must hegi and end thee act vation fla fricndlyalefietdl or airerat. cari ————— ee Sra Fleet Rules, Page 11 ‘The following restrictions apply to air unit activation: * US and Soviet air units ean start oF end thei activation on any friendly airfield * All other air units must begin and end their active status on an airfield within their own country unless otherwise stated in a scenario’s special rues. ing Airfields: Subject to the sbove veitrictlons, i le met ‘pS 0¢ Healt unt to-cod its acti vution atthe arfeld from Which i bepun — [ean move to w new afield within range of ls Movamem Allowance, However. if it changes sirdeldi ie cannot activate (ot perforin jtmcgic missions ce CAP) for the next eight fill Game Ties. On the ninth turn following the fone in which it changed airfields, i¢ cum activate agzin. (Tis remind players thot at ui unit tw ew arfeld Eastnot activate, they muy wisi tp place (ton the Gasoe-Tury Trick elght hanes ahead of the current turn and note down on piece af vermp paper the airfield fro whick i was takes, AV the beetmning ff the tuen of its atailabifiy, it abo! be pinced back on that srfield, read for activation, CAP, ex strategic missions.) Aircraft Carriers: Air units beginning the game on an aircraft carrier (CV) must renin on the carrer forthe duration of the ‘game, Air units assigned (oa cartier are destroyed if their parent rier is sunk, (Remove the units from the Aircraft Carrier Display; however, the carrier’s CAP and strategic air mission Units continue their missions until it is time for them to land, at which time they are destroyed.) Air units not on a carrier at the start of the game can never end their activation on a carrer, AUS AVS sir unit assigned to AA units cannot leave i ‘patent Surface unit and is destroyed ifthe AA tnt is destroyed. International Borders: Air units can move through hexes of any country without restriction, AIRFIELD ron 5.5 BASE HEXES ‘There re three types of hase hexes:-sirfieldy, port, anc Lportiaitfieid combination, Beses belong to either the Allied ‘orthe Soviet player of are designated 1s neutral Each base pow setact a Cloke Ant-Air value, whieh in wicd tratacks agalest that base (ee 10,03 ‘Off-Map Airfields: There are several Allicd and Soviet off- map airfields. Off-tmoep airfields are aot considered hexes: they are conoctal to the heageld by arrows, A distane (i heen) is indica Inside euch off arfeld bon, iit the un ber of movement points an air anit must expend to mave Be tween the aiffield and the map. Bor example, x US air it hlering te map fib he Bereadaoffsmip ste must spent 13 movemeet poi to enter box 2201. Similarly, an ht unit it spend 1'movement point to cnter the Bermuda off airfield from hex 2201. One an ale unit has tere the hoxgr from an off-ma airfield, i¢ can-tove normally; Subject to the above restrictions, it can end its ocdvation in km on-mup aitfich!, Offamap uirfields cxm be attacked by cruise missilcy 20-185), 6.0 Stacking ‘A maximum of 12 friendly surface combat units (CV, CG, CT, DD, FF, BB, CO, and PC) can end the surface Action Segment stacked together in a hex. Non-combat surface units <8 bot coup! towns this muxinah, Grenpa tice 6.2) can end fn Action Segimedt i the sme hex au len as the limit of 12 surface combat units per hex ie obverved. Any number of friendly submarines can stack together at the end ofthe submarine Action Segment. Submarines can end their activation stacked in the same hex as friendly surface units (and vice versa) and do not count towards the stacking limit of the surface units. A maximum of four friendly INT. ATK, and/or BMB air units can occupy an airfield hex at any given time in a turn, Ar unils Can move-over ait airfield in violation of the above restriction. RCN, EW, AR, and AEW air units do not count ‘against the maximam umber of air units permitted om an air- field. Air units on airfields in coastal hexes can oscupy the same hhex as surface and submarine units Friendly units of different nationalities may occupy the same hex. Opposing units can never occupy the same hex at the end of an Action Segment, NOTAME BCEPTON: If the Tactical Nuclear rule i Being wed (ee 180), players can stack as many surface combat units in a het as they wish. 6.4 STACKING RESTRICTIONS Mevements-A player can activate uny oral! surface nie in THEA a8 stack, except for Group fice 6:2) which mut be fetivated sepaeiiely Up Wo four IN. ATK, anor BMB ait ules, plus any mumber of RCN, AWW; or EW air units, can ‘beoctivnted from an airfield or afremit carrier al cnc tise. Sub- marines must be activated individually, Position: ‘The position of surface units in a stack is irrelevant until the opposing player declares a Bombing or SSM Combat against the stack, After the combat resolution stars, he can n0 Tonger adjust the positions of his ships. The position of air units within a stack is always irrelevant. If there are several Task Forces and/or Task Groups in « hex, or Groups stacked with ether surface units not in a Group, the Groups do not benefit each other or other units with theit ‘Close Anti-Air values during defensive combat (sce 10.4 and 10.6). 6.2 GROUPS Groups are collections of surface units that perform activi- ls together. There are two types of Groups: Task Groups and “Task Forces. Task asx || GROUP tty la Fi Ay | pepeye pe (Creating Groapss.Atthe beginning ofa player's nurfice Action ‘Segment (before the activation of ua uals) and at the end of {Bs sey ae he ativan ol) plies ca crate Groupe trom sacks of eligible surface units and aust the sats of Groups already exiting, The creation itd maintenance of Grout is vlluimary, A player is never obliged form a Gtoup und can break up hi Groups a the begining at end of hit suurlace Action Seprnents if ho wishes (and prust rea teas up If they no longer fol! ebee requircriats). Uaita of differeat uafionatiles cin belong to the samo Group, rd Fleet Rules, Page 12 Each plays has several Group marker, Inbeted “Tusk: on ne side and "Task Gop” on the oder, The création ‘of Groupe ix not firited tothe nnbee of markers in the pare. Should players run outof markets, they can till create Groups by sing flank counters ty repreiest them, ‘To ehiate & Group, player polats to & stack of eligible surface units and declares which nai within the stack will com prise the Croup. ‘These units are removed fom the map and lume replaced by u Task Group or ‘Tusk: Force markee of the ‘appropriate sie (Allicd ot Soviet) If ro ot lree combat units (C¥, CT, CO, DD, FF, HB, CO, PC) plug any nutes of nor combat nits ate ehusen to comprise a Group, the player uses the Task Group side of the market, Iffowr-atauare combat nits plus any number of nna-soinbat nits are chosen te camiptise 4 Group, the playes ses the Thith Farce side of the marker, More than one Group sam be formed from w stack of uarface nit, ‘Wiis surfice uni ore choses to form 8 Group; the ating layer places them on his Tak Group/Forea Display la the bids corresponding ic the numbered Tas Grouprtaik Force ‘maitker that fsplaced them On the-display, one turface unit is placed jer box — the order of placesnent is couaiderad the order ‘which dhe smsts ure otacked (Box I Belay considered ihe top of the stack). 11 & Group ‘ore nits than there ane ‘bores, place the extra whith af tho end of the row of bone, Dockod surface units:in a port hea can fora Croup, they cin never forma Gop with imdockod units socamying the sine hea, ‘The sticks Of docked und indocked inte mush be keep separa. Buhancement of Groups: At the begining a tbe end of a Player's surfice Aétion Segment, be can ald surface ints 19 ‘xisting Comps as long a they art situaied in the ive hex, Reve the units being added t¢ the Group trom the qnap asd Place thet on the Task Fores/Group Display in tbe bones tor Teaponuliae to theis now Taak Group/Force. If ihe addition of Ships changes a Task Group to a Task Farce, the marker on the map should Be Clipped wo its cormect site, Disbanding Groups: At the beginning or the end of a player's surface Action Segment, he can disband any of his Groups. To do so, he removes the Task Group/Force marker and places the surface units that comprised the Group back on the map Jf, doe to ecimbat losses, a Group falls below minimum size regiiremenss, the owning player rst adjunt this Group: tase telow), Combining Groups: At she beginning or the ed of a playee’s sfc Aetion Segment, he can come his Graups that ‘scupy the sae hex, The comiaed Group ii represented ty Ahdngle Group marker all other Group miaticers uae removed) andthe placement of thc surfnce units on the Task Group'Farce Display i agjaited to reflect sho new Group stmmctuce. the ‘new Ginup has fmt or mare Comsat unt, ise the Task Farce side of the mari, ‘Special Group Restrictions: Sarface units begtnning & iueface Action Seement inthe saine hox which activate separytty cu ‘Hol, atthe end of that Action r er ta form = Group with any or all of the anne units with which they Were Stacked al the stare of that Action Segment. ‘Grows and Conntist Lonsess If duc t- comb lossen, 2 Tack Grocp falls below two combat units, the owning player nist tubuat the statat ofthis Group dumeubarety by temeviny the ‘masher und placing the remuining unite back on the nap (lf a ‘Task Force fat below four eombet units, i is adjusted by ly Mipping ita its Tank Group side, assuming it hea tw w three wombat ublts,) Task Groigpe and Task Forces that are scutes due i eormbnt foie cannot combine with other friendly Groups occupying the sume hex until the beginniig or the anil ‘of the awning player's surface Action Segment. Movement: 4 Group mune functions as 2 itrface tai i all Taspeets. tan nove a mumber of hexea equal to the Krwest Movement Allowance of ny vait within the Group. Grow sucked in the same hex mint be activate individually. If a Grevip is activated, it rast move and stack a8 a sack: no doit ‘a Separale tei the Group uni ie nel ef the surce Ati SGgment, Remember tha each tine wy hn Ghee ieee combat, the participating units aust porforey the sanye type of combat. '(flor exampie, atic imits could not perfor SSM ‘Combat while others perform.ASW Combat at the axe tue. Dofense Combat Benefit: Usits betongiag to.» Tank Force thar are attacked by Torpedo, SSM, or Bumbing Combat receive +2 modifier to Defeasive combat die rolls (see 10-0), Units ‘belonging to = Task Group do not redeive this benefit [ected ‘units campeiting a Task Force receive thiy modifies SSS 7.0 Strategic Air Missions ‘Air unite can be-as8 ged in Strategic: Ae Missions dring the Strategic Air Phas, which occurs during AM Game Tura. ‘Aunt amnignedl 4 a atratepiovoision cannot be ictivated doing the next three Action Phases (AM, PM, Nighi). When perform Bgsrsces missions, air unis ate ploced on the Suategle Ar Display 7.4 MISSION ELIGIBILITY ‘There are four strategic missions to which air units can be assigned in the Basic Gamet 1. Interception 2, Reconnaissance 3. Tactical Coordination 4. Mining Strategie Alr Mission Eligibility Chnort: This cham idicates the Hels egies toch nye can undertake, There ste nik typer of ait units: Inieeceptor (INT), Attack {ATE}, Bomber (HMB), Reconaaiasence (RCN), Electronic ‘Warfhee (EW), and'Altborse Early Warning (AEW), ‘There i also a special type of air unit called “Acrial Refueling’ (AR) ‘Some ait types ure prohibited from perfoining cetta missions For eiample, ui INT uit can never be.asdipned io a Mining ilesion Strategle Air Display? Each player has w Stumegic Air Display Card on which air units an strategic missions are placed, THe ilisplay is divided inta severn! zones, cach of which is named. Each ine is ako delineated on th rap with bordery cor- ‘sponding to the configuration of the Strategic Alr Dioplay Each zone has fou ‘mission bones, pls aiitioadl “Returg 1b Base bores (sce 7.6) During the Allocation Segment of the Stratepie Air Phase, each player secsctly assign any cr all eligible air units 1 Strategic mosions, Sich units ace placed on the display in che Sesired mustion boxes, To assign an sir unit to a simiegie mission: 1, Devite the type of mission the unit will perdorms; 2. Decide the zone in which it will be plucéd 4. Pi the init op frou is sired or aire caster and piace i in the desired mission box on the display. Dianinged wir units gan perform thisslons normally, Friendly al nits of different natiomaition cun perform sists in tbe sume 208 False Misslon Assignment: During the Allen: Segment player i permite t mislead hir oppaneit by rem vag ont ‘oF ORS Of his ws us from the mp Which will nck he igh! to rmiezic missions. (ita player kaw exactly bow many af Src! Fieet Rules, Page 43 ‘his opponent's ar unis were removed feom the mp ta per- form missions — even though the actual mission ossignment inecret ~ it could strongly inflvence his own allocations.) At the ond of the Allocation. Segment, ait units net assigned to Strategic missions are placed back on the airfields from which they were removed. Zone Range of Air Units: An air unit is considered to occupy the zone in which its airfield or aircraft carver is situated. Some aus Units ean perform missions at extended ranges, while others cannot perform strategic missions at all. The Movement Allowance ofan ar unit determines the range (in zones) at which it can perform # mission: woven Nios sanoe "Hor more zone S102 zones 26-50) TV zone 3s Only in zone occupied 10 STL May not pero sie STOR ‘Off Map Airfields: An Lone zone sway ftom the zone to which if is ponsected on the map if the distance printed inside thit off-migp wirfield box js 25 or fewer hhcnes. An offap nirticSd tx comaldered two zones aay from the asiae to. which it in connected on the map if tbe distance: printed inside thot offseap nifield box is [6 oF more henen Fr example; the Sermanda ‘off-map nirfield ("13 exes") on the Caribbean man is considered smc cone away’ from the ‘Bahamas zone, The Lajen off-map airfield ("| #hexcs").on the ‘Atlantic map d2-cansisered! two. tines wway from the Bay of Biscay anne, Special Strategic Air Mission Restrictions: The restrictions listed below apply to strategic air missions, 1, A friendly airfield or aircraft carrier with no INT air units tha ted within fur heres oa noeaiugedl enemy niield or currter with at leas one INT air unit cauaox have te aie unis Seon tay seumezic mission. (Exesption: if itt Jenst one Friendly INT unit is currently. shane within four hones. af that enemy airfichdcarticr, this-restriction ix ignored.) 2, On the Atlantic map, Soviet air units occupying the Nor- way or Baltic Sea zones may ‘conduct strategic air missions in the. nel zone-nor.transit this zone during the execution ofa strategic ir mission, For exam- ile, a Soviet air unit with s range of three zones occupying the Baltic Sea zone may not perform a strategic mission in the Bay of Biscay zone because it would have to transit the English Channel zone to get there, @ woven ALLOWANCE Example: A US FI8C unit Movemens Allowance: 20) and a 3 uni Movement Allowance: 70) occupy Key West tn the Florida zone. The FIBC con be assigned 10 a Reconnoissance ‘Interception mission only In the Por zone since is Movement Alowonce is berwven J! and 25. The Pa can be ‘assigned 10 a Reconnaissance, Tactical Coordination. oF Mining mission in the Florida zone or any zane wp to Iwo zones away (ihe Panama Canal zone for example) Ending Strategic Air Missions: An air unit remains on its assigned mission until it is destroyed, is forced to “Return to Base” (see 7.5), or until the Strategic Air Mission Termination Phase of the next Night Game Turn, Solitaire Mission Assignment (Optional): To simulate the uncertainty of mission assignment when playing the game solitaire, a player can use the following rule: 1, The player-ralls the dle, On an even roll, the player tray sasign. Allie! nit units to stmeegic missions in any, way be ‘wishes; on an odd roll, the player may astign Saviee (or avin) air units to atraagle missions us be Wishes ‘After the player bas assignod air units 1a srategic miasiom {or the side determinod in step J, he cols the dic again to determine mse sisigsimnent for the oppasing.-side. This fico dle rll is flved Croand fractions-down). The rest the mmber of air units bekomging to this sce that the player ay acsign 40 strategie missions. If thin iccond dic roll jas ‘even, the player may assign the indicated number of ait units to strategic missions anywhere on the map (subject to air unit range restrictions); if this sécond die roll was odd, the player may assign the indicated number of air units to strategic missions only m the zones occupied by the sclected tamits — not in zones onc or more zones away from their airfields. (In this case, air units in off-map airfields may not perform strategic missions at all.) 7.2 INTERCEPTION MISSIONS ‘Ar nits Gn Inercepdii, mishions ean attack eacmy units Om strategie mmisnns inthe sesho rine. Interception Segment: During tis segment of the Strategic Air Phase, opposing air units on Inlerception missions within the ‘aire Zone mail perform Airto-Air Combat, Firot, the players ahodld check euch ethe’ Steateple lr Disp, 2600 BY dine, ‘A single Airto-Air Combat must take place within a given rone if both players have assigaes air units to Tabereeption missions within that dome. If only one (or helther) player hne axsigned air nits to Interception within that zone, Alrto-Air Combat does not take place. When performing Ait-t0-Air Combat in a given zone, wl plyer's wie wits om Interception mast be combed nid a single force fat combat feven If they are of ‘different nationalities), See 10.8 for an explanation of bow to perform Airto-Air Combat ‘Afier Aro-Ait Combat has taken place, any air units that are allowed to continue their Interception missions (that is, they ‘were not obligated to return fo base due to combat) can initiate Air-to-Air Combat in the Bounce Segment. Air units that receive an “” resplt in combat are placed in one of the Return to Base boxes on the Strategic Air Display (see 7.6). Bounce Segment: During this segment, aic units still on Inter ‘ception miAslona can tin coenbat ngainst all eaciay airumits ‘in the same zone on nov-lntesception missions — Recoanaly tance, Tactical Cooifination, ané Mining. ‘To perform this Sombat, the Inerception player tolls the die and. consults the “Bounce” cofumn of the Airts-Air Combnit Revults, Table (no vio ts calevlaied), The tesult (S4e 10,8) spplies to ul enemy sir unis eurrently on-won-latereeption suissions in, thal. onc, reponilcss of quumity or type, The air units on Imersepen ‘mussiors inititing thin combor can never vuffer an advetse real, ‘whea “bouncing” enemy units, At the ¢hd of the Bounce Segment, all units on Interception are placed ia ote ofthe Return (© Base boxes on the Strategic Air Display (sce 7.6). Bsumple of Tntetception: Buringthe Semeegic Air Phage, the Alles paver zi signee il 4p Dusveeption, owe to Recnrmalisince, andl wae he Mixing ‘During she Parercrplam Segment. ir eer Combat lake place Dervaen the Alife oud Soviet ania ow Ivercepsn. Acuna th Allied player vans; Aan bot nits eauain ox luereeplon aot the Sone waif ern to base. M4 the Bounce Seement, dhe Ated Teal anc the Saviet unis om Reconalsxance ared Ming. The Ate player rolls the dle wad cane the “Bounce” cola af ike Airtendlr Comba Resi: Tafle The result exits for ame Soviet anit alkination, while iv ovher‘recuraix fx base. At she end of the Bounce Seyment, the 00 Allied units return to Bose. 7.3 RECONNAISSANCE MISSIONS, Air units on Reconnaissance missions affect the detection of enemy units in the Strategic Detection Segment of the Strategic Air Phase (see 9,0). At the end of this segment, all air units on Reconnaissance are placed in one of the Return to ‘Base boxes in the zone they occupy (see 7.6), 3rd Fleet Rules, Page 14 7.4 TACTICAL COORDINATION MISSIONS Air units on Tactical Coordination missions are used to enhance attacks made on enemy units. During the Tactical Co- ordination Phase of the AM, PM, or Night rum, both players can remove any or all oftheir ait units from the Tactical Co- ordination boxes on their Strategic Air Displays and allocate them to specific detected enemy surface or submarine units ‘cocupying hexes within the zone in which the Tactical Co- ‘ordination air units are performing their missions. To allocate a Tactical Coordination air unit 10 a detected enemy submarine or stack of surface units, place the air unit directly on top ofthat enemy unit or stack. The air unit remains with its assigned enemy unit or stack wherever tht unit or stk ‘moves in the ensuing Action Phase, If several enemy submarines ‘oceupy the same hex, @ Tactical Coordination air unit can be assigned to only one enemy submarine i the hex. If a stack of enemy surface units possessing a Tactical Coordination air unit spits up during the surface Action Segment, the player own- ing the air unit must decide which unit or stack it will move ‘wilh; i cannot follow all the enemy surface units into different hhexes once they split up. If Tactical Coordintion ii unis assigned jo tn enemy init sc, tye i added 4o-the attacker's die rollin eel (ut just one) attic, rade aginst unit OF tack. in the ensuing Action Phave (-2¢ 10.0). However, a maxximam of one Tactical ‘Coordinate alr alten affect cach-sniany'submaating oF ack ‘of surface units, x0 & maxim Of fvo:eun be secled t0.ench gE PA trees ah he CA nt a. all Tectical Coordination alr unis on the map are reendved tac paced back onthe State Air Display inthe fete to Bata mc OF the tone in which the air unit performed its mission. Hete, they cam perform fo ober activities unt they fet to thei airficlis in the Strategic: Air Miasion Termination Phase (se67.6) A player is under no obligation io use ll of hls etic Cootinatiog alr uiis i the AM turn he may save them to we im the PM or Night turns if be wishes ‘Tactical Coordination Restrictions: The following restrictions apply to Tactical Coordination missions: Je A Tactical Coordination air unit with an ASW Yalie of “ ‘Eannat be aapihed to ast enemy submarine unit 2. A Tactical Coordination alr tinit campat be wssigned ta an tn surface slang wi eek ce that ‘enory unit it within’ flue hekes al “tir Unit 7h .uon-duenajied wirfield. If the surface or submarine unit to Which & Tactic) Coordination alr wilt has been wsaignid lider mover wlthin four boxes of am INT ult freeadly to the surface/wbenarine unit, the Tactical Coortination unit ccontinves its mission. 3. Ha Tactical Coordteaton air uni moving with am bey Unt oe ack enter a hex. bend is nore ange, remains swith the enemy Unit of vtack: and. continves to provide the combat dic roll modifier, I im placed jn the Return to Race box Of swhicllever none (¢ finally performs lia Tagtical (Coordination missign in ana renamst 19 40 hase: normally (unless it changes bates) NOTAREEXCEPNON: Ir he Advanced Game, a Tactical Goordination air unit provides no combat die roll madlffer if the unit or stack i 9 assigned to moves ino a storm zone (see 15.2) 7.5 MINING Aie-unitvon Mining mbsiéins tay place Mine makers on the map during the Mine Segment af the Strategic Air Phuse (tee 12.0), Atthesend of tht sephieat, all air unts on Misi. ‘missions wre place in ene of the etur ta Bake beixes inthe zn which shey performed shar mission ise 7,6). oes that a, RON a uit “N?! eanol perform Mining stich = 7.6 RETURNING TO BASE Air units receiving an “result m Air-to-Air Comba during tho Stmegic Air Phase are plored in-oae ofthe Rett asc boxes in the ite they occupy on the Stleeic Al Tisplay. 4 ust in one ofthese hoxes can perform. ng function, Return to Base Boxes: There are four Return to Base bore in tach zine onthe Sommegic Air Display, Bach hox camespend to the ate from wilh an air init ras moved to perform ts ‘mission, Ute that heyan mission Ih the zone Uey o225py tre placid inthe "Oeupy"” boa whe Torceu to retin to age: unis thar moved one rone ta perfocm their mission are placed in he “1 Zone” bot when farced in zctum to bess; afd unit moved DAW OF Lares zee are placed in the 2 Zoncs” oF Zanes” box, respectively. whet forced to scium to have ‘Rock ofthese fa boxe includes the initials of the zine witch the air unit left to perform its mission. When an air unit is placed in a Return to Base box, turn the counter 50 that its top points the direction of the initials ofthe zone from which it came. Tntereeption, Reconnaissance, and Mining mlssivnos tke place ip the Struggle Alt Phase: players shuld be able to remember the eoncs from which theif units origiauted. Tactical ‘Coordination air unity 'ane placed in a Rewrn to Bie box: ia the CAP and Tuctical Coordination Lapcting Phise, pluyers haying ditficully remeimbesiig the toons from wich er unity triginated may’ wiwh to note them dows on a ploce of paper. Strategic Air Mission Termination Phase: During this phase, ‘which takes place during Night Game Tums, all units on che Strategic Air Display are placed back on the airfield ot aircraft carrier fom where they begen their missions. (Players having. difficulty remembering the actual airfield to which ther air units sat istura my wish to-notethete on a plese of paper. Aller atively, the seenari staring sel-op should belp feaniad theen where 10 return theif ait units) ‘Non-carrier air units may return to a different airfield than the one from where they started, as long as the new airfield is in the same zone asthe original one and stacking restrictions are not violated. However, 1F air units switch bases at the end ‘of « mission, they cennot activate, perform CAP, or execute ‘anocher strategic mission for eight full Gome Tums following the current turn (see 5.4), If an afield from which ait onits Dogan a mission is destroyed, the units must return to a different Lifield if possible, subject to the above penalty. If there is 9a Friendly airfield available, the air units are destroyed. Carrier-based air units must be returned to the same Aire craft Carrier: Display aller « mission (the earnies may have moved te-anuther rope — this doce not affect the return of itt sir units) Ifthe carrier is destroyed while some of its units are fn strategic missions, all of its air units on missions are destroyed in the Stistegic Air Mission Termination Phase Example of Return to Bose Boxes: A US ofr unit based in the Wear Aieurans Zane, Shem sinfeld assigned 2 Ivorian sion a the Rertay Sin Zone, fer he sin, te int plc to iM"! Zone" Retr wade Bac of the Ben ‘Se Zoe with the taf the counter pty tn the aly “Wa ies Aleutian Cai ihe Sexe Ar Manto Termini Phase, the wu ie etl Sesh Tomy el

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