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~ GDW

~ --------
called "deck-launched interceptors," or
DU. COMMONLY ASKED
Players must declare flights to be on QUESTIONS
DU alert at the start of a turn. Place any •When can a task force attack?
DU alert flights from land airbases in the A task force can attack at any time
hex of the airbase under the CAP. Place during its own movement. It can also
any carrier-based DLI alert aircraft in attack at any time during the enemy
plain view of your opponent to the side
of your Base Chart.
A flight of aircraft committed to DLI may
not fly any other missions during the turn .
Aircraft used as DLI cannot attack as
movement if it detects the moving
enemy aircraft or task force.
• If one of my task forces detects
an enemy task force while it is
moving, can another of my task
I
quickly, since they are held on deck. DU forces attack if it is in range?
aircraft attack enemy aircraft or missiles No. Only the task force which de-
at the same time as the long-range tected it may do so. However, any
SAMs. This means they can fire at long- land-based tactical aircraft in range
range ASMs or at aircraft carrying short- can take part in the attack.
range ASMs or bombs. • If one of my patrol aircraft de-
Deck-launched interceptors may only tects an enemy task force while it is
be used to defend against attacks on the moving, which of my units can at-
base or task force from which they are
launched.
Example: On the map above, Task
Force 1 has launched a combat air pa-
trol consisting of one flight of F-18 Hor-
tack it?
Only the patrol aircraft itself and
any land-based aircraft in range
Battle Stations!
Escort: Fighters may fly escort mis-
sions forfriendlytactical aircraft launched nets. The CAP has turned on its radar, may attack at that time. Welcome to the arena of modern naval START HERE The scenarios themselves are all con-
from the same task force or base as the which has a range of two hexes for both • If it is time for one of my task combat! In this game you will become a To make it easy to learn these rule s, tained in the Captain 's Briefing. Each
fighters. air and surface search. Task Force A has forces to move, may it attack an naval commander, in charge of guided- they are broken up into separate sec- scenario lists all of the information nec-
A flight of aircraft committed to escort detected Task Force 2 and launches an enemy task force which another of missile ships, nuclear submarines, and tions. Each section begins with a descrip- essary for play, such as forces available
duty may not fly any other mission dur- attack on it consisting of one flight of Su- my task forces detected even if the jet aircraft. While warfare between naval t ion of one aspect of modern naval to each side and starting positions. The
ing the turn. 27 Flankers with ASMs. The Flankers moving task force did not detect it? vessels and aircraft can be a complicated warfare . Section one cove rs surface Captain 's Briefing also includes discus-
Escort fighters may not carry bombs must pass through the radar range of Yes. A moving task force can and technical business, the critical tacti- naval vessels; section two covers detec- sions of various modern weapon sys-
orASMs. Task Force 1 to get to Task Force 2, and attack any enemy task force, pro- cal decisions are made by captains and t ion of enemy vessels ; section three tems and a number of advanced rules.
The player launching an attack de- as soon as they enter its radar range, the vided that task force is detected by admirals who do not generally study a deals with submarines; and sections four
clares which flights (if any) in the mission CAP player must declare if he will inter- a friendly aircraft or task force. radar or sonar display themselves. They and five add aircraft to the game. In each
are escorts. Escorts defend mission cept. If he does, he makes the attack. The • When can a task force counter- receive the distilled results of all of the section, specific rules are presented that
aircraft by occupying the attention of CAP player might not want to attack if the attack? technical, data-gathering assets at their translate that aspect of naval warfare into
enemy CAP and DU aircraft. Flankers had a strong fighter escort. A task force can counterattack disposal and make decisions accord- game terms. After several rules have
CAP and DU aircraft first fight a round Later, another enemy task force gets any and every time that it is at- ingly. been presented, you will be directed to
of air to air combat with the escorts. At to move, this time Task Force B. It fires tacked. It may only counterattack Harpoon Captain's Edition provides play a scenario which uses and illustrates
the end of that round of combat, one SSMs at TF 1, and the CAP can inter- against the units which attacked it, a clear and concise description of mod- those rules.
surviving (not shot down or aborted) CAP cept them at long range. however, and only if they are de- ern naval warfare. The game places you
or DU aircraft is engaged by each sur- tected by the task force or some in the same position as a ship's captain
viving escort. Play Scenarios 14 and 15 other friendly unit. or the admiral commanding a task force .
Any surplus CAP or DU fighters may Now. Many details have been kept out of the
then either attack the mission aircraft or game to allow the players to concentrate
help fight the escorts. The owning player on command decisions, but the overall
DESIGNER'S NOTES

I
decides which of his CAP and DU air- capabilities of various sensors and
craft will continue to engage the escorts The Captain's Edition of Harpoon is supposed to be fast, simple, and fun
weapon systems are still presented
and which will "bounce" the bombers. to play, and it is all of those things. But it also includes all the fundamental prin-
accurately.
Engaged aircraft on each side do not ciples of modern naval warfare, so as you play, you can learn a great deal
fight a second round of air to air combat; about how ships, subs and aircraft fight today.
only the unengaged CAP and DU aircraft Enjoy the rules. We hope to provide new units, new maps, and more sce-
do so. narios in future supplements. If you have any questions about the rules, or
If there are more escorts remaining suggestions about how to make them better, please let me know. I always an-
after the first round of combat, there is swer my mail.
no second round of combat.
Missiles may not be escorted.
-Larry Bond

C;J\f
G A M E S CC-0717 R1
~~------------------------------------------G_o_w n3
- - - - -L!J
Captain's Edition

waters at a rate of one hex per turn (re-


gardless of their normal maximum
speed).
Contents Game Components Surface Ships Spl n Fo
If a player wishes to split a task force,
Game Components ..................... 2 The game requires two players, and Die Cut Counters: There TASK FORCES force until the unit's movement counter he must do so at the beginning of a turn
Surface Ships ..................••.......... 3 about two hours to play a large battle. are two sheets of When ships fight, they do so in groups. is drawn again next turn. It is then re- before any movement chits are drawn.
Task Forces .................................. 3
Movement ..................................... 3
Combat ......................................... 3
Smaller battles may only take a half-hour,
or even less time if one side is unlucky.
All the components needed to play the
•••t game counters in
the game . These in-
clude 28 oblong task
TF-8 force counters as well as a
One ship can be easily overwhelmed,
while several cooperating ships can
combine their weapons to defeat an
placed with a new speed marker (or
remains the same if the task force's
speed does not change).
He does so by dividing the ship cards in
the task force into two (or more) new task
forces, marking the piles with task force
Surface to Surface Missiles .......... 4 game are included in this box. These attack. Each turn of movement represents markers, placing the task force counters
Naval Gunfire ................................ 7 include: number of aircraft and missile A group of ships is called a "task force." eight hours of game time. in the same hex on the map, and adding
Detection .....................•......••••..... & Rules Booklet: The rules are orga- counters and other game markers. It will have several important ships, which After declaring the task force's speed, the movement chits for the task forces
Surface Search Radars ................ 8 nized into sections, each covering one Patrol Air- are needed to accomplish some mission. move it one hex at a time on the map. As to the cup.
Detecting Radars (ESM) ............... 8 part of naval warfare. After reading craft: Ten plas- They will be protected by several "escort" it enters each hex, it may attack units in
Visual Search ................................ 8 through page 6, you can begin to play. tic patrol aircraft ships, which defend them from attack. range or be attacked by enemy units. Combining l s ·orce
Sonar ....................................... ..... 8 Each additional section then shows a (six blue, four When the players receive their ships Once a player has finished moving a If a player wishes to join two groups,
Dummy Units ................................ 9 new part of naval warfare, with additional red) are includ- at the start of a game, they should as- task force, draw another task force chit he should move them together. When the
Submarines ............................... 10 rules and a scenario using it. ed , along with a semble them in task forces. Take all the from the movement cup. After the own- first unit's movement counter is drawn
Movement ................................... 1O Captain's Briefing Booklet: This small sheet of ship cards that you wish to have fight to- ing player is finished moving that task from the cup, the player may move it into
Detection ..................................... 1O booklet includes all scenario information peel-off labels gether and put them face down in one force, draw again, and so on, until all task the second task force's hex and declare
Combat ............................. .......... 10 as well as a great deal of background in- with letters and numbers. Attach one la- pile. If you want this to be Task Force 1, force chits have been drawn and the cup that they will be joining.
Patrol Aircraft ............................ 12 formation on the weapons and tactics of bel to the bottom of each patrol aircraft's takethe square Task Force 1 marker that is empty. When the second task force's move-
Movement ................................... 12 the two rival fleets in the game. base. Red aircraft are labeled A through has the appropriate national color on the When all of the chits have been drawn ment chit is drawn, pick one of the task
Detection ..................................... 12 Data Cards: There are a total of 54 D; blue aircraft are labeled 1 through 6. back (red for Soviet, blue for NATO) and and all task forces have moved, one turn force counters in the hex, the corre-
Combat ............................... ........ 13 ship and aircraft data cards. These pro- Stand up place it face down on the stack of cards. has passed. The chits are replaced in the sponding movement counter, and com-
Tactical Aircraft ..•.•••••................ 14 vide information on the units that each Screens : (This way your opponent does not know cup and another turn starts. bine the cards under that designation.
Base Screen
Movement ................................... 14 player will have under his command. A Two identi- which stack represents Task Force 1 or Discard the other task force counter and
Detection ................................ ..... 14 typical ship card is shown below. cal stand-up which cards are in which stack.) Maximum Speed movement chit.
Combat ....................................... 14 screens are Take the square Task Force 1 counter All ships have their maximum speed Note that one of the task forces will be
Air to Air Combat ......................... 15 provided for that is white on the back and place it in a printed on their ship card. This is three unable to move that turn.
FFG
ASR:3 your conve- cup or other convenient receptacle. This hexes per turn for warships, but only two
O.H. Perry - 1 SAM: 4·0
USA
PD: 3 nience. Fold is called the task force's movement chit. hexes per turn for freighters, tankers, and COMBAT
'---------~ each screen
Credits SSA:
SSM. 1·0
Guns· 1
1
along the dotted line as indicated. This
One cup will hold all of the movement
chits for both players.
some amphibious assault ships. A task
force may move slower than its maxi-
As a task force enters each hex dur-
ing movement, it may attack units in
will enable the screens to stand upright. Finally, take the long counter labeled mum speed, but may not move any faster range or be attacked by enemy units.
The screens can then be placed in front Task Force 1 and place it on the map in than the maximum speed of the slowest Normally it can attack only units that have
Design: Larry Bond of each player's Base Chart to keep his
/ Speed: 3 / Hull: 1 the correct location of the task force. All ship in the task force. been "detected" (this is explained later)
Development: Frank Chadwick
opponent from seeing which planes are the ships that are in Task Force 1 will but, for learning purposes, the section on
Art Direction: Amy Doubet stationed where.
Graphic Design and Production:
move and fight together. Dry Land surface combat can be played ignoring
Map: Unfold the map and lay it on a Roster Pad: The pad of ship Roster No ship may move across a full land radar.
Steve Bryant, Radley Masinelli, and Sheets is used to keep track of missiles
table between the two players. If it does MOVEMENT hexside. The moving player always declares
Kirk Wescom fired and accumulated damage to ships
not lay flat at first, backfold it gently At the beginning of each whether he intends to attack first, and
Cover Art: Steve Venters
Text Management: Michelle Stur-
geon
Text Processing: Julia Martin and
against the crease. The map covers the
area north of the British Isles, from the
Soviet naval base at Severomorsk to the
during a game. Permission is specifically
granted to photocopy additional Roster
Sheets for your own use .
CY] game turn, one of the players
draws a movement chit from
the movement cup. When a
Ice
The solid white area on the map is
permanent ice shelf; the partially white
then the nonmoving player declares.
However, if the moving player decides
not to attack but is then attacked by the
strategic Greenland-Iceland-United Dice: Four dice, used to resolve de- task force's counter is pulled out, the area on the map is seasonal ice shelf. In nonmoving player, the moving player
Elizabeth Meier tection and combat, are included with the
Kingdom (G-1-UK) Gap. The map is owning player declares how many hexes some cases the game notes will specify may change his mind and counterattack.
overlaid with a hexagonal tactical grid. game. A player will have to roll the die it will move during the turn, and puts a that the game is played in winter. In this Attacks as a result of a hex of move-
All rights reserved. and read off a number from 1 to 6, pos-
Each hexagon covers 60 nautical miles speed counter with that number next to case, the seasonal ice hexes are treated ment are simultaneous, as long as all
Printed in USA. Made in USA. sibly add or subtract some numbers
from side to side. that task force on the map. (For now, as ice shett. In all other cases they are attacks by both players are declared
ISBN 1-55878-054-8. (called "die modifiers") from that value,
Charts: Two identical Game Refer- place the counter white side up. The red treated as ice-restricted waters. before the dice are rolled. Even though
Copyright©1990 GOW, Inc. and then look up that number on a table
ence Charts are provided, along with two side indicates that the force is using ra- Surface naval vessels may never enter a ship successfully attacks an enemy
Harpoon® is a registered trade- to find the result. Different tables are used
different Base Charts, one for each dar. This will be explained later.) The a full ice shelf hex. All surface naval ship and sinks it, the enemy ship may still
mark of GDW, Inc. for the different weapons each side has.
player. speed counter remains next to the task vessels may move through ice-restricted counterattack.
~~------------------------------------------G_o_w n3
- - - - -L!J
Captain's Edition

waters at a rate of one hex per turn (re-


gardless of their normal maximum
speed).
Contents Game Components Surface Ships Spl n Fo
If a player wishes to split a task force,
Game Components ..................... 2 The game requires two players, and Die Cut Counters: There TASK FORCES force until the unit's movement counter he must do so at the beginning of a turn
Surface Ships ..................••.......... 3 about two hours to play a large battle. are two sheets of When ships fight, they do so in groups. is drawn again next turn. It is then re- before any movement chits are drawn.
Task Forces .................................. 3
Movement ..................................... 3
Combat ......................................... 3
Smaller battles may only take a half-hour,
or even less time if one side is unlucky.
All the components needed to play the
•••t game counters in
the game . These in-
clude 28 oblong task
TF-8 force counters as well as a
One ship can be easily overwhelmed,
while several cooperating ships can
combine their weapons to defeat an
placed with a new speed marker (or
remains the same if the task force's
speed does not change).
He does so by dividing the ship cards in
the task force into two (or more) new task
forces, marking the piles with task force
Surface to Surface Missiles .......... 4 game are included in this box. These attack. Each turn of movement represents markers, placing the task force counters
Naval Gunfire ................................ 7 include: number of aircraft and missile A group of ships is called a "task force." eight hours of game time. in the same hex on the map, and adding
Detection .....................•......••••..... & Rules Booklet: The rules are orga- counters and other game markers. It will have several important ships, which After declaring the task force's speed, the movement chits for the task forces
Surface Search Radars ................ 8 nized into sections, each covering one Patrol Air- are needed to accomplish some mission. move it one hex at a time on the map. As to the cup.
Detecting Radars (ESM) ............... 8 part of naval warfare. After reading craft: Ten plas- They will be protected by several "escort" it enters each hex, it may attack units in
Visual Search ................................ 8 through page 6, you can begin to play. tic patrol aircraft ships, which defend them from attack. range or be attacked by enemy units. Combining l s ·orce
Sonar ....................................... ..... 8 Each additional section then shows a (six blue, four When the players receive their ships Once a player has finished moving a If a player wishes to join two groups,
Dummy Units ................................ 9 new part of naval warfare, with additional red) are includ- at the start of a game, they should as- task force, draw another task force chit he should move them together. When the
Submarines ............................... 10 rules and a scenario using it. ed , along with a semble them in task forces. Take all the from the movement cup. After the own- first unit's movement counter is drawn
Movement ................................... 1O Captain's Briefing Booklet: This small sheet of ship cards that you wish to have fight to- ing player is finished moving that task from the cup, the player may move it into
Detection ..................................... 1O booklet includes all scenario information peel-off labels gether and put them face down in one force, draw again, and so on, until all task the second task force's hex and declare
Combat ............................. .......... 10 as well as a great deal of background in- with letters and numbers. Attach one la- pile. If you want this to be Task Force 1, force chits have been drawn and the cup that they will be joining.
Patrol Aircraft ............................ 12 formation on the weapons and tactics of bel to the bottom of each patrol aircraft's takethe square Task Force 1 marker that is empty. When the second task force's move-
Movement ................................... 12 the two rival fleets in the game. base. Red aircraft are labeled A through has the appropriate national color on the When all of the chits have been drawn ment chit is drawn, pick one of the task
Detection ..................................... 12 Data Cards: There are a total of 54 D; blue aircraft are labeled 1 through 6. back (red for Soviet, blue for NATO) and and all task forces have moved, one turn force counters in the hex, the corre-
Combat ............................... ........ 13 ship and aircraft data cards. These pro- Stand up place it face down on the stack of cards. has passed. The chits are replaced in the sponding movement counter, and com-
Tactical Aircraft ..•.•••••................ 14 vide information on the units that each Screens : (This way your opponent does not know cup and another turn starts. bine the cards under that designation.
Base Screen
Movement ................................... 14 player will have under his command. A Two identi- which stack represents Task Force 1 or Discard the other task force counter and
Detection ................................ ..... 14 typical ship card is shown below. cal stand-up which cards are in which stack.) Maximum Speed movement chit.
Combat ....................................... 14 screens are Take the square Task Force 1 counter All ships have their maximum speed Note that one of the task forces will be
Air to Air Combat ......................... 15 provided for that is white on the back and place it in a printed on their ship card. This is three unable to move that turn.
FFG
ASR:3 your conve- cup or other convenient receptacle. This hexes per turn for warships, but only two
O.H. Perry - 1 SAM: 4·0
USA
PD: 3 nience. Fold is called the task force's movement chit. hexes per turn for freighters, tankers, and COMBAT
'---------~ each screen
Credits SSA:
SSM. 1·0
Guns· 1
1
along the dotted line as indicated. This
One cup will hold all of the movement
chits for both players.
some amphibious assault ships. A task
force may move slower than its maxi-
As a task force enters each hex dur-
ing movement, it may attack units in
will enable the screens to stand upright. Finally, take the long counter labeled mum speed, but may not move any faster range or be attacked by enemy units.
The screens can then be placed in front Task Force 1 and place it on the map in than the maximum speed of the slowest Normally it can attack only units that have
Design: Larry Bond of each player's Base Chart to keep his
/ Speed: 3 / Hull: 1 the correct location of the task force. All ship in the task force. been "detected" (this is explained later)
Development: Frank Chadwick
opponent from seeing which planes are the ships that are in Task Force 1 will TFs start a scenario at speed0. but, for learning purposes, the section on
Art Direction: Amy Doubet stationed where.
Graphic Design and Production:
move and fight together. Dry Land surface combat can be played ignoring
Map: Unfold the map and lay it on a Roster Pad: The pad of ship Roster No ship may move across a full land radar.
Steve Bryant, Radley Masinelli, and Sheets is used to keep track of missiles
table between the two players. If it does MOVEMENT hexside. The moving player always declares
Kirk Wescom fired and accumulated damage to ships
not lay flat at first, backfold it gently At the beginning of each whether he intends to attack first, and
Cover Art: Steve Venters
Text Management: Michelle Stur-
geon
Text Processing: Julia Martin and
against the crease. The map covers the
area north of the British Isles, from the
Soviet naval base at Severomorsk to the
during a game. Permission is specifically
granted to photocopy additional Roster
Sheets for your own use .
CY] game turn, one of the players
draws a movement chit from
the movement cup. When a
Ice
The solid white area on the map is
permanent ice shelf; the partially white
then the nonmoving player declares.
However, if the moving player decides
not to attack but is then attacked by the
strategic Greenland-Iceland-United Dice: Four dice, used to resolve de- task force's counter is pulled out, the area on the map is seasonal ice shelf. In nonmoving player, the moving player
Elizabeth Meier tection and combat, are included with the
Kingdom (G-1-UK) Gap. The map is owning player declares how many hexes some cases the game notes will specify may change his mind and counterattack.
overlaid with a hexagonal tactical grid. game. A player will have to roll the die it will move during the turn, and puts a that the game is played in winter. In this Attacks as a result of a hex of move-
All rights reserved. and read off a number from 1 to 6, pos-
Each hexagon covers 60 nautical miles speed counter with that number next to case, the seasonal ice hexes are treated ment are simultaneous, as long as all
Printed in USA. Made in USA. sibly add or subtract some numbers
from side to side. that task force on the map. (For now, as ice shett. In all other cases they are attacks by both players are declared
ISBN 1-55878-054-8. (called "die modifiers") from that value,
Charts: Two identical Game Refer- place the counter white side up. The red treated as ice-restricted waters. before the dice are rolled. Even though
Copyright©1990 GOW, Inc. and then look up that number on a table
ence Charts are provided, along with two side indicates that the force is using ra- Surface naval vessels may never enter a ship successfully attacks an enemy
Harpoon® is a registered trade- to find the result. Different tables are used
different Base Charts, one for each dar. This will be explained later.) The a full ice shelf hex. All surface naval ship and sinks it, the enemy ship may still
mark of GDW, Inc. for the different weapons each side has.
player. speed counter remains next to the task vessels may move through ice-restricted counterattack.
11
4
~ -----
GOW Captain's Edition
----- ~
nS
Example: The NATO player draws the At one-half damage, the ship's speed Unlike gunfire, incoming missiles can The missile attack strength can be for SAM strength is short-range SAMs;
movement counter that says "TF1 ." The is reduced by one hex, it loses any long- be shot down. Many missiles can be fired combined or split as desired , as long as the second value is long-range SAMs . MISSILE TYPES
long Task Force 1 counter represents a range SSM or SAM weapons, and it at a target, but if it has strong defenses, the weapons are in range.Atthree hexes, For example, the Soviet Kirov-class Missiles are described by the
group of ships that can move three hexes loses its air search radar. Aircraft carri- only a few may get through to attack. the Arleigh Burke destroyer could attack battle cruiser has a point defense type of launcher and the type of
this turn. He intends to move Task Force ers can no longer launch aircraft. Also, some of the ones that attack may four targets with a strength of 1 (not a strength of 5, a short-range SAM strength target. Missiles fired from a surface
1 toward Task Force A and attack it. At two-thirds damage, a ship is re- miss, because no weapon works per- really good idea), two targets with a of 10, and a long-range strength of a. ship at another surface ship are
duced to a speed of one hex, loses all fectly. strength of 2, and so on. If the destroyer called surface to surface missiles,
weapons except half its gun strength waited until it was one hex from the tar- 'I or SSM for short. Missiles fired

l*~I
(round up), and also loses its sonar and get it could attack one target with a from an aircraft against a surface
ESM capability. The only sensor a ship strength of 6 (four long-range plus two ASR:3 ship are air to surface missiles, or
can use is its surface search radar. short-range). It could also split this up: USSR
SAM: 10·8 ASM. A complete list of the missile
two targets at strengths of 3, three at a PD: 5
types is:

~
strength of 2, etc.
Ship
CV Tb!Jtsi t HulJ
USSR SSA: 1 Missiles
~ SR-SSM LR-SSM SSM: 0· 10
BCG N Kiroi,o. 1
C:CX0 Ammunition Limits Guns: 2 Surface to surface missile SSM
~
CG Kar.,,
Ocx:; S ovremen
DO Udaioy-l nyy.1
CO
CC - Ships carry only a limited number of Air to surface missile ASM
FFG Krwak-1 C2 ~ = SSMs, and they can salvo all of them in As an attacking missile (or group of
::g:;~} g Air to air missile AAM
one game turn. A ship can only fire each missiles) approaches its target, long- Surface to air missile SAM
Example: A Tbilisi-class carrier has missile factor once; then its ammunition range surface to air missiles shoot first.
five hull factors. If it loses three, its speed supply is exhausted. The Roster Sheet These are relatively large weapons, and
drops to two hexes, its long-range SSM has a number of boxes equal to the are not carried by all ships. They are used USSR SS-N-12
strength drops from 3 to 0, and its air missile value of the ship. Each time the to protect the entire formation.
Task Force B lies along the path Task search radar range drops from 2 to none. ship fires a missile, mark off one box. Short-range missiles are smaller and
Force 1 is going to take. As Task Force It can no longer launch Flanker or Ful- Range For example, the Arleigh Burke has are carried by many ships. They fire next
1 moves into the first hex, Task Force B crum aircraft. If it loses one more point There are two kinds of SSMs in four long-range and two short-range and will protect only those ships nearby.
attacks . Task Force 1 decides not to (four-fifths is more than two-thirds), its Captain's Edition: short range and long SSMs. It could attack with all six in one Finally, almost all ships carry "point
counterattack. That attack is resolved speed is reduced to one hex , and it loses range. A typical short-range missile is the turn but would then be unable to attack defenses," weapons that will only defend
right away. If it survives, Task Force 1 all its weapons, except for guns. Un- Harpoon, shown above. The Russian with SSMs again during the game. Alter- their own ship. These are fast-reacting,
continues to move into the second hex, fortunately, the Tbilisi's original gun SS-N-12 is a long-range missile. Short- natively, it could attack with a few mis- short-range guns or missiles.
then the third, where it can launch its strength is 0. range missiles all have a range of one siles now and hold the rest for later. Each of these three defenses can
attack. If one of the ships in a task force is hex, while long-range missiles have a shoot down some and maybe all of the US Harpoon
damaged and has its speed reduced, the range of three hexes. This means that a incoming missiles. The group of missiles,
Ship Damage task force must slow down to that new ship can attack an enemy task force three or "raid," is whittled down as it goes
When a ship is hit, it suffers damage speed or split the slower ship off into a hexes away with its long-range SSMs but through each defensive belt, until there
in the form of hull hits. Each ship has a separate task force. has to close to a range of one hex to is hopefully nothing left of it at all. If a task force has an odd number of
hull strength, listed on the ship data card. Of course , a single ship, already attack with its short-range SSMs. If any missiles survive the defenses, ships, the extra ship can be assigned
The bigger the ship, the larger its hull crippled by damage, would be easily The SSM attack strengths, both long they can attack the ship they were aimed either as an extra ship in one of the
strength. For example, a Spruance-class destroyed without the protection of the range and short range, are shown on the at. They may hit or miss. If they hit, they groupings or as a separate unpaired
destroyer has a hull strength of 2, and rest of the task force. right side of the ship card in the light blue Target Limits will severely damage their target, and ship.
an Iowa-class battleship has a hull Damaged ships cannot be repaired box. The first number is the short-range SSMs may only be fired at surface possibly sink it. Smaller ships only need Example: A formation of six ships is
strength of 6. during the game. A damaged warship attack strength; the second number is the vessels. Surface vessels have the speed one or two hits to be sunk, while large being attacked by missiles. Three are
A pad of Roster Sheets is included in needs weeks or months in a repair yard long-range attack strength. and hull block of their card colored light ships may need five or even more. unarmed merchant ships, carrying valu-
the game. Each ship in the game has a to be able to fight at full efficiency. For example, the Arleigh Burke-class blue. However, even a small missile does able supplies to Europe. The others are
separate entry on the Roster Sheet fol- destroyer can attack at long range with tremendous damage. destroyers, escort ships designed to
lowed by a series of hull boxes. Note that SURFACE TO SURFACE a strength of 4 and at short range with a Surface Ship Missile Defense defend the merchants. Since there are
each ship has the same number of hull MISSILES strength of 2. If the destroyer wants to, it Once missiles are launched, the en- Defensive Deployment six ships, there will be three pairs. The
boxes as its hull strength. Each time a The present-day replacement for the could instead attack a close-range tar- emy gets a chance to protect himself To defend against a missile attack in three merchant ships are paired with the
ship takes a hit, mark off one of the ship's battleship's big guns, surface to surface get with both its long-range and short- from them. Most ships carry antiaircraft Captain's Edition, the player being at- three destroyers, so that each merchant
hull boxes. missiles (abbreviated SSMs), canflytens range missiles for a strength of 6. missiles and/or guns to defend them- tacked places his ships' cards on the ship is defended.
If a ship loses all of its hull boxes, it or even hundreds of miles and attack a selves against SSMs. table in pairs. The two ships paired to-
sinks. If it loses some, but not all, of its surface ship with devastating effect. There are three defensive weapons gether will protect each other, and so it
hull boxes, it moves and fights at reduced listed on the ship card: short-range SAMs is a good idea to pair an escort up with
capability. (surface to air missiles), long-range each of the more valuable ships, such
SAMs, and point defense guns. These as merchants or aircraft carriers .
are listed on the right side of the ship card
in the white block. The first value listed
11
4
~ -----
GOW Captain's Edition
----- ~
nS
Example: The NATO player draws the At one-half damage, the ship's speed Unlike gunfire, incoming missiles can The missile attack strength can be for SAM strength is short-range SAMs;
movement counter that says "TF1 ." The is reduced by one hex, it loses any long- be shot down. Many missiles can be fired combined or split as desired , as long as the second value is long-range SAMs . MISSILE TYPES
long Task Force 1 counter represents a range SSM or SAM weapons, and it at a target, but if it has strong defenses, the weapons are in range.Atthree hexes, For example, the Soviet Kirov-class Missiles are described by the
group of ships that can move three hexes loses its air search radar. Aircraft carri- only a few may get through to attack. the Arleigh Burke destroyer could attack battle cruiser has a point defense type of launcher and the type of
this turn. He intends to move Task Force ers can no longer launch aircraft. Also, some of the ones that attack may four targets with a strength of 1 (not a strength of 5, a short-range SAM strength target. Missiles fired from a surface
1 toward Task Force A and attack it. At two-thirds damage, a ship is re- miss, because no weapon works per- really good idea), two targets with a of 10, and a long-range strength of a. ship at another surface ship are
duced to a speed of one hex, loses all fectly. strength of 2, and so on. If the destroyer called surface to surface missiles,
weapons except half its gun strength waited until it was one hex from the tar- 'I or SSM for short. Missiles fired

l*~I
(round up), and also loses its sonar and get it could attack one target with a from an aircraft against a surface
ESM capability. The only sensor a ship strength of 6 (four long-range plus two ASR:3 ship are air to surface missiles, or
can use is its surface search radar. short-range). It could also split this up: USSR
SAM: 10·8 ASM. A complete list of the missile
two targets at strengths of 3, three at a PD: 5
types is:

~
strength of 2, etc.
Ship
CV Tb!Jtsi t HulJ
USSR SSA: 1 Missiles
~ SR-SSM LR-SSM SSM: 0· 10
BCG N Kiroi,o. 1
C:CX0 Ammunition Limits Guns: 2 Surface to surface missile SSM
~
CG Kar.,,
Ocx:; S ovremen
DO Udaioy-l nyy.1
CO
CC - Ships carry only a limited number of Air to surface missile ASM
FFG Krwak-1 C2 ~ = SSMs, and they can salvo all of them in As an attacking missile (or group of
::g:;~} g Air to air missile AAM
one game turn. A ship can only fire each missiles) approaches its target, long- Surface to air missile SAM
Example: A Tbilisi-class carrier has missile factor once; then its ammunition range surface to air missiles shoot first.
five hull factors. If it loses three, its speed supply is exhausted. The Roster Sheet These are relatively large weapons, and
drops to two hexes, its long-range SSM has a number of boxes equal to the are not carried by all ships. They are used USSR SS-N-12
strength drops from 3 to 0, and its air missile value of the ship. Each time the to protect the entire formation.
Task Force B lies along the path Task search radar range drops from 2 to none. ship fires a missile, mark off one box. Short-range missiles are smaller and
Force 1 is going to take. As Task Force It can no longer launch Flanker or Ful- Range For example, the Arleigh Burke has are carried by many ships. They fire next
1 moves into the first hex, Task Force B crum aircraft. If it loses one more point There are two kinds of SSMs in four long-range and two short-range and will protect only those ships nearby.
attacks . Task Force 1 decides not to (four-fifths is more than two-thirds), its Captain's Edition: short range and long SSMs. It could attack with all six in one Finally, almost all ships carry "point
counterattack. That attack is resolved speed is reduced to one hex , and it loses range. A typical short-range missile is the turn but would then be unable to attack defenses," weapons that will only defend
right away. If it survives, Task Force 1 all its weapons, except for guns. Un- Harpoon, shown above. The Russian with SSMs again during the game. Alter- their own ship. These are fast-reacting,
continues to move into the second hex, fortunately, the Tbilisi's original gun SS-N-12 is a long-range missile. Short- natively, it could attack with a few mis- short-range guns or missiles.
then the third, where it can launch its strength is 0. range missiles all have a range of one siles now and hold the rest for later. Each of these three defenses can
attack. If one of the ships in a task force is hex, while long-range missiles have a shoot down some and maybe all of the US Harpoon
damaged and has its speed reduced, the range of three hexes. This means that a incoming missiles. The group of missiles,
Ship Damage task force must slow down to that new ship can attack an enemy task force three or "raid," is whittled down as it goes
When a ship is hit, it suffers damage speed or split the slower ship off into a hexes away with its long-range SSMs but through each defensive belt, until there
in the form of hull hits. Each ship has a separate task force. has to close to a range of one hex to is hopefully nothing left of it at all. If a task force has an odd number of
hull strength, listed on the ship data card. Of course , a single ship, already attack with its short-range SSMs. If any missiles survive the defenses, ships, the extra ship can be assigned
The bigger the ship, the larger its hull crippled by damage, would be easily The SSM attack strengths, both long they can attack the ship they were aimed either as an extra ship in one of the
strength. For example, a Spruance-class destroyed without the protection of the range and short range, are shown on the at. They may hit or miss. If they hit, they groupings or as a separate unpaired
destroyer has a hull strength of 2, and rest of the task force. right side of the ship card in the light blue Target Limits will severely damage their target, and ship.
an Iowa-class battleship has a hull Damaged ships cannot be repaired box. The first number is the short-range SSMs may only be fired at surface possibly sink it. Smaller ships only need Example: A formation of six ships is
strength of 6. during the game. A damaged warship attack strength; the second number is the vessels. Surface vessels have the speed one or two hits to be sunk, while large being attacked by missiles. Three are
A pad of Roster Sheets is included in needs weeks or months in a repair yard long-range attack strength. and hull block of their card colored light ships may need five or even more. unarmed merchant ships, carrying valu-
the game. Each ship in the game has a to be able to fight at full efficiency. For example, the Arleigh Burke-class blue. However, even a small missile does able supplies to Europe. The others are
separate entry on the Roster Sheet fol- destroyer can attack at long range with tremendous damage. destroyers, escort ships designed to
lowed by a series of hull boxes. Note that SURFACE TO SURFACE a strength of 4 and at short range with a Surface Ship Missile Defense defend the merchants. Since there are
each ship has the same number of hull MISSILES strength of 2. If the destroyer wants to, it Once missiles are launched, the en- Defensive Deployment six ships, there will be three pairs. The
boxes as its hull strength. Each time a The present-day replacement for the could instead attack a close-range tar- emy gets a chance to protect himself To defend against a missile attack in three merchant ships are paired with the
ship takes a hit, mark off one of the ship's battleship's big guns, surface to surface get with both its long-range and short- from them. Most ships carry antiaircraft Captain's Edition, the player being at- three destroyers, so that each merchant
hull boxes. missiles (abbreviated SSMs), canflytens range missiles for a strength of 6. missiles and/or guns to defend them- tacked places his ships' cards on the ship is defended.
If a ship loses all of its hull boxes, it or even hundreds of miles and attack a selves against SSMs. table in pairs. The two ships paired to-
sinks. If it loses some, but not all, of its surface ship with devastating effect. There are three defensive weapons gether will protect each other, and so it
hull boxes, it moves and fights at reduced listed on the ship card: short-range SAMs is a good idea to pair an escort up with
capability. (surface to air missiles), long-range each of the more valuable ships, such
SAMs, and point defense guns. These as merchants or aircraft carriers .
are listed on the right side of the ship card
in the white block. The first value listed
r---i
6 f---i
7
~ -----
GOW
- - - - - - - - -l2J
Captain's Edition

Missile Att ck Procedure Example: A ship with a long-range value of the firing ship is the number of NAVAL GUNFIRE the die to see who goes first.
To attack, the player firing missiles SAM strength of 4 and a second ship with dice it rolls on the SAM column of the Modern surface ships do not depend As each ship fires its guns, roll a num- ROLLBACK
places missile attack counters, each with a long-range SAM factor of 2 fire at a Missile Combat Table for hits. entirely on missiles. Almost all ships still ber of dice equal to its gunnery factor and One of the most important decisions
a number representing the missile attack group of incoming missiles. The defender 3. Point Defense Fire: Any missiles carry at least one gun, used for attack- look on the Gun Combat Table. The table an attacker has to make is which ship
strength of a single ship, onto the table rolls a total of six dice and rolls a 1, 2, 3, that survive short-range SAMs must get ing other ships at close ranges. Modern will tell you how many hits were scored, to attack. Unless a group of incoming
in front of the defender's ships. The raid 4, 5, and 6. The 4 and 5 each score one through a ship's point defenses. These guns are automatically loaded, have just as for other types of fire. missiles is strong enough to attack ev·
is then resolved in four steps: long-range hit while the 6 scores two hits, for a total radar to help find the target, and some- If firing at a screened ship, subtract one ery ship in a formation, the attacker wi ll
can be very strong, including radar-di-
have to pick a few ships to concentrate
SAM fire, short-range SAM fire, point of four hits. rected Gatling guns and short-range times are controlled by computers. Al- from each die roll. (Modified die rolls of O
his fire on.
defense fire, and missile attacks. 2. Short-Range SAM Fire: The at- missiles. They may also be very weak, though very accurate, they are still very are misses.)
Any ship is valuable, and its loss
1. Long-Range SAM Fire: The de- tacker now takes his surviving missile especially on older ships. A ship's point short ranged. The farthest-firing gun is could affect the fighting power of a
fender now fires long-range SAMs . Each attack counters and allocates them to in- defenses can only be used to defend it- the 16" gun usecl on the Iowa-class bat- Breaking Off formation. But which ship would hurt the
ship with long-range SAMs fires. The dividual ships. He is not required to at- self, not another ship. tleships. It can fire a one-ton projectile After all ships that choose to shoot on most? Which ship prevents a task force
long-range SAM value of each ship is the tack any specific ship and may place as Take each ship being attacked by over 20 miles. This is still shorter than each side have fired, each player from accomplishing its mission?
number of dice it rolls for hits. many or as few counters on any ship he missiles in turn. Look on the data card the range of most SSMs. chooses to either break off or continue Warships may be escorting aircraft
Roll the indicated number of dice and desires. He may not split up missile at- for its point defense strength, and roll that the engagement. If both players decide carriers, amphibious ships, or merchant
consult the SAM column of the Missile tack counters. (All missiles fired by a number of dice for hits. Consult the Point Gunfire Procedure to break off or if the player with the faster ships. Do not attack the defenders, at-
Combat Table. Count up the total num- single ship are fired at a single target.) Defense (PD) column of the Missile To engage in surface gunfire, a task force decides to break off, the engage- tack what they are defending.
ber of hits shown and subtract that many The defender now fires short-range force must enter the enemy formation's ment ends. The most important consideration in
Combat Table to determine the number
picking a target is wh ich ship will hurt
missile factors from the attacking raid. SAMs. Unlike long-range SAM fire, each of hits. hex. If the enemy ships are faster, they If only one player wishes to break off
the enemy most if it is lost. Usually it is
The defender picks which factors are de- ship must fire its short-range SAM factor Example: A ship being attacked by can either evade or choose to exchange and both task forces are the same speed,
the merchant ship, carrying troops, sup-
stroyed. Specific missile attack counters at a single missile attack counter. Each SSMs has a point defense value of 4. gunfire. If an enemy force is slower, it the player wishing to break off rolls a die plies, or some other valuable cargo. But
may be reduced in strength; change ship can fire its short-range SAMs at the Rolling four dice, the player rolls a 2, 3, cannot escape and must exchange fire. and succeeds on a roll of 1 or 2. the escort will always posit ion itself so
counters are provided in all needed missiles attacking either itself or the ship 4, and 5. The 2, 3, 4, and 5 are hits, for If an enemy force is capable of the same If the player with the slower forces that any attack on the merchant has to
denominations. it is paired with. The short-range SAM a total of four missiles shot down. speed as the attacking force, the attack- wishes to break off the gun action, he get by it.
4. Missile Attacks:Any missiles which ing player rolls the die. If the result is must roll a 1 on a D6. The answer is a naval tactic called
survive all three defensive layers will 1-3, he successfully maneuvers his task If neither task force breaks off, another "rollback." Instead of attacking just the
SAM Defense Diagram attack the ships. The number of surviv- force and attacks the enemy in that hex. round of gun combat is fought. merchant ship, attack t he escort as
ing missile factors is the number of dice All gunfire takes place after missile fire Two task forces which have broken off well. Putting pressure on it means re-
CG ducing your main attack by one or two
~ after a gun battle will be in the same hex.
BB m§ has been exchanged. A player should
ASR:3 rolled by the attacking player for hits. All
lowa - 1 =..... ASR: 3
P0; 4 Bunker Hill - 1 S.t.M:0-10

If the attacking player has any movement factors, but the escort might shoot down
hits are hull hits on the target ship. expect to be attacked by any missiles the
more than that if it is unmolested.
SSR:1
S~24
G\lnS!l 1• .. ... SSR: 1
.......
'SSlll:416 till SSR: 1
SSM.2i!
Gv'1•.l
other side carries as it comes into gun- left to perform, he can continue his move,
Also, instead of just putting the pres-
MISSILE COMBAT TABLE fire range. Usually the attacking player leaving the other force behind. If the sure on the escorts, you may attempt
I•-,, I ,.,.,, I I._.,, I ""''" I Die Roll SAM PD SSM has already used his missiles; that is why opposing force has broken off and the to sink them outright. This works if you
1 M M M he is using guns. attacking player wishes to attack it again, have a second wave of attackers, or two
~ l:.I:2l 2 M H M

;
Both sides set up their ships in pairs he must spend one movement point

;
Tanker Merchant d ifferent types of attacking units that
No.1 No. 3 3 M H H as before. If missiles were exchanged, pursuing it. can work toget her.
1 1 4 H H H then the formation used for missile fire If you have both submarines and
.11111111 ,~. . . 11 1iiiilil 5 H H H is the formation the enemy sides will use GUNFIRE COMBAT TABLE long-range strike aircraft , how about
6 2H 2H 2H to exchange gunfire. If there was no Die Roll Gun attacki~ a formation first with the subs,
,._,,I"""" I I•.-" I "'"'' I previous exchange of missile fire, ar- 1 M aiming for the powerful missile ships?
If one or more of those are sunk, the
Tactical Hint range the ships now. 2 M
aircraft have an easier time with their
Example: Six factors of long-range missiles have survived the long-range To make a successful missile attack, When both sides have arranged their 3 M
attack. Or lead off with the aircraft, and
SAM defenses and are now attacking individual ships. The defending player a player should not fire at every enemy ships, the ships fire in sequence. Only 4 H let the subs penetrate the weakened
has placed his ships in pairs, providing each of his three merchant ships with ship, but pick a few important ones and one ship of each pair may fire its guns. 5 H escort screen and attack the valuable
an escort vessel. The attacking player has split his attacks up so that two factors overwhelm them. This is called saturat- This ship is called the "firing ship" and is 6 H ships.
are attacking one warship, while two attack the first merchant ship. Single missile ing their defenses-giving the defenders placed on top of the other ship in the pair. If you have two or more different at-
factors are attacking each of the other merchants. more incoming missiles than can be shot The ship on the bottom is called the Play tacks, and you decide to try a rollback,
With the first pair, the attacking player is forcing the defending player to decide down. Note that SAMs, particularly long- "screened ship." Scenario 3 lead off with the strongest attack, con-
whether to have the warship protect itself or the merchant ship. It can only fire range SAM s, will take out a certain nu m- Each firing ship gets one gun attack, Now. centrating on a few ships of the escort
at one counter, and if it ignores its own attackers, it may be sunk. In the other ber of missiles regardless of the size of with the results of the fire being resolved screen. If the attack is successful, the
two cases, the attacker is simply placing attacking missiles on the merchants, next attack shou ld be able to inflict
the raid. So while two small raids might immediately. Each ship may only fire at
greater damage.
and the escorts get free shots at them. be stopped completely, a large combined a single enemy ship. The ship with the
But remember that the goal in roll-
The counters could be divided up many ways: two factors on each of the raid may result in spectacular success. most powerful gun factor fires first, then back is to make the real target easier
merchant ships or three on two merchant ships to ensure hits while ignoring the the second-most powerfu l, and so on, to get to, not to change targets.
remaining merchant. Only experimentation and experience can guide you. Play Scenarios 1 and 2 until all ships have fired. Ships with equal
Now. gun factors on opposing sides should roll
r---i
6 f---i
7
~ -----
GOW
- - - - - - - - -l2J
Captain's Edition

Missile Att ck Procedure Example: A ship with a long-range value of the firing ship is the number of NAVAL GUNFIRE the die to see who goes first.
To attack, the player firing missiles SAM strength of 4 and a second ship with dice it rolls on the SAM column of the Modern surface ships do not depend As each ship fires its guns, roll a num- ROLLBACK
places missile attack counters, each with a long-range SAM factor of 2 fire at a Missile Combat Table for hits. entirely on missiles. Almost all ships still ber of dice equal to its gunnery factor and One of the most important decisions
a number representing the missile attack group of incoming missiles. The defender 3. Point Defense Fire: Any missiles carry at least one gun, used for attack- look on the Gun Combat Table. The table an attacker has to make is which ship
strength of a single ship, onto the table rolls a total of six dice and rolls a 1, 2, 3, that survive short-range SAMs must get ing other ships at close ranges. Modern will tell you how many hits were scored, to attack. Unless a group of incoming
in front of the defender's ships. The raid 4, 5, and 6. The 4 and 5 each score one through a ship's point defenses. These guns are automatically loaded, have just as for other types of fire. missiles is strong enough to attack ev·
is then resolved in four steps: long-range hit while the 6 scores two hits, for a total radar to help find the target, and some- If firing at a screened ship, subtract one ery ship in a formation, the attacker wi ll
can be very strong, including radar-di-
have to pick a few ships to concentrate
SAM fire, short-range SAM fire, point of four hits. rected Gatling guns and short-range times are controlled by computers. Al- from each die roll. (Modified die rolls of O
his fire on.
defense fire, and missile attacks. 2. Short-Range SAM Fire: The at- missiles. They may also be very weak, though very accurate, they are still very are misses.)
Any ship is valuable, and its loss
1. Long-Range SAM Fire: The de- tacker now takes his surviving missile especially on older ships. A ship's point short ranged. The farthest-firing gun is could affect the fighting power of a
fender now fires long-range SAMs . Each attack counters and allocates them to in- defenses can only be used to defend it- the 16" gun usecl on the Iowa-class bat- Breaking Off formation. But which ship would hurt the
ship with long-range SAMs fires. The dividual ships. He is not required to at- self, not another ship. tleships. It can fire a one-ton projectile After all ships that choose to shoot on most? Which ship prevents a task force
long-range SAM value of each ship is the tack any specific ship and may place as Take each ship being attacked by over 20 miles. This is still shorter than each side have fired, each player from accomplishing its mission?
number of dice it rolls for hits. many or as few counters on any ship he missiles in turn. Look on the data card the range of most SSMs. chooses to either break off or continue Warships may be escorting aircraft
Roll the indicated number of dice and desires. He may not split up missile at- for its point defense strength, and roll that the engagement. If both players decide carriers, amphibious ships, or merchant
consult the SAM column of the Missile tack counters. (All missiles fired by a number of dice for hits. Consult the Point Gunfire Procedure to break off or if the player with the faster ships. Do not attack the defenders, at-
Combat Table. Count up the total num- single ship are fired at a single target.) Defense (PD) column of the Missile To engage in surface gunfire, a task force decides to break off, the engage- tack what they are defending.
ber of hits shown and subtract that many The defender now fires short-range force must enter the enemy formation's ment ends. The most important consideration in
Combat Table to determine the number
picking a target is wh ich ship will hurt
missile factors from the attacking raid. SAMs. Unlike long-range SAM fire, each of hits. hex. If the enemy ships are faster, they If only one player wishes to break off
the enemy most if it is lost. Usually it is
The defender picks which factors are de- ship must fire its short-range SAM factor Example: A ship being attacked by can either evade or choose to exchange and both task forces are the same speed,
the merchant ship, carrying troops, sup-
stroyed. Specific missile attack counters at a single missile attack counter. Each SSMs has a point defense value of 4. gunfire. If an enemy force is slower, it the player wishing to break off rolls a die plies, or some other valuable cargo. But
may be reduced in strength; change ship can fire its short-range SAMs at the Rolling four dice, the player rolls a 2, 3, cannot escape and must exchange fire. and succeeds on a roll of 1 or 2. the escort will always posit ion itself so
counters are provided in all needed missiles attacking either itself or the ship 4, and 5. The 2, 3, 4, and 5 are hits, for If an enemy force is capable of the same If the player with the slower forces that any attack on the merchant has to
denominations. it is paired with. The short-range SAM a total of four missiles shot down. speed as the attacking force, the attack- wishes to break off the gun action, he get by it.
4. Missile Attacks:Any missiles which ing player rolls the die. If the result is must roll a 1 on a D6. The answer is a naval tactic called
survive all three defensive layers will 1-3, he successfully maneuvers his task If neither task force breaks off, another "rollback." Instead of attacking just the
SAM Defense Diagram attack the ships. The number of surviv- force and attacks the enemy in that hex. round of gun combat is fought. merchant ship, attack t he escort as
ing missile factors is the number of dice All gunfire takes place after missile fire Two task forces which have broken off well. Putting pressure on it means re-
CG ducing your main attack by one or two
~ after a gun battle will be in the same hex.
BB m§ has been exchanged. A player should
ASR:3 rolled by the attacking player for hits. All
lowa - 1 =..... ASR: 3
P0; 4 Bunker Hill - 1 S.t.M:0-10

If the attacking player has any movement factors, but the escort might shoot down
hits are hull hits on the target ship. expect to be attacked by any missiles the
more than that if it is unmolested.
SSR:1
S~24
G\lnS!l 1• .. ... SSR: 1
.......
'SSlll:416 till SSR: 1
SSM.2i!
Gv'1•.l
other side carries as it comes into gun- left to perform, he can continue his move,
Also, instead of just putting the pres-
MISSILE COMBAT TABLE fire range. Usually the attacking player leaving the other force behind. If the sure on the escorts, you may attempt
I•-,, I ,.,.,, I I._.,, I ""''" I Die Roll SAM PD SSM has already used his missiles; that is why opposing force has broken off and the to sink them outright. This works if you
1 M M M he is using guns. attacking player wishes to attack it again, have a second wave of attackers, or two
~ l:.I:2l 2 M H M

;
Both sides set up their ships in pairs he must spend one movement point

;
Tanker Merchant d ifferent types of attacking units that
No.1 No. 3 3 M H H as before. If missiles were exchanged, pursuing it. can work toget her.
1 1 4 H H H then the formation used for missile fire If you have both submarines and
.11111111 ,~. . . 11 1iiiilil 5 H H H is the formation the enemy sides will use GUNFIRE COMBAT TABLE long-range strike aircraft , how about
6 2H 2H 2H to exchange gunfire. If there was no Die Roll Gun attacki~ a formation first with the subs,
,._,,I"""" I I•.-" I "'"'' I previous exchange of missile fire, ar- 1 M aiming for the powerful missile ships?
If one or more of those are sunk, the
Tactical Hint range the ships now. 2 M
aircraft have an easier time with their
Example: Six factors of long-range missiles have survived the long-range To make a successful missile attack, When both sides have arranged their 3 M
attack. Or lead off with the aircraft, and
SAM defenses and are now attacking individual ships. The defending player a player should not fire at every enemy ships, the ships fire in sequence. Only 4 H let the subs penetrate the weakened
has placed his ships in pairs, providing each of his three merchant ships with ship, but pick a few important ones and one ship of each pair may fire its guns. 5 H escort screen and attack the valuable
an escort vessel. The attacking player has split his attacks up so that two factors overwhelm them. This is called saturat- This ship is called the "firing ship" and is 6 H ships.
are attacking one warship, while two attack the first merchant ship. Single missile ing their defenses-giving the defenders placed on top of the other ship in the pair. If you have two or more different at-
factors are attacking each of the other merchants. more incoming missiles than can be shot The ship on the bottom is called the Play tacks, and you decide to try a rollback,
With the first pair, the attacking player is forcing the defending player to decide down. Note that SAMs, particularly long- "screened ship." Scenario 3 lead off with the strongest attack, con-
whether to have the warship protect itself or the merchant ship. It can only fire range SAM s, will take out a certain nu m- Each firing ship gets one gun attack, Now. centrating on a few ships of the escort
at one counter, and if it ignores its own attackers, it may be sunk. In the other ber of missiles regardless of the size of with the results of the fire being resolved screen. If the attack is successful, the
two cases, the attacker is simply placing attacking missiles on the merchants, next attack shou ld be able to inflict
the raid. So while two small raids might immediately. Each ship may only fire at
greater damage.
and the escorts get free shots at them. be stopped completely, a large combined a single enemy ship. The ship with the
But remember that the goal in roll-
The counters could be divided up many ways: two factors on each of the raid may result in spectacular success. most powerful gun factor fires first, then back is to make the real target easier
merchant ships or three on two merchant ships to ensure hits while ignoring the the second-most powerfu l, and so on, to get to, not to change targets.
remaining merchant. Only experimentation and experience can guide you. Play Scenarios 1 and 2 until all ships have fired. Ships with equal
Now. gun factors on opposing sides should roll
11
8
~ -----
GOW Captain's Edition
----- ~
9 11
Visual searches may not be conducted one to the searching task force's sonar To make up for this, each player w ill
at night. As every turn represents eight value. be given a number of dummy ship cards.
hours, every third turn represents night. Because sound transmission in water These can be used to form one or more
Detection A Turn Record Chart is included on each
Roster Sheet, with one box for each
is so unreliable, detection must be rolled
for every time au nit moves from one hex
dummy task forces. A dummy task force
contains one or more dummy ship cards.
game turn. Black boxes are night turns. to another. This applies to movement by A player may have as many dummy task
A task force may not be attacked un- force has its radar on, show it by using Any task force which contains surface either the detecting unit or the unit being forces in play as he wishes, up to the

'
less it is detected. A player may not the red side of the movement counter ships and which enters an enemy base detected. number of dummy cards in the card deck.
examine the contents of an enemy task instead of the white side. A task force with hex is automatically spotted by visual Example: (Seethe illustration at right). NATO's sound surveillance system
force unless and until it is detected. A task its radars on is said to be "radiating." search, including during night turns. J Soviet Task Force A is attempting to find (SOSUS), an elaborate series of sound
force detected by one friendly task force A task force using its radars automati- and attack NATO Task Force 1. TF A is sensors deployed at fixed points on the
is immediately detected by all other cally detects all surface ships in its own SONAR a task force with more than one sonar- ocean bottom, along w ith superior air-
friendly task forces. hex. All ships have surface search ra- Ships also detect each other by using equipped ship, while TF 1 has only a borne and orbital strategic surveillance
A task force may attempt detection at dars, and although the radars are listed sonar. Sonar detects sound waves trans- single ship. assets, give it an important edge in the
any time during its movement, against as having a range of 1, they can only mitted through the water. A ship works Task Force A moves three hexes, its detection and concealment battle. To
any unit which may be in its sensor range. detect ships in the same hex due to the hard to make as little noise as possible, maximum speed. It started in sonar represent this advantage , the NATO
Similarly, as a unit moves, other nonmov- closeness of the radar horizon to a sur- but some things cannot be helped. range of TF 1, but sonar detection is only player has five dummy cards while the
ing enemy task forces may attempt de- face ship. The faster a ship goes, the more noise checked after moving from one hex to Soviet player has only three.
tection. it makes. Just like a car's engine. the another, so there is no initial test. There are no limits on the movement
' The ocean surface is a vast place, DETECTING RADARS (ESM) machinery gets noisier as more power After it has moved to the first position, TF A moves its third hex and enters of a dummy task force. but obvi ously if it
something that cannot be really under- A task force may not want to use its is applied. The flow of the water along the player controlling TF 1 announces the same hex as TF 1 . TF 1 now has an moves too fast or somehow behaves
stood until you have sailed around on it radars, because radar sends out an the hull increases with speed and can be that TF A is within sonar detection range effective sonar value of 7 (4, minus one differently from a real task force, the other
for awhile. Without a long-range sensor, electronic beam while searching for con- heard as well. If the ship goes fast (based on the best sonar present in the for own speed , plus three for target side will catch on to the act.
something that can tell you that there is tacts. Most warships carry equipment enough, the screw actually creates formation). TF 1's best sonar strength is speed, plus one for previously detected), Also, since these are not real units,
something this far away in thatdirection, (another form of radar receiver) that can bubbles of steam in the water, which 4, and it moved one hex last turn. TF A is making detection a certainty. TF A now they cannot detect or attack anything. If
you can only see about a 20-mile circle detect radar beams. This receiver will tell "pop" when they burst. This little pop, re- moving three hexes this turn (declared has an effective sonar value of 3 (3, a successful visual or SSR search is
around your immediate task force. This the detecting ship what direction the peated a thousand times a second, by A's player at the beginning of his minus three for own speed, plus one for made of hex containing a dummy task
is much too small to effectively search beam is coming from and what type of creates a rushing noise called cavitation move) . TF 1 's sonar value is 3 (4, minus target speed, plus one for multiple sonar- force, the owning player must announce
out an enemy, even one who is also trying radar it is. This can be matched against that is very noisy. three for range, minus one for its own equipped ships). The player rolls a 2, and that there are no surface ships present.
to find you. Radar is the long-range known ship and radar combinations to tell All ships equipped with sonar have a speed, plus three for target speed). He thus detects TF 1 . (This leaves open the possibility that the
"eyes" of a naval task force. Its influence the detector what classes of ships are sonar value of 1 or more. Thesonarvalue rolls a 3, which means he has detected dummy might be a submarine task force.)
is evident in the histories of WWII naval present. This method of radar detection · is at the right of the card in the dark blue TFA. Play If a dummy task force is detected by
battles. is called electronic support measures box. Sonar can be used to detect enemy TF A wishes to detect TF 1. TF A also Scenario 4 sonar, it is removed from play, as its
A ship will carry several types of sen- (abbreviated ESM). ships in the same hex, one hex away, or has a sonar strength of 4. However, his Now. nature is revealed. When a dummy task
sors used to detect enemy units, includ- If a task force moves adjacent to a two hexes away. The chance of detec- sonar value is O(4, minus three for range, force is detected and remov ed, t he
ing sonar and several types of radar. It is radiating enemy task force or a radiating tion is affected by the sonar strength of minus three for own speed, plus one for DUMMY UNITS dummy card or cards in the force may
impossible to build one sensor that will enemy task force moves adjacent to it, the detecting unit, the range to the tar- target speed, plus one for multiple sonar- Harpoon Captain's Edition is a game be shifted to any otherfriendly task fo rce.
detect all kinds of targets efficiently, so a the player controlling the task force can get, and the speed of both task forces. equipped ships), making successful de- of limited information, designed to pre- Dummy task forces may be on the
ship has to have several. use ESM to detect the enemy force. The To successfully detect an enemy task tection impossible. vent the enemy player from knowing board at the start of the game or be in-
player rolls a die and detects the force force, a player must roll less than his task TF A moves forward one hex, and the more about your forces than he wou ld troduced during the game. For instance,
SURFACE SEARCH RADAR on a roll of 1-5. force sonar value. The task force sonar process is repeated. The speeds are the know in the real world. Of course, your an existing task force could pretend to
Surface search radar looks for targets value is the sonar value of the best ship same, but the range of two hexes has information about the enemy player's split into two task forces, w ith only one
on or near the sea surface (like ships). VISUAL SEARCH in the task force modified as follows: now closed to one hex, thus lowering the strength is also limited. For example, the being real. Of course, since a task force
Among other things that make this kind If a task force that is not using its sur- • If there is more than one sonar- range penalty from -3 to -2. TF 1 now enemy has no way of knowing what ships can split, the enemy player cannot know
of radar special, it has to be able to tell face search radars enters a hex where equipped ship in the searching task has an effective sonar value of 5 (4, are in a formation unless he gets close if the new task force is real or not.
the difference between a real contact and
a wave top, which can also reflect a radar
there are enemy ships or enemy ships force, add one.
enter its hex, the owning player can at- •If searching at one-hex range, sub- l minus two for range, minus one for own
speed, plus three for target speed, plus
enough to attack it.
In reality, the ocean is a vast, empty
Players may switch dummy cards from
one task force to another at will, even if
beam. tempt to locate the enemy ships visually. tract two. ) one for previously detected). The player place with units hiding over, on, or under the two task forces are not in the same
Radar allows a task force to see tar- The player rolls a die and detects the •If searching at two-hex range, sub- rolls a 6, meaning he has lost contact with its surface. Even the presence of a task hex. When switching to a task force in a
gets far beyond visual range in darkness force on a roll of 1 or 2. If the task force tract three. TF A. TF A now has an effective sonar force counter on the game board tells the different hex, show the card to your
or in bad weather. For reasons that will does not find the enemy and was con- •Add the speed of the target task value of 1 (4, minus two for range, minus enemy that something is there. opponent to verify that you are only
be explained shortly, a task force can ducting its move, it can spend another force. three for own speed, plus one for target switching a dummy, not a real ship.
choose whether or not to use its radars. movement point looking in that hex and • Subtract the speed of the searching speed, plus one for multiple sonar-
They are declared "on" at the beginning roll a die again, continuing until it runs task force. equipped ships). The player rolls a 2, and Play
of a movement turn and are then "on" out of movement points, finds the enemy • If a unit was previously detected by thus does not detect TF 1. Scenario 5
until the task force moves again. If a task task force, or leaves the hex. any means-radar, sonar, or visual-add Now.
11
8
~ -----
GOW Captain's Edition
----- ~
9 11
Visual searches may not be conducted one to the searching task force's sonar To make up for this, each player w ill
at night. As every turn represents eight value. be given a number of dummy ship cards.
hours, every third turn represents night. Because sound transmission in water These can be used to form one or more
Detection A Turn Record Chart is included on each
Roster Sheet, with one box for each
is so unreliable, detection must be rolled
for every time au nit moves from one hex
dummy task forces. A dummy task force
contains one or more dummy ship cards.
game turn. Black boxes are night turns. to another. This applies to movement by A player may have as many dummy task
A task force may not be attacked un- force has its radar on, show it by using Any task force which contains surface either the detecting unit or the unit being forces in play as he wishes, up to the

'
less it is detected. A player may not the red side of the movement counter ships and which enters an enemy base detected. number of dummy cards in the card deck.
examine the contents of an enemy task instead of the white side. A task force with hex is automatically spotted by visual Example: (Seethe illustration at right). NATO's sound surveillance system
force unless and until it is detected. A task its radars on is said to be "radiating." search, including during night turns. J Soviet Task Force A is attempting to find (SOSUS), an elaborate series of sound
force detected by one friendly task force A task force using its radars automati- and attack NATO Task Force 1. TF A is sensors deployed at fixed points on the
is immediately detected by all other cally detects all surface ships in its own SONAR a task force with more than one sonar- ocean bottom, along w ith superior air-
friendly task forces. hex. All ships have surface search ra- Ships also detect each other by using equipped ship, while TF 1 has only a borne and orbital strategic surveillance
A task force may attempt detection at dars, and although the radars are listed sonar. Sonar detects sound waves trans- single ship. assets, give it an important edge in the
any time during its movement, against as having a range of 1, they can only mitted through the water. A ship works Task Force A moves three hexes, its detection and concealment battle. To
any unit which may be in its sensor range. detect ships in the same hex due to the hard to make as little noise as possible, maximum speed. It started in sonar represent this advantage , the NATO
Similarly, as a unit moves, other nonmov- closeness of the radar horizon to a sur- but some things cannot be helped. range of TF 1, but sonar detection is only player has five dummy cards while the
ing enemy task forces may attempt de- face ship. The faster a ship goes, the more noise checked after moving from one hex to Soviet player has only three.
tection. it makes. Just like a car's engine. the another, so there is no initial test. There are no limits on the movement
' The ocean surface is a vast place, DETECTING RADARS (ESM) machinery gets noisier as more power After it has moved to the first position, TF A moves its third hex and enters of a dummy task force. but obvi ously if it
something that cannot be really under- A task force may not want to use its is applied. The flow of the water along the player controlling TF 1 announces the same hex as TF 1 . TF 1 now has an moves too fast or somehow behaves
stood until you have sailed around on it radars, because radar sends out an the hull increases with speed and can be that TF A is within sonar detection range effective sonar value of 7 (4, minus one differently from a real task force, the other
for awhile. Without a long-range sensor, electronic beam while searching for con- heard as well. If the ship goes fast (based on the best sonar present in the for own speed , plus three for target side will catch on to the act.
something that can tell you that there is tacts. Most warships carry equipment enough, the screw actually creates formation). TF 1's best sonar strength is speed, plus one for previously detected), Also, since these are not real units,
something this far away in thatdirection, (another form of radar receiver) that can bubbles of steam in the water, which 4, and it moved one hex last turn. TF A is making detection a certainty. TF A now they cannot detect or attack anything. If
you can only see about a 20-mile circle detect radar beams. This receiver will tell "pop" when they burst. This little pop, re- moving three hexes this turn (declared has an effective sonar value of 3 (3, a successful visual or SSR search is
around your immediate task force. This the detecting ship what direction the peated a thousand times a second, by A's player at the beginning of his minus three for own speed, plus one for made of hex containing a dummy task
is much too small to effectively search beam is coming from and what type of creates a rushing noise called cavitation move) . TF 1 's sonar value is 3 (4, minus target speed, plus one for multiple sonar- force, the owning player must announce
out an enemy, even one who is also trying radar it is. This can be matched against that is very noisy. three for range, minus one for its own equipped ships). The player rolls a 2, and that there are no surface ships present.
to find you. Radar is the long-range known ship and radar combinations to tell All ships equipped with sonar have a speed, plus three for target speed). He thus detects TF 1 . (This leaves open the possibility that the
"eyes" of a naval task force. Its influence the detector what classes of ships are sonar value of 1 or more. Thesonarvalue rolls a 3, which means he has detected dummy might be a submarine task force.)
is evident in the histories of WWII naval present. This method of radar detection · is at the right of the card in the dark blue TFA. Play If a dummy task force is detected by
battles. is called electronic support measures box. Sonar can be used to detect enemy TF A wishes to detect TF 1. TF A also Scenario 4 sonar, it is removed from play, as its
A ship will carry several types of sen- (abbreviated ESM). ships in the same hex, one hex away, or has a sonar strength of 4. However, his Now. nature is revealed. When a dummy task
sors used to detect enemy units, includ- If a task force moves adjacent to a two hexes away. The chance of detec- sonar value is O(4, minus three for range, force is detected and remov ed, t he
ing sonar and several types of radar. It is radiating enemy task force or a radiating tion is affected by the sonar strength of minus three for own speed, plus one for DUMMY UNITS dummy card or cards in the force may
impossible to build one sensor that will enemy task force moves adjacent to it, the detecting unit, the range to the tar- target speed, plus one for multiple sonar- Harpoon Captain's Edition is a game be shifted to any otherfriendly task fo rce.
detect all kinds of targets efficiently, so a the player controlling the task force can get, and the speed of both task forces. equipped ships), making successful de- of limited information, designed to pre- Dummy task forces may be on the
ship has to have several. use ESM to detect the enemy force. The To successfully detect an enemy task tection impossible. vent the enemy player from knowing board at the start of the game or be in-
player rolls a die and detects the force force, a player must roll less than his task TF A moves forward one hex, and the more about your forces than he wou ld troduced during the game. For instance,
SURFACE SEARCH RADAR on a roll of 1-5. force sonar value. The task force sonar process is repeated. The speeds are the know in the real world. Of course, your an existing task force could pretend to
Surface search radar looks for targets value is the sonar value of the best ship same, but the range of two hexes has information about the enemy player's split into two task forces, w ith only one
on or near the sea surface (like ships). VISUAL SEARCH in the task force modified as follows: now closed to one hex, thus lowering the strength is also limited. For example, the being real. Of course, since a task force
Among other things that make this kind If a task force that is not using its sur- • If there is more than one sonar- range penalty from -3 to -2. TF 1 now enemy has no way of knowing what ships can split, the enemy player cannot know
of radar special, it has to be able to tell face search radars enters a hex where equipped ship in the searching task has an effective sonar value of 5 (4, are in a formation unless he gets close if the new task force is real or not.
the difference between a real contact and
a wave top, which can also reflect a radar
there are enemy ships or enemy ships force, add one.
enter its hex, the owning player can at- •If searching at one-hex range, sub- l minus two for range, minus one for own
speed, plus three for target speed, plus
enough to attack it.
In reality, the ocean is a vast, empty
Players may switch dummy cards from
one task force to another at will, even if
beam. tempt to locate the enemy ships visually. tract two. ) one for previously detected). The player place with units hiding over, on, or under the two task forces are not in the same
Radar allows a task force to see tar- The player rolls a die and detects the •If searching at two-hex range, sub- rolls a 6, meaning he has lost contact with its surface. Even the presence of a task hex. When switching to a task force in a
gets far beyond visual range in darkness force on a roll of 1 or 2. If the task force tract three. TF A. TF A now has an effective sonar force counter on the game board tells the different hex, show the card to your
or in bad weather. For reasons that will does not find the enemy and was con- •Add the speed of the target task value of 1 (4, minus two for range, minus enemy that something is there. opponent to verify that you are only
be explained shortly, a task force can ducting its move, it can spend another force. three for own speed, plus one for target switching a dummy, not a real ship.
choose whether or not to use its radars. movement point looking in that hex and • Subtract the speed of the searching speed, plus one for multiple sonar-
They are declared "on" at the beginning roll a die again, continuing until it runs task force. equipped ships). The player rolls a 2, and Play
of a movement turn and are then "on" out of movement points, finds the enemy • If a unit was previously detected by thus does not detect TF 1. Scenario 5
until the task force moves again. If a task task force, or leaves the hex. any means-radar, sonar, or visual-add Now.
1----i
~ ---------
GOW Captain's Edition
~--------------------------------- ~
n
Nuclear propulsion, pioneered in USS strength. They also have a torpedo screened ships are made. One Akula divides its torpedo factor
Nautilus in 1954, gave the submarine strength, which is used for attacking Additionally, if a sub attacks only a ship between a Perry-class frigate and the
true independence from the surface. surface ships at very short range. Torpe- or ships in the screen, only the ship di- merchant ship it is escorting, while the
Submarines Modern nuclear submarines stay sub-
merged for months at a time, making their
does may only be fired at targets in the
same hex as the attacking submarine.
rectly attacked can counterattack the other sub fires all of its torpedoes at the
sub, and only if it survives the attack. If Spruance-class destroyer.
own air. The only limiting factors are food Submarines are attacked using a the sub attacks one or more screened First the subs attack the screening
Submarines have revolutionized naval a major factor in Japan's defeat. and the crew's desire for open space and variety of weapons carried on surface ships, it can be counterattacked by the ships. Akula-1 rolls two dice against 0.H.
warfare since their introduction early in The submarines of WWI I had much sunlight. vessels and other submarines. These ASW value of any one ship in the forma- Perry-1 and rolls a 3 and 4. Both of these
this century. They had a real influence in more reliable weapons and sensors, but Other changes since WWII have are collectively dealt with by a vessel's tion. are misses. Akula-2 rolls a 1, 2 , 3, and 6.
World War I, in spite of their primitive were still tied to the surface. They could added guided missiles to the sub's list of ASW rating. ASW Attacks: Subs may only be at- The 1, 2, and 3 are misses, but the 6
sensors and short-range weapons . In operate submerged for about 24 hours, weapons, along with longer-range, more SSMs: Surface to surface missiles tacked by antisubmarine weapons scores two hull hits. Since the Spruance
World War II, the submarine threat be- during which time they were almost im- accurate torpedoes. may not be used to attack submarines. (ASW). If a submarine attacks a surface has a hull strength of 2, two hits sink it.
came a major part of any naval planner's mobile. A destroyer in WWI I could steam Surface ships have a much harder Submarines may use SSMs to attack ship formation, the rules describe which Next, the ships in the task force
consideration. A submarine campaign by at 30 knots easily, but a submerged sub time dealing with submarines than they surface ships, exactly as described in the ships are allowed to counterattack the counterattack. Since Aku/a-2 only at-
Germany almost knocked Britain out of could only move at three to four knots for did in WWII. A modern sub is as mobile previous section. Submarines may not sub and when they may counterattack. tacked a screening ship (the Spruance),
the war, and submarines certainly were any length of time. as a surface ship, often has better sen- attack with SSMs while under the ice If an enemy submarine is detected in it is only liable to counterattack from that
sors, and usually has surprise on its side. shelf. the same hex as a friendly ship, sub, or ship. Since the Spruance is sunk, the
Thousands of square miles may hide a Torpedoes: When a submarine suc- aircraft, it may be attacked by every air- Akula is safe for now. Akula-1 is also
SHIP AND SUB TYPES single sub, but where exactly is it? Sur- cessfully moves into a hex and detects craft and any one ship in the hex with an attacking a screened ship (the mer-
Ships are classed according to function and to size. It happens that larger face vessels must always be on guard. an enemy formation, it can launch a ASW strength greater than zero. chant) , and so may be attacked by any
ships are usually better armed than smaller ones. torpedo. As in SSM fire, the player being Each attacking unit rolls dice equal to one vessel in the task force. The NATO
Aircraft carriers are the most important ships in any navy. They must be very MOVEMENT attacked should arrange his ships in its ASW value for hits. Consult the ASW player attacks with the Nimitz, which has
large to provide room for the planes to take off and land and to provide hangar Submarines may never be grouped in pairs. Attack Table for results. anASWvalue of 4. He rolls four dice and
space. They are usually fast, because the faster the air moves over a carrier's a task force with surface vessels. They The attacking player then decides rolls a 2, 3 , 4, and 5 . The 5 causes one
deck, the easier it is for aircraft to take off. Carriers use their airplanes to attack may be grouped with other submarines. which ships he will attack. If there is more ASW Attack Table hull hit w hile the other rolls miss . The
land targets and enemy task forces and to protect their own force from attack. Submarine task forces move in exactly than one submarine in a task force, they Die Roll Result Soviet player marks off one hull hit box
Battleships are large ships that were built with big guns, the idea being to the same way as do surface task forces, may each attack a separate target. Eac h 1 M on the Akula-1. Since.the Akula takes
attack enemy ships and sink them at long range. During WWII , this role was and are subject to all of the same limita- sub can attack one ship with its entire 2 M three hull hits to sink, it is still able to carry
taken over by the aircraft carrier, which could sink ships at 1Otimes the range tions, with one exception : Submarine strength or split it up among several 3 M out its attack on the merchant ship.
of a battleship's big guns, so the battleships were instead used to bombard task forces ignore ice for purposes of targets. 4 M The Akula now attacks the merchant
shore targets during amphibious landings, and were a huge success. Today movement. That is, they pay only one To attack w ith torpedoes, roll a num- 5 H ship w ith its two remaining torpedo fac-
the battleship not only carries its big guns, but large numbers of cruise mis- movement point per seasonal ice hex ber of dice equal to the torpedo value for 6 H tors. It rolls a 4 and a 6. The 4 misses
siles, which can attack ships or shore targets hundreds of miles away. entered and may move freely under the hits. Consult the Torpedo Attack Table to while the 6 causes two hull hits. The
Before WWI, cruisers started out as scouts for the battleships. They then ice shelf. determine how many hits were scored. Example: A pair of submarines attack NATO player marks off two hull hit boxes
became escorts, and finally developed into ships carrying long-range guided a formation of surface ships. The battle from the merchant vessel on the Roster
missiles, which are used to protect carriers and other valuable ships from at- DETLCTION Torp do At ac T ble layout is illustrated below. Sheet. However, since the merchant
tack. Cruisers are scarce and expensive and must in turn be screened by other, Submarines may be detected only by Die Roll Result A surface task force made up of the vessel takes three hull hits to sink, it is
smaller warships. sonar and ESM; they may never be 1 M Nimitz, a merchant ship, a Spruance- still afloat.
Destroyers are the smallest general-purpose warship class. They are used detected by surface search radar (SSR) 2 M class destroyer, and two Perry-class frig-
to screen a task force from attack, investigate and attack surface contacts, or visual search. If a successful visual or 3 M ates is attacked by two Aku/a-class sub - Play Scenarios 6, 7, and 8
and even conduct rescue operations. They are so small, though, that usually SSR search is made of a hex containing 4 M ma rines. All ships are assumed to be Now.
more than one destroyer is needed to effectively protect a task force. a submarine task force , the owning 5 H undamaged.

. .
Frigates are ships even smaller than destroyers. Their size usually limits player must announce that there are no 6 2H
them to just one specialized function, such as antisubmarine warfare. On the surface ships present. (This will indicate Torpedo
=. .• ~i··
SSH

..
M ula · I
other hand, their small size makes them less expensive, so more can be built. to the searching player that the task force As with any other attack, the enemy
Submarines have changed since the days of WWII. With the addition of is either a dummy or a submarine.) player gets to counterattack, provided
Attack ' ~~ '
nuclear power and homing torpedoes, a submarine is a true undersea preda- Submarines are equipped with surface the attacking sub or subs are spotted. All Diagram ...... , ) -Ji

tor. Surprise and stealth are its best weapons, though, because once found it search radars and, as is the case with counterattacks against submarines are
cannot defend itself. surface task forces, may only be de- conducted with the ASW value of the
tected by ESM when using them. Sub- counterattacking ship.
Merchant ships and amphibious ships are the reason warships exist. Al-
though men may fight at sea, they live on the land, and wars are won on land
as well. These ships carry supplies and men from one place to another across
marines cannot use surface search radar
while under the ice shelf.
Torpedo attacks against ships in the
formation screen (the top card of each _., FFG

,_,,_,,
I""
O.H. P.,,-y - 2

lb
- ::-:·•

!!!!! ':\!

the sea. Surprisingly, this is still the most efficient and fastest way to move pair) are made before the ASW forces
large cargoes from place to place. Warships will defend these kinds of ships, COMBAT attack. Then all ASW counterattacks
and enemy warships will attack them; the outcome will determine a war's victor. Like surface ships, submarines have against the submarines are made, and
a long-range and short-range SSM finally all torpedo attacks against the
1----i
~ ---------
GOW Captain's Edition
~--------------------------------- ~
n
Nuclear propulsion, pioneered in USS strength. They also have a torpedo screened ships are made. One Akula divides its torpedo factor
Nautilus in 1954, gave the submarine strength, which is used for attacking Additionally, if a sub attacks only a ship between a Perry-class frigate and the
true independence from the surface. surface ships at very short range. Torpe- or ships in the screen, only the ship di- merchant ship it is escorting, while the
Submarines Modern nuclear submarines stay sub-
merged for months at a time, making their
does may only be fired at targets in the
same hex as the attacking submarine.
rectly attacked can counterattack the other sub fires all of its torpedoes at the
sub, and only if it survives the attack. If Spruance-class destroyer.
own air. The only limiting factors are food Submarines are attacked using a the sub attacks one or more screened First the subs attack the screening
Submarines have revolutionized naval a major factor in Japan's defeat. and the crew's desire for open space and variety of weapons carried on surface ships, it can be counterattacked by the ships. Akula-1 rolls two dice against 0.H.
warfare since their introduction early in The submarines of WWI I had much sunlight. vessels and other submarines. These ASW value of any one ship in the forma- Perry-1 and rolls a 3 and 4. Both of these
this century. They had a real influence in more reliable weapons and sensors, but Other changes since WWII have are collectively dealt with by a vessel's tion. are misses. Akula-2 rolls a 1, 2 , 3, and 6.
World War I, in spite of their primitive were still tied to the surface. They could added guided missiles to the sub's list of ASW rating. ASW Attacks: Subs may only be at- The 1, 2, and 3 are misses, but the 6
sensors and short-range weapons . In operate submerged for about 24 hours, weapons, along with longer-range, more SSMs: Surface to surface missiles tacked by antisubmarine weapons scores two hull hits. Since the Spruance
World War II, the submarine threat be- during which time they were almost im- accurate torpedoes. may not be used to attack submarines. (ASW). If a submarine attacks a surface has a hull strength of 2, two hits sink it.
came a major part of any naval planner's mobile. A destroyer in WWI I could steam Surface ships have a much harder Submarines may use SSMs to attack ship formation, the rules describe which Next, the ships in the task force
consideration. A submarine campaign by at 30 knots easily, but a submerged sub time dealing with submarines than they surface ships, exactly as described in the ships are allowed to counterattack the counterattack. Since Aku/a-2 only at-
Germany almost knocked Britain out of could only move at three to four knots for did in WWII. A modern sub is as mobile previous section. Submarines may not sub and when they may counterattack. tacked a screening ship (the Spruance),
the war, and submarines certainly were any length of time. as a surface ship, often has better sen- attack with SSMs while under the ice If an enemy submarine is detected in it is only liable to counterattack from that
sors, and usually has surprise on its side. shelf. the same hex as a friendly ship, sub, or ship. Since the Spruance is sunk, the
Thousands of square miles may hide a Torpedoes: When a submarine suc- aircraft, it may be attacked by every air- Akula is safe for now. Akula-1 is also
SHIP AND SUB TYPES single sub, but where exactly is it? Sur- cessfully moves into a hex and detects craft and any one ship in the hex with an attacking a screened ship (the mer-
Ships are classed according to function and to size. It happens that larger face vessels must always be on guard. an enemy formation, it can launch a ASW strength greater than zero. chant) , and so may be attacked by any
ships are usually better armed than smaller ones. torpedo. As in SSM fire, the player being Each attacking unit rolls dice equal to one vessel in the task force. The NATO
Aircraft carriers are the most important ships in any navy. They must be very MOVEMENT attacked should arrange his ships in its ASW value for hits. Consult the ASW player attacks with the Nimitz, which has
large to provide room for the planes to take off and land and to provide hangar Submarines may never be grouped in pairs. Attack Table for results. anASWvalue of 4. He rolls four dice and
space. They are usually fast, because the faster the air moves over a carrier's a task force with surface vessels. They The attacking player then decides rolls a 2, 3 , 4, and 5 . The 5 causes one
deck, the easier it is for aircraft to take off. Carriers use their airplanes to attack may be grouped with other submarines. which ships he will attack. If there is more ASW Attack Table hull hit w hile the other rolls miss . The
land targets and enemy task forces and to protect their own force from attack. Submarine task forces move in exactly than one submarine in a task force, they Die Roll Result Soviet player marks off one hull hit box
Battleships are large ships that were built with big guns, the idea being to the same way as do surface task forces, may each attack a separate target. Eac h 1 M on the Akula-1. Since.the Akula takes
attack enemy ships and sink them at long range. During WWII , this role was and are subject to all of the same limita- sub can attack one ship with its entire 2 M three hull hits to sink, it is still able to carry
taken over by the aircraft carrier, which could sink ships at 1Otimes the range tions, with one exception : Submarine strength or split it up among several 3 M out its attack on the merchant ship.
of a battleship's big guns, so the battleships were instead used to bombard task forces ignore ice for purposes of targets. 4 M The Akula now attacks the merchant
shore targets during amphibious landings, and were a huge success. Today movement. That is, they pay only one To attack w ith torpedoes, roll a num- 5 H ship w ith its two remaining torpedo fac-
the battleship not only carries its big guns, but large numbers of cruise mis- movement point per seasonal ice hex ber of dice equal to the torpedo value for 6 H tors. It rolls a 4 and a 6. The 4 misses
siles, which can attack ships or shore targets hundreds of miles away. entered and may move freely under the hits. Consult the Torpedo Attack Table to while the 6 causes two hull hits. The
Before WWI, cruisers started out as scouts for the battleships. They then ice shelf. determine how many hits were scored. Example: A pair of submarines attack NATO player marks off two hull hit boxes
became escorts, and finally developed into ships carrying long-range guided a formation of surface ships. The battle from the merchant vessel on the Roster
missiles, which are used to protect carriers and other valuable ships from at- DETLCTION Torp do At ac T ble layout is illustrated below. Sheet. However, since the merchant
tack. Cruisers are scarce and expensive and must in turn be screened by other, Submarines may be detected only by Die Roll Result A surface task force made up of the vessel takes three hull hits to sink, it is
smaller warships. sonar and ESM; they may never be 1 M Nimitz, a merchant ship, a Spruance- still afloat.
Destroyers are the smallest general-purpose warship class. They are used detected by surface search radar (SSR) 2 M class destroyer, and two Perry-class frig-
to screen a task force from attack, investigate and attack surface contacts, or visual search. If a successful visual or 3 M ates is attacked by two Aku/a-class sub - Play Scenarios 6, 7, and 8
and even conduct rescue operations. They are so small, though, that usually SSR search is made of a hex containing 4 M ma rines. All ships are assumed to be Now.
more than one destroyer is needed to effectively protect a task force. a submarine task force , the owning 5 H undamaged.

. .
Frigates are ships even smaller than destroyers. Their size usually limits player must announce that there are no 6 2H
them to just one specialized function, such as antisubmarine warfare. On the surface ships present. (This will indicate Torpedo
=. .• ~i··
SSH

..
M ula · I
other hand, their small size makes them less expensive, so more can be built. to the searching player that the task force As with any other attack, the enemy
Submarines have changed since the days of WWII. With the addition of is either a dummy or a submarine.) player gets to counterattack, provided
Attack ' ~~ '
nuclear power and homing torpedoes, a submarine is a true undersea preda- Submarines are equipped with surface the attacking sub or subs are spotted. All Diagram ...... , ) -Ji

tor. Surprise and stealth are its best weapons, though, because once found it search radars and, as is the case with counterattacks against submarines are
cannot defend itself. surface task forces, may only be de- conducted with the ASW value of the
tected by ESM when using them. Sub- counterattacking ship.
Merchant ships and amphibious ships are the reason warships exist. Al-
though men may fight at sea, they live on the land, and wars are won on land
as well. These ships carry supplies and men from one place to another across
marines cannot use surface search radar
while under the ice shelf.
Torpedo attacks against ships in the
formation screen (the top card of each _., FFG

,_,,_,,
I""
O.H. P.,,-y - 2

lb
- ::-:·•

!!!!! ':\!

the sea. Surprisingly, this is still the most efficient and fastest way to move pair) are made before the ASW forces
large cargoes from place to place. Warships will defend these kinds of ships, COMBAT attack. Then all ASW counterattacks
and enemy warships will attack them; the outcome will determine a war's victor. Like surface ships, submarines have against the submarines are made, and
a long-range and short-range SSM finally all torpedo attacks against the
11
~ --------
GOW
- - - - - - - -l2:J
Captain's Edition n13

DETECTION loses its radar due to battle damage, the SAM attacks on patrol aircraft are are marked off on the Roster Sheet, the
Patrol aircraft detect task forces using force's ASR range is one hex. conducted in the same way as attacks air unit is no longer combat effective and
the same means as task forces detect- A task force may use its ASR to detect on surface to surface missiles with one may no longer fly missions.
Patrol Aircraft ing each other: sonar, surface search
radar, ESM, and visual search. Unlike
enemy missiles in flight and fire its long-
range SAMs at them, even if the task
exception. Each time a hit is scored on
an aircraft, roll again on the Aircraft Aircraft Damage Table
surface task forces, however, they may force is not the target of the attack. Damage Table to determine the type of Die Roll Result
The introduction of reliable aircraft in For example, there are two P-3 Orions only conduct searches in the hex in which damage sustained. Three results are 1 No effect
they end their movement. COMBAT possible. 2-3 Abort

~
the First World War changed naval included in the game.
P-3 .
There 1s one ata
d Patrol aircraft are always assumed to Patrol aircraft can be attacked by No Effect: The missile causes no 4-6 Shot down
~
operations forever. Aircraft first operated
as the "eyes" of the fleet, searching wide card for them, one have their radar on (provided they are missiles and can also launch attacks significant damage.
2
areas visually for enemy ships. Adding counter labeled "P-3 equipped with radar). The air search and against submarines or surface ships . Abort: The patrol aircraft breaks off its
radar only made them more effective. No. 1" and one counter which is labeled surface search radar ranges are listed mission and returns to base (is removed
If you have played some of the earlier "P-3 No. 2." on the aircraft's data card. SAM Attacks from the map). If it has not yet moved this
games, you now understand what a large When a patrol aircraft is in play, pick Patrol aircraft can also use ESM, as Any patrol aircraft which is detected by turn, the return to base counts as its
part search plays in naval warfare, and one plastic aircraft to represent it on the described earlier, to detect enemy ra- the ASR of a task force may be attacked movement. It may be placed on the map
how valuable aircraft were to the naval map and place the aircraft's counterface- dars. They can detect enemy surface by that task force (only) using long-range again next turn when its movement chit
commander. It was only later that they down under the aircraft's base. This way ship radars at a range of three hexes, one SAMs. The ship with the highest long- is drawn.
became powerful offensive weapons the opposing player does not know what hex farther than a surface ship. This is range SAM value conducts the attack. Shot Down: The aircraft is destroyed
carriers as well. type of aircraft is represented by a patrol because their greater altitude allows Any patrol aircraft which is detected in and removed from the map. The owning
Two types of aircraft are used in aircraft until he detects it. them to see farther. the same hex as a task force may be fired player marks off one box next to the
Captain's Edition: "patrol" aircraft and Each patrol plane used in the game Patrol aircraft equipped with sonar on by that task force using either long- aircraft on the Roster Sheet. The aircraft
"tactical" aircraft. This section will cover actually represents several aircraft. may use it in the same manner as can range or short-range SAMs. The ship may be placed on the map again next
patrol aircraft; tactical aircraft will be While one is searching, another is on its any surface ship, except that a patrol with the highest SAM value conducts the turn when its movement chit is drawn.
covered later. way back to base and being refueled, and aircraft may not conduct a sonar search attack. However, when all of the ai rcraft boxes
Patrol aircraft are large, slow, long- another one or two are being repaired when patrolling over an ice shelf hex.
range planes that are used to search for while their crews eat and sleep. In this Finally, patrol aircraft may search for
enemy ships and submarines. They are way, one aircraft can always be aloft, surface ships visually. Each time they
almost defenseless, but they still give the looking for the enemy. As a result, the end their movement in a hex with an
commander a valuable set of "eyes." aircraft model can be left on the map enemy task force, roll a die. On a 5 or
These planes can fly for many hours, continuously. less they have detected the task force
and go far out to sea. They carry radar, Whenever it is time to move it, a patrol occupying that hex (provided it contains
surface ships). If it is a dummy task force
\
ESM to detect radars, and sonar buoys
and other sensors to find submarines.
aircraft may be moved to any other hex
on the map with the following limitations: or made up of submarines, the owning
i
They sometimes carry torpedoes to at- • A patrol aircraft may never move player tells his opponent only that there
tack submarines or missiles to attack through any hex of Finland or Sweden, are no surface ships present.
surface ships, but their antiair weapons as these two countries are armed neu-
are effectively nonexistent. trals. Detecting Aircraft
• A patrol aircraft may never enter a Aircraft are detected by air search
MOVEMENT hex which is further away from a friendly radars (ASR). These radar beams are
Patrol aircraft are treated differently airbase than the aircraft's operational angled up, and they are much more
than ships in a number of ways. For one radius. The aircraft's radius is printed at powerful than a surface search radar, Attacks By Aircraft
thing, patrol aircraft are not represented the bottom of the data card. because they must detect contacts Some patrol aircraft are armed with
by task force counters, but instead by the A friendly airbase for ground-based hundreds of miles away. Air traffic con- either SSMs or ASW weapons. These
model aircraft included in the game. Each aircraft is any friendly printed airbase. trollers all use air search radars to see aircraft may use them to attack at the end
patrol aircraft is assigned one such air- BOdo, Keflavik, and Leuchars are friendly and direct airliners. of their move or to counterattack any unit
craft and a movement chit with the same bases for the NATO player while Severo- A plane or ship's air search radar range within range which attacks them during
letter or number as the aircraft. The morsk is friendly for the Soviet player. is shown on its data card. It will be either enemy movement. Attacks against sur-
movement chit is placed in the movement Ground-based aircraft are printed black o (no air search radar), 1, 2, or 3. This face ships with SSMs and submarines
cup with the various task force chits, and on their national color. number means that the radar will auto- with ASW are conducted in the same way
the patrol aircraft moves when its chit is A friendly airbase for carrier-based matically detect air targets zero, one, two, as if launched by ships. Patrol aircraft
drawn. aircraft is any friendly printed airbase or three hexes away, if the radar is on. Example: In the illustration above, Task Forces 2 and 3 are using their air may only attack once per turn.
While each individual ship has its own and/or the task force containing the A task force has the ASR range of its search radars to protect a third task force. The enemy attacks must pass
data card, there is only one data card per friendly aircraft carrier. NATO carrier- most powerful radar. If there are ships in through their radars, and be subject to possible attack, before the enemy finds Play
type of patrol aircraft included in the based aircraft are printed white on blue a task force with air radar ranges of 0, 1, Task Force 1. Task Force 1 is leaving its air search radars off to avoid detec- Scenarios 9, 10 and 11
game. The patrol aircraft itself has a while Soviet carrier aircraft are printed 1, and 2, the task force has an air radar tion by ESM. Now.
counter. yellow on red . range of two hexes. If that ship is sunk or
11
~ --------
GOW
- - - - - - - -l2:J
Captain's Edition n13

DETECTION loses its radar due to battle damage, the SAM attacks on patrol aircraft are are marked off on the Roster Sheet, the
Patrol aircraft detect task forces using force's ASR range is one hex. conducted in the same way as attacks air unit is no longer combat effective and
the same means as task forces detect- A task force may use its ASR to detect on surface to surface missiles with one may no longer fly missions.
Patrol Aircraft ing each other: sonar, surface search
radar, ESM, and visual search. Unlike
enemy missiles in flight and fire its long-
range SAMs at them, even if the task
exception. Each time a hit is scored on
an aircraft, roll again on the Aircraft Aircraft Damage Table
surface task forces, however, they may force is not the target of the attack. Damage Table to determine the type of Die Roll Result
The introduction of reliable aircraft in For example, there are two P-3 Orions only conduct searches in the hex in which damage sustained. Three results are 1 No effect
they end their movement. COMBAT possible. 2-3 Abort

~
the First World War changed naval included in the game.
P-3 .
There 1s one ata
d Patrol aircraft are always assumed to Patrol aircraft can be attacked by No Effect: The missile causes no 4-6 Shot down
~
operations forever. Aircraft first operated
as the "eyes" of the fleet, searching wide card for them, one have their radar on (provided they are missiles and can also launch attacks significant damage.
2
areas visually for enemy ships. Adding counter labeled "P-3 equipped with radar). The air search and against submarines or surface ships . Abort: The patrol aircraft breaks off its
radar only made them more effective. No. 1" and one counter which is labeled surface search radar ranges are listed mission and returns to base (is removed
If you have played some of the earlier "P-3 No. 2." on the aircraft's data card. SAM Attacks from the map). If it has not yet moved this
games, you now understand what a large When a patrol aircraft is in play, pick Patrol aircraft can also use ESM, as Any patrol aircraft which is detected by turn, the return to base counts as its
part search plays in naval warfare, and one plastic aircraft to represent it on the described earlier, to detect enemy ra- the ASR of a task force may be attacked movement. It may be placed on the map
how valuable aircraft were to the naval map and place the aircraft's counterface- dars. They can detect enemy surface by that task force (only) using long-range again next turn when its movement chit
commander. It was only later that they down under the aircraft's base. This way ship radars at a range of three hexes, one SAMs. The ship with the highest long- is drawn.
became powerful offensive weapons the opposing player does not know what hex farther than a surface ship. This is range SAM value conducts the attack. Shot Down: The aircraft is destroyed
carriers as well. type of aircraft is represented by a patrol because their greater altitude allows Any patrol aircraft which is detected in and removed from the map. The owning
Two types of aircraft are used in aircraft until he detects it. them to see farther. the same hex as a task force may be fired player marks off one box next to the
Captain's Edition: "patrol" aircraft and Each patrol plane used in the game Patrol aircraft equipped with sonar on by that task force using either long- aircraft on the Roster Sheet. The aircraft
"tactical" aircraft. This section will cover actually represents several aircraft. may use it in the same manner as can range or short-range SAMs. The ship may be placed on the map again next
patrol aircraft; tactical aircraft will be While one is searching, another is on its any surface ship, except that a patrol with the highest SAM value conducts the turn when its movement chit is drawn.
covered later. way back to base and being refueled, and aircraft may not conduct a sonar search attack. However, when all of the ai rcraft boxes
Patrol aircraft are large, slow, long- another one or two are being repaired when patrolling over an ice shelf hex.
range planes that are used to search for while their crews eat and sleep. In this Finally, patrol aircraft may search for
enemy ships and submarines. They are way, one aircraft can always be aloft, surface ships visually. Each time they
almost defenseless, but they still give the looking for the enemy. As a result, the end their movement in a hex with an
commander a valuable set of "eyes." aircraft model can be left on the map enemy task force, roll a die. On a 5 or
These planes can fly for many hours, continuously. less they have detected the task force
and go far out to sea. They carry radar, Whenever it is time to move it, a patrol occupying that hex (provided it contains
surface ships). If it is a dummy task force
\
ESM to detect radars, and sonar buoys
and other sensors to find submarines.
aircraft may be moved to any other hex
on the map with the following limitations: or made up of submarines, the owning
i
They sometimes carry torpedoes to at- • A patrol aircraft may never move player tells his opponent only that there
tack submarines or missiles to attack through any hex of Finland or Sweden, are no surface ships present.
surface ships, but their antiair weapons as these two countries are armed neu-
are effectively nonexistent. trals. Detecting Aircraft
• A patrol aircraft may never enter a Aircraft are detected by air search
MOVEMENT hex which is further away from a friendly radars (ASR). These radar beams are
Patrol aircraft are treated differently airbase than the aircraft's operational angled up, and they are much more
than ships in a number of ways. For one radius. The aircraft's radius is printed at powerful than a surface search radar, Attacks By Aircraft
thing, patrol aircraft are not represented the bottom of the data card. because they must detect contacts Some patrol aircraft are armed with
by task force counters, but instead by the A friendly airbase for ground-based hundreds of miles away. Air traffic con- either SSMs or ASW weapons. These
model aircraft included in the game. Each aircraft is any friendly printed airbase. trollers all use air search radars to see aircraft may use them to attack at the end
patrol aircraft is assigned one such air- BOdo, Keflavik, and Leuchars are friendly and direct airliners. of their move or to counterattack any unit
craft and a movement chit with the same bases for the NATO player while Severo- A plane or ship's air search radar range within range which attacks them during
letter or number as the aircraft. The morsk is friendly for the Soviet player. is shown on its data card. It will be either enemy movement. Attacks against sur-
movement chit is placed in the movement Ground-based aircraft are printed black o (no air search radar), 1, 2, or 3. This face ships with SSMs and submarines
cup with the various task force chits, and on their national color. number means that the radar will auto- with ASW are conducted in the same way
the patrol aircraft moves when its chit is A friendly airbase for carrier-based matically detect air targets zero, one, two, as if launched by ships. Patrol aircraft
drawn. aircraft is any friendly printed airbase or three hexes away, if the radar is on. Example: In the illustration above, Task Forces 2 and 3 are using their air may only attack once per turn.
While each individual ship has its own and/or the task force containing the A task force has the ASR range of its search radars to protect a third task force. The enemy attacks must pass
data card, there is only one data card per friendly aircraft carrier. NATO carrier- most powerful radar. If there are ships in through their radars, and be subject to possible attack, before the enemy finds Play
type of patrol aircraft included in the based aircraft are printed white on blue a task force with air radar ranges of 0, 1, Task Force 1. Task Force 1 is leaving its air search radars off to avoid detec- Scenarios 9, 10 and 11
game. The patrol aircraft itself has a while Soviet carrier aircraft are printed 1, and 2, the task force has an air radar tion by ESM. Now.
counter. yellow on red . range of two hexes. If that ship is sunk or
[;;]--------------------------------------------~G_o__w Captain's Edition n
-------------------------------------- ~
carry only one of the weapons listed. The Long-Range SAM Fire: Aircraft using AIR TO AIR COMBAT CAP: Combat air patrol consists of
player is not obligated to declare what long-range ASMs may attack normally, Many type s of tactical aircraft are maintaining aircraft permanently in the
type of ordnance is carried until he actu- but aircraft firing short-range ASMs must capable of aggressively engaging enemy air over a base or carrier task force.
Tactical Aircraft ally attacks. Once the aircraft launches
an attack with anyone weapons system,
first be fired at by long-range SAMs.
Instead of firing the long-range SAMs at
aircraft and shooting them down. These
types of aircraft are called ''fighters" and
Players must declare flights to be on
CAP at the start of a turn. On ly full-
it is returned to base . the incoming missiles, they are instead can be identified by the presence of an strength four-aircraft flights may be com-
Another type of aircraft is used to at- the number of hexes from the base that So, for example, a full-strength four- fired at the aircraft. In the event of hits , air to air attack value in the upper right mitted to CAP. Place any CAP flights from
tack ships and shore targets. they may conduct an attack. They do not aircraft flight of A-6 Intruders could carry the player firing SAMs decides which hand block on the data card. (There are land airbases in the hex of the airbase .
4 flights are hit and rolls again o n the Air-
These are loosely called "tac- remain on the game board, and once either four factors of long-range ASMs, six models of fighters included in the Place any carrier-based CAP in plain
tical" aircraft. They are smaller, they conduct their attack they are re- or four factors of short-range ASMs, or craft Damage Table. Aborted and shot game: F-14 Tomcat, F- 15 Eagle, Tornado view of your opponent to the side of your
faster, and are designed to turned to a friendly base. 12 factors of bombs. down attacking aircraft do not launch F.3, F-18 Hornet, Su-27 Flanker, and Base Chart.
carry as much ordnance as possible. Each tactical aircraft may be flown only their missiles. MiG-29 Fulcrum). A flight of aircraft committed to CAP
They usually travel in "flights" of four once per turn. Attacking Tactical Aircraft may not fly any other missions du ring the
aircraft, or "cells" of three aircraft for some Bases: Land bases have an unlimited Tactical aircraft are attacked by short- Bomb Attacks Combat Procedure turn.
types. The number of aircraft symbols on capacity, for purposes of this game, to range and long-range SAMs. Due to the Although unguided, modern aircraft Fighters can attack either other aircraft All land-based CAP are assumed to
the counter indicates the number of air- operate aircraft, and so there is no limit nature of their missions and employment, bombing electronics can place a weapon or antiship m issiles (e ithe r SSMs or have their radars on. If a carrier-based
craft each counter represents. to the number of flights which may be they will usually only be attacked while on a moving ship with great accuracy, ASMs) using air to air combat. CAP flight has its radar on, you must use
Tactical aircraft carry antiship missiles, stationed on a land airbase. conducting an attack themselves. Roll and one or two bombs can sink all but Attacking Aircraft : Each fighter air- t he radiating side for the carrier TF
which behave exactly like the surface to Carriers: Carriers have limited deck SAM fire against them the same as for the largest ships. And unlike air to sur- craft must attack a single enemy flight . counter. Note, however, that you do not
surface missiles described on pages 4- and hangar capacity, and this is reflected SSMs, but roll again on the Aircraft face missiles, bombs cannot be shot Several aircraft can gang up on one flight have to reveal the identity of the carrier
6. They can also execute bombing at- on the Base Charts. The number of Damage Table on page 3 after each hit down. Of course, the attacking aircraft and flights can split their attacks as task force , or that the CAP is present with
tacks, which can be more effective, but boxes by the carrier's is the maximum to determine the results. must close to very short range to drop desired. the task force, until it is detected.
are a lot riskier. number of flights of aircraft which may No Effect: The aircraft continues its bombs on a target. Roll one die for each fighter engaged If the CAP aircraft (or the task force
Tactical aircraft are represented by be based on the carrier. The specific attack. When aircraft attack with bombs, the in air to air combat. All attacks are made itself) have their radars on, they may
counters, each of which represents up types carried normally in a full-strength Abort: The aircraft returns to its base defending ships first conduct long-range simultaneously. For each die roll add the attack enemy planes and missile attacks
to four aircraft. Each of these counters airgroup are printed in the boxes. and does not conduct its attack. Note that SAM fire, just as if being attacked by firing aircraft's attack value to the die roll passing within radar range. Even if their
will be called a "flight" from now on. Note that each patrol unit based from this will require reducing one flight by one short-range ASMs. Surviving aircraft are and subtract the target aircraft's defense radars are off, they may still defend them-
All of the aircraft in a flight are identi- a carrier counts as a full flight of aircraft, aircraft and returning a one-aircraft flight then placed on top of the ship card they value. ConsulttheAirtoAir CombatTable selves or the base or task force they are
cal, and aircraft from different flights of even though only one of them is airborne to the airbase. intend to attack. As with attacking SSMs, to determine how many hits were made protecting. Because so many aircraft are
the same type of aircraft are effectively at any one time. Shot Down: The aircraft is destroyed. short-range SAMs can now fire at the (if any), and roll once on the Aircraft needed to keep one CAP aircraft up, a
interchangeable. Flights of aircraft are Remember that only carrier aircraft Reduce the strength of the attacking flight aircraft. Roll on the Aircraft Damage Damage Table for the result of each hit. CAP aircraft attacks as if it were only one
provided in denominations of from one can operate from a carrier. NATO carrier by one aircraft. Table to determine the effect of any hits. If an attacking aircraft scores two hits, aircraft in the flight. (While one is flying,
to four. Aircraft of the same type and at aircraft are white on blue; Soviet carrier Ships may def end themselves or the ship they can either be on separate planes or the others are being maintained, refu-
the same base may be moved from flight aircraft are yellow on red. they are paired with. the same p lane , at the firing player's eled, and the pilots are resting. Even
to flight at will. For example, a player with Any aircraft which survive both the option. without combat, flying a jet aircraft is
two three-aircraft flights of F-14s on the DETECTION long-range and short-range SAMs can tiring.)
Nimitz could exchange them for one four- Tactical aircraft are detected in the now attack their targets with their bomb- Air to Air Combat A CAP aircraft can defend against
aircraft flight and one two-aircraft flight. same manner as patrol aircraft. ing strength. (Note that point defense Die Roll Result several different task forces as each
Aircraft may be exchanged from one Tactical aircraft have their own radar, weapons do not fire at aircraft conduct- 2 or less M makes a separate attack. This is an
flight to another at any time, but only while but this is not used for detection in the ing bombing attacks.) Multiply the bomb 3-7 H exception to the rule that tactical aircraft
on the ground at a friendly base. Airborne basic game. Instead, tactical aircraft may factor of the aircraft type times the num- 8 or more 2H may only fly (and thus attack) once per
aircraft may not exchange aircraft be- only attack enemy vessels which have ASM Attacks ber of aircraft remaining to determine the turn.
tween flights. already been detected by a friendly task Tactical aircraft attack with AS Ms in the number of dice rolled for hits. Consult the Attacking Missiles: Fighter attacks Since CAP aircraft are already in the
force or patrol aircraft. (There are some same way as ships attack with SSMs. Bomb Attack Table for the results. agai nst antish ip missiles take p lace air, they can move out and attack the
MOVEMENT exceptions to this in the advanced rules Remember that long-range missiles before long-range SAM fire. Attacks enemy quickly. CAP aircraft defending a
Tactical aircraft move differently from in the Captain's Briefing.) have a range of 3 , and short-range Bomb Attack Table against missiles are conducted the same base or task force attack before long-
patrol aircraft and ships. They do not missiles a range of 1. In addition to the Die Roll Result way as against aircraft, except that each range SAM fire. They may attack aircraft
have a movement chit and are instead COMBAT normal ru les on SSMs, the following 1 M hit destroys one missile.All missiles have launching long-range AS Ms before they
treated as if they were a form of attack or Tactical aircraft are a means of deliv- special cases apply to attacks by tacti- 2 M an air defense value of O. launch. Any attack aircraft which are shot
counterattack. Whenever a friendly unit ering a great deal of ordnance to a tar- cal aircraft: 3 H down never fire their missiles.
detects an enemy unit during either its get. Each tactical aircraft data card lists Missile Supply: Unlike naval vessels, 4 H Fighter Missions DLI: Another way to use defensive
movement or that of the enemy, any the aircraft's air to surface missile (ASM) carriers and airbases carry a large sup- 5 H The conditions under which fighters fighters is to have them launched once
friendly tactical aircraft within range may attack strength and its bomb attack ply of antiship missiles. As a result, air- 6 2H can attack enemy units depend on their the enemy is detected. In this case it
attack. strength. In both cases, the attack craft may attack with ASMs as many mission. The three possible fighter mis- takes a little time to get them aloft, but
Tactical aircraft are flown from bases, strength is per aircraft. Each time that a times during a game as desired, unless Play Scenarios 12 and 13 sions are: combat air patrol (CAP), deck- you can launch all of them, since they are
just like patrol aircraft, and their radius is tactical aircraft is eligible to attack, it may specifically prohibited in the scenario. Now. launched interceptors (DLI), and escort. not being flown constantly. These are
[;;]--------------------------------------------~G_o__w Captain's Edition n
-------------------------------------- ~
carry only one of the weapons listed. The Long-Range SAM Fire: Aircraft using AIR TO AIR COMBAT CAP: Combat air patrol consists of
player is not obligated to declare what long-range ASMs may attack normally, Many type s of tactical aircraft are maintaining aircraft permanently in the
type of ordnance is carried until he actu- but aircraft firing short-range ASMs must capable of aggressively engaging enemy air over a base or carrier task force.
Tactical Aircraft ally attacks. Once the aircraft launches
an attack with anyone weapons system,
first be fired at by long-range SAMs.
Instead of firing the long-range SAMs at
aircraft and shooting them down. These
types of aircraft are called ''fighters" and
Players must declare flights to be on
CAP at the start of a turn. On ly full-
it is returned to base . the incoming missiles, they are instead can be identified by the presence of an strength four-aircraft flights may be com-
Another type of aircraft is used to at- the number of hexes from the base that So, for example, a full-strength four- fired at the aircraft. In the event of hits , air to air attack value in the upper right mitted to CAP. Place any CAP flights from
tack ships and shore targets. they may conduct an attack. They do not aircraft flight of A-6 Intruders could carry the player firing SAMs decides which hand block on the data card. (There are land airbases in the hex of the airbase .
4 flights are hit and rolls again o n the Air-
These are loosely called "tac- remain on the game board, and once either four factors of long-range ASMs, six models of fighters included in the Place any carrier-based CAP in plain
tical" aircraft. They are smaller, they conduct their attack they are re- or four factors of short-range ASMs, or craft Damage Table. Aborted and shot game: F-14 Tomcat, F- 15 Eagle, Tornado view of your opponent to the side of your
faster, and are designed to turned to a friendly base. 12 factors of bombs. down attacking aircraft do not launch F.3, F-18 Hornet, Su-27 Flanker, and Base Chart.
carry as much ordnance as possible. Each tactical aircraft may be flown only their missiles. MiG-29 Fulcrum). A flight of aircraft committed to CAP
They usually travel in "flights" of four once per turn. Attacking Tactical Aircraft may not fly any other missions du ring the
aircraft, or "cells" of three aircraft for some Bases: Land bases have an unlimited Tactical aircraft are attacked by short- Bomb Attacks Combat Procedure turn.
types. The number of aircraft symbols on capacity, for purposes of this game, to range and long-range SAMs. Due to the Although unguided, modern aircraft Fighters can attack either other aircraft All land-based CAP are assumed to
the counter indicates the number of air- operate aircraft, and so there is no limit nature of their missions and employment, bombing electronics can place a weapon or antiship m issiles (e ithe r SSMs or have their radars on. If a carrier-based
craft each counter represents. to the number of flights which may be they will usually only be attacked while on a moving ship with great accuracy, ASMs) using air to air combat. CAP flight has its radar on, you must use
Tactical aircraft carry antiship missiles, stationed on a land airbase. conducting an attack themselves. Roll and one or two bombs can sink all but Attacking Aircraft : Each fighter air- t he radiating side for the carrier TF
which behave exactly like the surface to Carriers: Carriers have limited deck SAM fire against them the same as for the largest ships. And unlike air to sur- craft must attack a single enemy flight . counter. Note, however, that you do not
surface missiles described on pages 4- and hangar capacity, and this is reflected SSMs, but roll again on the Aircraft face missiles, bombs cannot be shot Several aircraft can gang up on one flight have to reveal the identity of the carrier
6. They can also execute bombing at- on the Base Charts. The number of Damage Table on page 3 after each hit down. Of course, the attacking aircraft and flights can split their attacks as task force , or that the CAP is present with
tacks, which can be more effective, but boxes by the carrier's is the maximum to determine the results. must close to very short range to drop desired. the task force, until it is detected.
are a lot riskier. number of flights of aircraft which may No Effect: The aircraft continues its bombs on a target. Roll one die for each fighter engaged If the CAP aircraft (or the task force
Tactical aircraft are represented by be based on the carrier. The specific attack. When aircraft attack with bombs, the in air to air combat. All attacks are made itself) have their radars on, they may
counters, each of which represents up types carried normally in a full-strength Abort: The aircraft returns to its base defending ships first conduct long-range simultaneously. For each die roll add the attack enemy planes and missile attacks
to four aircraft. Each of these counters airgroup are printed in the boxes. and does not conduct its attack. Note that SAM fire, just as if being attacked by firing aircraft's attack value to the die roll passing within radar range. Even if their
will be called a "flight" from now on. Note that each patrol unit based from this will require reducing one flight by one short-range ASMs. Surviving aircraft are and subtract the target aircraft's defense radars are off, they may still defend them-
All of the aircraft in a flight are identi- a carrier counts as a full flight of aircraft, aircraft and returning a one-aircraft flight then placed on top of the ship card they value. ConsulttheAirtoAir CombatTable selves or the base or task force they are
cal, and aircraft from different flights of even though only one of them is airborne to the airbase. intend to attack. As with attacking SSMs, to determine how many hits were made protecting. Because so many aircraft are
the same type of aircraft are effectively at any one time. Shot Down: The aircraft is destroyed. short-range SAMs can now fire at the (if any), and roll once on the Aircraft needed to keep one CAP aircraft up, a
interchangeable. Flights of aircraft are Remember that only carrier aircraft Reduce the strength of the attacking flight aircraft. Roll on the Aircraft Damage Damage Table for the result of each hit. CAP aircraft attacks as if it were only one
provided in denominations of from one can operate from a carrier. NATO carrier by one aircraft. Table to determine the effect of any hits. If an attacking aircraft scores two hits, aircraft in the flight. (While one is flying,
to four. Aircraft of the same type and at aircraft are white on blue; Soviet carrier Ships may def end themselves or the ship they can either be on separate planes or the others are being maintained, refu-
the same base may be moved from flight aircraft are yellow on red. they are paired with. the same p lane , at the firing player's eled, and the pilots are resting. Even
to flight at will. For example, a player with Any aircraft which survive both the option. without combat, flying a jet aircraft is
two three-aircraft flights of F-14s on the DETECTION long-range and short-range SAMs can tiring.)
Nimitz could exchange them for one four- Tactical aircraft are detected in the now attack their targets with their bomb- Air to Air Combat A CAP aircraft can defend against
aircraft flight and one two-aircraft flight. same manner as patrol aircraft. ing strength. (Note that point defense Die Roll Result several different task forces as each
Aircraft may be exchanged from one Tactical aircraft have their own radar, weapons do not fire at aircraft conduct- 2 or less M makes a separate attack. This is an
flight to another at any time, but only while but this is not used for detection in the ing bombing attacks.) Multiply the bomb 3-7 H exception to the rule that tactical aircraft
on the ground at a friendly base. Airborne basic game. Instead, tactical aircraft may factor of the aircraft type times the num- 8 or more 2H may only fly (and thus attack) once per
aircraft may not exchange aircraft be- only attack enemy vessels which have ASM Attacks ber of aircraft remaining to determine the turn.
tween flights. already been detected by a friendly task Tactical aircraft attack with AS Ms in the number of dice rolled for hits. Consult the Attacking Missiles: Fighter attacks Since CAP aircraft are already in the
force or patrol aircraft. (There are some same way as ships attack with SSMs. Bomb Attack Table for the results. agai nst antish ip missiles take p lace air, they can move out and attack the
MOVEMENT exceptions to this in the advanced rules Remember that long-range missiles before long-range SAM fire. Attacks enemy quickly. CAP aircraft defending a
Tactical aircraft move differently from in the Captain's Briefing.) have a range of 3 , and short-range Bomb Attack Table against missiles are conducted the same base or task force attack before long-
patrol aircraft and ships. They do not missiles a range of 1. In addition to the Die Roll Result way as against aircraft, except that each range SAM fire. They may attack aircraft
have a movement chit and are instead COMBAT normal ru les on SSMs, the following 1 M hit destroys one missile.All missiles have launching long-range AS Ms before they
treated as if they were a form of attack or Tactical aircraft are a means of deliv- special cases apply to attacks by tacti- 2 M an air defense value of O. launch. Any attack aircraft which are shot
counterattack. Whenever a friendly unit ering a great deal of ordnance to a tar- cal aircraft: 3 H down never fire their missiles.
detects an enemy unit during either its get. Each tactical aircraft data card lists Missile Supply: Unlike naval vessels, 4 H Fighter Missions DLI: Another way to use defensive
movement or that of the enemy, any the aircraft's air to surface missile (ASM) carriers and airbases carry a large sup- 5 H The conditions under which fighters fighters is to have them launched once
friendly tactical aircraft within range may attack strength and its bomb attack ply of antiship missiles. As a result, air- 6 2H can attack enemy units depend on their the enemy is detected. In this case it
attack. strength. In both cases, the attack craft may attack with ASMs as many mission. The three possible fighter mis- takes a little time to get them aloft, but
Tactical aircraft are flown from bases, strength is per aircraft. Each time that a times during a game as desired, unless Play Scenarios 12 and 13 sions are: combat air patrol (CAP), deck- you can launch all of them, since they are
just like patrol aircraft, and their radius is tactical aircraft is eligible to attack, it may specifically prohibited in the scenario. Now. launched interceptors (DLI), and escort. not being flown constantly. These are
~ GDW
~ --------
called "deck-launched interceptors," or
DU. COMMONLY ASKED
Players must declare flights to be on QUESTIONS
DU alert at the start of a turn. Place any •When can a task force attack?
DU alert flights from land airbases in the A task force can attack at any time
hex of the airbase under the CAP. Place during its own movement. It can also
any carrier-based DLI alert aircraft in attack at any time during the enemy
plain view of your opponent to the side
of your Base Chart.
A flight of aircraft committed to DLI may
not fly any other missions during the turn .
Aircraft used as DLI cannot attack as
movement if it detects the moving
enemy aircraft or task force.
• If one of my task forces detects
an enemy task force while it is
moving, can another of my task
I
quickly, since they are held on deck. DU forces attack if it is in range?
aircraft attack enemy aircraft or missiles No. Only the task force which de-
at the same time as the long-range tected it may do so. However, any
SAMs. This means they can fire at long- land-based tactical aircraft in range
range ASMs or at aircraft carrying short- can take part in the attack.
range ASMs or bombs. • If one of my patrol aircraft de-
Deck-launched interceptors may only tects an enemy task force while it is
be used to defend against attacks on the moving, which of my units can at-
base or task force from which they are
launched.
Example: On the map above, Task
Force 1 has launched a combat air pa-
trol consisting of one flight of F-18 Hor-
tack it?
Only the patrol aircraft itself and
any land-based aircraft in range
Battle Stations!
Escort: Fighters may fly escort mis-
sions forfriendlytactical aircraft launched nets. The CAP has turned on its radar, may attack at that time. Welcome to the arena of modern naval START HERE The scenarios themselves are all con-
from the same task force or base as the which has a range of two hexes for both • If it is time for one of my task combat! In this game you will become a To make it easy to learn these rule s, tained in the Captain 's Briefing. Each
fighters. air and surface search. Task Force A has forces to move, may it attack an naval commander, in charge of guided- they are broken up into separate sec- scenario lists all of the information nec-
A flight of aircraft committed to escort detected Task Force 2 and launches an enemy task force which another of missile ships, nuclear submarines, and tions. Each section begins with a descrip- essary for play, such as forces available
duty may not fly any other mission dur- attack on it consisting of one flight of Su- my task forces detected even if the jet aircraft. While warfare between naval t ion of one aspect of modern naval to each side and starting positions. The
ing the turn. 27 Flankers with ASMs. The Flankers moving task force did not detect it? vessels and aircraft can be a complicated warfare . Section one cove rs surface Captain 's Briefing also includes discus-
Escort fighters may not carry bombs must pass through the radar range of Yes. A moving task force can and technical business, the critical tacti- naval vessels; section two covers detec- sions of various modern weapon sys-
orASMs. Task Force 1 to get to Task Force 2, and attack any enemy task force, pro- cal decisions are made by captains and t ion of enemy vessels ; section three tems and a number of advanced rules.
The player launching an attack de- as soon as they enter its radar range, the vided that task force is detected by admirals who do not generally study a deals with submarines; and sections four
clares which flights (if any) in the mission CAP player must declare if he will inter- a friendly aircraft or task force. radar or sonar display themselves. They and five add aircraft to the game. In each
are escorts. Escorts defend mission cept. If he does, he makes the attack. The • When can a task force counter- receive the distilled results of all of the section, specific rules are presented that
aircraft by occupying the attention of CAP player might not want to attack if the attack? technical, data-gathering assets at their translate that aspect of naval warfare into
enemy CAP and DU aircraft. Flankers had a strong fighter escort. A task force can counterattack disposal and make decisions accord- game terms. After several rules have
CAP and DU aircraft first fight a round Later, another enemy task force gets any and every time that it is at- ingly. been presented, you will be directed to
of air to air combat with the escorts. At to move, this time Task Force B. It fires tacked. It may only counterattack Harpoon Captain's Edition provides play a scenario which uses and illustrates
the end of that round of combat, one SSMs at TF 1, and the CAP can inter- against the units which attacked it, a clear and concise description of mod- those rules.
surviving (not shot down or aborted) CAP cept them at long range. however, and only if they are de- ern naval warfare. The game places you
or DU aircraft is engaged by each sur- tected by the task force or some in the same position as a ship's captain
viving escort. Play Scenarios 14 and 15 other friendly unit. or the admiral commanding a task force .
Any surplus CAP or DU fighters may Now. Many details have been kept out of the
then either attack the mission aircraft or game to allow the players to concentrate
help fight the escorts. The owning player on command decisions, but the overall
DESIGNER'S NOTES

I
decides which of his CAP and DU air- capabilities of various sensors and
craft will continue to engage the escorts The Captain's Edition of Harpoon is supposed to be fast, simple, and fun
weapon systems are still presented
and which will "bounce" the bombers. to play, and it is all of those things. But it also includes all the fundamental prin-
accurately.
Engaged aircraft on each side do not ciples of modern naval warfare, so as you play, you can learn a great deal
fight a second round of air to air combat; about how ships, subs and aircraft fight today.
only the unengaged CAP and DU aircraft Enjoy the rules. We hope to provide new units, new maps, and more sce-
do so. narios in future supplements. If you have any questions about the rules, or
If there are more escorts remaining suggestions about how to make them better, please let me know. I always an-
after the first round of combat, there is swer my mail.
no second round of combat.
Missiles may not be escorted.
-Larry Bond

C;J\f
G A M E S CC-0717 R1
(

Table of Contents
Advanced Rules ............................................................................................. 2
Airbase Attack and Defense ........................................... ... .............................. 2
Capturing Bases ........................................................................ ...................... 2
Aerial Tankers ........................ .......................................................................... 2
Naval Bases ..................................................................................................... 3
Underway Replenishment ..... .. .................. ....................... ................. ............... 3
Coastal Waters ....................................................... ... ...................................... 3
Aircraft Crossover Missions .................................... ... ........................ .............. 3
Scenarios ........................................................................................................ 4
Advanced Scenarios .....................................................................................7
Assigning Missions ............................. ............................................................. 7
Purchasing Assets ........................................................................................... 7
Bases ............................................................................................................... 7
Victory .............................................................................................................. 7
Starting the Game ............................. ............................................ ................... 7
NATO Mission Descriptions .................................. ........................................... 7
Soviet Mission Descriptions ............................................................................. 8
The Tools of Naval Warfare ......................................................................... 1o
US Naval Combatants ................................................................................... 1O
NATO Combat Aircraft .................... ................. ................................. ............. 12
Soviet Naval Combatants ......................................... ..................................... 13
Soviet Naval Aircraft ............ .......... ................................................................ 15
Modern Naval Tactics .................................................................................. 16

C;J\f
G A M E S CC-0717/R2
11
2 GOW
~ ------
Function: For game purposes, a
tactical aircraft treats a tanker as an
airborne airbase. A tactical aircraft flight
Advanced Rules may move to a tanker aircraft within its
range and then launch an attack from
there. This attack may be conducted at
The basic game rules cover virtually CAPTURING BASES once or the aircraft can "orbit" with the
all important aspects of modern naval Severomorsk and Leuchars are de- tanker and make its attack, or counter-
combat, and provide a good basis for f ended by large ground forces and can attack, later. Place the tactical aircraft
simulating battles. The following rules be easily reinforced. As a result, these flight in the tanker box of the appropriate
provide additional color and detail, two bases may not be captured. Keflavik Base Chart. Alternatively, a tanker air-
however, and once you feel comfortable and Booo, however, are made vulnerable craft may be used to keep an entire flight
with the basics, you may want to add to capture due to their relatively remote of aircraft aloft on CAP.
these as well. The rules on the attack and locations. Each tanker aircraft can service one
capture of bases are necessary to play If a player has an amphibious vessel flight of tactical aircraft.
several of the advanced scenarios. (either a generic amphibious vessel or Example 1: The NATO player has two
an Ivan Rogov-class ship) in the same flights of A-6 aircraft based at Keflavik
AIRBASE ATTACK hex as a base for two complete and and wishes to conduct an air strike
AND DEFENSE consecutive turns, he captures the base. against Severomorsk. However, the
Airbases are attacked in the same Captured bases may not be used by distance from Keflavik to Severomorsk
manner as surface ships, with the excep- either player for the rest of the game. is 23 hexes, while the A-6 has a range of
tion that they may only be attacked with (The capturing player does not have only 12 hexes.
SSMs, ASMs, bombs, and gunfire; tor- enough time to move in support units to The NATO player begins the turn by
pedoes have no effect on them. operate the base, nor does the original designating one A-6 flight to be a patrol
Damage on airbases is marked off on owner have time to replace the old units aircraft. He selects a patrol aircraft
the Roster Sheet just like hull hits on should he recapture the base .) marker and places its movement chit in
ships. When all of the airfield's boxes are In several scenarios, Keflavik and the movement cup. When that move-
marked off, the airfield is unserviceable. Bodo begin the game in Soviet hands. ment chit is drawn, he places the patrol
No aircraft may take off from or land on In this case the Soviets may use them, aircraft marker (and its associated A-6
the airfield for the rest of the game. since they were captured earlier, and the flight counter) 12 hexes away from
In addition, each hit on an airbase Soviets have had time to make them op- Keflavik. He may then launch his attack.
destroys one aircraft currently on the erational again. It may be done as part of this move or
field. The owning player decides which any subsequent move .
aircraft is destroyed. If a tactical aircraft AERIAL TANKERS The attack consists of moving the
is destroyed, reduce the denomination Tanker aircraft enable tactical aircraft second A-6 flight to the location of the
of one aircraft currently stationed on the to remain airborne for longer periods or tanker aircraft, and then moving it the
field. If a patrol aircraft is destroyed, mark to make extended-range attacks. Tank- remaining 11 hexes to Severomorsk.
it off on the Roster Sheet. ers are treated as patrol aircraft, with one After the attack is done, the remaining
Airbases defend themselves in the aircraft continuously airborne from each A-6s in the attacking flight are returned
same manner as ships. Airfields have flight of four. first to the tanker aircraft and then to
SAMs and point defense weapons, the Each side can have a tanker aircraft Keflavik.
values of which are printed on the Base in the game. The Soviets have a data
Charts. An airfield retains its full SAM and card for the tanker version of the IL-76
point defense values regardless of its Candid Tanker. The NATO player does
level of damage. not have a dedicated tanker aircraft in the
In some scenarios Keflavik and Bodo game. Instead, any one four-aircraft flight
begin the game in Soviet hands. If so, of A-6 Intruders can be used as tankers.
use the SAM and point defense values (Fuel modules are mounted in place of
printed on the Soviet Base Chart. the normal ordnance load.)
Bases are always considered to be Movement: Tanker aircraft move in
detected and so can be attacked at any the same way as patrol aircraft. For the
time. Soviets, place the IL-76 counter under
the plastic aircraft; for NATO, use the
A-6's flight counter.
n3
Captain's Edition
- - - - -L:J
Example 2: The Soviet player wishes Sanctuary AIRCRAFT
to have a strong CAP over a task force Ships in a naval base are protected by CROSSOVER MISSIONS
but does not have a carrier available. To the SAMs of the base as well as their own The distinction between tactical and
accomplish this he uses a tanker. weapons. Attacks on ships in the naval patrol aircraft is somewhat arbitrary and
The Soviet player begins the turn by base must be conducted separately from is meant to provide an easy guide as to
designating his IL-76 Candid flight to be those on the base's airfield. (Thus the their most common use. Strictly speak-
an active patrol aircraft. He selects a base's air defenses are allowed to fire ing, patrol aircraft (at least those which
patrol aircraft marker and places its separately at each attack.) are armed) can carry out tactical mis-
movement chit in the movement cup. sions and tactical aircraft could carry out
When that movement chit is drawn, he UNDERWAY REPLENISHMENT patrols. They just usually aren't very
places the patrol aircraft marker (and its Generic merchant ships and the ge- effective in those roles.
associated IL-76 flight counter) in the neric tanker may be used as replenish- Nevertheless, players may find that
same hex as the task force. He may then ment ships. If a task force contains a they want to conduct crossover missions
launch his CAP from any land airfield and replenishment ship, it may resupply with their aircraft. The Iranians, for ex-
fly it to the patrol aircraft. This may be expended SS Ms. To do so, the task force ample, used their few remaining F-14
done as part of this move or any subse- must reduce its speed to 1 for one turn Tomcats as early warning aircraft (due
quent move. and may not conduct any attacks or be to their excellent radars) during the re-
Assuming for the sake of the example attacked that turn. cent war with Iraq. These crossover
that the task force is within six hexes of Resupply is only completed at the end missions are very easy to do under the
Severomorsk and that there is a flight of of a tum and only if the task force did not rules.
MiG-29s there, the Soviet player would attack and was not attacked. If attacked, When patrol aircraft conduct tactical
fly the MiGs to the tanker aircraft, remove the task force may elect to defend itself missions, use the patrol aircraft counter
them from the map, and place them in and counterattack, but this interrupts the as the aircraft flight counter. The num-
the tanker's aircraft box on the Soviet resupply operation. ber of aircraft remaining in service ac-
Base Chart. The MiG-29s are now cording to the Roster Sheet is the num-
treated as if they were normal CAP air- COASTAL WATERS ber committed to the strike mission. If,
craft in the hex. Any hex containing both land and for example, a player had lost one P-3
water is a coastal water hex. Coastal Orion from a flight, he would multiply the
NAVAL BASES waters do not affect movement. but do ASM value of the flight by three when at-
For game purposes, Severomorsk and affect combat. tacking, as there are only three aircraft
Leuchars are treated as naval bases. Surface vessels in coastal hexes are left in the flight.
Severomorsk actually is a naval base able to use landforms to confuse enemy When tactical aircraft are sent on patrol
complex. Leuchars is not, but it is used sensors, and thus are more difficult to hit. missions, they must be organized as a
in the game to represent nearby naval Subtract one from the die roll on all ASM full-strength four-aircraft flight. As with
facilities in the British Isles. and SSM attacks on task forces which other patrol aircraft, only one actual air-
Naval bases have several special are in coastal waters. craft is airborne at any one time .
functions. On the other hand, ships and subma-
rines are less maneuverable in coastal
Resupply waters, and so some forms of attack
Once a ship has exhausted its supply become more effective. Add one to the
of SSMs, it may return to a friendly naval die roll on all torpedo, bomb, ASW, and
base and resupply. gunfire attacks on task forces which are
If a ship spends two complete and in coastal waters .
consecutive turns in a naval base, it is
resupplied with missiles and may return
to sea.

Repairs
Damaged ships which return to a naval
base may be repaired. One hull hit may
be repaired for every complete day (three
complete and consecutive turns) spent
in the base.
11
4 GOW
~ -----
Victory: The NATO player wins if both
merchant ships arrive at Keflavik intact
by the end of the twelfth turn. Otherwise,
Scenarios the Soviet player wins.

Shadow Boxer

D
Surface Encounter Victory: The NATO player wins if he This is a replay of Scenario
An Arleigh Burke-class sinks the Soviet amphibious ship, which 4, but with all of the dummy
destroyer is accompanying a is carrying troops and vehicles to a ship cards in play as well.
merchant ship to its destina- Russian beachhead. Sinking the escorts
tion when the two encounter a will not help win the battle. The Soviet Hunter Killer
Russian formation made up of a Sovre- player wins if the Ivan Rogov remains A Soviet wolf pack must
mennyy-class destroyer and an Ivan Ro- afloat. patrol the gap between Ice-
gov-class amphibious ship that it is sup- Notes: The NATO player must decide land and Scotland. An Ameri-
posed to be protecting. how he will attack. First read the sidebar can carrier task force is ex-
Setup: Place the Soviet task forces about rollback attacks on page 7 of the pected to pass through in the next few
three hexes due east of Jan Mayen Is- Captain's Rules. Then look at the de- days, but first an American antisubma-
land. Place the NATO task force three fenses of the Russian formation and rine hunter-killer formation will attempt to
hexes southeast of the island. (This will decide what is the best way to attack. destroy the submarine screen.
start the two task forces three hexes Forces: The NATO forces consist of
apart.) Gun Battle one Spruance-class destroyer, one Ar-
Victory: Whichever side inflicts the
most damage on the other's merchant/
amphibious ship wins. If equal damage
is inflicted on both (or if both are sunk),
3 Three Soviet Krivak-class
frigates are scouting when
they encounter a US Navy
Spruance-class destroyer and
leigh Burke-class destroyer, and two
0.H. Perry-class frigates. Soviet forces
consist of two Akula-class SSNs and one
Oscar-class SSGN.
then whichever side inflicts the most a Knox-class frigate. The Soviets imme- Setup: Place all Soviet task forces on
damage on the other's surface combat- diately attempt to close to close range a line from hex 1816to hex 1419. Once
ant wins. where their guns can be brought to bear. the game starts, they must remain within
Setup: Place the Soviet task forces two hexes of their starting line. The NATO
Cruiser Missile Attack three hexes due east of Jan Mayen Is- task force (or forces) enter from the

2 A Bunker Hill-class cruiser


must attack a strongly de-
fended Russian formation.
This group has an Ivan Rogov-
land. Place the NATO task force three
hexes southeast of the island. (This will
start the two task forces three hexes
apart.)
southwest map edge.
Victory: The game lasts for seven
turns. The Soviet player's mission is to
survive, either by evading attack or de-
class amphibious ship guarded by two Victory: Whichever side inflicts the stroying the attackers. The Soviet player
Krivak-class frigates and a Sovremen- most hull hits on its opponent wins. must keep at least two boats alive. Every
nyy-class destroyer. two NATO ships sunk offsets the loss of
The submarine can make two missile Radar Search one Soviet sub. Failing this, the NATO
attacks on the Russian formation. (Ignore
the submarine detection and torpedo
rules for the moment). The first can be
from long range and has a strength of 4.
The second is from short range and has
a strength of 1.
E A US task force must move
from Leuchars to Keflavik.
Using (or not using) radar, it
must search out any enemy
ships and avoid them if possible. If this
fails, it must fight its way past the enemy
player wins.

7
Convoy
A NATO convoy must reach
Bodo with badly needed fuel
and munitions. Soviet subma-
Setup: Place the Soviet task force while protecting the merchant ships. rines attempt to prevent this.
three hexes due east of Jan Mayen Is- Forces: The NATO task force consists Forces: NATO forces consist of two
land. Place the NATO task force three of two merchant ships, one Arleigh O.H. Perry-class frigates, one Spruance-
hexes southeast of the island. (This will Burke-class destroyer, and two O.H. class destroyer, one Arleigh Burke-class
start the two task forces three hexes Perry-class frigates. The US force is destroyer, three merchant ships, and one
apart.) opposed by two Krivak-class frigates and tanker. Soviet forces consist of two
a Sovremennyy-class destroyer. Akula-class SSNs and one Oscar-class
Setup: Place the NATO task force in SSGN.
Leuchars. Place the Soviet task force (or Setup: All NATO task forces begin
forces) anywhere on the map, but not within two hexes of hex 1216. Soviet task
within four hexes of either Leuchars or forces may be placed anywhere except
Keflavik. in BOdo or within two hexes of hex 1216.
_
c _a_
p_ta_in_'_s_E_d_it_io_n
_____________________________________________________ ~

m
Victory: The game lasts for 10 turns. Setup: The Soviet player places his Support Mission
NATO wins if three or more merchant units, real and dummy, anywhere on the Replay Scenario 8 Sink
ships survive and reach BOdo. Each map, except that no task force can be the Nimitz (with the addi-
Soviet sub sunk offsets the loss of one placed within eight hexes of Severo- tion of dummies as in
merchant ship. Failing this, the Soviet morsk or within three hexes of another Scenario 5 Shadow Box-
player wins. Soviet task force. After all Soviet task er), but add an additional Soviet Akula-
forces are placed, the NATO player class SSN, and a NATO P-3 Orion pa-
Sink the Nimitz places his task forces anywhere he trol plane. The new Akula must set up on
A barrier of Soviet subma- wishes, except that they may not be the line with the other Russian subs,
rines in the gap between Ice- within four hexes of Severomorsk or while the P-3 is based in Keflavik.
land and Scotland must block adjacent to any Soviet task force.

Im
the northward passage of a Victory: The game lasts for 1O turns. Backfires
US carrier battle group. The Soviet player wins by getting three In the Sky
Forces: Soviet forces consist of two or more of his tanker/merchant ships to A US carrier battle
Akula-class SSNs and two Oscar-class Severomorsk. Each NATO submarine group must enter the
SSGNs . NATO forces consist of one sunk counts as a Soviet ship reaching North Sea, where it will
Nimitz-class carrier, one Belkna,:rclass port. Failing this, the NATO player wins. conduct a series of air strikes.
cruiser, one Bunker Hilklass cruiser, one Special Rule : Due to exceptional Forces : The NATO player has one
Spruance-class destroyer, and one activity by short-range Soviet ASW air- Nimitz-class carrier, one Bunker Hill-
Knox-class frigate. craft operating out of Severomorsk, no class cruiser, one Arleigh Burke-class
Setup : Place all Soviet task forces on NATO task force may come within four destroyer, and two O.H. Perry-class frig-
a line from hex 1816to hex 1419. Once hexes of Severomorsk during the game. ates. The Nimitz has two flights of S-3
the game starts, they must remain within Vikings and one flight of E-2 Hawkeyes.
two hexes of their starting line. The NATO Patroller The Soviet player has two flights of
task force or forces enter from the south- A group of Soviet sub- Bear Ds, one flight of Bear Fs, and three
west map edge . marines have left port and flights of Backfires, all based at Severo-
Victory: The game lasts for seven are moving toward the morsk. The Soviet player also has two
turns. The Soviets must sink the carrier open sea. NATO must Akula-class SSNs.
to win. NATO must get the carrier, still ca- use patrol aircraft to hunt down the subs Setup: The NATO player must start all
pable of launching aircraft, from the and sink them. ships at Leuchars. The Soviet player
board edge to hex 1109, where it will Forces: The Soviet player has three starts all aircraft at Severomorsk and all
launch a series of air strikes. Akula-class SSNs and one Oscar-class task forces within 10 hexes of Severo-
SSGN. The USplayerhasone P-30rion morsk.

m
The Combination patrol aircraft and one Los Angeles-class Victory: The game lasts for 12 turns.
At the start of war, small SSN. The NATO player must get the carrier,
groups of Soviet ships are Setup: The Soviet player places his still capable of launching aircraft, from
scattered across the Norwe- task forces within 1O hexes of Severo- Leuchars to within two hexes of hex
gian Sea, intermixed with morsk. The NATO player places his task 1107, where it will launch a series of air
several NATO submarines. There are forces at least 15 hexes away from Sev- strikes. Failing this , the Soviet player
also many neutral vessels in the area. eromorsk. The P-3 Orion is based at wins.
The subs have to find and sink the Soviet Keflavik.
ships before they reach port. To help the Victory: The game lasts for 15 turns.
NATO subs locate the surface groups, a The Soviet player wins if he exits three
P-3 Orion will help sort out the real Soviet or more submarines off of the southwest
ships from the possible targets. edge of the map. Failing this, the NATO
Forces: The Soviet player has four player wins.
task forces, each made up of one mer-
chant or tanker and one warship (drawn
from a total of two Krivak-class frigates,
one Udaloy-class destroyer, and one
Sovremennyy-class destroyer) . The
Soviet player also gets one additional
task force with one Akula-class SSN .
The NATO player has two Los Ange-
les-class submarines and a P-3 Orion
patrol aircraft.
r-1
6 GOW
~ ------
Sierra Strike Backfires In the Midway 2000
A NATO carrier battle Sky (Reprise) Soviet and American
group must find and de- This scenario is identi- task forces are on a colli-
stroy three Soviet task cal to Scenario 12, but is sion course in the Norwe-
forces. played with the air to air gian Sea.
Forces: NATO ships consist of one combat rules in effect and with the fol- Forces: Use all of the forces included
Nimitz-class aircraft carrier, one Bunker lowing additions to the forces: in the game. All ship cards and all full-
Hill-class cruiser, one Arleigh Burke- NATO: The Nimitz also has three strength aircraft flights are used. The
class destroyer, and two O.H. Perry- F-14 flights, three F-18 flights, and one generic amphibians and merchants are
class frigates. Air assets consist of two A-6 flight. There are two F-15 flights and added to the NATO forces; the generic
flights of F-18s, two flights of S-3s, two one P-3 flight at Keflavik. tanker is added to the Soviet forces.
flights of A-6s, and one flight of E-2s. Soviet:There are two Su-27 flights and Setup: The NATO player starts his
The Soviets have one Kirov-class one additional Backfire flight at Severo- task forces southwest of a line between
battle cruiser, one Kara-class cruiser, one morsk. (If playing with the advanced hexes 0115 and 1421. All aircraft in
Sovremennyy-class destroyer, one aerial tanker rule, add one IL-76 Candid excess of the Nimitz's air group are
Udaloy-class destroyer, one Akula-class Tanker at Severomorsk.) deployed on airfields as follows:
submarine, one Ivan Rogov-class am- Leuchars: Two flights of F-15s, four
phibious ship, and one tanker. flights of Tornadoes, two flights of A-6 ln-
Setup: The Soviet player starts all task truders, one flight of P-3 Orions.
forces within 1Ohexes of hex 0911 . The Keflavik:Two flights of F-15s, one flight
NATO player starts in hex 0911. of P-3 Orions.
Victory: NATO wins by sinking at least Bodo: Three flights of F-18s.
five Soviet ships by turn 1Oand keeping The Soviet player starts his task forces
the Nimitz afloat. The Soviets win either within 1O hexes of Severomorsk. All air-
by limiting their losses to fewer than five craft in excess of the Tbilisi's air group
ships or by sinking the carrier by turn 10. are deployed at Severomorsk.
Special Rule: The NATO player only Victory: The game lasts for 21 turns.
has enough long-range ASMs to equip Each player receives one victory point
the A-6s or F-18s for 16 attacks (one for each hull hit of damage inflicted on a
attack each by four flights). After that, ship which is still afloat at the end of the
these aircraft must use short-range game, two points for each hull hit on a
ASMs or bombs. ship which sinks, and one point for each
aircraft shot down. The player with the
most victory points by the end of the
game wins.
n7
- - - - - - - - -L2-J
Captain's Edition

It is possible (but not likely) that both


sides will achieve their objectives. If so,
the side with a higher proportion of its
Advanced Scenarios asset points left unspent wins. If this is
the same for both players, the side with
the lower asset budget wins. If this is the
The advanced scenario rules are General Limits: Players cannot pur- same for both sides, both players win.
designed to provide players with a very chase more assets than data cards or
wide variety of game situations. In each counters are provided for in the game. STARTING THE GAME
scenario, each player will be secretly For example, the Soviet player can pur- At the start of each game, players take
assigned a mission and will select forces chase up to three Aku/a-class subma- turns placing their forces on the map, one
to carry out the objectives of his mission. rines, while the NATO player can task force or patrol aircraft marker at a
The game is then fought until one side purchase only two Los Angeles-class time. Task forces may be deployed either
or the other can claim victory. submarines. in or within four hexes of a friendly base.
Aircraft carriers are purchased without Patrol aircraft may be landed or deployed
ASSIGNINu MISSIONS aircraft on them; aircraft must be pur- anywhere within their operational radius
There are 18 mission counters pro- chased in addition to the carrier itself. from a friendly base. (Carrier-based
vided with the game, two sets numbered If a player does not purchase an air- patrol aircraft may not be deployed until
consecutively from one to nine. Punch craft carrier, air counters representing the after the carrier task force is placed on
these out and place them in a cup. Each normal air group of the carrier are re- the map.)
player draws one counter and then reads moved from the forces available for No marker may be placed in a hex
the mission description provided below. purchase by that player. For example, the already containing an enemy base, pa-
Note that each side has a separate NATO player may not purchase any E-2 trol aircraft, or task force.
description corresponding to each mis- Hawkeye or S-3 Viking aircraft unless he
sion number. Also, since there are two first purchases the Nimitz. NATO
of each mission number, it is possible for Generic Forces: The two generic MISSION DESCRIPTIONS
both sides to draw the same mission. amphibious vessels and two of the
generic merchant vessels are consid- Mission 1
PURCHASING ASSETS
Each mission provides the player with
a "mission budget" which can be used to
purchase assets (ships and aircraft). The
ered to be NATO forces for these games.
One merchant vessel and one tanker are
considered to be Soviet forces.
1 Background: Soviet forces
opened hostilities with a sur-
prise amphibious assault on
Iceland, capturing the island
mission budget is expressed in asset BASES and Keflavik airbase. Since then, over-
points. Each asset point can be used to Leuchars is always a NATO base and land forces have also taken Bodo. So-
purchase one four-aircraft flight of Severomorsk is always a Soviet base. viet commerce raiders have broken out
planes, or can be applied against the In some scenarios, Bodo and Keflavik into the North Atlantic and NATO naval
purchase of a ship. Each ship costs asset begin the game as Soviet bases. This will assets are stretched to the limit protect-
points equal to its hull value, with the be indicated in the NATO mission de- ing convoys. You must conduct an econ-
following exceptions: scription. If the NATO player draws omy of force operation in the north, tying
High-Cost Ships: The Kirov, Arleigh mission description 1, 2, 3, or 4, he must down as many Soviet forces as possible
Burke, and Bunker Hill are classed as immediately inform the Soviet player that to give your own forces in the Atlantic
high-cost ships. Each of these ships Bodo and Keflavik are available as some relief.
costs twice as many points as its hull captured bases. (He should not reveal Objective: Prevent the Soviets from
value. (The Kirov costs eight points in- the actual mission number he has achieving their objective.
stead of four; the Arleigh Burke and drawn.) Forces: 15 points.
Bunker Hill cost four points instead of In all other cases, BOdo and Keflavik
two.) begin the game as NATO bases. Mission 2
Low-Cost Ships: The Akula is Background: Sovietforces
classed as a low-cost ship. It costs one VICTORY opened hostilities with a sur-
point less than its hull value. (Each Akula Each game lasts for 21 turns (7 days) • • • prise amphibious assault on
costs two points, not three). or until one player concedes defeat, Iceland, capturing the island
whichever comes first. Both players then and Keflavik airbase. Since then, over-
reveal their missions and compare ob- land forces have also taken Bodo. So-
jectives to determine the winner. viet commerce raiders have broken out
into the North Atlantic and NATO naval
assets are stretched to the limit protect-
r-1
8 GOW
~ -----

m
ing convoys. You must conduct a hold- Missions Misslon9
ing action in the north, as most assets
have been withdrawn to fight the convoys
throughout the Atlantic.
Objective: Destroy at least six enemy
5 Background: Fighting in
the north has been fairly even
until now, but a renewed So-
viet overland push in northern
Background: Success in
other theaters has created a
situation in which consider-
able assets can be massed for
asset points, and destroy at least two Norway is threatening the base at BO do. a knockout blow in the north.
more asset points of Soviet forces than Objective: Land supplies and rein- Objective: Destroy 90% of the Soviet
you lose yourself. Failing this, prevent the forcements at Bodo. One merchant ship assets in the game. Alternatively, destroy
Soviet player from achieving his objec- and one amphibious ship must each over half of the Soviet assets and destroy
tive. spend one full turn in the BOdo hex for the runway at Severomorsk airfield.
Forces: 10 points. the mission to be a success. Forces: 50 points.
Forces: 20 points.
Mission 3 SOVIET

3
m
Background: Soviet forces Mission& MISSION DESCRIPTIONS
opened hostilities with a sur- Background: Major sur-
prise amphibious assault on face forces will be entering the Mission 1
Iceland, capturing the island
and Keflavik airbase. Since then, over-
land forces have also taken Bodo. As a
prelude to a counterattack into the North
North Sea soon to conduct
operations against Severo-
morsk. Your mission is to prepare the way
by engaging and destroying enemy naval
1 Background: Efforts to
push forces into the Atlantic
have been frustrated by NATO
forces based at Keflavik air-
Sea, you must strike a blow against and aviation assets. field. The decision has been made to
Soviet air power by crippling either the Objective: Destroy at least six asset launch a major attack on the airfield.
Keflavik or Bodo airbase. points worth of enemy forces, and de- Objective: Capture Keflavik airfield.
Objective: Destroy the runway at ei- stroy at least two more enemy asset Failing this , destroy the airfield at
ther Keflavik or Bodo. Failing this, pre- points than you lose yourself. In addition, Keflavik, destroy at least 1ONATO asset
vent the Soviets from achieving their prevent the Soviets from achieving their points (or half of NATO's total, whichever
objective. objective. is smaller), and prevent the NATO player
Forces: 25 points. Forces: 25 points. from achieving his objective.
Forces: 45 points.

D
Mlsslon4 Misslon7 Alternate Background: The early
Background: Soviet forces
opened hostilities with a sur-
prise amphibious assault on
Iceland, capturing the island
7 Background: Various com-
mitments in other theaters
make it impossible to conduct
extensive combat operations
capture of Keflavik airfield has given you
a considerable edge in the battle of the
Atlantic. Soon NATO can be expected to
launch a counterattack. To meet this, the
and Keflavik airbase. Since then, over- where at the moment. However, enemy forces on Iceland must be reinforced and
land forces have also taken BOdo. The activity must be monitored to alert the resupplied.
time has come to launch a major counter- NATO leadership to any significant in- Alternate Objective: Escort a resup-
attack in the north. crease in enemy activity. ply convoy to Iceland. At least one mer-
Objective: Recapture the base at Objective: Have one surface ship or chant ship or tanker must spend two full
either Keflavik or Bodo by amphibious submarine within three hexes of Severo- turns in the Keflavik hex for Iceland to be
assault. In addition, destroy either 1O morsk at the end of the game. resupplied. In addition, NATO must not
Soviet asset points or half the Soviet Forces: 1Opoints. recapture Keflavik or BOdo.
force, whichever is greater. Forces: 30 points.
Forces: 45 points. Mission 8
Background: The war is
going against NATO, and mo-
rale is sagging. An important
and visible victory is required .J
to boost the morale of troops in all of the
theaters.
Objective: Destroy the runway at
Severomorsk airfield or sink either the
Tbilisi or Kirov.
Forces: 30 points.
Captain's Edition
---------- ~
ng
Mission 2 Mission 4 Mlssion7
Background: Groups of
friendly ground forces have
been halted in their drive in
northern Norway and an out-
4 Background: The naval
war has been going very badly,
and most of the resources of
the Northern Fleet have been
7 Background: Successful
prosecution of the war in Eu-
rope requires interdiction of
the convoy routes, and this
flanking move through neutral Finland or lost. Nevertheless, there remains the requires placing a substantial naval force
Sweden has been ruled out on political possibility of a victory by the ground astride the Atlantic sealanes.
grounds. The only alternative is an forces if total defeat at sea can be pre- Objective: Exit at least eight asset
amphibious end run. vented. You must continue the battle at points of naval combatants (Ivan Ro-
Objective: Capture Bodo airfield. sea with limited resources. govs, tankers, and merchant ships do not
Forces: 25 points. Objective: Destroy at least six enemy count) off of the southwest edge of the
Alternate Background: The early asset points, and destroy at least two board.
capture of Keflavik and BOdo airfields has more asset points of NATO forces than Forces: 20 points.
given you a considerable edge in the you lose yourself. Failing this, prevent the

m
battle of the Atlantic. NATO ground forces NATO player from achieving his objec- Missions
are driving up the coast of Norway toward tive. Background: The war is
BOdo, however. To meet this threat, the Forces: 1o points. going against the Soviet
forces in Bodo must be reinforced and Union, and morale is sagging.
resupplied. Missions An important and visible vic-
Alternate Objective: Escort a mer-
chant convoy to Bodo airfield. At least
one merchant ship must spend two full
turns in the BOdo hex for the mission to
5 Background: The Northern
Fleet has succeeded in break-
ing out a number of major fleet
elements through the G-1-UK
tory is required to boost the morale of
troops in all of the theaters.
Objective: Destroy the runway at
Leuchars airfield or sink eitherthe Nimitz
be accomplished. In addition, NATO Gap, and these elements have had con- or Iowa.
must not recapture Keflavik or Bodo. siderable success against NATO's Atlan- Forces: 30 points.
Alternate Forces: 15 points. tic convoys. Now, however, they are in

m
desperate need of fuel and ammunition Mlssion9

Bl
if they are to continue the fight. Rather Background: Success in
Background: Groups of than have them run the gauntlet of NATO other theaters has created a
friendly forces have broken naval and aviation forces back to port and situation in which consider-
out into the Atlantic, leaving then attempt another breakout, it has able assets can be massed for
scarce resources for combat been decided to run a replenishment a knockout blow in the north.
operations in the north. You must con- convoy through to them. Objective: Destroy 90% of the NATO
duct an economy of force operation in the Objective: Exit either one merchant assets in the game. Alternatively, destroy
north, tying down as many NATO forces ship or one naval tanker off of the south- over half the NATO assets and destroy
as possible to allow a superior concen- west board edge. the runway at Leuchars airfield.
tration of your own forces in the Atlantic Forces: 20 points. Forces: 50 points.
and Pacific.

m
Objective: Prevent the NATO player Mission6
from achieving his objective. Background: A major na-
Forces: 15 points. val effort will soon be launched
by the Northern Fleet. Your
mission is to prepare the way
by engaging and destroying enemy naval
and aviation assets.

\ Objective: Destroy at least six asset


points worth of enemy forces, and de-
I stroy at least two more enemy asset
points than you lose yourself. In addition,
prevent the NATO player from achieving
his objective.
Forces: 25 points.
G;J _____________________________________________ G_D_w

The Tools of Naval Warfare


US NAVAL COMBATANTS only slightly less capable in ASW. The
Burke's one failing is a lack of a helicop-
ter hangar. While she can refuel and CG Bunker Hill
rearm other ship's helicopters, she has The Bunker Hill-cla ss is the most
no hangar herself. powerful antiaircraft ship in the US fleet.
These ships are expensive: $700 It was designed to defend carrier battle
million each. The latest Soviet counter- groups against aircraft and antiship
parts are the Sovremennyy and Udaloy, missile threats. It also has excellent anti-
but the Russian destroyers are more submarine capabilities.
FFG Oliver Hazard Perry single-purpose vessels, and no Soviet The ship's greatest asset, however, is
Designed primarily as an ASW ship, ship short of the Slava-class cruisers (not its Aegis system, which completely inte-
the Perry carries two helicopters , Har- included in the game) or the Kirov-class grates the ship's weapons and command
poon missiles, torpedoes, 76mm gun, a nuclear battlecruisers has the antiair systems. This Aegis system allows each
Phalanx antimissile system , and a good capability Aegis provides. ship to automatically detect, track, clas-
sonar suite. This ship is most effective sify, and engage multiple air targets. The
when it is used to escort merchant or Soviet's new Kirov class battle cruiser
replenishment ship convoys. also has a multiple-target AAW system,
The Perrycosts $191 million and has but it is less effective than the Aegis. The
been built in the largest numbers of any only problem with the Bunker Hill is its
post-WWII ship class. The Soviet Krivak- $1 billion cost.
class frigate is more powerfully armed
and is faster, but it doesn't have helicop-
ters or comparable sensors. The most
famous member of the 0.H. Penyclass DD Spruance
is the Stark, which was hit by two Iraqi The Spruance is classed as a de- ~----)
Exocet missiles in the Persian Gulf in stroyer but it is as big as a WWII light
1987. cruiser. It may look underarmed, but it is
a very capable opponent. Its hull design SSN Los Angeles (Improved)
was used as the basis for the Ticonder- The Improved Los Angeles is a new
oga (Bunker Hill)-class cruisers. Various variant of the basic design, incorporat-
configurations of Sea Sparrow, Harpoon, ing technology not in existence when the
and Tomahawk missiles, helicopters, class was originally built. These include
torpedoes, and excellent sonars make vertical-launch cruise missiles, a
the Spruance a fearsome ASW platform. shrouded propulsor, anechoic coating,
It can also be used as the flagship for a and an integrated combat system. These
group of less-capable frigates. Its point increase the boat's firepower and make
defenses are barely adequate, and it a quiet design even quieter. The nearest
would need protection from air attacks. Soviet equivalent is the brand-new Akula
The Soviet Udaloy-class destroyer has (Shark) class. Akula is almost as quiet
a similar role, but has weaker sensors as the original Los Angeles design, but it
DOG Arleigh Burke and better point defenses. Each Spru- does not have as good a sonar suite.
Designed to be a general-pu rpose ance-class ship costs $134 million. There is no Soviet match to the Improved
destroyer, this clase of powerful ships is Los Angeles design. Each Los Angeles
intended to carry the US Navy well into submarine costs $330 million; the im-
the next century. Burke-class vessels proved boats cost approximately $500
use a smaller version of the Aegis sys- million.
tem, and the same vertical launching
system will also fire Tomahawk and
vertical launch ASROC, making the ship
an effective surface strike platform and
captain's Edition n11
------------------- ~
its 5" gun is located aft, which means that
the ship must be steaming away from gun
targets. The nearest Soviet equivalent is
the Kara class which is also a balanced
escort design, but has more emphasis
on an ASW role. Belknap-class ships
cost approximately $55 million.

FF Knox
Although more Knox class ships have
been built than any other frigate class
since WWII, they have been severely
criticized for their reliance on a single
propeller shaft. This not only limits the
speed of such a large ship, but also
makes it highly vulnerable if hit in the
engineering spaces. The Knox class has
a good antisubmarine suite, including a
helicopter and excellent sonars. The
class' poor point defenses force its use CVN Nimitz
on the edge of formations where it can BB Iowa The Nimitz is the largest and most
detect and attack submarines while The last of the ''fast battleships" built advanced class of aircraft carrier ever
being screened from air attack. · in the 1940s, the Iowa served in WWII built. Designed as a multimission carrier,
When built, the Knox cost $30 million, and Vietnam in a fire support role. Its the Nimitz can accomplish just about any
but with enhancements it is worth much enormous 16" main guns have a range task that involves air power at sea, such
more now. The nearest Soviet equivalent of 20 miles, and its Harpoon and Toma- as attacking surface targets, hunting sub-
is the Krivak class which has better AAW hawk missiles can reach up to 250 miles. marines, and supporting amphibious
capability but is less effective in an ASW Equipped with heavy armor that can groups. It has good point defenses, in-
role. withstand even the largest cruise missile. cluding multibarrel 20mm guns, Sea
the Iowa can sustain speeds in excess Sparrow missiles, and a large number of
of 30 knots. Since this ship lacks sophis- radars. It also has the ability to sustain
ticated radars and has no sonar, it de- heavy punishment and continue to func-
pends on other ships to provide protec- tion.
tion from air and submarine attacks. The These ships cost about $500 million,
Iowa is manpower-intensive and requires not including their aircraft. In comparison,
the crew of four cruisers. The nearest the Soviet Tbilisi-class, the largest opera-
thing the Soviets have is the Kirov-class tional Soviet aviation ship, has less than
battle cruiser, which is lightly gunned but half the embarked air group of the Nim-
has a heavy missile armament. These itz. In fact, one Nimitz-class carrier has
ships cost $100 million when built in a larger fixed-wing air group than the
WWII, but would would cost much more combined fixed-wing air groups of all
if built today. Soviet carriers currently in service.
CG Belknap
The Belknap(pronounced BELL-nap)
is a general-purpose, guided-missile
cruiser built to screen carrier battle
groups from air attack. With its one SAM
launcher, eight SSMs, helicopter, 5" gun,
Gatlings and variety of radars and so-
nars, this ship has more than adequate Generic Merchant
point defense, ASW, and antisurface This representative class is used not
capabilities. As an escort vessel, the only to move commercial cargoes from
Belknap should be placed at the edge of place to place, but also to carry troops
the main body where it can screen air and and combat stores in time of war, espe-
sub attacks. cially in amphibious assaults. Carrying
One problem with the Belknap is that the cargo either in bulk or in containers,
these ships are the reason for the exis- protuberance is a magnetic anomaly standard carrier-based fighter and is
tence of a navy. Their lack of sensors and detector (MAD), which can warn the considered to be the best long-range, all-
weapons makes them little more than aircraft when it is over a large metal weather fighter aircraft in the world. Its
targets in a naval formation, but they object. AWG-9 radar can detect targets 100
should be heavily guarded. Unless they In addition, the P-3 has an excellent miles away, and its fire control system
arrive attheirdestination intact, the naval range and a patrol endurance of up to can simultaneously track 24 targets and
force guarding them has failed in its 1Ohours. Normally the P-3 carries a crew engage six independent targets with
mission. Ships with these characteristics of 10, five members of which are techni- Phoenix missiles. The F-14A would be
serve under every flag. cal specialists who operate the aircraft's only a mediocre dogfighter except for its
electronic equipment. In addition to its computer-controlled, variable-geometry
ASW weapons, the Orion can also carry wings which give it a huge advantage
Harpoon missiles for attacking lightly de- when maneuvering. Its one weak spot is
fended surface vessels, such as mer- its slightly underpowered engine which
chant ships. can stall out under certain conditions. As
a result, the pilot must "baby" the engine
at times. Each F-14A costs $21 million.
Its nearest Soviet equivalent is the
MiG-31, which has much poorer range
and maneuverability.

c Amp ib1ous C3h1p


The US maintains a large variety of
amphibious ships, each specialized to
perform one or more of the many tasks A-6E Intruder
that are required to put troops onto a The A-6E Intruder is the navy's carrier-
hostile shore. All of these ships have a based, all-weather, day or night, medium
limited speed and only a limited capabil- attack aircraft. It can carry a tremendous
ity to defend themselves. These ships amount of ordnance of all types, includ-
are the reason warships exist-to defend ing Harpoon missiles, bombs, and even S-3 Viking
their own and attack the enemy's. Their nuclear weapons. The A-6E's wide array The S-3 Viking is a carrier-based
price varies from $1 O million to $250 of air to ground sensors gives it phe- counterpart to the P-3 Orion aircraft. It is
million, and they can be found in many nomenal targeting accuracy (when ev- an excellent ASW platform and has an
countries' navies. The best equivalent in erything works, that is). It can attack all-weather secondary surface strike
the Soviet fleet is the Ivan Rogov class. heavily defended ship and ground tar- capability as well. The Viking's primary
gets, but should be escorted by fighters mission is to patrol near a carrier task
NATO COMBAT AIRCRAFT if possible. force in order to search for and attack any
A specialized tanker variant of the hostile submarines. Like the Orion, the
A-6E used to be used on aircraft carri- Viking carries a comprehensive array of
ers, but now a refueling module is used sophisticated sensors and data process-
to convert a standard A-6E to a tanker ing equipment. It carries advanced sono-
on an as-needed basis. A-6E Intruders buoys and MAD equipment to detect
are also flown by marine pilots. quiet, deep-diving submarines . Unlike
the Orion, the Viking's rear MAD boom
is retractable into the fuselage. The
P·3 Or"on S-38 can carry Harpoon missiles. These
The Orion is based on the old Lock- aircraft cost about $1 O million each.
heed Electra airliner. This lumbering,
ungainly, maritime patrol plane appears
harmless, but is actually a very potent
ASW weapon. In fact, the Orion is as
effective at hunting and detecting sub-
marines as is another sub. With a wide
variety of first-line sensors, sophisticated
on-board data processing, and a large F-14A Tomcat
weapons load, the P-3 is an extremely The Grumman F-14A is the workhorse
effective aircraft. The distinctive rear fighter of US naval aviation. It is the
- - - - - - - - - 1n1
Captain's Edition
- 133 1
a carrier's air group. The closest Soviet in the North Sea. It can patrol for several
match to the Hornet is the MiG-29 Ful- hours and is capable of in-flight refuel-
crum, which is similar in size and maneu- ing. The closest Soviet equivalent is the
verability, but probably can't carry the MiG-31 Foxhound, which has longer-
Hornet's variety of weapons. ranged missiles but is not nearly as
maneuverable as the Tornado. The air-
craft costs abOut $30 million.

E-2C Hawkeye SOVIET NAVAL COMBATANTS


A four-plane squadron (one flight in
game terms) of Hawkeyes is carried
aboard every US aircraft carrier, and
these Hawkeyes may well be the most
important planes on the ship. Flying at F-15 Eagle
.g:___- _ _·___')
w---_
high altitude, the Hawkeye extends the One nickname for the McDonnell
range of the carrier's sensors and allows Douglas F-15 is "The Starship," because
a battle group to detect the approach of of its powerful radar and large missile
low-flying enemy aircraft in sufficient time armament. This plane was designed as SSN Aku/a
to deal with them. This mission is called an all-weather air superiority fighter, and The Akula (Shark) is the most current
airborne early warning (AEW). A carrier it is the best in the world. Although the nuclear attack submarine class produced
usually maintains one Hawkeye in the air Eagle is a huge aircraft , its large wing by the USSR. Its sensor suite is excel-
at all times. area and powerful engines give it excep- lent; it is one of the few submarines fit-
Sporting a distinctive, 24-foot-diame- tional maneuverability. In fact, the F-15 ted with a passive towed-array sonar.
ter, saucer-shaped radar dome, the is a match for any aircraft currently flying, While not an even match for the latest
Hawkeye is worth every bit of the $50 and is far better than most. Its only flaw Improved Los Angeles-class boats, the
million price tag. is its size, which makes it easier to spot Akula can give them a hard time.
when in a dogfight. The Eagle costs To compensate for their somewhat
about $27 million. The best Soviet match inferior sensors and weapons systems,
for the F-15 is the brand new Su-27 the Soviets usually run the Akula in pairs.
Flanker, which appeared about 1Oyears These subs, which are the best the
after the Eagle's debut. Soviets have, would aggressively seek
out and destroy enemy submarines
during wartime. They would be an ex-
tremely dangerous foe to NATO units.
The Akulacosts about $500 million in US
F-18 Hornet terms to build.
The single-seat McDonnell Douglas
F-18 Hornet was designed as a carrier-
borne replacement for the navy's A-7
Corsair 11, but with the added punch of a Tornado F.3
long-range air to air capability. This al- The twin-engine Panavia Tornado l~-e=~~~g~
lows the Hornet to supplement the F.Mk3 is the air defense version of the jJ
carrier's F-14 Tomcats and to adequately successful Tornado attack aircraft. It is
defend itself if intercepted while on a somewhat unusual for a long-range, low-
strike mission. The Hornet is an ex- altitude penetration aircraft to be con- FFG KriviJk
tremely maneuverable aircraft. In fact, its verted to a fighter role, but the Tornado's The Krivak is primarily used for screen-
only performance flaw is its relatively advanced electronics, all-weather capa- ing from air and submarine attacks in an
short range. The Hornet has nine exter- bility, and variable-sweep wing system escort role. It is very strong onAAW oys-
nal weapons mounts and can carry an make it an excellent air interceptor. In tems and has effective ASW capabilities.
assortment of air to air and air to surface addition, the F.3 carries a good arma- It doesn't, however, have any helicopters
weapons. It also has a nose-mounted, ment of medium- and short-range air to or "last ditch" antimissile defenses.
20mm, six-barrel gun. air missiles and can effectively engage Because of its heavy fuel consumption
The F-18, like the A-6, is also flown by dedicated dogfighters such as the Su-27 at cruising speed, the Krivak is somewhat
marine pilots, and since they are trained Flanker at long range. The F.3's primary short on endurance. Its closest NATO
for carrier operations, land-based marine mission is the air defense of Britain and equivalent would be the British Broad-
squadrons could be used to supplement the protection of NATO forces operating sword class.
~---------------------------------------------G_o_w

DOG Sovremennyy CG Kara carrier. Its armament includes hundreds


The Sovremennyy's (pronounced sov- This large, powerful cruiser class is of missiles, guns and mortars, and three
re-MEN-yi's) primary role is that of an beginning to show its age, but is still helicopters. Costing up to $2 billion each,
antisurface warfare and escort vessel. moderately effective. Designed as an the Kirov class is very expensive for the
However, because its new supersonic ASW platform, Kara-class vessels have Soviets to build. The US Navy really has
seaskimming SSM has a relatively short a heavy antiaircraft battery, especially for nothing that compares to the Kirov.
range, it is essential for this ship to the mid-1970s when they appeared.
maneuver close to its target. At the same There is no real analog to these ships in
time, the Sovremennyyclass' AAW sys- the US or the West. The Spruance ful-
tem is also short ranged, meaning that it fills roughly the same role, but it has a
will have to stay dangerously close to the much lighter antiaircraft armament and
ships it's intended to protect. better sensors. These ships probably
The Sovremennyy's ASW capability is cost the equivalent of $100 million each
minimal. In comparison, no Western when they were built.
navy builds destroyers with such power- SSGN 0 car
ful antisurface weapons but so little ASW The huge Oscar submarine is one of
armament. Probable cost in US terms the most powerful antishipping platforms
would be $200 million. The US Charles in the world. It is extreme ly quiet,
F. Adams is a good match in capability, equipped with good sensors, and can
although the Sovremennyy is a newer launch large numbers of SS-N-19 anti-
design. ship missiles from long ranges. The Os-
LPD Ivan Rogov cardepends on its own sensor suite out
The Ivan Rogov was tne first Soviet to about 60 nautical miles, but would rely
amphibious ship other than an LST. on satellite and aircraft for targeting in-
These landing ships can carry an entire formation at greater distances. It has
Soviet naval infantry battalion and all of goodASW sensors and adequate weap-
its vehicles. The Ivan Rogovwould land ons, but it is an extremely large active
its troops via helicopters, landing craft, sonar target and not very maneuverable.
and hovercraft. It has limitedAAW capa- In wartime, this sub would always be es-
bilities, but must be heavily escorted. It corted by a capable SSN. The Oscar is
DD Udaloy can provide some shore bombardment, definitely a capital unit of the Soviet Navy.
Designed from the keel up as a spe- but has no warfare ability at sea.
cialist antisubmarine warfare ship, the In US terms, the Ivan Rogov would
Udaloycarries two helicopters, batteries cost about $50 million. This class has
of missiles, rocket launchers and torpe- been built at a very slow rate, indicating
does, and is fitted with excellent under- either low priority or difficulties with the
water sensors. This ship has good range design. The US Austin or British Fear-
and endurance, but carries no antisur- less classes fulfill similar roles for NATO
face weapons and only a short-range but are more capable vessels.
surface to air missile system for self- C Tc /is·
defense. In short, it may do a good job of BCGN Ki A new dimension in Soviet naval
hunting subs, but may need protection The ultimate realization of the Soviet design, Tbilisi is the first conventional
itself. These ships cost about $200 mil- rocket cruiser concept, the Kirov is the aircraft carrier ever produced in the
lion. The US Spruance class has a simi- most powerfully armed surface warship Soviet Union (as previous carriers have
lar role, but has better sensors and is a in the world today. Capable of antiair, concentrated on helicopters and VSTOL
more balanced design. antisurface and antisubmarine warfare, ai rcraft) . Its deckload consists of air
it can serve as either a task force flag- superiority fighters and ASW helicopters,
ship or as the partner of a Tbilisi-class indicating that its primary role will be to
Captain's Edition
------------------- ~
n15
provide air and antisub protection for a phisticated radar-not as good as those four-engine turboprop Bear is similar in
Russian task force. produced in the West, but much better age and design to the US B-52 bomber.
It is smaller than most US carriers than previous Soviet models. Its original mission was to deliver a long-
(about the size of a post-WW II Midway The Fulcrum would be used in wartime range strategic strike by carrying free-fall
carrier). Unlike US carriers, though, it primarily to escort strike aircraft, intercept nuclear bombs. Whatever this aircraft is
does not use catapults, but instead incoming aerial targets, and attack sur- asked to do, its great strengths are its
launches its aircraft with a ski jump. This face targets. It has a relatively short large payload and tremendous range.
vessel should, of course, be heavily pro- range, but not one unusually so for a The Bear D version carries a large sen-
tected against close-in attack, but it can small fighter. The Fulcrum is probably ex- sor suite and equipment for targeting
contribute to a task force's survival, as pensive for the Soviets to build, costing long-range missiles launched by other
well. about $25 million in equivalent US terms. platforms. Used alone or in pairs, the
Bear D's presence could signal an im-
SOVIET NAVAL AIRCRAFT minent attack. Considering its useful-
ness, the Bear is a relatively inexpensive

~,4
aircraft, costing about $20 million.

Tu-142 Bear F
The Bear Fis the ASW variant of the
elderly but successful Bear series. It is
Su-27 Flanker Tu-22M Backfire sufficiently modified from the original
The single-seat Su-27 Flanker is the The Tupolev Tu-22M Backfire is one aircraft that it has a different model
Soviet's newest all-weather, long-range of the few bombers ever built with after- number. This aircraft combines long
fighter. This powerful aircraft has a burners. It is a large, very powerful, range and a large payload with typically
beautiful design and is very similar to the modern aircraft. The Backfire can deliver poor Soviet ASW sensors and torpe-
US F-15 Eagle in appearance. The a large payload, including cruise missiles does. These aircraft patrol fa rout to sea,
Flanker can carry a large number of air and bombs, against a variety of targets. where they cannot be attacked by enemy
to air missiles-more than the F-15, in It has a very strong jamming suite to help land-based fighters or SAMs. The clos-
fact-and has excellent maneuverabil- penetrate enemy defenses, which, est US equivalent is the P-3 Orion, but a
ity. It has the best air intercept radar that combined with its high speed on after- closer one might be a B-52 fitted out for
the Soviets have produced, but that is still burner, would make it very hard to catch ASW missions.
not as good as Western equipment. before it launched its missiles. It is an
However the aircraft also mounts an extremely dangerous opponent.
infrared sensor which very few Western The Backfire would probably cost
aircraft carry. about $50 million if built in the US. There
The Flanker has a secondary ground is no Western equivalent to this aircraft,
attack capability by virtue of its large although the B-1 has some similarities.
bomb-carrying capability. A naval version The Backfire, however, is a medium-
of the Flanker is launched from the Tbil- range strike aircraft while the B-1 is a
isi, and land-based versions are also long-range, strategic strike asset. IL-76 Candid Tanker
flown. Technically the IL-78 Candid (called
the "Midas"), this tanker version of the
IL-76 Candid transport is a great leap
forward for the Soviet tactical air forces .
Previously, the only aerial refueling was
of large, bomber-type aircraft by obso-
lete Badger A tankers which had been
converted from their previous role. This
dedicated tanker craft lets the new gen-
MiG-29 Fulcrum eration of fighters and attack planes
The Mikoyan-Gurevich MiG-29 Ful- refuel in flight, extending their range and
crum is one of the newest Soviet fight- effectiveness. The Midas is equivalent to
ers. It is very maneuverable and can Tu-95 Bear D the US KC-135 or the British Victortanker
carry a large missile load. Its nearest The elderly Tupolev Tu-95 Bear has (both also based on converted transport
Western counterparts are the F-16 Fal- now been in Soviet service for over 30 planes). The Soviets have only a few of
con and the F-18 Hornet, and it would years and has performed so well, in fact, these valuable aircraft, so they will be
be a match for either. It has a very so- that new aircraft are still being built. The careful to keep them out of harm's way.
~----------------------------------------------G_D~W
siles, ASW aircraft are more specialized,
more expensive, and naturally less
common. Furthermore, the sensors used
Modern Naval Tactics to detect aerial and surface targets are
not particularly useful against subma-
rines. Specialized sensors are required,
Throughout history, naval tactics have Carriers are in a position to launch as well as an entirely different array of
centered on two problems-finding the fighters that can shoot down a patrol weapons, all of which tend to be of
enemy and sinking him-with the first aircraft once it is detected. Since the considerably shorter effective range than
one necessarily preceding the second. patrol aircraft may be able to detect a task similar systems used against surface
At the Battle of Midway in World War 11, force and direct a missile attack against targets. As a result, submarines can
the Japanese held a clear preponder- it before fighters can be launched from close to much shorter range with the
ance of force (with four attack carriers the deck, task forces like to keep a enemy in comparative safety.
and several battleships versus three US combat air patrol aloft at all times to The tremendous threat posed by
attack carriers backed by a few light quickly attack any snoopy aircraft in the submarines to surface ships is reflected
cruisers), but the fact that the US forces area. This can be done either by frequent in the number of ships which carry ASW
found the Japanese first enabled them rotation of aircraft or by the use of aerial helicopters (reflected in the game in the
to bring tremendous killing power to bear tankers. sonar and ASW ratings of ships). Spe-
first and win the battle. Of course the other function served by cialized ASW ships escort larger war-
Although the weapons used today are carriers is that of mobile airbase for strike ships and attempt to detect and sink
considerably different, the basic prob- aircraft. The ordnance carried by a attack submarines before they can
lems remain the same. A fleet com- carrier's embarked air group is stagger- penetrate to the center of a task force.
mander must first find the enemy and ing, as you will learn playing the game. It As a result of all of this, modern naval
then sink him. Although the greater range is easily sufficient to overwhelm all but tactics now resemble an elaborate, high-
of surface to surface missiles enables the largest and best-protected surface tech game of Rock, Paper, Scissors.
him to attack at very long range, ship- task force. Each asset plays a unique role in an
mo u nted sensors cannot d etect and The key word here, of course, is elaborate combination of detection and
identify a target at anywhere near the "surface." While it is comparatively easy attack in three different environments: air,
same distance. This means that a ship to outfit aircraft with air to surface mis- surface, and suboceanic.
must either close to effective sensor
range or rely on some other sensor to
detect the enemy and direct the fire.
Ranges and Methods of Attack
. When another sensor is used to de-
tect a target over the horizon from the Carrier Air
firing ship, it is called OTH (over the
horizon) tracking. When a sensor is used
for OTH tracking, it is usually mounted Long Range SSM
on an aircraft. As a result, maritime pa-
trol aircraft have become tremendously / Short Range SSM
important assets in naval combat, de-
spite their own modest armament. It is
/
usually only by use of aerial tracking that
a ship is able to use its long-range cruise
missiles to maximum effect.
The obvious counter to patrol aircraft

I
is air defense weaponry, although most
patrol aircraft have good enough radars
to stand off out of SAM range and still
relay good target information to an at-
tacking task force. In that case, the best
• SSGN
a


SSN

I
way of dealing with patrol aircraft is to
Torpedoes
send out fighter interceptors. Given the
limited range of most interceptors, how-
ever, a long-range patrol aircraft operat-
ing well out to sea is fairly safe from this
threat. That's where the carriers come in.
1

Captain's Edition Harpoon Errata


edited by Ted Kim <tek@ficus.cs.ucla.edu>
3 August 1990

This errata originally appeared in the Convergence Zone (v1 #7, 3 August 1990). As far as I
know, there is no official errata for the game. The errata which appears here is a compilation
from correspondence with Larry Bond (the designer) and my own personal opinion. Comments
are welcome via email.

(TF = Task Force)

Data Cards

1. The silhouette of the Bunker Hill is wrong. [The Bunker Hill is a VLS ship, but the silhouette
shows Mk26 launchers.]

2. As mentioned in the rules, the Spruance should have a hull rating of 2.

3. The Ivan Rogov ships should have a speed of 2.

4. The Amphibious ships should have a speed of 2.

Map

1. Change the 1712/1812 hexside into an all land hexside. [As printed, you can go from 1712 to
1812 to 1713 without transiting an all land hexside, even though there is plainly no water
connection.]

2. Change the 1714/1813 hexside into an all land hexside. [same problem]

Game Reference Chart

1. Add to the previous detection modifier description: "in current or previous turn".

Roster Pad

1. The Nimitz should have 6 hull boxes.

2. The Knox should have 1 short range SSM box.


2

Captain's Rules

1. Movement (p.3): Sometimes a moving TF is required to expend an additional movement


point to get another attempt at some activity (eg. pursuit after a gun battle, visual search).
Other activities of this type not already mentioned in the rules include: ESM roll, sonar roll,
torpedo attack, ASW attack. Remember, this only applies to a moving TF and not to any other
type of unit.

2. Maximum Speed (p.3): TFs start a scenario at speed 0.

3. Combining Task Forces (p.3): When combining TFs, retain the highest speed. [Players would
combine fast TFs with a slow one consisting solely of dummies and take the slower speed to
lower the chance of sonar detection.]

4. Defensive Deployment (p.5): A TF with an odd number of ships must place an unpaired ship.
[Allowing threesomes only when there are an odd number of ships created some anomalies.]

5. Missile Attack Procedure (p.6): All missiles from a single ship in a single attack on a TF are
represented as a single counter.

6. SAM Defense Diagram (p.6): In the example, substitute O.H. Perry for Arleigh Burke and
Spruance for Iowa. [None of the original ships have short range SAMs.]

7. Surface Search Radar (p.8): TFs may start a scenario radiating. [I recommend making up
some speed 0 counters for the game.]

8. Sonar (p.8): The +1 modifier for previous detection only applies if the target was detected in
the current or previous turn. This also applies if only part of the target TF was detected
previously (ie the current TF was combined with/split from a previously detected one). As noted
on the Game Reference Chart, a roll of 6 always fails. [Players interpreted the previous detection
modifier too loosely.]

9. Sonar Example (p.9): The designations in the diagram should be switched. TF A does not
start in the sonar range of TF 1. In the last paragraph, sonar detection for TF 1 is not a certainty,
because it would fail on a roll of 6. In the last paragraph, the base sonar rating of TF A should be
4, not 3.

10. Detection (p.10): Submarines may not use visual detection. [The periscope is not really an
effective search sensor.]

11. Torpedoes (p.11): Regardless of how many screen ships are attacked (and survive), only one
can counterattack the submarine.
3

12. ASW Attacks (p.11): If an enemy submarine TF is moving and is detected in the same hex as
friendly forces, then one ASW capable surface ship and all ASW capable planes in the hex can
attack it. This is true, unless the only ASW capable friendly forces in the hex are submarines, in
which case, one friendly submarine may attack it.
If a friendly TF is moving and detects an enemy submarine in the same hex, the same limits
apply to the moving TF. Thus, if the friendly TF is not composed of submarines, one of the ASW
capable ships and all the ASW capable planes in the TF may attack thee nemy submarine. If the
friendly TF is a composed of submarines, only one of the friendly submarines may attack the
enemy submarine.
[Note, the only way ASW capable planes could be moving with a TF is to use carrier ASW patrol
planes acting as tactical aircraft via the Crossover Mission rule.]

13. Torpedo Example (p.11): The Akulas have a torpedo rating of 5, not 4. Therefore, the Akulas
should get an extra roll each. The arrows in the diagram represent hits. There should only be
one arrow from Nimitz to Akula-1.

14. Patrol Aircraft (p.12): Patrol aircraft can start on the board, unless based on a carrier which
has not yet entered the board. They may always start at their base. If no base is specified in the
scenario setup, any friendly base of the appropriate type may be chosen. Patrol planes based
on an off-board carrier do not have movement counters in the movement cup. If the carrier is
on the board at the start of a turn, add the movement counters for its patrol planes to the
movement cup.
Each patrol aircraft is based at a particular airbase. The radius for an aircraft is measured from
the base it is operating from. When moving a carrier, players should be careful not to move the
carrier outside the radii of patrol planes based on it.
[I find moving the plane counter with the plane model unwieldy. I recommend making up some
patrol plane ID counters and some base name counters. Place the aircraft counter under the ID
counter rather than under the plane model. Place the base name counter under the ID counter
to show where the plane is operating from.]

15. Detection (p.12): The ESM range of 3 hexes is, of course, 2 greater than that of surface
ships. Patrol aircraft using sonar detection may only attempt to detect targets in the same hex.
[Patrol aircraft usually use short range sono-buoys.]

16. Detecting Aircraft (p.12): Aircraft and Soviet long range missiles can be detected at a range
equal to the non-zero ASR rating. Other missiles can only be detected in the same hex. [Sea-
skimming missiles cannot be detected far away.]

17. SAM Attacks (p.13): Long range SAMs have a maximum range of 1. Thus, patrol aircraft can
only be attacked when in the same or adjacent hex. In an adjacent hex, the ship with the
highest long range SAM strength is used. In the same hex, the ship with the highest combined
short and long range SAM strength is used. The combined strength is used to attack patrol
planes in the same hex. [Before, the range of long range SAMs was equivalent to ASR range,
which is much too great.]
4

18. Air Search Radar Diagram (p.13): The shaded portion indicates ASR coverage. Given the
changes above, TF 2 and 3 should be moved closer to TF 1, and we must assume Soviet TF A is
using long range SSMs. The shaded portion must be adjusted appropriately. It was not correct
even for the old assumptions.

19. Attacks by Aircraft (p.13): When there is a choice of anti-surface ordinance, players should
record what type is being carried. Bombing attacks may be carried out using the same
procedure used by tactical aircraft. In this case, the patrol plane is considered to be equivalent
to a one-plane flight. The ordnance load may be changed each time the plane's movement
counter is drawn.
[I recommend making some ordnance counters (None, Bombs, SR ASM, LR ASM, Fuel). Place the
appropriate ordnance counter under the plane's ID counter. The fuel counter is used for A-6s
being used as tankers.]

20. Attacking Tactical Aircraft (p.14): The Aircraft Damage Table is on page 13, not 3.

21. Movement (p.14): At the start of a turn, place all tactical aircraft at a base in the "Ready
Aircraft" section of the base display. When a flight performs a mission, place it in the "Flown
Aircraft" section.

Tactical aircraft generally do not have to show their path on the Map board unless they
potentially pass close enough to a radiating unit to be detected (ie. 4 hexes from a NATO patrol
plane or radiating TF, 3 hexes from a radiating Soviet TF, or 2 hexes from a Soviet patrol plane.)

Airplanes from more than one base may participate in a single attack. It costs one additional
hex in radius for each additional base involved in the attack for all participating aircraft.
Wherever the paths of the various aircraft groups coincide, the planes are considered to be
traveling together, should they be attacked by CAP or SAMs.

22. ASM Attacks (p.14): When making an ASM attack on a TF, potentially more than one missile
counter may be placed. The total number of ships in the defending TF is the number of
"groups". Each plane may contribute its ASM strength to one group. All missile factors in the
same group are combined into one missile counter. Zero strength groups do not produce a
missile counter. When the missiles reach the target TF, only one missile counter can be placed
on any single ship.
[The rules were quite vague here. Some players claimed each plane could place a missile
counter, which then allowed so many counters to be placed that short range SAMs are unfairly
overwhelmed.]

23. Bomb Attacks (p.15): All planes attacking a single ship are considered to be a single counter
for purposes of short range SAM targets.
[Before, some ships could only shoot down four planes (ie one physical counter) despite having
very high short range SAM strength. Also, sometimes players would purposely fly one plane
flights to overwhelm the short range SAMs.]
5

24. CAP (p.15): CAP planes wishing to use radar are not actually considered to be using it until
the carrier TF counter is radiating. Therefore, if the carrier TF is not radiating at the start of the
turn, the CAP cannot use radar until the carrier TF movement counter is drawn and it is
changed to radiating side. In the last paragraph, it should say that shot down AND ABORTED
aircraft never get to fire their missiles.

25. CAP Example (p.16): The shaded area represents the CAP radar coverage. Three hexes on
the right side of the diagram should not be shaded.

26. Commonly Asked Questions (p.16): If a patrol aircraft detects an enemy TF, ANY tactical
aircraft in range can attack (not just and-based ones).

Captain's Briefing

1. Aerial Tankers (p.2): For A-6s, this is considered to be a type of Crossover Mission.
[If using ordnance counters for patrol planes, use the fuel counter for an A-6 acting as a tanker.
This replaces all normal ordnance.]

2. Capturing Bases (p.2): If a base falls, all tactical and patrol aircraft based there are
eliminated.

3. Aircraft Crossover Missions (p.3): Players change aircraft status at the start of a turn. Tactical
planes used in a patrol role should have IDs and plastic models assigned and a movement
counter added. Patrol planes used in a tactical role are removed from the board and placed in
the appropriate base display.
[For tactical planes used in a patrol role, place initial ordnance and base counters under the ID
counter.]

Patrol planes operating as tactical aircraft may join CAP missions, if they have non-zero ASR
ratings. Such planes don't actually participate in combat should an intercept occur.
[This allows the E-2C to provide airborne early warning for carrier CAP. If it performed this
function as a patrol plane, it's pretty obvious where the carrier is.]

Patrol planes operating as tactical aircraft may conduct ASW attacks, if they have a non-zero
ASW rating. But players should keep in mind the restrictions in the ASW rules, which limit
attacks to enemy submarines in the same hex. Each plane attacks a detected submarine
individually using the same procedure used by patrol planes.

4. Surface Encounter Scenario (p.4): There is only one Soviet TF.


6

5. Cruise Missile Attack Scenario (p.4): Add a movement counter for the submarine. When it is
drawn, it can attack. If it foregoes its first attack, it can make a combined attack on the second
draw with missile strength 5.

6. Hunter Killer Scenario (p.4): The Soviet line should be anchored on hex 0816, not 1816.

7. Sink the Nimitz Scenario (p.5): The Soviet line should be anchored on hex 0816, not 1816.
NATO forces may not enter hexes 0115, 0215 or 0316. [Before, NATO forces can simply go
around Iceland to the northwest and avoid the Soviet forces entirely.]

8. Support Mission (p.5): Delete the material in parenthesis. [Dummies are automatically part
of any scenario past number 4 anyway.]

9. Midway 2000 (p.6): The NATO line should be anchored on 1321, not 1421.

10. Bases (p.7): If the Soviet player is informed that the NATO player has drawn 1-4, the Soviet
player must use the "alternate" descriptions, if any.

11. O.H. Perry (p.10): The description should mention the ship is also equipped with SAMs.
7

New Rules

These new rules add a few new wrinkles to the game. Most of this comes from a letter I wrote to
Larry Bond and his responses. These rules are not official.

Interceptors

1. Make up some CAP and DLI counters. There should be six DLI counters, each labeled with the
name of an airbase: Bodo, Keflavik, Leuchars, Nimitz, Sevromorsk, Tbilisi. There should be eight
CAP counters, each labeled with the name of an airbase and one each for the NATO and Soviet
Airborne Tankers. The CAP counters should be in black on the front and red ("radiating"side) on
the back.

2. When players designate DLI (or CAP), the aircraft counters should be placed beneath the
appropriate DLI (or CAP) counter. CAP counters should be placed with the appropriate side face
up.

3. The opponent may not examine the contents of a DLI or CAP stack, until those forces attack
or are detected. [Before, players had too much knowledge about enemy DLI and CAP
dispositions.]

Rebasing

1. At the start of a turn, aircraft may change bases. Aircraft may change to any friendly base (of
the appropriate type) within double their radius from their current base.

2. Planes changing bases cannot fly missions for one whole turn. This represents the time it
takes to setup their support facilities. Tactical aircraft should be placed in the "Flown Aircraft"
sectionof their new base. Patrol aircraft should be removed from the board and their
movement counter removed from the movement cup.

3. In the following turn, these aircraft are available for missions. Place tactical aircraft in the
"Ready Aircraft" section of the base display. Put patrol aircraft movement counters back in the
movement cup.
[If you are using base counters, place the new base counter under the patrol ID counter. Players
can now evacuate a base in danger of falling.]

Helicopter OTH Targeting

1. Some helicopters are equipped with surface search radars. Certain ships have this type of
helicopter permanently assigned to them. These ships are Bunker Hill, Belknap, Spruance, O.H.
Perry, Knox, Tbilisi, Kirov, Kara, Sovremennyy and Udaloy. If these ships have not suffered half
8

damage, they are capable of operating helicopters. TFs which include one of more of these
ships may attempt Over the Horizon (OTH) targeting once during their move.

2. After entering a new hex, a TF may announce it is attempting OTH targeting. Either the same
hex or one adjacent hex may be detected by helicopter surface search radar. A task force which
has a speed of zero may also attempt OTH targeting of either its hex or an adjacent hex.

3. Because these helicopters are used for other duties and because of their limited endurance,
this detection stays in effect only until the task force moves to another hex. If not entering
another hex, the detection lasts until the end of its turn.

4. The TF does not have to radiate to use OTH targeting. [The 1990 Data Annex shows US CV
helicopters as having their SSR removed to put other gear in.]

Electronic Warfare Aircraft

1. Add another 4 plane tactical aircraft counter to the Nimitz and add one aircraft box to the
Nimitz aircraft display. The new counter represents the EA-6B Prowler electronic warfare
aircraft.
The EA-6B uses the A-6 data card with the following modifications:
SSR=1, no ASMs, no bombs, radius=8, def=3.

2. When one or more EA-6Bs accompany a tactical aircraft attack, the Prowlers may attempt to
jam enemy radars. Total the number of EA-6Bs in the attack and add 2 to get the final EW
strength. Roll one die. If the roll is equal to or less than the final EW strength, the EA-6Bs have
succeeded in jamming enemy radars.

3. The effect of jamming is to make SAMs fired against the aircraft in this raid miss on a roll of 4
(normally that roll would hit). It also effects long range SAM fire against long range ASMs
launched by the aircraft.

4. The Prowler aircraft may be attacked in the same manner as other strike aircraft in the
attack, except in a bombing attack they are not actually placed on a ship card (and thus cannot
be hit by short range SAMs during the bombing attack). Destroying the Prowlers only effects
future aircraft availability and does not cancel any jamming currently in effect.

5. Each task force which fires SAMs at the aircraft should roll separately for jamming.

[I am not sure what type of Soviet EW aircraft are based at Sevromorsk. Jamming reduced
expected SAM hits from 2/3 per roll to 1/2. Adding 1 to SAM rolls makes it 1/3 per roll. I thought
this was too powerful.]

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