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Introduction
..................................................2Game Components
......................................2Set-Up
..........................................................8Sequence
of Play ......................................10Strategic
Segment......................................11Operations Segment
..................................13Tactical Segment
........................................15Combat Resolution
Phase..........................17
Post-Combat Resolution Phase ................24Refit Segment
............................................26Campaign Outcome
..................................27Optional Rules
............................................27Historical
Descriptions................................28Credits
........................................................29Example
Turn..............................................30Quick Reference
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INTRODUCTIONGato Leader places you in command of a squadron
ofAmerican Submarines in the Pacific Ocean during World War II.
The four Campaigns represent different periods duringWorld War
II. You’ll play each Campaign using one ofthree durations: Short,
Medium, or Long.
As the squadron commander, your primary goal is tosink enemy
merchant ships and warships. Toaccomplish this, you will select a
force of Submarinesand determine the best way to deploy them during
theCampaign.
You decide where to send your Submarines to causethe most damage
to enemy ships. You can even sendthem on special missions. In some
cases you will beable to use special options to help your
Submarines byadding search planes or by sending supply ships
toextend their endurance.
During longer Campaigns you will need to manage theSubmarine
patrol rotation to apply the most pressureto the enemy.
The following rules govern the play of Gato Leader.They are
presented in the same order as the Sequenceof Play.
GAME COMPONENTS
Campaign SheetsThere are four CampaignSheets included in
GatoLeader representingdifferent points in theSubmarine
struggleagainst Japan.
Holding the LineSubmarine operationsfrom Australia
during1942.
Against the SunSubmarine operations
from Pearl Harbor during 1942.
Turning the TideSubmarine operations from Australia and Pearl
Harborduring 1943.
Setting SunSubmarine operations from Pearl Harbor during 1944and
1945.
Each Campaign Sheet has Set-Up information for theCampaign. The
Campaign Map is made up of severalAreas showing the ports, transit
areas, and PatrolAreas used by American Submarines during the
timeperiod covered by the Campaign.
Campaign Map AreasEach Campaign Map is divided into named Areas.
Youwill place your Submarines in these Areas and movethem between
named Areas when conductingmovement. A Submarine will always be in
a namedArea.
1) Campaign Map Area Name: The Area name is forreference
purposes only. It does not affect game play.
2) Patrolling Information: Designates the number ofEvent cards
you draw when a Submarine remains inthe Area.
3) Moving Information: Designates the number ofEvent cards you
draw when a Submarine enters theArea.
4) Port Box: Designates a Port. Port boxes have thePort name and
a Refit number.
5) Refit Number: The Refit number is the number ofStress Points
removed from each Submarine in thatPort during the Refit
Segment.
6) Contacts Information: Used to determine thenumber of enemy
Contacts a Submarine will encounterduring a Strategic Segment.
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7) Searched Box: When a Submarine has completedits actions for a
Strategic Segment, place it in theSearched box.
8) No Transit Boxes: Prevents movement betweentwo areas.
9) Special Mission Box: Used to resolve SpecialMissions. The
Special Mission box shows the numberof Event cards you draw when
moving into the box,and other information pertaining to the
SpecialMission.
10) Forward Operating Base: Used to resupply yourSubmarine and
reduce Stress.
Help SheetThis sheet has holding boxesfor the Merchant, Escort,
andNaval Ship cards. It also hasreference information to helpyou
play the game.
Tactical DisplayThis sheet hasholding boxes forthe Event
andConvoy cards andis used to resolvebattles betweenJapaneseConvoys
and yourSubmarines.
Adjacent AreasAlways use the shortest path when calculating
rangefor an attack or movement.
The Areas Adjacent to the LongRange Areas are:- The two Long
Range Areas thattouch the current Long RangeArea
- The two Medium Range Areas
The Areas Adjacent to the MediumRange Areas are:- The two Medium
Range Areas- The two Long Range Areas- The two Short Range
Areas
The Areas Adjacent to the ShortRange Areas are:- The two Convoy
Areas- The two Short Range Areas- The two Medium Range Areas
The Areas Adjacent to the ConvoyArea are:- The two Convoy Areas-
The two Short Range AreasConvoy Areas that are diagonally
across from each other are not considered adjacent.
The DieWhenever a die roll is called for in the game, roll a
ten-sided die (d10). This will generate random numbersfrom 1 to 10.
Some dice have numbers ranging from 1to 10; others range from 0 to
9. Treat the die’s “0” faceas being a “10”.
CountersSubmarines
Each Submarinecounter correspondsto a Submarine card.These
counters show
the position of the Submarineon the Campaign Map andTactical
Display. Each
Submarine counter has a Surfaced and Submergedside.
On the Campaign Sheet, theSurfaced side is used to show
theSubmarine is transiting the zone,while the submerged side is
used to
show the Submarine is patrolling the zone. On theTactical
Display, the Surfaced side shows theSubmarine is operating on the
surface and theSubmerged side shows when the Submarine issubmerged
(underwater).
Ships (Merchant, Naval, Escort)The Ship counters are used to
show the position ofMerchant, Naval, and Escort Ships on the
TacticalDisplay.
The Unknown Merchant Ship counters areused for Merchant
Ships.
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Use Unknown Ship countersto represent Merchant ships,Naval
ships, and Escortships (red) that your
Submarines have spotted, but not yet identified.
Named Ship counters haveShip names on them thatcorrespond to the
specificMerchant cards, Naval
cards, or Escort cards.
When you reveal an UnknownMerchant, Naval, or Escort, replacethe
counter with a named Merchant,Naval, or Escort counter.
Torpedoes
These counters are placed on or below theSubmarine card to show
the number of Readyor Stored Torpedoes for the Submarine.
Alternate Torpedoes (Mk 10 or Mk 27)These counters are placed on
orbelow the Ready or StoredTorpedoes location on a Submarinecard to
show special torpedoes
loaded on the Submarine. Each counter representsone special
torpedo, with different types of specialtorpedoes on the front and
back of the counter.
Gun AmmoThese counters are placed on or below theSubmarine card
to show the number of Gunattacks the Submarine has remaining for
thePatrol. All Subs start with 6 points of Gun
Ammo.
Stress These counters are placed on or below theSubmarine card
to record the amount ofStress accumulated by the
Submarine.Optionally, you can track Stress on the
Campaign Log.
HitsThese counters are used todetermine damage to Submarineswhen
attacked by enemy ships. Placeall the Hit counters into an
opaque
cup.
DamageThese counters are placed on orbelow the Submarine card to
recordtemporary and lasting damage to theSubmarine.
DetectedThese counters are placed on a Submarinecounter on the
Tactical Display to show theSubmarine has been Detected by the
enemyEscorts.
Silent RunningThese counters are placed on a Submarinecounter on
the Tactical Display to show thatthe Submarine is using the Silent
Runningreaction.
Deep DiveThese counters are placed on a Submarinecounter on the
Tactical Display to show thatthe Submarine is using the Deep
Divereaction.
RadarThese counters are placed on Submarinecards to show the
Submarine is equipped withsearch radar. Some Submarines
areautomatically equipped with radar, which is
noted on the Submarine card.
Target DamageThese counters are placed next to Shipcounters to
show Light Damage to Merchant,Naval, or Escort Ships. When a Ship
has LightDamage, reduce its Speed by 1, reduce its
Detection die rolls by 1, and reduce its attack by 1Light
Hit.
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These counters are placed next to Shipcounters to show Heavy
Damage to Merchant,Naval, or Escort Ships. When a Ship hasHeavy
Damage, reduce its Speed by 2,
reduce its Detection die rolls by 2, and reduce itsattack by 1
Heavy Hit. Add 1 to the die roll of futureSubmarine attacks against
the Ship.
Escort TacticsThese counters are used forcampaigns in 1944 and
1945 to showimprovements to the Escortequipment and tactics. They
are
placed on Escort cards when the Escort cards aredrawn. Each
counter modifies the Escort’s ability toDetect and attack a
Submarine.
AlertedThese counters are placed on the TacticalDisplay to show
that the Convoy is alerted tothe presence of a Submarine. The
Escortsreceive a Detection benefit to their Detection
ranges and die rolls.
WolfpackThese counters are placed on a stack ofSubmarines to
show that these Submarinesare acting together as a Wolfpack.
Designer's Note: The U.S. Navy Submarine force didnot use
Wolfpacks in the same way as the GermanNavy. The U.S. Navy did not
try to coordinate theactions of groups of Submarines from shore or
haveSubmarines trail a convoy to report its position.
InsteadSubmarines were assigned to act together and thesenior
Submarine commander was in charge ofcoordinating their actions at
sea.
Submarine WarningThese counters are placed in Areas on
theCampaign Map to show where a Submarinehas attacked a Convoy. The
Warning countermodifies future Contact die rolls for that Area.
Special OptionsThese counters areused to showSpecial
Optionpurchases. Some
counters are placed on an Area of the Campaign Mapto show a
location and some are placed on aSubmarine card to show the
Submarine is assigned toa particular Special Mission. See the
Expend SpecialOption Points section for more information.
Battle LocationThis counter is used to show the Area where
abattle is occurring on the Campaign Map.
Contact CounterThese counters are used to show the numberof
Contacts the active Submarine hasremaining for the Strategic
Segment.
Submarine Cards
A Submarinecardrepresents aparticularSubmarineand its crew.There
are twocards for eachSubmarineand each cardhas two sidesthat show
thefour
experience levels for the crew.
Throughout these rules, the terms Submarine andCrew refer to
these cards.
1) Submarine Name - The Submarine name is forreference purposes
only. It does not affect game play.
2) Captain's Name - The captain's name is forreference purposes
only. It does not affect game play.
3) Submarine Class - The class designation for theSubmarine.
Some Submarine classes may not moveinto certain Areas on the
Campaign Map. Those limitsare noted on the Campaign Sheet.
Example: S Class Submarines can only move into the areas notedon
the Against the Sun and Turning the Tide Campaign maps.
4) Years in Service - The years the Submarine wasused during
World War II. This determines if aSubmarine can be used during a
particular Campaign.
5) Special Option (SO) Cost – The cost in SpecialOption points
for choosing this Submarine for aCampaign. This applies when
selecting Submarines fora Campaign. The cost for the sample card is
10Special Option points.
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6) Skill Rating - Submarine Crew skills, from lowest tohighest,
are: Green, Trained, Veteran, or Ace. Thehigher the rating, the
better the Crew’s skill.
7) Experience - The number of Experience Points theSubmarine
Crew must earn to be promoted to the nexthigher skill level.
8) Hull –The number of Hull Hits theSubmarine can suffer before
sinking.
9) Special Abilities Some Submarines have special abilities
shown on theSubmarine card that can be used during a Campaign.
• Infiltrator - Allows the Submarine to begin combat inthe Short
Range or Medium Range Areas on theTactical Display.
• Cool - Remove 1 Stress Point from the Submarineduring the
Refit Segment.
• Searcher - Modifies the Contact Table die roll by +1.
•Radar – Modifies the Contact Table die roll by +1 andallows the
Submarine to avoid some Convoy card’sspecial conditions.
•Mk 10 Torpedo – This Submarine can only use Mk 10torpedoes (see
Alternate Torpedoes). The player doesnot need to expend any Special
Option points to equipthis Submarine with torpedoes. Note that Mk
10Torpedoes are not required to roll for Torpedo DudChecks.
1) StressSubmarine Crews suffer Stress when they areon Patrols.
Crews can also suffer Stress whenthey are attacked by Escorts and
from Events.Stress is tracked by placing Stress counters
on or below the Submarine card or you can trackStress for each
Submarine on the Campaign Log.
2) StatusOkay - If a Crew’s Stress Points fall into the
“Okay”range, use the stats in the Okay row on the card. Whenthe
Stress Points exceed the Okay range, the Crewbecomes Shaken.
Example: The Okay range on the sample card is 0 to 7.
Shaken - If a Crew’s Stress Points fall into the“Shaken” range,
use the stats in the Shaken row onthe card. When the Stress Points
exceed the Shakenrange, the Crew becomes Unfit.
Example: The Shaken range on the sample card is 8 to 10.
Unfit - When a Crew becomes Unfit, (the Unfit rangeon the sample
card is 11+) it cannot search forContacts, perform Special
Missions, or participate inany attacks. Unfit Submarines use the
Shaken Evasionrating, which on the sample card is a 2. If in a
Port,Unfit Crews may not leave Port.
Submarine Skills3) Initiative - Aggressive or Cautious. An
AggressiveSubmarine attacks before the enemy each turn. ACautious
Submarine attacks after the enemy each turn.
4) GS - Gunnery Skill. This number is used to modifyall surface
Gun attack die rolls made by theSubmarine.
5) TS - Torpedo Skill. This number is used to modify allTorpedo
attack die rolls made by the Submarine.
6) EV– Evasion. Thisnumber is used tocheck for the successof
some Submarine
reactions to Escort attacks, to modify Escort attacks,and to
modify some Event card die rolls.
7) Ready Torpedoes - A location to place Torpedocounters for the
Torpedoes that are currently loaded inthe Torpedo tubes.
8) Stored Torpedoes - A location to place Torpedocounters for
Torpedoes carried by the Submarine thatare not loaded in the
Torpedo tubes.
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Event CardsThe Event cards describe any eventthat happens to a
Submarine as itmoves or Patrols on the CampaignMap. When you are
asked to drawan Event card, draw the top cardfrom this deck. The
card might bedivided into two sections showingthe event during
different years. Usethe event for the Campaign year youare
currently playing.
Convoy CardsConvoy cards show the Ship typesthat a Submarine
encounters whileon Patrol.
Each Convoy card shows how to setup the Ship counters on the
TacticalDisplay, the Contact type: Merchantor Naval, and any
special conditionsin effect during the encounter.
The card number, shown in the bottom left, is used todetermine
the Convoy cards that are removed from aCampaign as shown on the
Campaign Sheet.
Merchant CardsMerchant cards detail the MerchantShips that make
up a Convoy.Merchant cards are drawn when anUnknown Merchant Ship
is revealedby a Submarine.
Use the correspondingnamed Ship counter toreplace the Unknown
Shipcounter on the Tactical
Display.
In some cases aMerchant card will saythe Ship wasmisidentified
as aMerchant and is reallyan Escort. In this case,draw an Escort
cardand replace the Shipcounter with thematching Escortcounter.
Merchant cards aresometimes referred toas Target cards. Merchant
cards show
the following information:
1) Merchant Name: The Merchant name is forreference purposes
only. It does not affect game play.
2) Merchant Type: The Merchant type is for referencepurposes
only. It does not affect game play.
3) Tonnage: The tonnage of the Ship. It does not affectgame
play.
4) Speed: The Merchant speed is used to determinemovement on the
Tactical Display.
5) Victory Points (VP): The number of Victory Points aSubmarine
earns for sinking this Merchant.
6) Experience Points (XP): The number of ExperiencePoints a
Submarine earns for sinking this Merchant.
7) Surface Attack numbers: The Attack numberspecifies the base
number and type of Hit Countersdrawn for Merchant attacks against
SurfacedSubmarines.
8) Ram: Some Merchants have a Ram attack numberthat specifies
the base number and type of HitCounters drawn for Merchant attacks
against SurfacedSubmarines in the same Area.
9) Torpedo and Submarine Gun Hit numbers: Thebase Hit numbers a
Submarine uses when attackingthis ship with Torpedoes or deck
Gun.
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Escort CardsEscort cards show Japanese anti-Submarine combatants
thatescorted Convoys. Escort cards aredrawn when an Unknown Escort
isrevealed by a Submarine.
The corresponding namedEscort counter replaces theUnknown Ship
counter onthe Tactical Display.
The 3 Fleet Escort cards are only used asEscorts for Naval
Convoys. Separate themand place them off to the side until
neededfor a Naval Convoy.
Escort cards are sometimes referred to as Targetcards. Escort
cards show the following information:
Escort Name and Type: The Escort name and type isfor reference
purposes only. They do not affect gameplay.
Detection Values: The Escort Detection values againsta
Surfaced/Submerged Submarine.
Speed: The Escort Speed used during Escortmovement on the
Tactical Display.
Victory Points: The number of Victory Points aSubmarine earns
for sinking this Escort.
Experience Points: The number of Experience Pointsa Submarine
earns for sinking this Escort.
Torpedo and Submarine Gun Hit numbers: The baseHit numbers a
Submarine uses when attacking thisEscort with Torpedoes or deck
Gun.
Surface and Submerged Attack numbers: The Attacknumber specifies
the base number and type of HitCounters drawn for Escort attacks
against Surfacedand Submerged Submarines.
Naval CardsNaval cards show ships that are partof a naval Task
Force or travellingalone. Naval cards are drawn whenan unknown
Naval Ship is revealedby a Submarine.
The corresponding namedNaval counter replaces theUnknown Ship
counter onthe Tactical Display.
Naval cards are sometimes referred to as Target cards.Naval
cards show the following information:
Ship Name and Type: The Ship name and type is forreference
purposes only. They do not affect game play.
Victory Points: The number of Victory Points earnedfor sinking
the Ship.
Experience Points: The number of Experience Pointsa Submarine
earns for sinking the Ship.
Speed: The Ship Speed used to determine movementon the Tactical
Display.
Torpedo and Submarine Gun Hit numbers: The baseHit numbers a
Submarine uses when attacking thisship with Torpedoes or deck Gun.
A result of “N/A”means the result cannot be achieved with a
singleattack.
Surface and Submerged Attack numbers: The Attacknumber specifies
the base number and type of HitCounters drawn for Escort attacks
against Surfacedand Submerged Submarines.
SET-UPStart byselecting oneof the fourCampaignSheets.
Choose thelength of the Campaign: Short, Medium, or Long.
Thelength of the Campaign determines the number ofPatrols each of
your Submarines can make during theCampaign.
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Patrol NumbersThis number shows thenumber of Patrols
eachSubmarine can make duringthe Campaign.
A Patrol consists of a Submarine leaving a Port box,moving
through Map Areas, interacting with Convoycards, and then returning
to a Port box over the courseof several Strategic Segments. If
there is more thanone Port box on the Campaign Map, a Submarinedoes
not have to return to the same Port box that itstarted in.
Your Submarines can leave Port and return to Portduring
different Strategic Segments. They do not haveto all leave and
return at the same time.
Special Option PointsThe Campaign length designates the total
number ofSpecial Option (SO) points available for the Campaign.You
spend SO points to purchase Submarines andselect Special Options
for a Campaign.
Victory Point TotalsThis shows the number ofVictory Points you
mustscore to achieve eachsuccess level of aCampaign.
Campaign NotesThe section showingSpecial Option Noteson each
CampaignSheet lists the cost,type, and number ofSpecial
Optionsavailable for theCampaign.
The first numbershows the SO point cost, then the Special Option
type,and finally, in parenthesis, the maximum number oftimes the
option can be purchased during aCampaign. If a U is shown, the
option can bepurchased an unlimited number of times during
theCampaign.
Each Campaign Sheetprovides informationabout any Convoy
cardsthat are removed from the
deck for this Campaign and any special conditions forthe
game.
The Wolfpack sectionshows if you can formWolfpacks during
thecampaign and the numberof Submarines that can bein a
Wolfpack.
Set-Up Card DecksRefer to the CampaignSheet, and remove from
theConvoy deck any Convoycards listed.
Remove the 3 Fleet Escort cards and set them aside.These cards
are only used when a Naval Convoy isencountered.
Shuffle theMerchant,Escort, Naval,Event, andConvoy carddecks and
placethem on theappropriateAreas on theHelp Sheet andthe
TacticalDisplay Sheet.
Place all the Hit Counters into anopaque cup.
If you are playing a Campaign that starts in1944 or 1945, place
the Tactics counters in anopaque container for use when Escorts
areDetecting and attacking Submarines. If you
are playing a Campaign that ends before 1944, do notuse these
counters.
Shuffling Cards and Preparing DecksAfter you have drawn the last
card from a deck, gatherthe discards, and shuffle them to form a
new deck.
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Selecting SubmarinesAfter selecting your Campaign length, pick
yourSubmarines based on the number of SO points for theCampaign and
length you have selected.
Find all the Submarine cards where the years inservice for the
Submarine in some way overlap theCampaign time frame.
Example: The years in service for the Balao class Submarine
Tangis Jan ‘44 – Aug ’45. This Submarine can only be used in
theSetting Sun campaign.
Each Submarine has an SO point coston the Submarine card. This
is thecost of selecting that Submarine forthe Campaign. You must
choose atleast one Submarine for the
Campaign, but you may select as many as areavailable for the
Campaign’s time frame and thenumber of SO points you have.
You can only select a particular Submarine once for
aCampaign.
Example: You cannot select the Green USS Harder and VeteranUSS
Harder for the same Campaign.
Subtract the SO points of each selected Submarinefrom the
starting SO point value. Spend the extra SOpoints to purchase
Special Options during theCampaign.
After selecting aSubmarine, placeits counter on anyPort box on
theCampaign Map.
You can place theSubmarine counter on either its Surfaced
orSubmerged side, it makes no difference while theSubmarine is on
the Campaign Map.
Set the Submarine cards on the table within easyreach.
Place the appropriatenumber of Torpedo counterson or below the
Ready andStored Torpedoes sectionson the Submarine card toshow the
number of Readyor Stored Torpedoes for theSubmarine. Finally, place
anAmmo 6 counter by (or on)
the Submarine card to show the amount of Gun
attacks for the Submarine.
Example: You select the Medium Campaign on the Against the
SunCampaign Sheet and have 35 SO points at the start of
theCampaign. You select Trained USS Tautog (6 SO points),
TrainedUSS Silversides (8 SO points), Trained USS Drum (8 SO
points),and an Ace USS Permit (10 SO points) for a total of 32 SO
points.You decide to save the remaining 3 SO points for use during
theCampaign.
Campaign LogUse the Campaign Log totrack your Submarinesduring a
game.
This sheet should bephotocopied ordownloaded from
www.dvg.com.
SEQUENCE OF PLAY
Strategic SegmentExpend Special Option PointsAssign Special
Missions
Operations SegmentForm WolfpacksMove SubmarinesResolve Event
cardsResolve Special Missions
Tactical SegmentContact PhaseDraw Convoy cardTactical Set-Up
Combat Resolution PhaseMovement
SubmarinesLag MovementEscorts
Escort DetectionEscort Movement
AttackAggressive SubmarinesEnemy ShipsCautious SubmarinesEnd of
each Combat Resolution Phase
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Post-Combat Resolution PhaseAdd StressReload TorpedoesRecord
Experience Points and Victory PointsAction DecisionPost Combat for
a Submarine
Refit SegmentPromote SubmarinesPatrol LimitsStress RecoveryPort
RestockSea ReloadResetting the Campaign Map
STRATEGIC SEGMENTYou may spend Special Option points during
theStrategic Segment to enhance searches, deploysupply ships,
conduct Special Missions, and purchasespecial weapons.
Expend Special Option PointsAt the start of a Campaign you getSO
points based on theCampaign selected and the lengthof the Campaign.
After purchasingyour Submarines, you may haveremaining SO
points.
You can use the remainingSO points to purchaseoptions during
theCampaign. You can spendsome, none, or all of yourSO points
during aStrategic Segment.
Example: You have 35 SO pointsat the beginning of your Campaign.
You spend 27 SO points onSubs, leaving you with 8 SO points to
spend throughout theCampaign.
Not all options are available in all the Campaigns andsome
options can only be used a certain number oftimes during a
Campaign. See the Campaign Sheet fora list of available options and
how many times they canbe used.
Alternate TorpedoesSpending SO points on this option allows you
to placealternate Torpedo types on a Submarine on a Port box.
There are two types of alternateTorpedoes: Mk 10 torpedoes and
Mk27 torpedoes. The Mk 10 torpedoeswere older than the standard Mk
14
torpedoes, but had a more reliable detonator. The Mk27 torpedoes
were acoustic torpedoes.
Each alternate Torpedo costs 1/2 an SO point andreplaces a
normal Torpedo in the Ready or Storedsection on a Submarine card.
The alternate Torpedoesare used in a similar manner to standard
Torpedoes.See the Special Torpedo Attacks section for
moreinformation.
Note that Submarines with the Mk 10 torpedo SpecialAbility are
automatically equipped with Mk 10torpedoes and do not need to
expend SO points forthe torpedoes.
Forward Operating BaseAfter purchasing a Forward Operating
Base,place the counter in any zone on thecampaign map marked with
FOB. TheForward Operating Base counter remains in
this zone for the rest of the campaign.
You can only place oneForward Operating Basecounter in a zone,
and thezone must already have anFOB box.
With an FOB counter, theStress Points for eachSubmarine in that
Area is
reduced by two during the Refit Segment. Additionally,the
Forward Operating Base has Torpedoes that canbe reloaded on
Submarines in the same zone as theForward Operating Base. The
designated number oftorpedoes are the total for the entire campaign
and canbe provided to one Submarine or spread out amongseveral
Submarines.
Torpedo ModificationsSpending SO points on this option allows
theSubmarine to change the year used on the TorpedoDud table when
checking for torpedo hits.
After purchasing a Torpedo Modificationoption, place a Torpedo
Modified counter onthe Submarine card. The counter remains onthe
Submarine for the campaign. When the
Submarine rolls on the Torpedo Dud table, it uses thenext year's
column.
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Example: During a Turning the Tide campaign, you spend SOpoints
on a Torpedo Modification for USS Bonefish. When rollingon the
Torpedo Dud table, USS Bonefish will use the 1944-45column instead
of the 1943 column.
RadarSpending SO points on this option allows you to placeRadar
on a Submarine. Radar modifies the ContactTable die roll by +1 and
allows the Submarine tomodify some Event and Convoy card
specialconditions.
After purchasing a Radar option, place aRadar counter on the
Submarine card. Thecounter remains on the Submarine for
thecampaign.
Radar cannot be placed on S class Submarines.
Note that some Submarines are automaticallyequipped with Radar,
as noted on the Submarine card.You do not have to spend any extra
SO points for theseSubmarines to use their Radar. Additionally,
during theSetting Sun campaign all Submarines are equippedwith
Radar.
IntelligencePurchasing this option allows you to
concentrateintelligence assets in one Area of the Campaign Map.This
provides a +2 modifier to all Contact Table rollsfor the Area.
Additionally, if the Intelligence counter isin the South China Sea,
East China Sea, EmpireWaters, or Sea of Japan Area and a Submarine
in thisArea draws a Minefield Event card, there is a +2modifier to
the minefield roll.
After purchasing Intelligence, place the Intelcounter in any
Area on the Campaign Map.The counter remains in this Area for
thisStrategic Segment. You can only place one
Intel counter in an Area.
Priority R&RYou can spend SO points to remove 4 Stress
Pointsfrom all Submarines currently on Port boxes. Do thisbefore
moving to the Operations Segment. You canonly purchase this option
once per Strategic Segment.
Assign Special MissionsSpending SO points on this option allows
yourSubmarines to conduct Special Missions to earn extraVictory
Points. There are three different types ofSpecial Missions. You may
assign more than 1 SpecialMission to a Submarine.
Special Mission: MineThis Special Mission can only be
purchasedfor Submarines that are on a Port box. Whileon the Port
box the Submarine is loaded withmines. Place a Mine Special Option
counter
on the Submarine card to show that it is on a MineSpecial
Mission. You can replace any number of theSubmarine’s Ready or
Stored Torpedoes with Mines.Record on the Campaign Log Sheet the
number ofTorpedoes you have replaced.
To resolve a Mine Special Mission:During the Operations Segment
ofits turn, move the Submarine withthe Special Mission counter
untilyou reach any Special Mine box,
checking for Events as normal.
If the Submarine becomes Unfit due to an Event card,it cannot
complete the Special Mission and is placedin the Searched box for
the Area.
Once the Submarine reaches the Mine box, draw 1Event card to
enter the box. This is in addition to anyEvent cards the Submarine
had to draw to move orPatrol in the Area, and resolve the
Event.
Remove the Mine Special Option counter and scorethe number of
Victory Points shown in the SpecialMine box.The number of Victory
Points scored is based on thenumber of Torpedoes replaced by mines.
Then placethe Submarine in the Searched box for the Area.
Example: On the Campaign Sheet Against the Sun, USS
Drumsuccessfully drops Mines in the South China Sea Area. You
choseto have Mines replace 9 Torpedoes on the Submarine, so you
earn3 Victory Points.
Special Mission: Naval AttackThis Special Mission can be
purchased forany Submarine that is not Unfit. Place theNaval Attack
Special Option counter on theSubmarine card to show it is assigned
to a
Naval Attack Special Mission. This Special Missionrepresents the
Submarine being assigned to conductspecific operations against the
enemy Naval forces.
To Resolve a Naval Attack Special Mission:During the Operations
Segment of its turn, move theSubmarine with the Special Mission
counter to anyArea with a Special Attack.
When the Submarine enters the box, draw the numberof Event cards
shown in the box. This is in addition toany Event cards the
Submarine had to draw to move or
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Patrol in the Area.
Resolve each Event card before drawing another. Youcan choose to
break-off the attack before drawing all ofthe Event cards. If you
break-off the attack, theSubmarine is moved to the Searched Box of
the Area itis in. The Naval Attack Special Option counter remainson
the Submarine. If the Submarine becomes Unfit dueto an Event card,
it cannot complete the SpecialMission, remove the Naval Attack
Special Option andplace the Submarine in the Searched box for the
Area.
Draw the number of cards from the Naval deck shownin the box and
conduct 1 round of Torpedo attacks onany or all of the Target
cards. You can only use ReadyTorpedoes for this Attack. The attacks
use the normalSubmarine Torpedo Attack procedure and modifierswhen
attacking. Treat the attacks as being at range 0.
Resolve an Enemy Ship Attack against the Submarineusing 3 Heavy
Hits. All normal modifiers apply to theattack.
Remove the Attack Special Option counter and scorethe number of
Victory Points and Experience Points forthe Naval Ships that are
sunk.
Ships that are not sunk by the attack are discarded.Gain no
Victory Points or Experience Points forundamaged or partially
damaged Ships.
Place the Submarine in the Searched box for the Area.
Example: On the Campaign Sheet Holding the Line, the Veteran
S-class Submarine USS S-44 in the Brisbane Port box is assigned toa
Naval Attack Special Mission. S-44 moves into the SolomonIslands
area and draws a Clear Weather Event card, which has noeffect, and
then moves into the Special Attack box in the area. Youdraw three
Event cards, one at a time. The first card is UltraIntercept and
has no effect. The second card is a Rough Weathercard adding 2
Stress Points to the Submarine. This almost makesthe sub
Shaken.
You could break-off here and just move S-44 to the Searched
box,but you decide to press on and draw the third Event card, which
isan Enemy aircraft and the roll ends up with a Light Hit against
thesub, which turns out to be a temporary Electronics hit. S-44
isready to attack and draws 2 Naval cards, getting the Heavy
CruiserAoba and the Light Cruiser Jintsu. You decide to attack Aoba
with4 torpedoes and Jintsu with 1. The torpedo fired at Jintsu
misses,while the attack on Aoba sinks the cruiser. S-44 is placed
in theSearched box and you score 2 Victory Points and earn
2Experience Points.
Special Mission: Recon/RescueThis mission can be purchased for
aSubmarine at sea or in a Port box. Place theRecon/Rescue Special
Option counter on theSubmarine card to show it is assigned to
this
mission. This mission represents the Submarine beingassigned to
report on the Japanese ship and troopmovement or to rescue friendly
forces (such as pilotsor coastwatchers).
To Resolve a Recon/Rescue Special Mission:During its turn move
the Submarinewith the mission counter to any zonewith a Special
Recon/Rescue box.
Draw the number of Event cards shown in the box, thisis in
addition to any event cards the Submarine had todraw to move or
patrol in the zone. Resolve each Eventcard before drawing
another.
If the Submarine becomes Unfit due to an Event card,it cannot
complete the mission and is placed in theSearched box for the zone.
If the Submarine hasElectronics lasting damage, it cannot complete
themission. Remove the Recon/Rescue counter and placethe Submarine
in the Searched box for the zone.
Remove the Recon/Rescue Special Option counterand score the
number of Victory Points shown in theSpecial Recon/Rescue box.
Place the Submarine in the Searched box for the Area.
OPERATIONS SEGMENTMove Submarines
During theOperationsSegment, moveyour Submarinesfrom oneCampaign
MapArea to adjacentAreas.
Move oneSubmarine at a
time.
When a moving Submarinecrosses a line into a newArea, including
movingfrom a Port box to anadjacent Area, or entering a
Special Mission box, draw and resolve the number of“Moving”
Event cards shown on the Contact Chart forMoving into the Area.
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You may not move into anarea blocked by a NoTransit box.
Example: You can move from theEast China Sea into Marianas
or
Empire Waters, but you cannot move from East China Sea
intoBonins.
When moving from a Portbox that is between twoAreas, you can
choose tomove into either area.
Event cards are resolved asdescribed below. After resolving the
Events, theSubmarine can move into another adjacent Area andresolve
that Area’s Events. Repeat moving and drawingEvent cards until the
Submarine reaches the Area orbox you want it to end up in during
this OperationsSegment.
When you are askedto draw an Eventcard, draw the topcard from
this deckand perform anyinstructions on thecard.
The card might bedivided into twosections showing the
event during different years. Use the event for theCampaign year
you are currently playing.
As a reminder of which Submarines moved, use thesurfaced side of
the Submarine counter to show that aSubmarine moved in the
Operations Segment.
Example: You move USS Drum from its Port at Pearl Harbor into
theMarianas, then draw and resolve 1 Event card. You then move
itinto the Bonins, draw and resolve 1 Event card. Finally you
movethe Submarine into Empire Waters, draw and resolve 3
Eventcards. You decide to end its movement. You then move the
USSSilversides from Pearl Harbor to the Marianas, East China Sea,
andinto the Special Mission box, while drawing and resolving
Eventcards along the way.
A Submarine must endmovement when it enters aPort box.
A Submarine with a SpecialMission counter can move intothe
Special Mission box andresolve their mission. ASubmarine must end
movement
when it enters a Special Mission box.
If a Submarine does notmove during the OperationsSegment, draw
the numberof Event cards shown forPatrolling its Campaign
Map Area.
If an Okay or Shaken Submarine becomes Unfit due toan Event
card, place its counter in the Searched boxfor the Area.
Finish moving and drawing Event cards for oneSubmarine before
resolving movement for the nextSubmarine.
Finish moving all Submarines before going to theTactical
Segment.
If a Submarine begins this step Unfit, move it closer tothe
nearest Port box.
End of a PatrolA Submarine completes one Patrol when you move
itscounter into a Port box. When a Submarine hascompleted a number
of Patrols equal to theCampaign’s Patrol limit, the Submarine’s
participationin the Campaign ends. End the Campaign when
allSubmarine’s have reached their Patrol limit.
Example: You move a Submarine out of the Pearl Harbor Port
boxinto the Marianas Area, and into several other Areas. You
resolveEvents and Combat as Normal. You repeat the move,
Events,Combat cycle for several Strategic Segments. You later move
theSubmarine into a Port box. This completes 1 Patrol for
theSubmarine.
WolfpacksIf the Campaign selected allows the player to
formWolfpacks, Submarines that are in the same Port canform a
Wolfpack. The maximum number of Submarinesthat can be in a Wolfpack
is shown on the Campaignsheet, but there must be a minimum of two
(2)Submarines in the Wolfpack.
Submarines in a Wolfpack receive a bonus when
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searching for enemy ships and can attack togetherduring
combat.
The Submarine counters for the Submarinesin a Wolfpack are
stacked together and aWolfpack counter is placed on top of
thestack.
While they are in a Wolfpack stack, the Submarinesmove and
search (during the Contact Phase) togetheras if they were one
Submarine. However, duringmovement each Submarine draws the normal
numberof Event cards and there is a +1 modifier for eachSubmarine
in the Wolfpack when checking forcontacts.
When a Wolfpack attacks, all the Submarine countersare placed on
the Tactical Display.
Submarines can leave a Wolfpack when moving duringthe Operations
Segment or during the Post CombatResolution Phase. Submarines that
are Sunk orbecome Unfit will always leave a Wolfpack. If thenumber
of Submarines in a Wolfpack is one (1), theWolfpack is dissolved
and the Wolfpack counter isremoved.
Resolve Event CardsResolve each Event card before drawing the
next.
Resolve Special MissionsIf a Submarine ends its movement in a
Special Missionbox, resolve its Special Mission.
TACTICAL SEGMENT CONTACT PHASEAt the start of the Tactical
Segment, select oneSubmarine that is not in a Port box or Unfit as
theactive Submarine. Complete the Tactical Segment forthe active
Submarine before starting the TacticalSegment for another
Submarine.
If a Submarine is Unfit, move it to itsArea’s Searched box.
Check to see if the active Submarineencounters any Contacts by
rolling adie, modifying the roll with the
applicable Contact Determination modifiers, andreferring to the
Contact Table to determine the numberof Contacts for this Tactical
Segment.
The number shown is the number of Convoy cards the
active Submarine will draw during the TacticalSegment. If the
number on the Contact Table is 0(zero), then no enemy shipping was
found and theSubmarine is moved to the Searched box of theCampaign
Map Area and a new Submarine is selectedas the active
Submarine.
Fully resolve one Contact before drawing the nextConvoy
card.
The active Submarine is not required to roll on theContact
Table. If you do not want to roll on the ContactTable, just move
the Submarine to the Searched box ofthe Campaign Map Area, and then
select a newSubmarine as the active Submarine and check forContacts
for the new active Submarine.
A Wolfpack stack is treated as one Submarine for thepurposes of
being the active Submarine.
Contact Determination ModifiersRoll a die and modify the roll as
follows:
+2 if there is an Intel counter in the Campaign MapArea.+1 for
each Ultra counter in the Campaign Map Area. +1 if the Submarine
has the Searcher Special Ability.+1 if the Submarine has the Radar
Special Ability.+1 for each Submarine in a Wolfpack. (Plus
anySearcher and Radar Special Abilities for Submarines inthe
Wolfpack.)-2 for each Submarine Warning counter in theCampaign Map
Area.-3 if the Submarine moved during the OperationsSegment. +X for
any modifiers on Event cards.
Determine the number of Contactsfor the turn by comparing
themodified die roll to the Contact Tablefor the Area the Submarine
islocated. You will draw one Convoycard for each Contact during
theTactical Segment.
If there is more than one Contact for the turn, useContact
counters to keep track of the number ofContacts for the active
Submarine.
Place the Contact counter in the Area,showing the number of
Contacts remaining.
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Draw Convoy CardDraw a Convoy card from the top ofthe deck.
Reduce the value of theContact counter by one.
RetreatIf you choose not to attack the Convoy card after youhave
seen it, go to the Post-Combat Resolution Phasefor the
Submarine.
Tactical Set-Up
The Convoy card describes the Contact type(Merchant or Naval)
and where to place Ship counterson the Tactical Display.
For E (Escorts) Contacts on the card, use theUnknown Escort
counters.
M (Merchant) Contacts on the card useUnknown Merchant Ship
counters.
Example: I draw Contact card 37, with two Escorts and
fourMerchants. I place two Unknown Escort counters and 4
UnknownMerchant counters in the locations designated on the
card,
For N (Naval) Contacts use UnknownNaval Ship counters and Fleet
Escortcounters.
For Naval Contact types,the Escorts are always FleetEscorts. The
Fleet Escortcards are used instead ofdrawing Escort cards.
Place the Battle Locationcounter on the Campaign MapArea where
the battle isoccurring.
Also place a SubmarineWarning counter in the Map
Area the first time each Submarine draws a Convoycard in the
Area.
Move the Submarine counter for the attackingSubmarine to any of
the Long-Range Areas on theTactical Display. If the Submarine has
an InfiltratorSpecial Ability, it can set up in a Medium-Range
orShort-Range Area.
The Submarine counter can be placed on its Surfacedor Submerged
side. Submarines operating on theSurface move faster and can use
Gun or Torpedoattacks, but are more vulnerable to Detection
andcounterattacks. Submarines that are Submerged areharder to
Detect, cannot use Gun attacks, and do notmove as fast.
If the attack is being conducted by a Wolfpack, placethe other
Submarines in the Wolfpack as describedabove.
Only Subs in a Wolfpack can be placed on the TacticalDisplay
together.
Draw another Convoy card and refer to the specialconditions on
the card. These special conditions mightchange the placement of the
Submarine counters andremain in effect until the end of the Combat
ResolutionPhase.
Example: After drawingConvoy card 37 andplacing the Merchant
andEscort counters on theTactical Display, I drawanother Convoy
cardgetting card 49. Accordingto card number 49, I willgain 2
additional VictoryPoints if I sink all the
Merchant ships on the Tactical Display.
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COMBAT RESOLUTION PHASECombat Resolution is done in steps
whereSubmarines, Escorts, Merchant, and Naval Shipsattack and move
during the different steps.
If a Wolfpack is attacking, each Submarine actsindividually.
Resolve the actions for one Submarinebefore another acts during the
step.
The Combat Resolution steps are repeated until allSubmarines
have broken off from contact, are sunk, orthere are no Ship
counters on the Tactical Display.
MovementSubmarinesConduct movement for each Submarine.
A Submarine can move a number of Areas upto the Speed rating on
its counter.
A Submarine can change between beingSurfaced or Submerged before
it moves. Flipits counter to indicate a change.
A Submarine may exit the Tactical Display by movingoff the
display from any Long Range Area. ASubmarine with a Stress Level
that makes it Unfit mustmove to exit the Tactical Display as
directly aspossible.
Revealing TargetsA Submarine automatically revealsany Unknown
Ships at a range of 0,1, or 2 Areas
Also, reveal an Escort when it rolls to Detect aSubmarine.
Also, reveal a Ship that is being attacked by aSubmarine.
To reveal a Ship, draw a card from the appropriatetarget deck as
described below:
If the Ship is an E (Escort) Contact - draw thetop Escort
card.
For Naval Convoy types the Fleet Escort cardsare used instead of
drawing Escort cards.
If the Ship is an M (Merchant Ship) Contact -draw the top
Merchant card.
If the Ship is an N (Naval Contact) - draw thetop Naval
card.
Place the card on the table. Then, replace theUnknown Ship
counter with the named Ship counteron the Tactical Display that
matches the named Shipcard.
Example: The Veteran USS Gato is attacking a small Convoy
withtwo Escorts and four Merchants (Convoy card #37). Gato
startsout on the Surface in a Long Range Area at the bottom of
theTactical Display. After Submarine and Lag Movement, Gato is at
arange of two Areas from the trailing Merchants (M3 and M4)
andreveals these ships. You flip over the top two Merchant
cardsrevealing the freighter Tatuwa Maru (card #78) in position M3
andthe medium tanker Tatibana Maru (card #55) in position M4.
Theunknown Merchant counters are replaced by the named countersfor
Tatuwa Maru and Tatibana Maru.
Silent RunningA Detected submerged Submarine canchoose to use
the Silent Running optionduring its movement to try to
escapedetection. When a Submarine selects Silent
Running do the following:
Place a Silent Running counter on the Submarinecounter.
Treat the Submarine as having Speed 0 during the LagMovement
step.
Roll a die. If the die roll is less than or equal to
theSubmarine’s Evasion rating, the Detected counter isremoved from
the Submarine. If the die roll is greaterthan the Evasion rating,
the Submarine suffers 2 Stressand the Detected counter remains in
place.
Submarines with Silent Running counters cannotattack during
their turn. Remove the Silent Runningcounter at the end of the
Combat Resolution Phase.
Lag MovementPick a Merchant or Naval Ship on the Tactical
Displaywith the highest Speed to use as the "Reference Ship"for
movement. If there are no Merchant or Naval Shipson the Tactical
Display, use the Escort with the highestSpeed.
The Reference Ship does not move, but all other Ships
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and Submarines that have a lower Speed are movedrelative to the
Reference Ship.
Do not move Ships and Submarines that have thesame Speed, or a
higher Speed, as the ReferenceShip.
Move all the slower Ship and Submarine counters oneat a time
based on their speed compared to the speedof the Reference
Ship.
If the Ship/Submarine's speed is 1 lower than theReference Ship,
move it 1 Area closer to the ConvoyWake Area on the Tactical
Display.
If the Ship/Submarine's speed is 2 lower than theReference Ship,
move it 2 Areas closer to the ConvoyWake Area on the Tactical
Display.
If the Ship/Submarine's speed is 3 lower than theReference Ship,
move it 3 Areas closer to the ConvoyWake Area on the Tactical
Display.
If the Ship can move into more than one Area, youdecide which
Area it moves into.
If you move a Ship or Submarine into the ConvoyWake Area and it
has movement remaining, remove itfrom the Map. It has exited the
battle.
Example: The arrows show the ending positions of the
counters,based on the Reference Ship’s speed of 2. USS Gato can use
itsSpeed 1, and drift backward by 1, or you can treat it as
havingSpeed 0, and have it drift backward by 2. The Escort must
driftback by 1 because its Speed has been reduced to 1.
When you move a Submarine, you may treat theSubmarine as having
a Speed lower than its printedSpeed, down to a minimum of Speed
0.
A Submarine with a Stress Level that makes it Unfitmust move to
exit the Tactical Display as directly aspossible.
The speed of a Merchant, Escort, or Naval Ship isshown on the
card and counter for that Ship, but it canbe modified by damage to
the Ship. A Ship's speed isnever reduced below 0.
The speed of an UnknownShip is shown on its counter.
After all Ships and Submarines have moved, reveal anyUnknown
Ship counters that end their movementwithin 2 Areas of a
Submarine.
EscortsEach Escort now Detects and moves. You may havethem act
in any order. Perform the Detection andmovement for one Escort
before proceeding to thenext. How it moves depends on whether there
is aDetected Submarine on the Tactical Display.
Escort DetectionAn Escort checks for Detection of
Submarinesbefore it moves. An Escort checks forDetection against
each Surfaced Submarineat a range of 0, 1, or 2 Areas and against
each
Submerged Submarine at a range of 0 or 1. Add 1 tothese ranges
for each Alerted counter on the TacticalDisplay.
To determine if a Submarine isDetected, roll a die, modify
thedie roll, and compare it to theSurface or SubmergedDetection
rating for the Escort,shown on the Escort card.
If the modified die roll is equal to or greater than theEscort’s
Detection number, the Submarine is Detected,place a Detected
counter on the Submarine counter.
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A Submarine that is Detected by 1 Escort is Detectedby all
Escorts. Do not place more than 1 Detectedcounter on each
Submarine.
Escort Detection Modifiers:+1 to the Detection die roll for each
Alerted counter. -1 if an Escort has a Light Damage counter on it.
-2 if an Escort has a Heavy Damage counter on it. + X from Tactics
counter for 1944 and 1945.
Example: The Convoy has 1 Alerted counter. USS Gato moves onthe
Surface 3 Areas away from Escort E2, so there is a chance itwill be
Detected. Since the Escort was not previously revealed, thetop
Escort card is flipped and shows the Submarine Chaser CH-30. The
Convoy is Alerted, so there is a +1 modifier to theDetection roll.
You roll a die getting a 4, which is modified to 5,Gato is
Detected, and a Detected counter is placed on Gato.
Merchant and Naval DetectionMerchant and Naval Ships never roll
to DetectSubmarines. These Ships attack Submarines asdetailed in
the Attack rules, but they never roll toDetect.
Escort Movement (Against DetectedSubmarines)If there are
Detected Submarines on the TacticalDisplay, the Escort moves the
number of Areas equalto the Speed rating shown on the Escort
card,modified by any Target Damage counters.
The Escort moves directly toward a DetectedSubmarine. If more
than one Detected Submarine,randomly determine which Submarine the
Escortmoves toward.
An Escort stops moving when it enters the Area of theSubmarine
it was moving toward.
Escort Movement (Against UndetectedSubmarines)If there are no
Detected Submarines on the TacticalDisplay, roll a die for the
Escort to determine itsmovement.
If the die roll is 1-3 an Escort in the Short Range Areamoves 1
Area Counter-Clockwise in the Short RangeArea.
If the die roll is 4-7 the Escort in the Short Range Areadoes
not move.
If the die roll is 8-10 an Escort in the Short Range Areamoves 1
Area Clockwise in the Short Range Area.
If the Escort is in one of the four Convoy Areas or aMedium
Range Area, the Escort moves 1 Area to a
randomly determined adjacent Short Range Area.
If the Escort is in a Long Range area, the Escort moves1 Area to
a randomly determined adjacent MediumRange Area.
AttackAggressive SubmarinesAggressive Submarines can attack with
either theirTorpedoes or Guns.
Submarine Torpedo AttacksSubmerged or Surfaced Submarines
canperform Torpedo attacks out to a range of 3Areas.
When you are ready to attack with Torpedoes, specifythe number
of Torpedoes fired at each target. You canonly fire Torpedoes that
are in the Ready section on theSubmarine card. Torpedo attacks are
resolved after allattacks are declared.
When you fire Torpedoes to attack a target, you maymiss, damage,
or sink the target. Roll a die for eachTorpedo fired at a target,
modify the die roll, and lookat the Torpedo Hit numbers on the
Target card todetermine what happens during the attack. The
resultsof one Torpedo attack take effect before the nextattack. Any
Torpedoes fired at a Ship that has beensunk still count as being
fired and are removed fromthe Submarine card.
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Torpedo Dud ChecksAfter specifying all Torpedo attacks, roll a
die for eachTorpedo Spread, refer to the Torpedo Dud table,
andapply the results before checking for Torpedo hits.
1942 1943 1944-45 Result1 N/A N/A All Torpedoes
automatically
miss and one prematurelyexplodes. This counts as anattack for
the purposes ofplacing an Alerted counter.
2 – 3 1 1 All torpedoes automaticallymiss, but this does not
count asan attack for the purposes ofplacing an Alerted
counter.
4 - 6 2 - 3 2 Only one torpedo runs correctly,all others are
automatic misses.If there is more than onetorpedo in the spread,
rollanother die. On a 1 a torpedohas circled around and attacksthe
Submarine. Immediatelyresolve an attack on theSubmarine with 3
Heavy Hits.
7 – 9 4 – 6 3 Half the torpedoes run correctly(round up, but at
least onetorpedo runs normally).
10 7 - 10 4 - 10 All Torpedoes run correctly,resolve the attack
with alltorpedoes
Note: If the Submarine has a Torpedo Modificationcounter, use
the next highest year column on the table.Torpedo Spreads for
Alternate Torpedoes (Mk 10 andMk 27) do not roll on the Torpedo Dud
table.
Torpedo SpreadYou gain a bonus to your Torpedo rolls for
multiplenon-dud Torpedoes fired at the same target at thesame time.
You gain a bonus for all rolls equal to thenumber of non-dud
Torpedoes, minus 1.
Example: If you fire 3 Torpedoes at one ship and they all
runcorrectly, you gain +2 modifier on all three rolls. If you fire
6Torpedoes at one ship and 3 run correctly, you gain +2 modifieron
all 3 rolls.
Torpedo Hit NumbersAfter checking for duds, roll a die for each
Torpedo youfire. Keep only the highest modified die roll for the
finalresult from each attack. (If multiple Submarines in aWolfpack
attack the same ship, each Submarine’sattack is rolled
separately.)
If the modified die roll is lessthan the first Torpedo
number,the Torpedo attack missed thetarget.
If the modified die roll is equal to or greaterthan the first
number but less than the secondnumber, the target takes light
damage. Placea Light Damage counter on the Target card.
If the modified die roll is equal to or greaterthan the second
number but less than thethird number, the target takes heavy
damageand a Heavy Damage counter is placed on the
Target card.
If the modified die roll is equal to or greater than thethird
number the target is sunk, the Ship counter isremoved from the
Tactical Display. Score Victory andExperience Points for the
Ship.
Remove each expended Torpedo counter from theReady section of
the Submarine card.
Torpedo Attack Modifiers-1 Per Range+ Torpedo Spread Bonus
(torpedoes hitting the target-1)+/- Submarine’s TS (Torpedo Skill)
modifier.+1 if the target has a Heavy Damage counter.- 2 if the
torpedo is a Mk 10 torpedo+2 if the torpedo is a Mk 27 torpedo
Example: After revealing the freighter and tanker, the Veteran
USSGato decides to attack Tatibana Maru with six Torpedoes.
Gatorolls on the Torpedo Dud table for 1943 and half the Torpedoes
runcorrectly. Gato has a Torpedo Skill of +2 and the range to
thetanker is two Areas, giving a final modifier of +2 to the
attacks (+2for Torpedo Skill, +2 for the Torpedo Spread bonus, and
-2 forbeing at range 2 = +2). You roll three dice getting a 2, 4,
and 5.You keep the highest die roll, the 5, and modify it to 7 (5
+2),which sinks the tanker. Six Torpedoes are removed from the
Readysection on Gato. Finally, place 1 Alerted counter on the
TacticalDisplay.
Special Torpedo AttacksDuring some campaigns you will have the
option ofpurchasing alternate torpedoes with SO points andloading
them aboard a Submarine while it is in port.There are two types of
alternate torpedoes, either theMk 10 torpedo, or acoustic, Mk 27,
torpedoes.
To be able to use a special torpedo, the torpedo mustbe loaded
in the Ready section on the Submarine card.The special torpedoes
are used in the same manner asnormal torpedoes, with the following
changes:
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Mk 10 Torpedoes: These torpedoes can beused against any target
ships. Mk 10torpedoes cannot be used in the sameTorpedo Spread as
normal or Mk 27
torpedoes. Do not roll on the Torpedo Dud table for Mk10 torpedo
spreads. Mk 10 torpedoes have a -2 attackmodifier.
Mk 27 Torpedoes: These Torpedoes can onlybe used against
Escorts. They can only befired with other Mk 27 torpedoes and only
amaximum of two (2) Mk 27 torpedoes can be
fired together. Mk 27 torpedoes have a +2 attackmodifier. Do not
roll on the Torpedo Dud table for Mk27 torpedo spreads.
Torpedo Reloads Instead of attacking with torpedoes during a
turn, aSubmarine can reload its torpedo tubes by movingtorpedoes
from the Stored location to the Readylocation on the Submarine
card. The number oftorpedoes that can be moved depends on the
SkillRating of the Submarine.
Skill Rating Number of Torpedoes that can bemoved
from Stored to ReadyGreen 0 TorpedoesTrained 1 TorpedoVeteran 2
TorpedoesAce 3 Torpedoes
Submarine Gun AttacksOnly Surfaced Submarines can perform Gun
attacks.Gun attacks can be made out to a range of 2. ASurfaced
Submarine can perform a Gun attack andattack with Torpedoes during
the same turn. Declare allattacks before rolling for any.
You must have at least one Gun Ammo left toperform a Gun attack.
A Submarine can onlymake a total of six (6) Gun Attacks during
aPatrol.
You may only make one Gun Attack each turn. Whenyou are ready to
attack with a deck Gun, specify thetarget of the attack.
Remove one point of Gun Ammo from the Submarine.
When you fire the deck Gun,you may miss, damage, or sinkthe
target. Roll a die for the
attack, modify the die roll, and look at the Gun Hitnumbers on
the Target card to determine whathappens during the attack.
Gun Hit NumbersIf the modified die roll is less than the first
Gun number,the Gun attack missed the target.
If the modified die roll is equal to or greaterthan the first
number but less than the secondnumber, the target takes light
damage and aLight Damage counter is placed on the Target
card.
If the modified die roll is equal to or greaterthan the second
number but less than thethird number, the target takes heavy
damageand a Heavy Damage counter is placed on the
Target card.
If the modified die roll is equal to or greater than thethird
number, the target is sunk and the Ship counter isremoved from the
Tactical Display. Score Victory andExperience Points for the
Ship.
Gun Attack Modifiers-3 Per Range +/- The Submarine’s GS (Gunnery
Skill) modifier.+1 if the target has a Heavy Damage counter.
Example: The Veteran USS Gato hasGun Ammo of 5 and decides to
attackthe freighter Tatuwa Maru with its deckgun. Gato has a
Gunnery Skill of +1
and the range to the freighter is 1 Area, giving a final
modifier of -2to the attack (+1 - 3 = -2). You roll an 8, which is
modified to 6,causing light damage to the freighter and a Light
Damage counteris placed on Tatuwa Maru. Gato's Gun Ammo 5 counter
is replacedwith a Gun Ammo 4 counter.
AlertedPlace an Alerted counter on the TacticalDisplay if a
Submarine performs 1 or moreattacks of any type during its
turn.
Each Alerted counter improves the Escort’s range anddie rolls to
Detect Submarines by 1. Escorts can onlyattack Detected
Submarines.
Example: A Submarine attacks several Ships with Torpedoes andone
Ship with a Gun attack. Place 1 Alerted counter on the Display.
A second Submarine performs attacks during the turn, place
asecond Alerted counter on the Display.
Damage to the TargetUse the Damage counters to record the Ship
damage.
If a Ship suffers Light Damage, reduce itsSpeed by 1, reduce its
Detection die rolls by1, and reduce its attack by 1 Light Hit.
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If a Ship suffers Heavy Damage, reduce itsSpeed by 2, reduce its
Detection die rolls by2, and reduce its attack by 2 Light Hits. Add
1to the die roll of future Submarine attacks
against the Ship.
Targets retain all their Damage counters. If a target witha
Damage counter is damaged again, Damagecounters are combined as
follows:
Light Damage + Light Damage = Heavy DamageHeavy Damage + Heavy
Damage = Sunk
The effects of all Damage counters on a Ship arecumulative.
Damage to one target never affects another target.
Enemy Ship AttacksIf there are no Detected Submarineson the
Tactical Display, the enemyEscorts do not attack.
An Escort can attack a DetectedSurfaced Submarine using
theSurface attack number shown on theEscort card at a range of 0,
1, or 2Areas. An Escort automaticallytargets the closest
Submarine.
If more than one Submarine is equally close, randomlydetermine
which one is attacked.
An Escort can attack a Detected SubmergedSubmarine using the
Submerged attack numbershown on the Escort card when it is in the
same Areaas the Submarine.
Enemy Merchant and Naval Ships can attack anySurfaced Submarine
using the Surface attack numbershown on the ship card at a range of
0 or 1, even if theSubmarine is not Detected.
If the Merchant Shiphas a Ram attacknumber and is at arange of
0, use theRam Attack numberinstead of the Surface
attack number.
Enemy ships attack by drawing Hit counters. No dierolls are
made.
Submarine ReactionsOnce you determine the Submarine targeted by
an
Enemy Ship Attack, that Submarine can react to theattack. The
target Submarine can only choose onereaction to an Enemy Ship
attack: Crash Dive or DeepDive. The Submarine does not have to
react.
Crash DiveWhen a Surfaced Submarine is the target of an
attack,it can choose to Crash Dive to try to avoid the attack.When
a Submarine uses a Crash Dive, do thefollowing:
Flip the Submarine counter over to its Submergedside.
Add 1 Stress Point on its card.
Roll a die for each Enemy Shipattack. If the die roll is equal
to or lessthan the Submarine’s Evasion rating,the attack has no
effect. If the die rollis greater than the Evasion rating,
theattack is resolved normally using the
Surface Hit numbers.
Deep DiveWhen a Submerged Submarine is the target of anattack,
it can choose to use a Deep Dive to reduce thechances of being hit.
When a Submarine uses a DeepDive do the following:
Place a Deep Dive counter on the Submarinecounter.
Add 2 Stress Points on its card.
Do not draw a Hit counter for the Escort’sAttack, but roll a
die. If the die roll is equal to
or less than the Submarine’s Evasion rating, there is
noeffect.
If the die roll is greater than the Evasion rating,the Submarine
takes one Flooding TemporaryDamage hit.
If the die roll is 10, the Submarine takes oneHull Lasting
Damage hit.
Cautious initiative Submarines that Deep Divecannot attack
during their turn. Remove the Deep Divecounter at the end of the
Combat Resolution Phase.
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Attack ResolutionPlace all the Hit counters into an opaque cup.
Placethe Damage counters to the side, to be selected asneeded.
Enemy ships inflict Damage on Submarines with either:
Temporary (the yellow side of the Counter) or
Lasting Damage (the red side of the Counter).
The Attack Number onthe Enemy Ship cardspecifies the numberand
type of Hit Countersdrawn. This number ismodified as shown
below. When modifying the attack number and type, 1Heavy Hit is
equal to 2 Light Hits.
Attack Modifiers:-1 Light Hit for every 2 Submarine Evasion
rating(round down). Note: this modifier does not apply tohits from
Event cards.
+1 Heavy Hit if an Enemy Ship is attacking a SurfacedSubmarine
at zero range.
-1 Light Hit if an Enemy Ship has a Light Damagecounter on
it.
-1 Heavy Hit if an Enemy Ship has a Heavy Damagecounter on
it.
+ X Light Hit from Tactics counter in 1944 or later.
Example: During Escort Movement, the Submarine Chaser CH-30moves
into the same Area as Gato to attack. Gato could CrashDive, but you
decide to take your chances on the Surface. CH-30’sSurface attack
rating is 2 Light Hits, minus 2 Light Hits for Gato’sEvasion rating
(4) +1 Heavy Hit for attacking a Surfaced Submarineat zero range.
This leaves 1 Heavy Hit as the result. You draw aHeavy Hit counter
and Gato takes 1 Hull Hit.
Hit EffectsDraw all the Hit counters against aSubmarine at one
time. After drawinga Hit counter, place the Damagecounter with that
effect on the Sub,
(red for lasting, yellow for temporary) and thenimmediately
return the Hit counters to the cup.
If a Hit counter has an (L), it means theSubmarine has suffered
Lasting Damage thatwill remain with the Submarine until repairedby
returning to port.
Temporary and Lasting Damage: A Submarine can suffer from the
same type of Damagemore than once. All Damage effects are
cumulative.The Damage counter mix does not limit the Damage
aSubmarine can suffer. If you run out of counters, usesome other
counter to note the Damage.
Temporary Damage counters are removed from theSubmarine card
during Stress Recovery.
Lasting Damage counters are removed from theSubmarine card
during Stress Recovery if theSubmarine is in Port.
Electronics – The Submarine’s radarand radio are out until they
arerepaired. The Submarine does notget the Radar modifier during
the
Contact phase. Also, if the Submarine is on aRecon/Rescue
Special Mission, it fails the mission.
Engines - There is damage to theSubmarine's engines.
TheSubmarine's maximum speed isreduced by 1, but never less than 0.
If
the Submarine suffers 2 Lasting Engine hits, theSubmarine is
considered sunk.
Flooding - The Submarine suffers temporarydamage from flooding.
Flooding counts as aHull hit, but is always Temporary Damage.
Gun – The Submarine cannot makegun attacks until the gun is
repaired.
Hull - The Submarine is one step closer tosinking. When the
number of Hull hits is equalto the Hull rating for the Submarine,
theSubmarine is sunk.
No Effect - The Hit counter has no effect.
Oil Leak - The Submarine has an oilleak making it easier to
find. Add anAlerted counter to the Tactical Displayat the end of
each Combat
Resolution Phase.
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Periscope – The Submarine cannot make anysubmerged attacks until
the periscope isrepaired.
Stress - Use Stress counters to record theamount of Stress
suffered by the Submarine.Stress is removed during the Stress
Recoveryphase.
Stunned – The Submarine cannot attack untilthe end of next turn.
Place a Stun counter onthe Submarine card.
Sunk - The Submarine is immediately sunk.
Torpedo Tubes - This reduces thenumber of Ready Torpedoes by
thenumber shown on the Hit counter.This is a permanent reduction
until
the damage is repaired. If the current number ofTorpedoes in the
Ready box is greater than the newReady Torpedoes value, the extra
torpedoes areremoved from the Submarine card (they are lost).
Example: My Sub is taking 1 Light Hit. I draw a counter from
thecup and look at its Light side. I get a Gun Hit. I place the
yellowGun Damage counter on my Sub and return the Gun Hit counter
tothe cup.
Aircraft Carrier AttacksIf there is a revealed Aircraft
Carrier(Fleet Carrier or Escort Carrier) onthe Tactical Display, it
attacks oneSurfaced Submarine at any range,whether the Submarine is
Detectedor not. If there is more than oneSurfaced Submarine,
randomlydetermine which gets attacked. Usethe Aircraft Carrier’s
Surface attacknumber for the attack.
If there are no Surfaced Submarines, the AircraftCarrier attacks
a random Submerged Submarine thathas been Detected. Use its
Submerged attack numberfor the attack.
After 1944Escort Detection and Attack Value Modifications
after1944
Design Note: Japanese anti-Submarine experience,tactics, and
technology improved during World War II.
This rule is designed to show these improvements,while still
showing that not all ships were equipped withthe latest equipment
or experienced crews.
If you are playing The Setting Sun Campaign thatstarts in 1944
or later, the Escort Detection, Surface Hitand Submerged Hit
numbers are modified.
The first time an Escort tries to Detector attack a Submarine,
randomlydraw a Tactics counter for the Escort.Place the Tactics
counter on the
Escort card. The Tactics counter stays with the Escortuntil the
end of the Combat Resolution phase.
The Escort gains the noted bonus to its Detect andAttack die
rolls.
Cautious SubmarinesConduct attacks for Submarines witha Cautious
initiative rating.
Cautious Submarines with a DeepDive or Silent Running
countercannot attack.
Use the same attack rules as detailed for
AggressiveSubmarines.
End of each Combat Resolution PhaseRemove any Silent Running or
Deep Dive countersfrom Submarines.
If a Submarine has an Oil Leak Damagecounter, add an Alerted
counter to the TacticalDisplay.
If there are still Submarines and ships on the TacticalDisplay,
repeat the Combat Resolution Phase. If thereare no Submarines or
ships left on the Tactical Display,go to the Post-Combat Resolution
Phase.
POST-COMBAT RESOLUTION PHASEAfter all Submarines are moved off
the Tactical Display,or are sunk, start the Post-Combat Resolution
Phase.
Add StressAdd one Stress Point to each survivingSubmarine that
participated in the CombatResolution Phase.
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Reload TorpedoesReload the Ready Torpedo section for
theSubmarines with Torpedoes from the StoredTorpedo section and
reduce the number ofTorpedoes in the Stored section by one for
each Torpedo moved to the Ready section.
Record Experience PointsRecordSubmarineexperience onthe
CampaignLog based on theShips that the
Submarines sank during the Combat ResolutionPhase. The number of
Experience Points earned isfound on the card for the Ship that was
sunk. Only theSubmarine that sank the Ship earns Experience
Pointsfor it, even if it was damaged by another Submarine.
Record Victory PointsRecord the number of Victory Points you
earned on theCampaign Log.
Even if a Submarine is destroyed, its earned VictoryPoints count
toward the Campaign VP total.
Action Decision (with Contacts)If the active Submarine still has
Contacts remaining forthis turn, choose one of the following
actions:
Do NothingRemove all the counters from the Tactical Display.
Place the Submarine counter in the Searched box ofthe Campaign
Map Area it is in.
Return to the Contact PhaseRemove all the counters from the
Tactical Display.
Reduce the value of the Contact counter by one.
Draw a new Convoy card, and start the CombatResolution Phase all
over again.
Re-Attack the ConvoyIf the previous Contact type was a Merchant,
not aNaval, as noted on the Convoy card, you can re-attackthe
Convoy.
Reduce the value of the Contact counter by one, butdo not draw a
new Convoy card.
Remove revealed Escorts from the Tactical Display andplace the
Unknown Escort counters on the Tactical
Display in the positions shown for Escorts on theConvoy
card.
Design Note: Not all of the Escorts available to aConvoy are
represented on the Convoy card. Thisrepresents the other Escorts
filling in the Areas vacatedby sunk or damaged Escorts.
Return Ships that are undamaged or have LightDamage counters on
the Tactical Display to thepositions shown on the Convoy card.
Ships that haveLight Damage counters retain the counter for
thisCombat Resolution Phase. Ships that were sunk areremoved from
the Tactical Display. The Alertedcounters remain in place. Ships
that were previouslyrevealed remain revealed.
Remove Ships with Heavy Damage from the battle.
Start the Combat Resolution Phase again.
Final ShotIf one or more Ships ended with a Heavy Damagecounter,
you can choose to re-Attack any one of thoseShips, instead of
re-Attacking the Convoy.
To do so, reduce the Contact counter by 1 as youwould for
re-Attacking the Convoy.
Expend 1 Ready or Stored Torpedo or 1 Gun ammo tosink the Escort
or Merchant.
If the ship with a Heavy Damage counter is a Navalship, the
Submarine can only use a Ready or StoredTorpedo to sink the ship.
Remove the other HeavilyDamaged Ships from play.
Record the Experience Points and Victory Points forsinking the
ship. A Submarine does not suffer Stressfor performing a Final
Shot.
Action Decision (with no Contacts)If the active Submarine has no
Contacts remaining forthis turn, remove all the counters from the
TacticalDisplay.
Place the Submarine counter in the Searched box ofthe Campaign
Map Area it is in.
Post Combat for a SubmarineAfter completing the Tactical Segment
for oneSubmarine, select another Submarine that is not in aSearched
box or Port box to be the active Submarineand conduct the Tactical
Segment for that Submarine.
After all Submarines that are not in Port are placed in a
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Searched box, go to the Refit Segment.
REFIT SEGMENTThe Refit Segment is an administrative step used
tocheck for Submarine promotion, reduce SubmarineStress, and reset
the Campaign Sheet for the next turn.
Promote SubmarinesThe number of Experience Points aSubmarine has
determines when it ispromoted to the next experience level.
Check for crew promotion at the start of the RefitSegment. If
the Experience Point total for a Submarinecrew is equal to or
greater than the Promotion numberon the Submarine card, the crew is
promoted to thenext level. Promotion from Green to Trained or
Veteranto Ace consists of flipping the Submarine card over tothe
side with the higher level.
Promotion from Trained to Veteran consists ofreplacing the
Trained Submarine card with the Veterancard. There is no promotion
above the Ace level.
If a Submarine is promoted, recheck the Stress Pointtotals for
the Crew to determine its new Stress Status.
Once a Submarine is Promoted, it loses theExperience Points that
gained it the Promotion. Itkeeps any remaining Experience Points to
use towardits next level.
Example: A Submarine needs 5 Experience Points to promote tothe
next level. It has gained 7 Experience Points. Promote theSubmarine
and deduct 5 Experience Points. This leaves theSubmarine with 2
Experience Points toward its next Level.
Patrol LimitsA Submarinecompletes aPatrol whenyou move it
back into a Port box. Staying in Port does not count asa Patrol.
Each Submarine can perform a number ofPatrols equal to the
Campaign’s Patrol limit (1, 2, or 4).
If all Submarines have reached their Patrol limit, or aresunk,
the Campaign has ended. Stop here and refer tothe Campaign
Outcome.
If a Submarine has reached its Patrol limit for theCampaign, it
is removed from play.
Stress Recovery A Submarine can reduce its number of Stress
Pointswhile in Port or when it goes to a Forward OperatingBase.
A Submarine can also reduce Stress Points if it has aCool
Special Ability.
Stress Recovery in PortReduce the Stress Pointsfor each
Submarine in aPort by the number ofStress Points shown onthe Refit
line for the Port.
If the Submarine has a Cool SpecialAbility, also reduce the
Submarine'sStress by 1 Stress Point.
Remove any Temporary or LastingDamage counters from the
Submarinecard.
Stress Recovery at SeaSubmarines in the same Campaign Map Area
as aForward Operating Base can reduce Stress by 2 StressPoints.
If the Submarine has a Cool Special Ability, alsoreduce the
Submarine's Stress by 1 Stress Point.
Remove any Temporary Damagecounters from the Submarine card.
At Sea Check If the Campaign is not over and there are
noSubmarines in any Sea Areas (only in Port boxes),subtract 2 from
your Victory Point total.
Design Note: This represents allowing the Japanese torecover
while your Submarines are in Port.
Forward Operating Base RestockSubmarines that are in the same
area as a ForwardOperating Base can reload Gun Ammo up to the full
(6)rating and add any Torpedoes the Forward OperatingBase has
remaining. The Submarine cannot add morethan the maximum number of
Ready and Stored
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Torpedoes listed on the Submarine card.
Port RestockSubmarines that are in Port canreload Gun Ammo up to
the full (6)rating and Torpedoes up to themaximum amount that
the
Submarine can carry in both the Ready and the StoredTorpedo
sections on the Submarine card.
Sea ReloadEach Submarine at Sea can reload its ReadyTorpedo
section for the Submarine withTorpedoes from the Stored Torpedo
sectionand reduce the number of Torpedoes in the
Stored section by one for each Torpedo moved to theReady
section.
Resetting the Campaign MapRemove all Intelligence and Submarine
Warningcounters from the Campaign Map.
Move Submarines out of the Searched boxes and intotheir Areas on
the Campaign Map.
Return to the start of the Strategic Segment.
CAMPAIGN OUTCOMEWhen the last Submarine in play returns to Port
andreaches its Patrol limit, or is sunk, the Campaign
iscompleted.
Sunk SubmarinesSubtract 3 Victory Points from your total for
eachSubmarine that was Sunk during the Campaign.
Add up your Victory Points and compare your total tothe numbers
listed on the Victory Point table of theCampaign Sheet. This shows
you the results of yourCampaign.
Example: During a Short Campaign, yourlast Submarine returns to
Port. Thiscompletes a Patrol for all three of yourSubs. You check
your Player Log and seeyou have earned 21 Victory Points, but oneof
your Subs was Sunk.
According to the Campaign Outcometable, your have earned an
AdequateCampaign Victory.
OPTIONAL RULESRandom Submarine SelectionInstead of selecting
your Submarines, randomlydetermine them. Take all the Submarine
cardsavailable for the selected Campaign, shuffle themtogether, and
randomly deal them out one-by-one. Foreach Submarine card dealt,
select the Skill Rating youwant to use for the Submarine, subtract
the SO amounton the card from the total number of SO
pointsavailable for the Campaign. Do not use duplicatenamed
Submarines
Example: Do not use a Green/Trained USS Harder and
Veteran/AceUSS Harder.
When a card causes the SO point total to go belowzero, stop
dealing cards. The Submarine cards dealtbefore going below zero are
the Submarines in yoursquadron, the card that caused the SO point
total to gobelow zero is not included. You can stop
dealingSubmarine cards anytime after the first card is dealtand
keep the remaining SOs for use later in theCampaign.
After selecting your Submarines, gain 2, 4, or 8 SOPoints for
Short, Medium, or Long Campaigns.
Linked CampaignsYou can play four Campaigns in chronological
order:select Holding the Line or Against the Sun, thenTurning the
Tide, and then two Setting Sun campaigns(representing 1944 and
1945) with the same group ofSubmarines. Starting with the first
Campaign, choosethe Campaign length that you want to use for all
fourCampaigns and select your Submarines.
When you go to the next Campaign, subtract thecurrent SO values
of your Submarines, based on thecurrent Skill Rating for the
Submarine, from the SOpoint total for the new Campaign. The
remaining SOsare available to purchase new Submarines or can
besaved for use during the Campaign.
If the result was zero SOs or a negative number, keepall of your
current Submarines, but you cannotpurchase new Submarines or use SO
points during theCampaign.
If a Campaign is outside of a Submarine's year ofservice, that
Submarine cannot be used in theCampaign. Instead, the Submarine is
traded in for SOs(based on its current Skill Rating) and those SOs
canbe used to select a replacement for the Submarine orsaved for
use during the Campaign.
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SOs that are not used during one Campaign do notcarry over to
the next Campaign.
Reduce the Stress of all Submarines to zero
betweenCampaigns.
Better American TorpedoesThis option assumes that the American
Mk 14 torpedoworks as expected. For all campaigns, use the
1944-45column on the Torpedo Dud Table. Additionally, for the1942
campaigns double the number of VPs listed onthe Campaign Sheet to
determine your victory leveland for the 1943 campaign multiply the
VPs listed by1.5.
HISTORICALDESCRIPTIONS
This section provides some historical background onthe
Submarines included in Gato Leader.
S Class The S class Submarines were the oldest
AmericanSubmarines to see combat action in the Pacific. Theywere
originally designed during World War I foroperations in the
Atlantic, but were pressed intoservice during the early days of
World War II due to theU.S. Navy's shortage of fleet boats. Old,
obsolete,underpowered with limited range and inadequatelyarmed,
they were often assigned to the least importantpatrol areas and
theaters, however, the S-classSubmarines had the early war
advantage of using themore reliable (although less powerful) Mk 10
torpedoand these Submarines accounted for sinking 14Japanese ships.
As newer Submarines becameavailable, the surviving S class
Submarines wererelegated to training duties.
Narwhal ClassThe Narwhal class grew out of the need for
long-range‘cruiser’ Submarines that could conduct
independentoperations deep in enemy waters and which
wouldeventually lead to reliable long-range Submarinedesigns. The
Narwhal and Nautilus were extremelylarge, carried two 6" guns, and
were capable of highersurface speeds then the older S - Class. But
their largesize made them easier to detect when surfaced, slowto
dive, and difficult to maneuver. During World War IIthese subs were
not actually used for their designedpurpose, instead they were used
to transport
commandos and coast watchers and deliver supplies.
Perch ClassThe Perch class was brought into service in 1936
asthe third group of P class Submarines. The initial Pclass group
was the first successful "Fleet Boat" designand would serve as the
basis for subsequent AmericanSubmarine development into the 1950s.
This was thefirst class to use welded construction, rather
thanriveted, increasing maximum operating depth andimproving the
ability to withstand depth charge attacks.These were the first subs
to be fitted with airconditioning and use diesel engines to
drivegenerators which powered electric motors. Thisarrangement
allowed the Submarine to cruise at highspeed on the surface while
one engine could chargethe sub’s batteries. Their main battery of
six torpedoes(four forward and two aft) was regarded by many of
theSubmarines commanders as woefully inadequate.Modifications to
the class were made throughout WorldWar II as the technology in
sonar, radar, and weaponryimproved.
Salmon ClassThe Salmon class (and subsequent Sargo class)
wasconstructed as an improvement to the Permit class.The Salmon
class was ten feet longer, had improvedbattery capacity (for longer
submerged range), andwas slightly faster. The Salmon class also
added twomore aft torpedo tubes, for a total of four forward
andfour aft, and increased carrying capacity to 24torpedoes. As
with the Permit class, these Submarineshad numerous modifications
during the war.
Tambor and Gar Classes The Tambor and Gar classes kept all of
the positiveattributes of the Salmon Class, while
makingimprovements to the internal layout and fire power. TheTambor
and Gar classes were the last AmericanSubmarines built before World
War II and shoulderedthe bulk of the combat duties during the early
stages ofthe war. The Tambor class Submarine USS Tautog iscredited
with sinking 26 Japanese ships, the most byany American
Submarine.
Gato, Balao, and Tench ClassesIn 1940 the U S Navy was once
again in the process ofupgrading its fleet Submarines. Building on
thesuccesses of the Tambor and Gar classes, the Gatoclass would go
on to incorporate numerousimprovements that increased the overall
combatcapability and survivability of the class. The larger
sizeGato class also increased range and improved crewhabitability.
The Gato class formed the backbone of the
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American Submarine fleet during World War II and fourof the top
five Submarines in terms of tonnage sunkwere from the Gato
class.
While the Balao class was virtually identical to the Gatoclass,
with just slight internal differences, it was alsothe first of the
"thick skinned" subs using higherstrength steel in the pressure
hull. This increased theSubmarine’s test depth to 400 feet, but it
could safelyoperate deeper.
The Tench class added further refinements to the Balaodesign,
increasing surface and submerged ranges andimproving internal
layout based on wartimeexperiences.
CREDITS
Game Design..........................................Dave
SchuelerGame Development ................................Holly
VerssenArt
............................................................Cloud
Quinot
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EXAMPLE TURNFor my game, I’ve selected the Medium campaign on
theHolding the Line Campaign Sheet and have 33 SO pointsat the
start of the Campaign. I remove Convoy cards # 47and 48 from the
deck. For my squadron, I select TrainedUSS Salmon (6 SO points),
Trained USS Stingray (6 SOpoints), Trained USS Gudgeon (6 SO
points), and aVeteran USS Tautog (10 SO points) for a total of 28
SOpoints. I decide to save the remaining 5 SO points for useduring
the Campaign.
After placing the carddecks and Submarinecards, I choose to
placethe counters for Tautogand Gudgeon in the Port:Freemantle box
and thecounters for Salmon andStingray in the Port:
Brisbane box. Then I add the Torpedo and Gun Ammocounters on the
Submarine cards. Now I’m ready to startmy campaign.
During the Strategic Segment Idecide to spend 2 SO pointson a
Torpedo Modification forUSS Tautog leaving me with 3more SO points.
I place aTorpedo Modified marker onTautog’s card.
Next, I move to the Operation