Hunt For Red October OCR

Download as pdf or txt
Download as pdf or txt
You are on page 1of 31
At a glance
Powered by AI
The game is based on the novel The Hunt for Red October and allows players to command naval task forces and air squadrons in scenarios involving the Soviet and US navies during the Cold War.

The scenario involves a Soviet submarine called Red October disappearing and attempting to defect to the US while being pursued by the Soviet Navy.

The main naval forces involved are the Soviet Navy and the US Navy, along with NATO allied navies, which together form the most powerful seagoing forces ever assembled.

The

Hunt
for
OCTOBER
Situation Briefing:
A Soviet submarine-the most powerful vessel ever to put to sea-has disap-
peared. Captain Marko Ramius has made a fateful decision: Red October is
heading west! But with the entire Soviet Navy, with orders to destroy on con-
tact, in pursuit, can Ramius make it to the safety of a U.S. port?
This scenario, based on Tom Clancy's bestselling novel, The Hunt For Red
October, is just one of the many tense situations you can create with this
game.
The navies of the Soviet Union and the United States, together with its
NATO allies, are the mos't powerful seagoing forces ever assembled. If war
between these superpowers ever arises, the North Atlantic Ocean will cer-
tainly be a decisive battleground.
In the Hunt For Red October game, you command naval task forces and air
squadrons. As the attacker, you must maneuver your ships and airplanes to
find, catch, and destroy the enemy fleet. As thedefender, you must evade the
enemy's patrols and wear down his force with hit-and-run attacks.

Getting Ready to Play . . . . . . . . . . . . . . . . . . . . . . . 1


Reading the Pieces . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Reading the Map ............................ 3
Playing a Turn .............................. 4
Moving Pieces .............................. 5
Detecting Enemy Pieces ...................... 7
Fighting Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Optional rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Examples of Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Hidden Movement Map . . . . . . . . . . . . . . . . . . . . . .16
Scenarios .................................. 18
Turn, Detection, and Battle Step Summaries .... 28

Credits
Design: Douglas Niles Editing: Steve Winter
Graphic Design: Susan Myers
Maps: Diesel
Playing Pieces: David C. Sutherland and Dennis Kauth
Distributed to the book trade in the United States by Random House, Inc., and in Canada by .
Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR UK Ltd.
This adventure is protected under the copyright laws of the United States of America. Any
reproduction or other unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of the United States Naval Institute or TSR, Inc.

THE HUNT FOR RED OCTOBER "&"I988 United States Naval Institute. All Rights Resewed.
Game Design "1988 TSR, Inc. All Rights Resewed.
The Game Pieces Setting Up the Board Hunt For Red October is eight different
and Displays games. All eight scenarios are played
Your Hunt For Red October game
with the same rules, but the NATO and
should contain the following pieces: Set out the Map Board, the Battle Soviet navies start in different places,
3 sheets of fold-up ship pieces Board! and the NATO and Soviet Task with different numbers of ships, and
1sheet of air squadron counters Force Cards. Place the Map Board on a different goals,
1map board table between the two players. The
NATO player sits at the west map edge Scenarios 1 and 2 are good scenarios to
1 battle board
start with if you haven't played the
1 NATO task force card
1 Soviet task force card
Layout of game before. They are simple situations
1rule book
144 plastic bases
2 colored dice (numbered 0 to 9)
2 white dice (numbered 1to 6 )
Carefully separate the ship pieces along
the perforations and fold them over as
shown, mounting each on a plastic
base.

Diagram 1
Folding Ship Pieces

(U.S. and Canada). The Soviet player with relatively few ships and air squad-
sits at the east map edge (Europe and rons per side. You will enjoy playing the
Africa). Set up the Battle Board and other, larger scenarios more if you first
both player's Task Force Cards at the learn the rules by playing the small sce-
north edge of the map. (This setup can narios.
be changed to fit your table.) The
whole layout should look something Once the scenario is chosen, sort out
like this: and assemble the ship, submarine, and
air squadron pieces needed to play that
scenario. Put them on the map in their
Learning the Game starting positions, and you are ready to
Set out the Map Board, the Battle begin playing!
Board, and the NATO and Soviet Task
Force Cards. Put a few Soviet and
NATO ships, subs, and airplanes on the
board for reference. Now page through
the rule book. Look at the diagrams and All the information needed about ships,
the Turn Steps, and skim the rules. submarines, and air squadrons is print-
Next separate ("punch out") the card- Next, read the rules from beginning to ed on the playing pieces.
board counters. Sort them into NATO end. Don't try to memorize them, but The pieces are designed to conceal cru-
detection markers, Soviet detection as you finish each section review it
markers, NATO air squadrons, and cial information from your opponent.
briefly to be sure you understand it. If For example, your ship pieces are
Soviet air squadrons. you have questions, read the appropri- placed on the board facing you. All
Look at the dice. The colored dice are ate example in the middle of the rule your opponent sees are the flags on the
used for most game functions. They book, moving pieces on the board if backs, telling him that these are enemy
have ten sides, numbered 1to 0 (The 0 necessary. This should clarify how the ships. Aircraft squadrons are placed
is read as a lo). The white dice are used rule is used in the game. face down so your opponent cannot see
for Soviet initiative and to attack The Hunt For Red October game has what type they are.
detected submarines. The rules always eight scenarios. Each scenario is a dif-
state when to roll a red (ten-sided) die ferent game situation; in effect, The
and when to roll a white (six-sided) die.
Ship Pieces The back of a ship piece shows its
Throughout these rules, the term "ship" flag. This identifies the piece as either
ASW Helicopter a Soviet or NATO warship. The back
refers to both surface ships and subma-
rines. of a submarine piece shows its flag
and a generic silhouette identifying the
This is what the numbers on a ship piece piece as a submarine.
mean:
Ship Piece Task Force Pieces
Front Task force pieces represent large groups
of ships. Instead of bunching a lot of
individual ship pieces into one space on
the board, ships in a task force are kept
on the task force display. A single piece,
representing the whole task force,
shows where those ships are on the
The Attack Rating shows how much
firepower the ship has. Ships with map.
Task Force Piece

L
Rating Rating white attack ratings are especially effec- I I

-
tive when attacking enemy surface Task Force
ships (not submarines). Pieces with yel-
Name or TYP low attack ratings are especially deadly
Class when attacking enemy air squadrons. Alpha
Back when one of your ships attacks an ene-
my piece, roll one colored die. The ene-
my piece is hit if the number rolled is
, Front
equal to or lower than your ship's
attack rating. (Sometimes you roll the
white die instead. This is explained fur-
ther under Attacking Enemy Pieces. )
The Detection Rating indicates how The Ship Type is included for interest
good that ship's radar, sonar, and only; it has no effect in the game. The L
search helicopters are. These things are abbreviations used are: Back
used to detect enemy ships and air SSN Nuclear powered submarine
squadrons. Ships with high detection Task force pieces do not have detection
SSGN Nuclear powered cruise ratings, attack ratings, or ship type des-
ratings usually find what they are look- missile submarine
ing for; ships with low detection ratings ignations.
SS Conventionally powered
tend to overlook things. submarine Aircraft Squadron Pieces
Your ships can try to detect enemy ships SSBN Nuclear powered ballistic
Many different types of aircraft appear
and air squadrons at several different missile submarine
FF Frigate in the Hunt for Red October game. All
times during the turn. This is explained aircraft squadrons have three ratings:
further under Detecting Enemy Pieces. FFG Frigate with anti-aircraft
A ship with a helicopter printed next to missiles Air Squadrons
its detection rating can search for ene- FFL Light frigate
Range
my submarines when it is part of an DD Destroyer
ASW screen.
When you try to detect an enemy piece,
roll one colored die. If the number
rolled is equal to or lower than your
piece's detection rating, the enemy
piece is detected.
DDG Destroyer with anti-aircraft
missiles
CV Aircraft carrier
CVN Nuclear-powered
aircraft carrier
CVL Light aircraft carrier
Type-l-iG
Detection
Rating
I
Front
or long)

Attack
Rating
BB Battleship
CGN Battle Cruiser
CG Cruiser
LPD Soviet Amphibious
Assault Ship
LHA NATO Amphibious
Assault Ship Back
I
The Detection Rating and Attack Rat- Detection Markers
ing are the same as a ship's detection
and attack ratings. Front
Range indicates how many spaces an
aircraft squadron can move. Aircraft
have either short (S), medium (M), or
long (L) range. These ranges allow air-
craft to move:
Radar
S aircraft can move 1space.
M aircraft can move 4 spaces. Back
L aircraft can move 8 spaces.
Some aircraft squadrons are especially
good at finding and destroying enemy
submarines (anti-submarine warfare-
ASW). These ASW aircraft squadrons
have white airplane silhouettes instead Sonar
of black:

ASW Aircraft Squadron


You must put one of your detection
markers in every space where you
search for enemy ships and aircraft
White squadrons. One side of a detection
marker shows a Radar Search and the
Symbol other shows a Sonar Search. Place the
marker with its radar side up if you are
trying to detect surface ships or aircraft
squadrons. Place the detection marker
with its sonar side up if you are trying
The backs of all Soviet and all NATO to detect submarines.
aircraft squadron pieces are the same. Captured air base markers are only
The back side of the piece is turned up used in a few scenarios. They are placed
when the squadron is undetected so the on NATO air bases that have been cap-
other player can't see what type of air- tured by the Soviet player.
craft are in the squadron. When the
squadron is detected, the piece is turned Captured Airfield Marker
face up.
Markers
Two types of markers are used in the
game: Detection Markers and Cap- The Map Board is divided into land and
tured Air Base Markers. sea spaces. Ships can move through any
sea spaces. Air squadrons can move
through land and sea spaces.
Sea Spaces
Dark blue spaces are Deep Sea spaces.
Light blue spaces are Shallow Sea spat-
es. There is no difference between deep
and shallow sea in the basic game. Sea
spaces are defined bv thin black lines
a i d by the borders Letween deep and
shallow sea (moving from shallow to
deep sea, or vice versa, is a one-space
move, even though there is no thinline
separating the two spaces). The moun-
tains running the length of the Map Turn Steps Example: NATO task force bravo has
Board are the Mid-Atlantic Ridge. moved into a space containing two
They have no effect on play and d o not Step 1: Initiative Soviet submarines. The Soviet player
divide the map into spaces. plays a detection marker in that space.
Each player takes two detection mark- The NATO player stops moving imme-
Patrol Symbols ers from his offboard pile and places diately and the players refer to Detec-
them on the map in his "Detection tion Steps to resolve the search.
Markers" space. Then each player rolls
a die. The NATO player rolls a colored Step 3: Second Sea Movement
die, the Soviet player rolls a white die.
The number rolled tells how many Now the other player moves his subma-
extra detection markers both players rines, surface ships, and task forces.
get. Each player adds that many addi- Like before, the player whose ships are
tional detection markers to his "Detec- not moving can play a detection marker
tion Markers" space. Whoever has the if an enemy ship moves into a space
NATO Soviet most detection markers has the initia- with one of his submarines. It doesn't
tive for this turn. If both players have matter whether the submarine moved
Sixteen spaces on the Map Board con- the same number of detection markers, in the First Sea Movement step or
tain NATO and Soviet symbols. These the Soviet player gets the initiative. stayed where it was; a detection marker
are Patrol Symbols. They have n o can be played in either case.
Example: Both players put two detection
effect in the basic game, but they are markers in their map space. The NATO
used in some of the scenarios to show Step 4: Aircraft Movement
player rolls a 7 and the Soviet player rolls
where pieces can be set up. a 4. The NATO player adds seven more During this step players take turns
detection markers to his "Detection moving their air squadrons. The player
Land Spaces Markers" space for a total of nine mark- who moved his ships first also moves
Land spaces are just like sea spaces ers. The Soviet player adds four markers his aircraft first.
except ships cannot enter them. The ter- to his space for a total of six. The first player can move as many
rain in the space has no effect, whether squadrons as he wants to the limit of
it is green, white, or brown. Step 2: First Sea Movement their ranges. When he is done, the sec-
Five land spaces are ports: Norfolk, New The player with the initiative decides ond player does the same. When the
York, Le Havre, Leningrad, and Severo- whether he wants to move his ships second player is done, the first player
morsk. These are the only land spaces first, or have the other player move can move any squadrons which have
that ships can enter. Even if its land space first. That player moves all of his sub- not moved already. Players keep alter-
connects to several sea spaces, a port is marines, surface ships, and task forces. nating this way until all their aircraft
comected to only one sea space. squadrons have moved or neither play-
If your opponent moves one of his pieces er wants to move any more squadrons.
into a space that already contains one of
your submarines, you can play a detection Either player can "pass" when it is his turn
marker there. When this happens, move to move squadrons, allowing his oppo-
ment stops temporarily while the search is nent to move again. If both players pass,
Every turn of the Hunt For Red October going on; see the Detection Steps. one after another, this step ends and no
game has six steps. These steps must be more aircraft movement is allowed.
done in order. Steps cannot be com-
bined or rearranged in any way. For
example, during step 2, First Sea Move-
ment, the first player moves his surface
ships and submarines. He cannot move
his air squadrons at this time, nor can
the second player move any of his ships
or air squadrons. When step 2 is fin-
ished the first player cannot move any
ships for the rest of the turn, even if he
has ships that didn't move during step
2. Turn steps can be interrupted when
ships and air squadrons search for ene-
my pieces and attack pieces that are
detected. Detection and attack steps are
explained elsewhere.
If one player runs out of squadrons
before the other or simply stops moving
squadrons, the other player can finish
moving all his remaining squadrons at
once. How Far a Piece Moves
No detection markers can be played Ships and submarines can move three
during this step. spaces during the Sea Movement Steps
of the turn. You must move each piece
Step 5: Combat as far as you plan to move it before
starting to move another piece. Pieces
During this step, both players use the can move together if they start in the
detection markers left in their "Detec- same space, move along the same path
tion Markers" spaces to search for ene- of spaces, and stop moving in the same
my ships and aircraft. space.
The player who has the most detection
markers left picks a space where he Crowding
wants to search and plays one or more
Up to three of your ship pieces can be
detection markers there. (Ii both play-
together in a space when you are done
ers have the same number of markers,
moving. One of these pieces can be a
the Soviet players is first.) Follow the
task force marker. However, you can-
Detection Step8 to resolve the search. If
not have one of your submarines and
enemy pieces are detected and either
one of your task forces in the same
player wants to fight a battle, refer to
space at the end of your move. All of
the Battle Steps. Then the other player
your pieces can move freely through
chooses a space and the procedure is
spaces containing other, friendly piec-
repeated. Continue alternating this way
es; the restrictions apply when all your
until neither player has any detection
moving is done.
markers left, neither player wants to
play any more detection markers, or A port is a special kind of space. You
neither player has anyplace left where can have any number of surface ships,
he can play detection markers. submarines, and task forces in a port.
There are no crowding restrictions in
Example: NATO task force bravo is in ports.
the same space with six Soviet aircraft
squadrons. The NATO player has more If you move into a space containing
detection markers. He plays four detec- enemy submarines you may have to
tion markers in the space, radar side up. interrupt or stop your move, if your
The Soviet player plays three detection opponent plays a detection marker.
markers, radar side up. The players You can move through a space contain-
then follow the Detection Steps to see ing enemy surface ships as if they
whether they find each others' pieces. weren't there, or move in and stop. Sur-
If a player detects any enemy pieces, he face ships cannot try to detect enemy
can attack. In that case, follow the Bat- ships during the Movement Step:
tle Steps. Example: All of the ships in the Alpha
Task Forces task force spaces on the NATO Task
Step 6: End of Turn A task force is a large group of surface Force Card are treated as if they are in
Aircraft squadrons return to air bases ships. A task force lets more than three the space on the map where the Alpha
within their movement ranges. Both ships be in a space at once. All of the task force piece is.
players remove all of their detection ships in a task force are placed on the A task force can contain up to 12 small
markers from the map and their "Detec- task force card. The task force piece is surface ships and three large surface
tion Markers" space and return them to placed on the map. The task force piece ships. It cannot contain any subma-
the offboard pile. moves like a regular surface ship, but it rines.
These Turn Steps are summarized at the represents all of the ships in the task Surface ships that are in the same map
back of the rule book for handy refer- force. space as a task force at the start of their
ence during the game. Movement Step can join the task force.
Or, conversely, a task force can drop
off ships before it moves. Any number
of ships can leave the task force, as long tle, is finished. If your piece is detected ed in its box on the card.
as no more than three of your ships and damaged in an attack, it cannot Aircraft squadrons based on an aircraft
occupy a single space at the end of your move any farther. carrier move with the carrier when it
move. moves.
If two or more ships are in a space at the Ports
start of your Movement Step, you can A port counts as a space when moving Moving Air Squadrons
form a task force. Remove the ships ships and task forces. It does not count
from the map space and arrange them How far an air squadron can move
as a space for air squadrons, however, depends on its range:
in an empty task force box on the Task because it is part of the land space that
Force Card. Place the appropriate task surrounds it. If an air squadron can Short range air squadrons can move
force piece in the map space. reach the land space, it can reach the 1space;
If a task force ever has only one ship in port inside it. Medium range air squadrons can
it, that task force marker is removed move 4 spaces;
Air squadrons can fly over enemy ports Long range air squadrons can move 8
from play. if the land space does not contain an
spaces.
Ships in a task force must be in the anti- enemy air base. Ships and task forces
submarine (ASW) screen, the antiair- can never move into enemy ports. Air squadrons can use their full range
craft (AA) screen, or the center of the during turn step 4, Air Movement.
task force. At least half of the ships in Air Bases They can move their full range again
the task force must be in the ASW during step 7 when they return to air
screen. The AA screen must contain bases. There is no restriction on how
more ships than the center of the task Air Base Symbol many air squadrons can move into a
force. Within these restrictions, you space during turn step 4; players can
can arrange ships in your task forces stack as many squadrons into a single
however you like. (The significance of space as they want. The only restriction
the various parts of the task force is applies during step 7, when players
explained in the battle rules.) must observe air base restrictions.
You can rearrange the ships in a task Once you have moved air squadrons
force at the start of your Movement into a space during step 4 and then turn-
Step. Sometimes you have to do this if ed air movement over to your oppo-
NATO nent, you cannot move any more
battle losses or detachments have left (Blue)
your task force with too few ships in aircraft into that space that turn.
one of the sections. Example: The Soviet player moves 10
Example: Soviet submarines attacked squadrons into the Iceland space and
NATO task force Echo last turn. Three All air squadrons begin the game on air then lets the NATO player move air
NATO ships were sunk, all from the bases. They must return to air bases squadrons. Regardless of what the
ASW screen. At the start of his Move- during step 7 of each turn. NATO player does, the Soviet player
ment Step this turn, the NATO player An air base with no number printed in cannot move any more squadrons into
has two ships in Echo's center, three in its box can hold as many air squadrons Iceland this turn.
its AA screen, and only two remaining as you want to put in it. An air base A returning air squadron can land at
in its ASW screen. He must either move with a number printed in its box can any of your air bases within its range. It
ships into his ASW screen or move only hold that many squadrons. doesn't have to go back to the air base
ships out of the task force so that the Aircraft carriers are also air bases (see where it started. If it cannot reach a
task force complies with the rules. below). base, however, it is destroyed and
removed from the game.
Effects of Detection Aircraft Carriers An air squadron can never enter or
on Ship Movement Aircraft carriers serve as mobile air
move through a land space containing
When you move a ship into a space con- an enemy air base. It can enter a space
bases. Each aircraft carrier has a box on containing an enemy aircraft carrier.
taining one or more enemy submarines, its Task Force Card that lists how many
the other player can play detection and what type of air squadrons start the
markers in that space. You must stop all game on that aircraft carrier. These air
ship movement temporarily while your squadrons can use land bases as well as
opponent conducts his search. aircraft carriers. An aircraft carrier can
If your pieces have not moved their full never hold more aircraft of any type
three spaces, they can continue moving than are listed on the card. It can never
after the search, and any resulting bat- base any type of aircraft that is not list-
When you play a detection marker, it
must be placed with either the sonar or
radar side up. Play the sonar side up if
you want to search for submarines.
Play the radar side up if you want to
Every time a detection marker is search for surface ships or air squad.
played, follow these steps: rons.
When you have played all of your
Detection Steps detection markers from your "Detec-
Step 1 : Marker Placement tion Markers" box, you cannot perform
any more searches for the rest of that
The Detection Steps start when one turn.
player plays one or more detection
markers, either during his opponent's At the end of the First Sea Movement,
Movement Step or during the Battle Second Sea Movement, and Combat
Step. Whenever you play a detection Steps of the turn, all detection markers
marker, you give your opponent the that have been played are removed
chance to play detection markers of his from the map and returned to the off-
own, but only in the same space where map piles. Any markers that you do not
you just played. use in a turn are removed from theix
box at the end of the turn; you cannot
Step 2: The Search save them for later.
Whoever played the first detection mark-
er in this space conducts all of his searches When and Where Detection
first. When he finishes, the other player Markers Can Be Played
conducts his searches. Before rolling the
die for a search, you must indicate which You can play detection markers during
ship or air squadron is searching and your opponent's sea move, if he moves
whether it is looking for submarines, sur- one or more ship pieces into a space
face ships, or aircraft. where you have at least one submarine.
You must play the detection marker
Step 3: Battle Decision immediately, and only in that space.
If neither player detected any enemy You can play detection markers during
pieces, continue with the turn wherever your sea move, if you move into a space
you left off (either the Movement Step containing an enemy submarine and
or the Battle Step). If you detected ene- your opponent plays a detection mark-
my pieces and want to attack, go to the er against you. You must play the detec-
Battle Steps. If both sides detected ene- tion marker immediately, and only in
my pieces and both want to fight, the that space.
player who did his searches first is the
attacker. If pieces were detected but nei- You can play detection markers during How Many Detection
ther player wants to fight, continue turn step 5, Combat. These markers Markers Can Be Played
with the turn. can be played in any space where both
sides have pieces. You can play one detection marker in a
The Detection Steps are repeated at the space for every ship or air squadron
back of the rule book for easy reference When your opponent plays a detection you have in that space. There is only
during play. marker, you are always entitled to play one exception to this rule: in a task
detection markers of your own in that force, only those ships in the ASW
same space (if you have a detection screen with helicopters can play sonar
Using Detection Markers marker left). detection markers.
Each detection marker in your "Detec- Each player can only play detection
tion Markers" box on the map enables Example: Soviet task force 2 is operat-
markers in a particular space once per ing alone near Iceland. The Soviet play-
you to conduct one search during the turn step. However, you can play
turn. To conduct a search, you must er has eight ships in the task force. All
detection markers in the same space of these ships have helicopters. Only
play a detection marker. Simply take during the Movement Step and again
one of your detection markers from the four of them, however, are in the ASW
during the Combat Step. screen, so the Soviet player cannot play
map box and place it in the space where
you want to search. more than four sonar detection markers
in that space.
How t o Conduct a Search Detecting Submarines Step 3: Defender Commitment
When all detection markers have been Submarines, ASW aircraft squadrons, The defending player puts any undetect-
played in a space, the player who played and surface ships can search for subma- ed pieces from that space that he wants to
his markers first conducts his Searches. rines. Normal (non-ASW) aircraft use in the battle on the Battle Board,
squadrons cannot. Ships in a task force again assigning each piece to either the
First, indicate which ship or air squadron can search for submarines only if the "Attack First" or "Attack Second portion
is searching and what it is searching for: ships are in the ASW screen and have of the board.
submarines, surface ships, or air squad- helicopters. If none of the ships in the
rons. Pair up the searching piece with an ASW screen have helicopters, only one
appropriate detection marker: sonar if Step 4: Air Interception
sonar detection marker can be played
searching for submarines, radar if search- by the task force. Both players can attack detected enemy
ing for surface ships or air squadrons. aircraft squadrons with aircraft squad-
Submarines are very hard to find when rons in their "Attack First" part of the Bat-
To resolve the search, roll one colored they don't want to be found. Whenever
die. If the number rolled is equal to or tle Board. If undetected air squadrons
a piece searches for a submarine, its attack, they become detected at the end
less than the searching piece's detection detection rating is reduced. A NATO
rating, you have detected one or more of the step. Damage takes effect at the
piece has its detection rating reduced by end of the step.
enemy pieces. one when it searches for Soviet subma-
If you detected enemy surface ships or rines. A Soviet piece has its detection Step 5: First Attacks
submarines, point at one of the enemy rating reduced by two when it searches
pieces; that is the ship you detected. Your for NATO submarines. Pieces in the "Attack First" part of the
opponent must turn the detected piece Battle Board attack detected enemy piec-
Example: A NATO submarine with a es. Fighters that attacked in step 4 cannot
sideways so you can see what it is. If it is detection rating of 6 needs to roll a 5 or
an individual ship, that ship is detected. If attack again during this step.
less to detect a Soviet sub. A Soviet frig-
it is a task force, every ship in the task ate with a detection rating of 4 needs to During the First Attack Step, no ships in
force is detected. Your opponent must turn roll a 2 or less to detect a NATO sub. the center of a task force can be attacked.
every ship sideways in a detected task
force so you can see them. If undetected ships attack during the first
attack step, they become detected at the
If you detected air squadrons, roll one end of the step.
white die. The number rolled is the nurn-
. ber of air squadrons you detected. Your
opponent gets to choose which air squad-
Regardless of the overall, strategic situ-
Pieces in the "Attack First" part of the
Battle Boards that are damaged, sunk, or
ation, the player who chose to fight a shot down during this step still get to
rons in the space he will reveal. The detect- battle in a particular space is the attack-
ed squadrons are turned face up. attack first. The damage is not inflicted
er in that space. If both players want to until the end of the step.
No piece can search moE than once in a fight, the player who played the first
step. For example, a d a c e ship which uses detection marker in that space is the Step 6: Second Attacks
its radar to search for enemy air squadrons attacker. The other player is the
cannot use its radar again to search for sur- defender. In any case, both players Any pieces in the "Attack Second part of
face ships or its helicopter to search for sub probably will get the chance to damage the Battle Board can attack any detected
marines until a later turn step. A piece can and sink enemy ships and squadrons enemy pieces. AU damage takes effect
search up to two times per turn, however during the fight. after all attacks have been made.
(three if it's a submarine):
Once during enemy sea movement (if Battle Steps Step 7: Battle Conclusion
the piece is a submarine and enemy Move all surviving pieces from the Battle
ships enter its space); Step 1 : Initial Target
Board back to their previous locations on
Once during its own movement (if it Placement the map or the Task Force Card. Turn all
enters a space containing an enemy The defending player puts all of his detected pieces away from your oppo-
submarine and the enemy plays a detected pieces onto the Battle Board, nent; they are not detected any more.
detection marker); placing them in the "Attack First" or Return to your place in the Turn Steps.
And once during the combat step. "Attack Second portions of the board. The Battle Steps are repeated at the back
An enemy piece can be searched for as Step 2: Attacker Commitment of the rule book for easy reference during
often as you want. If, for example, you play.
have six air squadrons in the same space The attacking player puts all of his detect-
as an enemy task force, you can search ed pieces, plus any other pieces from that
for the task force six times. A piece can space that he wants to use in the battle,
only be detected once, however; addi- on the Battle Board in the "Attack First"
tional detections have no additional or "Attack Second" areas.
effect against an already-detected piece.
Task Force Area of Battle Board (shaded)

Non-Task Force Area of Battle Board (shaded)

Force Force

AT ACK ATT CK
F+T Fi+
Placing Pieces on
the Battle Board
Only pieces in the space where the detec-
First Attack Area of Battle Board (shaded) tion markers were played can be placed
on the Battle Board. Pieces in a task force
must be placed in the same spaces on the
Battle Board (ASW screen, AA screen, or
task force center) that they occupied on
the Task Force Card.
Surface ships that were not in a task
force, and all submarines and air squad-
rons, are placed in the non-task force por-
tion of the Battle Board.
Detected pieces are turned so both play-
ers can see them on the Battle Board.
Undetected pieces are kept turned away
from your opponent on the Battle Board.

Second Attack area is not shaded


Pieces must be placed in either the Which Pieces A damaged surface ship can only move
"Attack First" or "Attack Second part Roll Two Dice one space per turn. Aircraft squadrons
of the Battle Board. You can put as can't land on a damaged aircraft carrier
many pieces as you want in either cate- You can roll two dice when one of your (one or two hits). A damaged carrier
gory. Pieces in the "Attack First" area pieces with a white attack rating attacks with only one hit can still launch its
attack during the First Attack Step and an enemy surface ship. squadrons, but they can't land on the
then become detected. Those in the You can roll two dice when one of your carrier. Any squadrons on an aircraft
"Attack Second area attack during the pieces with a yellow attack rating carrier when it suffers its second hit are
Second Attack Step. attacks an enemy aircraft squadron. destroyed.
Whenever a piece gets to attack with Whenever an attacking piece rolls a
How To Conduct Attacks two dice, both dice must be used one, it scores a Critical Hit.A critical
against the same enemy piece. hit counts as two hits.
Each piece in a battle must attack a spe-
cific enemy piece. Each piece can attack Restrictions on Attacking Effects of Hits on
once during a battle. Aircraft Squadrons
You cannot attack enemy pieces that are
Before rolling any dice, tell your oppo- not detected. A hit does not always damage an air-
nent which of his pieces is being attacked. craft squadron. If the attack die roll was
Select one or more of your pieces to Submarines cannot at tack aircraft
squadrons. a one or a two, the target squadron is
attack it. Roll one colored die for each shot down; remove it from play. If the
attacking piece. If the number rolled is ASW aircraft are the only aircraft attack die roll was a three or higher, the
equal to or lower than your piece's attack squadrons that can attack submarines. aircraft squadron is driven away. It
rating, you hit the enemy piece. There are must return to an airbase at the end of
two exceptions to this rule: use a white
die when attacking with an undetected Effects of Hits on Ships this battle step.
submarine; you get to roll two dice when A submarine is sunk by a single hit.
attacking with certain pieces (this is Any hit on a submarine sinks it; remove
explained in the next rule). the piece from play.
Every piece that you designate to attack Small surface ships can survive one hit. After you have played a few scenarios,
a specific enemy piece must do so, even When a small surface ship is hit once, you may want to add the following
tf you destroy the enemy before all of mark it with a damage flag. A second optional rules to your game. They
your pieces get to shoot. Likewise, if all hit sinks the ship; remove it from play. make the game more realistic with only
of your pieces miss a particular enemy, Large surface ships can survive two a small increase in complexity.
you can't decide afterward to attack hits. Mark the ship with a damage flag
with more. You can use some, all, or none of these
the first time it is hit. The second time it optional rules, but both players must
Example: The Soviet player designates is hit, pull the flag out slightly to show agree on which optional rules to use
two Kara cruisers to attack a detected two damage flags. The third hit sinks a before starting to play.
Trafalgar submarine. Both cruisers hit large surface ship; remove it from play.
the submarine. Only one hit is needed
to sink a submarine, so the second shot
Marking hits Missile Defense
on Surface Ships
has no effect. The second cruiser cannot Surface ships and aircraft squadrons
shoot at a different target. can attack incoming missiles instead of
their opponent's pieces. Pieces that do
Example: The same two cruisers are
designated to attack a submarine. Both this must be placed in the "Attack Sec-
o n d area of the Battle Board. Then,
cruisers miss. The submarine survives 447- 4) whenever one of your surface ships is
this round of battle, because the Soviet
hit by an enemy surface ship or air
player only designated those two pieces Ship has suffered squadron, you can try to negate that
to attack. If this is the First Attack Step one hit hit. Tell your opponent how many piec-
the submarine can be attacked again in
es are attacking the. incoming missile.
the Second Attack Step.
Roll a normal attack for each piece, but
Some pieces are entitled to roll two increase its attack rating by one when it
dice, instead of one, when they attack. is attacking a missile. If this missile
defense attack succeeds, the hit against
the ship or air squadron is canceled. An
Ship has suffered anti-missile attack still counts as that
two hits ship's one attack for the battle. Pieces
with white attack ratings can roll two although they can be attacked nonnal-
dice against incoming missiles. ly. At the end of the second battle
Example: Nine Soviet Backfire squad- round, all enemy pieces which attacked
rons attack a U.S. carrier task force. are detected. If any of the pieces you
Five of the Backfires attack the Nimitz. designated for final attacks are still
Nimitz is hit three times. The U.S. play- intact, one of them can attack. It must
er announces that all five of his Knox- attack an enemy piece which was unde-
class frigates in the "Attack Second" tected until after the second round.
ring will fire to protect Nimitz. The
U.S. player rolls 1, 3, 3, 5, and 9. Four Decoy Submarine Pieces
of these shots hit, knocking down all
three of the Soviet missiles; the fourth
hit has no effect because all of the mis-
siles were destroyed. The remaining
Each player can use two decoy subma-
rine pieces in any scenario where the
player has submarines. Decoys can
I
move and use detection markers like
four Backfires damage a U.S. destroyer any other submarine from the player's
and cruiser. The U.S. player cannot use force. If a decoy uses a detection mark-
anti-missile fire to protect those ships er, its search fails automatically. If a
because all of his eligible ships have decoy is detected, remove it from play
already fired in defense of Nimitz. temporarily. At the start of your next

Jamming
Sea Movement Step, you can place the
decoy in any space containing another
1
Some aircraft squadrons protect other of your submarine (or decoy!) pieces.
squadrons by jamming enemy radar.
Only those air squadrons with no Anti-Aircraft Quality
attack ratings can jam (AWACS, Instead of destroying an air squadron
Hawkeyes, and Bears). whenever a 1 or 2 is rolled, this rule
A jamming aircraft squadron is turned reflects the qualities of individual fight-
face up (it is detected automatically) ers and AA systems.
and placed on top of the squadrons it is An aircraft squadron is destroyed if the
protecting. A jamming aircraft can die roll against it is equal to or less than
screen any number of squadrons. Up to one-half of the attacking piece's attack
three aircraft can jam a given space. rating. Any other hit forces the squad-
Each jamming aircraft reduces enemy ron to return to its base.
detection ratings by one when used Example: An F14 squadron (attack rat-
against aircraft in the protected stack. An ing = 6) destroys an enemy air squad- I
aircraft squadron cannot attack or detect ron with a die roll of 1, 2, or 3, while a
enemy pieces on a turn when it jams. 4, 5, or 6 sends the enemy back to its Splitting Attack Ratings
base. A Grisha-class light frigate
Fast Submarines (attack rating = 3) only destroys an Against Multiple Targets
The Soviet Alfa and Akula submarines enemy air squadron with-a die roli of 1, Pieces which get to roll two dice in bat-
are very fast. These ships can move while a 2 or 3 sends the enemy air tle can use them against separate tar-
four spaces per turn instead of three. squadron home. gets. Both attacks have to be
announced before the dice are rolled.
Reaction Attacks Anti-Aircraft Doctrine
.
Shivs eauivved with extensive AA Airbase Defense SAMS
An undetected piece which attacks in *.

the second battle round escapes auto- weapons (those with yellow attack rat- The prohibition against flying over ene-
matically under the basic rules. In fact, ings) must be positioned properly to my air bases reflects the presence of
some sort of limited counterattack take full advantage of their equipment. surface-to-air missile defenses (SAMs)
would always be possible. If your You can roll two dice when one of your at these bases. These SAM launchers
opponent has undetected pieces in the pieces with a yellow attack rating can be represented directly in the game.
"Attack Second portion of the Battle attacks an enemy aircraft squadron, if: Allow aircraft to fly over enemy air
Board, you can designate any number
of ships and air squadrons for Final
Attacks. These pieces can't attack dur- Your attacking piece is in the AA
ing the first or second battle rounds, screen or center of a task force.
Each land air base mace has an attack Norway. All of these air bases begin the detection marker (sonar or radar) and
rating equal to the number of air squad- game under NATO control. If one is search for the piece. Patrol symbols
rons that can base there. Air bases with taken by the Soviets, the NATO player have a detection rating of 5. They can-
unlimited capacity have an attack rat- can use amphibious assault to try to not attack, however; their purpose is to
ing of 6. Every time enemy air squad- take it back. aid friendly ships and aircraft and to
rons move into your air base space, you detect and identify enemy vessels.
An amphibious assault happens at the
can immediately roll two colored dice end of turn step 5 after all detection
to attack those ~lanes.No detection attempts and battles are finished. The Damage Control
marker or search is necessary: SAMs
assaulting player rolls a colored die. During step 6 of each turn, players can
can attack undetected enemy aircraft. The amphibious group's attack rating is
Hits have the usual effect. Without flip- try to repair damaged ships.
determined by the air units that are still
ping the counter to its detected side, flying in the space with the assault ves- If the ship is at sea (not in a port space),
point to which of the enemy aircraft roll one colored die. You can remove
sel.
squadrons you want to attack. one damage flag if the die roll is 10.
9 Only the assaulting player has air
squadrons in the area. If the ship is in a port space, roll one
Aircraft on Patrol white die. If the die roll is 5 or 6, the
7 The assaulting player has more air
Long range aircraft can be assigned to squadrons than his opponent in the ship is completely repaired and can sail
patrol an area. When you move a long area. next turn. If the die roll is 1 or 2, the
range aircraft squadron to a space, you 4 Both players have air squadrons in ship is too severely damaged to be
can announce that the squadron is the area, but the assaulting player repaired in the course of the game;
patrolling that area. The squadron does does not have more. remove it from play. If the die roll is 3 or
not have to return to base at the end of 3 No one has air squadrons in the 4, there is no effect; the ship stays in
the turn; it can stay on patrol until it is area. port and is still damaged.
shot down or forced to land. However, 1 Only the deiender has air squadrons
it cannot move to any other space until in the area. Tankers
after it returns to its base, either
because of combat or at the end of a Subtract 2 from the die roll if the Airborne tankers are used to extend the
turn. amphibious vessel has suffered any range of aircraft squadrons. During air-
damage. Ii the attacker rolls a number craft movement, a tanker can fly with
Alternately, patrolling aircraft can equal to or less than his attack rating, two other aircraft squadrons. All three
accompany a task force. These aircraft he captures the air base. squadrons can fly to the limit of the
are placed on the Task Force Card with tanker's range. The two accompanying
the task force. Thev can be in the ASW Shallow Water Detection aircraft can then continue on as if their
screen, AA screen, or center of the task movement started from the tanker. Two
force. They do not remain in one space; A submarine is easier to detect in shal- medium-range aircraft, for example,
instead, they are always with the task low water. The light blue sea areas are could fly eight spaces with a tanker and
force. The only other move they can shallow water. The detection rating of four more on their own to reach 12
make is to return to base at the end of a any piece searching for a submarine in spaces away from their air base. If the
turn. Aircraft patrolling with a task shallow water is increased by 1.This is tanker is destroyed or forced to return
force do not need to stay within range cumulative with modifiers for detecting to its base, however, the aircraft it is
of a base when the task force moves. submarines. supporting are destroyed, unless there
The task force must be within range of is another friendly air base within
the base when the squadron joins it, SOSUS and range.
however. The squadron can return to
any friendly ai; base, regardless of
Standing Patrols Tankers are used only in scenario 8,
range. The NATO and Soviet symbols printed War in the Atlantic. That scenario
on the map mark spaces where these describes how to set up the pieces.
Amphibious Assault forces maintain constant surveillance.
They represent a combination of
This optional rule is used in scenarios patrolling surface ships and aircraft,
where at least one player has an and SOSUS (Sonar Surveillance Sys-
amphibious assault vessel (LPD or tem). These symbols are referred to as
LHA). Players can use amphibious Patrol Symbols.
assault to take air bases (but not ports)
away from their opponents. Patrol symbols act as immobile,
unarmed submarines. Whenever an
The only air bases that can be taken by enemy ship enters a space containing
amphibious assault are those on Green- one of your patrol symbols, or is in the
land, Iceland, the Faeroe Islands, and space during turn step 5, you can play a
Example 1: Task Force Alpha intends to move three spaces. It
drops off two frigates in the first space, before the task force
moves. Attw the task force Is done moving, the two frigates also
move three spaces along a parallel course. This concludes the
NATO Sea Movement Step. In the Air Movement Step, two squad-
rons of A& from N l m h (In Task Force Alpha) Ily tour spaces to
-
attack the Soviet vessel in the Norwegian Sea.
Example 2: As the NATO task force moves
into the space containing a Soviet subma-
rine, the Soviet player announces that his
submarine is trying to detect the NATO
lask force. The lask force stops moving
temporarily while the search is resolved.
The Soviet player plays three detection
markers in the space. The NATO player
has the option to respond with detection
markers of his own. He decides to play
four sonar detection markers. This is the
maximum number he can play because he
has only tour helicopter-equipped ships in
his ASW screen. When the searches are
resolved, the Soviet player rolls 1, 5, and
8; the lask force is detected. The NATO
player rolls 2, 3, 5, and 8; two Soviet sub-
marines are detected.
Example 3: (Below) This is how Task
Force Alpha is organized on the Task
Force Card.

3 8
NATO TASK FORCE CARD
Center Anti-AircraR Screen Anti-Submarine Warfare Screen

Task Few
Fo ce Bravo I a

~ask;-;-- . A + E-
-
Charley -1
IllI

- %F
-
+I+ -

---m Delta
Scenarios
Orders of Battle - Scenario 1
The Hunt for Red October game has The first three scenarios-Arctic NATO:
Patrol, The Hunt for Red October, and
eight scenarios. Each scenario is a dif-
ferent situation, with different groups North Atlantic Convoy-are good I Los Angeles SSN 1
of ships, aircraft, and starting loca- choices for your first few games. Sce-
tions. The scenarios all start with a brief narios 4 through 7-MAG to Norway,
description of the situation. Orders of Long Live the Queen, The Gauntlet,
Battle lists the forces involved on both and Amphibious Assault-use more 4 Los An* class submarines
sides. When aircraft carriers are listed, pieces and take more time to play, so
the carrier comes with a full load of air- they are better choices after you have
craft squadrons. Setting Up describes
where the pieces are when the game
starts. How to Win describes what each
played the game a few times and are
familiar with the rules. The last
scenario- War in the Atlantic-uses all
I Trafalgar
L
side's goal is. Special Rules contains any of the pieces in the game and can last I I
changes to the standard rules, or rules many hours as players battle back and 1 Trafalgsr c b s submarine
that apply only to that scenario. forth across the sea.

Scenario 1
31
1 P 3 C Orion air squadron

Arctic Patrol Soviet:


The chill gray waters near the Arctic one per space, within three spaces of
Circle conceal the first naval battle- Iceland.
ground of the war. Neither side has
been able to bring major surface forces How to Win
to bear, but silent shapes slip below the The game ends when the Soviet player 3 Alfa class submarines
surface of the sea, trying to strike the rolls a 5 or 6 on the white die during the
first lethal blows. Initiative step. The game cannot end
until turn 3, however; a roll of 5 or 6 on Victor SSN
Orders of Battle the first two turns does not end the -t
Each player has a force of submarines, game.
aided by a few marine reconnaisance Each player totals up the points he has
5 4
aircraft, with which to gain control of earned at the end of the game. Players
the Norwegian Sea. If the optional rule get:
allowing decoys is being used, then add

1
two decoys to both sides pieces. 2 points per enemy sub sunk;
3 points for each of your subs that is
Setting Up within five spaces of the enemy air-
base.
The Soviet player places his air squad-
rons in the Kola air base. He then places Special Rules
L
2 Tan
dries
his submarines no more than two per
The air squadrons can fly missions nor-
space, within three spaces of Kola. mally, but they must return to the air-
The NATO player places his air squad- base where they started the game at the
ron on Iceland and sets up his pieces, end of each turn.
Scenario 2
The Hunt for Red October
morsk. One Soviet task force can begin
Can you, as Captain Marko Ramius, in the North Atlantic.
skillfully guide your submarine from
the chill waters near the Arctic Ocean Red October begins the game anywhere
to the safety of an American port? Or, in the North Atlantic within four sea
can you, with the entire force of the spaces of Severomorsk. Do not, how-
Soviet Navy at your disposal, locate ever, place the Red Octoberpiece on the
and destroy the traitor who threatens to board. See the hidden movement rule.
turn over your most advanced vessel to How To Win
i the capitalist foe? The Red October player wins by enter-
One player controls Red October. ing an American port in 10 turns or less.
Using special, hidden movement, he The Soviet player wins by sinking Red
L tries to escape across the North Atlan- October.
tic, remaining undetected all the while.
Special R u l e s
The other player controls the rest of the
Soviet Navy. He combs the waters 04 The Soviet player always has the initia-
the Atlantic Ocean, setting up under- tive in this scenario. He does not roll a
water blockades with submarina while die to get detection markers. Instead,
his surface fleets desperately 4for every Soviet piece can try to detect Red
the escaping Red October. If he finds it, October once per turn.
he must sink it; Red O c t o h ca~ot t# All Soviet ships suffer a -2 penalty to
allowed to fall into American h d s l their detection ratings when searching
for Rad October, instead of the usual -1
Setting Up for detecting a Soviet submarine.
Put all of the Soviet submarines in a The Red October piece is not used on
bowl, hat, box lid, or other convenient the game map. Instead, the player uses
container. Then draw 12 submarines Red October is a large piece, so three
a copy of the map printed on page 16 of hits are necessary to sink it. The first hit
randomly-these form your submarine the h(or a photocopy of that page)
force. Then select 15 (small) ships of reduces its speed to one space per turn.
to track the location of his submarine.
your choice to escort Kiev, Kirov, and Place a numeral 1 in the space where
Minsk. Only Soviet submarines can enter the
Red O a o k begins. It can move one two spaces adjacent to Norfolk and
The Soviet player can place six subma- space a turn, so place a numeral 2 in the New York. Soviet surface ships and air
rines, one per space, anywhere on the space it moves to on the second turn, a squadrons cannot enter these spaces.
board. The other submarines and two 3 on the space it moves to on the third Red October can enter any sea or
task forces start in the port of Severo- turn, and so on. American port space on the map.

-
O r d e r s o f Battle S c e n a r i o 2

Red October
ssBN 1
submarines
I I

-
Captain Ramius: Red October

I
Task Force 1-KCevwith 5 escorts Task Force 3-MCnsk with 5 escorrs
Scenario 3 Scenario 4 .-
North Atlantic Convoy MAG to Norway
Protecting sea lanes has historically Le Havre, whichever happens first. With the main blow to NATO forces in
been one of the primary functions of a Germany comes a coordinated drive,
The Soviet player wins automatically if
navy, Never was this more graphically with airborne. amphibious, and mecha-
the convoy has not reached Le Havre
illustrated than during the world wars, nized Soviet &visions pushing into
after five turns. If it reaches Le Havre,
when battles against German subma- Norway. Their target is the strategic
each player totals up his victory points.
rines proved crucial to Allied victory. airfields that control the Norwegian
The player with the most points wins.
The North Atlantic is sure to be a bat- Sea. The Norwegian army, hastily
tleground again, as NATO convoys The Soviet player gets: mobilized, offers stubborn resistance,
strive to maintain the lifeline between 2 points per merchant ship sunk but help is needed.
American production and the European 2 points per NATO warship sunk A U.S. Marine Assault Group swiftly
front line. (including subs) boards its transport in Virginia. For the
1 point per NATO warship damaged next several days. this is one of the most
Setting Up
The NATO player gets: important vessels in the world. Dozens
The Soviet player places his submarines of ships are assigned to protect it, and
in any spaces he wants, except for spac- 3 points per Soviet sub sunk the Soviets try everything they can to
es with NATO patrol symbols. He can sink it.
place up to two subs per space.
Special Rules Setting Up
The NATO player places all of his sur-
face ships, including the convoy, in the The convoy piece (and thus, any task All Soviet surface ships are placed in
port of New York. All of these ships force containing it) can only move two two task forces and start in the port of
form a task force. He can place his sub- spaces (not three) per turn. Severomorsk. The air squadrons start
marines, up to two per space, in any The convoy piece represents dozens of at the Kola air base. The submarines
spaces not occupied by Soviet subs. merchant ships. The piece itself can can be placed, one per space, in any
never Ix sunk. Each hit against the con- spaces except those with NATO patrol
How to Win voy piece sinks a merchant ship. Play- symbols.
The scenario lasts five turns, or until ers must keep track of merchant losses NATO surface ships are placed in three
the convoy marker reaches the port of on a separate sheet of paper. task forces, one each with Saipan,

-
Orders of Battle - Scenario 3
NATO:

E!!!!d
2 Spruance class destroyers
1 convoy piece
1- Los Angeles
2 Alfa class submarines

I I
L 1 4 Los Angeles class submarines
4 Perry class frlgates 3 November class submarines

141. 41 --- -
4 Knox class frlgates 4' Victor class submarines 1 Akula class submarine
Nimitz, and Wisconsin. The Saipan Special Rules
task force starts in the port of Virginia.
The other two must be placed within Both players place four detection mark-
three spaces of Virginia. The subma- ers in their "Detection Markers" space
rines can be placed in any sea spaces at the
. start of the turn, instead of the
two-
~

except those with Soviet patrol markers


or Soviet submarines. The F15s and

-
Orions start at Iceland.
How To Win
The NATO player wins if he moves
Saipan into a space adjacent to Norway 14 31
and keeps her there for one full turn. Klev
The Soviet player wins by preventing
I I
this. 2 Ticonderoga class cruisers
-
Orders of Battle Scenario 4

14- 31
5 Spruance class destroyers

Nimitz Cm
5 Adems class destroyers ,ha clar

4 Lcre Arrgeks c b s submarines


Wisconsin BB

Wisconsin

1 I
6 Perry class trlgatea 2 F-15 air squadrons 4 Kresta class crulsers

7 Knox class frigates


1s.: 1 -
2 P-3C Orion air squadrons 8 Vic ' class
Continued
Orders of Battle - Scenario 4

3 Tango class submarines


Scenario 5
Long Live the Queen!
An immediate threat is created by the
sudden sortie of a Soviet fleet striking
out for the North Sea. American forces
are scattered all over the ocean. The
Royal Navy must once again defend the
shores of England1
Setting Up
British surface ships are placed in one
task force in any sea space adjacent to
task force, one or two spaces away
from Severomorsk. The subs are
placed, no more than two per space, in
any spaces not occupied by British subs
or NATO patrol markers.

How To Win
The game ends anytime after the second
turn when only one player has surface
1
ships in the North Sea. (The North Sea
Great Britain. The aircraft squadrons is the two sea areas containing the
rines are placed in Great Britain. The subs words "North Sea" and "Scotland.")
are placed, one per space, in any spaces The last player to have a surface ship
the NATO player wants. anywhere in the North Sea is the win-
Soviet surface ships are placed in one ner.

NATO:
-
Orders of Battle Scenario 5

1
pq
3 Nimrod air squadrons

lnvincible

-
3 Bear air squadrons 3 Leander class frigates

r
4 Broadsword class frigates

Trafalgar

I
3 ltafalgar class submarines 3 Krivak class frigate -#

2 MiG-, . .. -,-..Jrons L

2 Tornado air squadrons


I

2 S
Continued
1 cnarlie class submarine

Scenario 6
The Gauntlet
A carefully formed plan is set into NATO submarines are set up in spaces
motion: a powerful task force from the containing NATO patrol symbols, one
Soviet Mediterranean Fleet is to sail submarine per space. The two Tornado
northward to join the Northern Fleet squadrons are placed in England.
before hostilities erupt. But the timing
is off, and war breaks out before the How to Win
task force sets out. Including the new The game ends when all Soviet ships
super carrier, Kremlin, the fleet must have reached Severomorsk or have
run through the heart of NATO sea been sunk.
power to reach safety in the north. The player with the most victory points
Setting Up at the end of the game wins. Victory
points are earned as follows:
All of the Soviet ships are placed in a
single task force in the Gibraltar space. 5 points for each large enemy ship
All Soviet air squadrons are placed at sunk
Kola. 3 points for each small enemy ship
sunk
NATO pieces are assembled into three 1 point for each hit inflicted on surviv-
or four task forces. Each task force can ing enemy ships
have no more than one aircraft carrier. lopoints for each Soviet ship that
NATO task forces are placed on the reaches Severomorsk (Soviet player
map using this procedure:
only)
The NATO player chooses a space (oth-
er than the space containing the Soviet Orders of Battle - Scenario 6
NATO:
fleet) where he would like to start his
task force. The Soviet player rolls the America Wisconsin BB
colored die. If the result is 0, the fleet
starts right where the NATO player
wants it to. If the result is 1through 9,
however, the Soviet player chooses any
sea space that many spaces away from
the space chosen by the NATO player. America Wisconsin
That is where the task force begins.
Example: If the die roll is a 6, the Soviet Nimitz CVN
player puts the NATO fleet in a space
that is six spaces away from the spot
chosen by the NATO player.
This procedure is repeated for each 6 Perry class frigates
NATO fleet. No two NATO fleets can
start in the same space. Nimitz Continued
23
-
Orders of Battle Scenario 6
&I4
Invincible

-a- 3 1
Invincible
14- 41
7 Knox class frigates

I I
3 Leander class frigates

I
2 Ticonderoga class cruisers
I

1- Brodsr

4 Broadsword class frigates

5 Spruance class destroyers


-
2 Tammb air squadrons 3 ~ a r class
a crulsers

5 Adams class destroyers


lsta class crui

Los Angeles , SSN

I I
4 Los Angeles class submarines
3 MiG-29 alr squadrons

I sturgeon SSN I
L I
1 Sturgeon class submarine Kiev
Scenario 7
Amphibious Assault
first submarine. Only one submarine
Losses in the first phases of the war are
can be placed per space.
heavy on both sides. Still, the Soviets
take the offensive. A strong task force How to Win
sails from Severomorsk for an
Before the game starts, the Soviet play-
unknown destination. It contains the
er secretly selects a target for his inva-
large amphibious assault vessel Ivan sion. It must be Greenland, Iceland, or
Rogov. NATO forces must rally to
the Faeroes. The Soviet player writes
defeat this invasion force before it can
this on a slip of paper and sets it aside.
land.
Setting Up The NATO player wins by sinking Ivan
Rogov. The Soviet player wins by mov-
Each player arranges his surface ships ing Ivan Rogov adjacent to his target
into two or three task forces. All Soviet space and keeping it there for one full
task forces start in Severomorsk. One turn.
NATO task force must be placed adja-
cent to Le Havre. All other NA'ID task Special Rules
forces must be placed within two spaces At the start of each turn, both players
of the United States. put four detection markers in their
Players then take turns placing subma- "Detection Markers" boxes instead of
rines on the board. NATO places the the usual two.
NATO:
Foch CV I John F. Kennedy Cv I

4-
Foch
3 p-4 Kennedy

3 Type A69 frigates 5 Perry class frigates

2 Type C70 destroyers 4 Knox class frigates

Adams Sturgeon

I I
2Ad.rrrschmdsstroyws 3 Sturgeon c b submarines

..a "I

1 Tlconderoga class cruiser 2 Los Angeles class submarines Continued


Orders of Battle - Scenario 7 Scenario 8
War in the Atlantic
The balloon has gone up! Central set them aside with your other rein-
Europe is a battleground where the forcements. Place the rest on any Soviet
forces of NATO and the Warsaw Pact air bases (including aircraft carriers,
struggle for military supremacy. Nei- where eligible; in this scenario carriers
ther side has yet resorted to nuclear do not automatically start with a full
weapons. complement ol aircraft).
But the fight on land, as often before in NATO: Set aside the LHA and Convoy
history, depends in many ways on the pieces. Selea the following pieces ran-
war at sea. The navies of NATO must domly, to be used as reinforcements:
keep the convoys flowing from Ameri- six s u b m a k , 12 small surface ships,
ca to Europe, and they must protect and 10 aircraft squadrons. Set these
their territories from Soviet adventur- aside. Assemble the remaining ships
ism. The powerful Soviet navy can put into six task form and assign one large
to sea aggressively, striving to break ship to each task force. Now allow the
NATO control of the North Atlantic. Soviet player to randomly select two of
these task forces. Place those two task
Orders of Battle forces with your reinforcements.
This scenario uses all of the pieces in the
game (except Red October). You don't Place all the rest of your subs (no more
get them all at the start, however; the than two per space) in any deep sea or
rules on setting up explain which pieces shallow sea soaces which do not con-
you start with and when you get more. tain Soviet pkrol symhls. Place the
convoy pieces and L X A vessels in
Setting Up American ports. Place your air units on
These instructions apply to both play- air bases or carriers. Finally, place any
ers. Put all of your ships on the table remaining task forceswithin two spaces
with their flags toward you. Shuffle of a NATO air k, or in any North
them around so that you do not know Atlantic Ocean deep sea spaces.
which piece is what kind of ship. Then How to Win
follow your specific instructions for set- The game lasts until one player has
ting up. earned at least 150 victory points. After
Soviet: Pick 12 submarines from your this happens, the game ends as soon as
pieces. These begin the game at sea. Set an initiative dice roll in turn step 1
aside the rest of your subs; they enter as results in a tie. Or, the game ends when
reinforcements. Separate lvan Rogov all of one player's ships and air squad-
from the remaining ships. Now draw 16 rons have been sunk or destroyed.
small ships and one large ship. Set them Players earn victory points throughout
aside, also, with the subs; they, too, the game. Keep a running tally on a
will enter as reinforcements. The 28 piece of paper during the game. Players
surface ships left (including lvan earn points for the following:
Rogov) form your fleet at the start of
the game. 2 points per enemy aircraft squadron
destroyed
Place your 12 submarines, no more 3 points per small enemy ship sunk
than two per space, in any deep sea 5 points per large enemy ship sunk
areas, or any shallow sea areas that do 1 point per mecchant ship which reach-
not contain NATO patrol symbols. es Le Havre (NATO player only)
Place your 28 surface ships in Soviet 4 points per merchant ship sunk
ports, or shallow sea areas that contain (Soviet player only)
Soviet patrol symbols. The ships can be 20 points per enemy air base captured
placed individually or in task forces. or recaptured
One task force can be set up in the Bal- 15 points on any turn during which no
tic Sea.
I Place all of the Soviet aircraft counters
convoy moves closer to Le Havre
than it was at the start of the turn
a lango class submarines
in a bowl, box lid, or hat. Draw 16 and (Soviet player only)
26
Special R u l e s
Reinforcements: At the start of each paper and pencil. Every hit against a
turn after the first, both players roll two convoy sinks one merchant ship.
white dice; one for aircraft, one for Convoys (and any task forces contain-
ships. You can immediately place that ing convoys) can move only two spaces
number of ships or aircraft squadrons per turn instead of three.
from your reinforcements on the map.
Soviet ships are placed at Severomorsk The NATO player can have only one
or Leningrad. Soviet air squadrons are convoy piece in any deep sea space at a
placed at one of the three Soviet air time. This means that the next convoy
bases. NATO reinforcements are p l d cannot leave a U.S. port until the pre-
in North American ports or air bases. vious convoy reaches shallow water
adjacent to France (or is completely
NATO Task Force Reinforcements: sunk). When a convoy reaches La
These pieces are not brought on with Havre, the NATO player returns that
the normal reinforcement procedure. piece to either New York or Norfolk at
However, any turn when the NATO the end of the turn.
player rolls a 1, 2, or 3 on his initiative Initiative: Both players add 15 detec-
roll, he can place one of these reinforce tion markers to their "Detection Mark-
ment task forces in any deep sea space ers" box at the start of the turn, instead
on the southern edge of the map. oi the usual two.
Convoys: Each convoy represents 30 /van Rogov: If Ivan Rogov is sunk, it
merchant ships. As the convoy comes can be replaced. If the Soviet player
under enemy attack, however, the rolls 5 or 6 for ship reinforcements, he
NATO player must keep a written can substitute h a n Rogov for another
record of how many ships are in each ship. That other ship is removed from
convoy. This can be done easily with play.
Turn Steps Detection Steps
Step 1: Initiative Step 5: Combat Step 1: Marker Placement
The NATO player rolls a colored die, The player who has the most detec- The Detection Steps start when one
the Soviet player rolls a white die. The tion markers left picks a space where player plays one or more detection
number rolled tells how many extra he wants to search and plays one or markers, either during his oppo-
detection markers both players get. more detection markers there. If both nent's Movemen: Step or during the
Each player adds that many addition- players have the same number of Battle Step. \.iFenever you play a
al detection markers to the two markers, the Soviet player is first. Fol- detection marker you give your
already in his "Detection Markers" low the Detection Steps to resolve the opponent the & a x e to play detec-
space. search. If enemy pieces are detected tion markers ot b:5 own, but only in
and either player wants to fight a bat- the same space where you just
Step 2: First Sea Movement tle, refer to the Battle Steps. Then the played them.
The player with the most detection other player chooses a space and the
markers in his map space decides procedure is repeated. Continue alter- Step 2: The Search
whether he wants to move his ships nating this way until neither player Whoever played -khrst detection
first, or have the other player move has any detection markers left, neither marker in t h s space conducts all of his
first. If both players have the same player wants to play any more detec- searches first. \Z-M he tirushes, the
number of markers, the Soviet player tion markers, or neither player has other player coniuas hs searches.
decides who moves first. That player anyplace left where he can play detec-
moves all of his submarines, surface tion markers. Step 3: Rattle Decision
ships, and task forces. If your oppo- If you detected enemy pleces and
nent moves one of his pieces into a Step 6: End of Turn want to attack go to the Battle
space that already contains one of Aircraft squadrons return to air bases Steps. U both s : c k detected enemy
your submarines, you can play a within their movement ranges. Both pieces and h : h want to fight, the
detection marker there. players remove all of their detection player who did hs searches first is
markers from the map and their the attacker It pieces were detected
Step 3: Second Sea "Detection Markers" space and return but neither player wants to fight,
Movement them to the offboard pile. continue ~ t theh turn.
The other player moves his subma-
rines, surface ships, and task forces.
The player whose ships are not mov-
ing can play a detection marker if an
enemy ship moves into a space with
one of his submarines.
Step 4: Aircraft Movement
The player who moved his ships first
also moves his aircraft first. The first
player can move as many squadrons
as he wants to the limit of their ranges.
When he is done, the second player
does the same. When the second play-
er is done, the first player can move
any squadrons which have not moved
already. Players keep alternating this
way until all their aircraft squadrons
have moved o r neither player wants
to move any more squadrons.
No detection markers can be played
during this step.
Battle Steps Step 4: Air Interception Step 6: Second Attacks
Step 1: Initial Target Both players can attack detected ene- Any pieces in the "Attack Second
Placement my aircraft squadrons with aircraft part of the Battle Board can attack
squadrons in their "Attack First" any detected enemy pieces. All dam-
The defending player puts all of his part of the Battle Board. If undetect- age takes effect after all attacks have
detected pieces onto the Battle ed air squadrons attack, they been made.
Board, placing them in the "Attack become detected at the end of the
First" or "Attack Second" portions of step. Damage takes effect at the end Step 7: Battle Conclusion
the board. of the step. Move all surviving pieces from the
Step 2: Attacker Battle Board back to their previous
Step 5: First Attacks locations on the map or the Task
Commitment Pieces in the "Attack First" part of Force Card. Turn all detected pieces
The attacking player puts all of his the Battle Board attack detected ene- away from your opponent; they are
detected pieces, plus any other pieces my pieces. Fighters that attacked in not detected any more. Return to
from that space that he wants to use step 4 cannot attack again during your place in the Turn Steps.
in the battle, on the Battle Board in this step.
the "Attack First" or "Attack Sec-
o n d areas. During the First Attack step, no
ships in the center of a task force can
Step 3: Defender be attacked.
Commitment Undetected ships that attack during
The defending player puts any unde- the first attack step become detected
tected pieces from that space that he at the end of the step. Damage takes
wants to use in the battle on the Bat- effect at the end of the step.
tle Board, again assigning each piece
to either the "Attack First" or
"Attack Second" portion of the
board.

The Balloon is Up,.


A new
fast-paced
., boardgame
basedon
Tom Clancy9
~est-selling
Novel!

Release date January 1989

You might also like