Rulebook


1.0 INTRODUCTION
2.0 GENERAL COURSE OF PLAY
3.0 GAME EQUIPMENT
4.0 SEQUENCE OF PLAY
5.0 CONFLICT LEVEL
6.0 MOVEMENT
7.0 LOCALIZATION
8.0 ANTI-AIR & ANTI-SURFACE COMBAT SEQUENCE
9.0 ANTI-AIRCRAFT COMBAT
10.0 ANTI-SURFACE COMBAT
11.0 ANTI-SUBMARINE COMBAT
12.0 SUBMARINE PENETRATION & COMBAT
13.0 MINE OPERATIONS
14.0 SATELLITE OPERATIONS
15.0 BASES
16.0 WAR EFFECTS
17.0 VICTORY POINTS
18.0 GAME SET UP
19.0 SCENARIOS
20.0 OPTIONAL RULES
21.0 DESIGNER’S NOTES
1 Mounted Map - 22 x 34 inches
1 Europe Map - 11 x 8.5 inches
2 Sheets of 9/16 inch counters
2 Six-sided dice
5 Single-sided Player Aid cards
2 Double-sided Player Aid cards (identical)
1 Rules booklet
1 Box and Lid set
If any of these parts are missing or damaged, please contact:
Compass Games, LLC. PO Box 271, Cromwell CT 06416. sales@compassgames.com
Design, Development: Stephen Newberg.
Proofing: C.J. Wong.
Map Graphics: Ilya Kudriashov
Counter Graphics: Knut Grünitz
Box and Lid Graphics: Knut Grünitz and Brien Miller
Produced by: Bill Thomas
Seapower & The State is a game type simulation of potential naval combat during a major war in the 1980’s or 1990’s. The viewpoint of the simulation is that of grand strategy and thus has the players acting as the overall commanders of the naval forces of the Eastern or Western alliances. Scenarios are presented for various force levels for different time periods.
After choosing a scenario to be played and which player will play which side the players start each turn with a Conflict Level Determination phase in which the intensity of combat for the turn will be fixed. The Eastern player then begins their player phase by moving their units. After movement is completed a combat sequence is followed for each hex that contains units of both players. Next the Eastern player conducts mine operations and finally satellite operations. The Western player then begins their player phase, which is identical to that just completed by the Eastern player. After the Western player’s phase is completed an End Turn phase begins during which the players determine the effects the turn has had that will apply to later turns and determine the victory points each has earned during the turn. The turn then ends and the next turn begins. In general each player should try to use their units in such a manner as to prevent the other player from earning victory points while at the same time trying to earn as many victory points as possible. At the conclusion of the last turn a comparison of victory point totals will determine the winner of the game.
3.1
The map covers most of the surface of the earth using an Eckert zenithal equal area projection modified to keep sea distances to a minimum amount of error while somewhat altering landmass shape. A special expansion of the European area is used to reduce counter crowding. A smaller map section depicts the Northern polar ICE cap. A hexagonal grid has been superimposed over the maps to regulate movement and other functions. Each hex is approximately 900 Km across and has been coded by color and symbols as indicated on the Terrain Key.
3.2
A number of charts and tracks are found in the rules booklet, on separate Play Aid Cards, and on the map surface which codify information the players will use during the course of the game. In addition certain rules will require that the players make written records of certain actions for which pencil and paper will be required.
The 2 sheets of die cut counters are the playing pieces. They should be broken out of the sheet frame. These pieces represent various ships, aircraft, & submarines or groups of these types of weapons platforms. Each piece is coded with information indicating the various capabilities (in numeric values) of these platforms as well
as a color code distinguishing their nationality, information on the scenarios in which they are used, and the location in which they start the scenario. The pieces representing these aircraft, surface ships, & submarines will be referred to in the rules as “units” when spoken of collectively or by the individual platform type when spoken of individually. A number of other playing pieces represent the locations of satellites and the inventory of merchant vessels, tankers, various satellites, and aircraft. These pieces are referred to as “markers” in the rules. Please note that aircraft inventories are recorded by means of markers but in all other ways aircraft are considered to be units with the values on their markers located in the hexes to which they are assigned.
3.41 Abbreviations: A number of terms are shortened in the rules: (AA) anti-aircraft (AS) anti-surface (AU) anti-submarine (EW) electronic warfare (DE) defence (BM) ballistic missile (RSAT) reconnaissance satellite (CSAT) communications & navigation satellite (ASAT) anti-satellite satellite
In addition nationalities are abbreviated as follows:
(US) United States (SO) Soviet Union (FR) France (CA) Canada (NE) Netherlands (UK) United Kingdom (CH) China (JA) Japan (SP) Spain (GE) Germany (IT) Italy (AU) Australia
The player controlling bases and other sites on the map are indicated by “E” (Eastern) and “W” (Western).
3.42 Unit Types: The various unit types are divided into 3 categories by their type of platform as well as being abbreviated. They are:
1. Submarines as either attack (SA) or strategic ballistic missile (SB);
2 Ships as aircraft carriers (CV), helicopter carriers (CH), battleships (BG), cruisers (CG or CL), destroyers (DG or DD) or frigates (FG or FF);
3.Aircraft as B, M, A, 0, or N followed by a number to indicate a specific family member of the type.
Some of the functions of the game require the generation of random numbers in the range of 1 through 6. A die is also provided with the game or the 6 numbered randomizers may be used. If using the randomizers place them in a cup, draw one, read it, and replace it in the cup each time a die roll is called for by the rules.
4.1
Seapower & The State is played as a series of turns each of which is composed of a number of sequenced phases, segments, and portions of segments which must be conducted in the following order. At the conclusion of the End Turn phase the turn ends and the next turn is started. In the rules the player whose phase is currently in progress is termed the phasing player.
1. Conflict Level Determination Phase
2. Western Shipping Assignment Phase (Optional)
3. Eastern Player Phase
A. Movement Segment:
1. Move Submarines & Surface Ships
2. Assign Aircraft
B. Combat Segment
1. Weather Determination (Optional)
2. Mine Combat Resolution
3. Surface Ship Localization
4. AA & AS Combat Resolution
5. Submarine Localization
6. AU Combat Resolution
7. Submarine Penetration & Combat Resolution
8. Anti-Base Combat Resolution (Optional)
C. Mine Operations Segment
1. Mine Clearance
2. Mine Laying
D. Satellite Operations Segment
1. RSAT & CSAT Launch
2. ASAT Launch & Resolution
3. RSAT Orbit Alteration
4. Western Player Phase (Identical To Eastern Player Phase)
5. End Turn Phase
A. War Effects Segment
1. Determine Shipping Routes Interdicted
2. Determine Bases Captured and Rendered Inoperative
3. Determine Neutral Nations Entry
4. Determine Committed Nations Armistice
B. Victory Points Segment
1. Record Victory Points
2. Level 5 Conflict Resolution
4.3 The Combat Segment
During this segment the players should go through the entire segment for each hex containing units and/or bases of both players individually. That is, complete the segment for one hex before starting the segment for another hex.
During this phase the intensity of conflict for the turn will be determined. There are 5 possible levels of conflict, the effects of which are detailed below. Once the level for the turn has been determined these effects remain in action until the next Conflict Level Determination Phase of the following turn.
5.2
Each player secretly picks the level of conflict they wish to bid to be in effect for the turn and picks and conceals a Conflict Level marker or writes this level along with the turn number on a piece of paper. After both players have completed this the choices are revealed. If the choices are the same, that level will be the level for the turn. If the choices are not the same the numerically higher choice will be the level for the turn.
5.31 Level 1: No Active Combat. If Western Shipping Assignment is being used it is not plotted. Submarines and surface ships may enter any number of opposing occupied hexes during their movement. Neutral Forces hexes may be entered without effect. Aircraft movement is not assigned. In all other respects movement is conducted normally. Weather is determined normally if it is being used. Mine combat is not resolved and mined hexes are not revealed when they are entered. Localization is not resolved. Combat is not resolved. Submarine penetration is not allowed. Mines may not be cleared but they may be laid. Satellite Operations may be conducted normally but ASATs may not be launched or resolved. No operations from the End Turn Phase are conducted.
5.32 Level 2: Conventional Weapon Combat. All normal rules and any optional rules being used are in effect and used as stated.
5.33 Level 3: Conventional & Tactical Nuclear Weapon Combat. The effects of Level 2 are used and in addition the AS value of all units with “A” & “B” ranges are multiplied times 5 for all AS combat resolutions at ranges “A”, “B”, and “C”.
5.34 Level 4: Conventional, Tactical Nuclear, & Operational Nuclear Combat. The effects of Levels 2 & 3 are used and the following occur for both players. All surface ships and submarines in base hexes (on the map, in boxes, or on the European expansion) are eliminated. All non-base hexes containing 5 or more surface ships and/or submarines or containing 1 or more CV type units have all surface ships and submarines in the hex eliminated. All non-base hexes containing less than 5 surface ships and/or submarines must roll a die for each CL, CH, BG, & CG type unit in the hex and the unit is eliminated on a roll of 5 or 6. 3 out of every 4 or less aircraft of each specific member of each type are eliminated. 2 out of every 3 or less satellites of each type that have not been launched are eliminated. A number of systems cease to be operational for the rest of the game, that is they may not be used in any way as if they no longer existed. All seabed sonar sites become inoperative. All class 2 & class 3 bases become inoperative. All class 1 bases are considered to have been reduced to class 3
bases for subsequent turns. The Panama and Suez canals become inoperative and hence hexsides 2922/2923 and 4418/4519 may no longer be crossed by surface ships. Mines may no longer be laid or cleared. For the Western player 1 out of every 2 or less merchants and 1 out of every 2 or less tankers are eliminated. Shipping routes C, H, I, M, & T become inoperative, however special routes U, V, X, Y, & Z become operative for the rest of the game. Prior to the first level 4 turn these special routes are considered inoperative.
5.35 Level 5: Strategic Nuclear Weapons Combat. All operations for the turn are not allowed. Play moves immediately to the Level 5 Conflict portion of the Victory Points Segment in the End Turn Phase, skipping all other portions of the play sequence. The game ends at the conclusion of a Level 5 turn. A player may not pick level 5 unless they had the lower cumulative victory point total at the end of the previous turn. In addition level 5 may not be picked until at least the 3rd turn following the 1st turn of conflict that is at some level other than level 1.
6.1 General
During this segment the phasing player may move any or all of their units. First surface ships & submarines are moved by physically moving their unit counters one at a time through a series of adjacent hexes. The phasing player must complete moving one before starting to move another. Next aircraft are moved by assigning them to fly from specific bases through a series of adjacent hexes to specific target hexes. There is no limit to the number of units (both phasing & non-phasing) that may move through or end their movement in a single hex.
Each surface ship and submarine has a movement allowance that is equal to maximum number of hexes it may enter each turn during movement. During level 1 conflict turns opposing units & bases and neutral forces hexes may be ignored for movement purposes. During level 2 or higher turns all surface ship units must stop movement when entering a hex containing opposing units or bases and, though not stopped by Neutral forces hexes, must pay a victory point penalty for each such hex entered. During level 2 or higher turns submarine units must stop movement for the turn when entering the second hex containing opposing units or bases.
6.31 Logistics: All the phasing player’s submarine & surface ship units, except CV type and those with a nuclear indicator that do not start the movement segment in a friendly base hex or a hex containing a friendly CV type unit must end the movement segment in such a hex. There are limits on these logistics capabilities. A class 1 base may supply logistics for any number of units. Class 2 bases and CV type units with a DE value of 30 or more may supply logistics for up to 6 units. Class 3 bases and CV type units with a DE value of less than 30 may supply logistics for up to 3 units. Note that nuclear CV units do not count against the number of units they may supply but other CV units do count against their own limit. If the player becomes overstacked
for logistics supply at the end of the movement segment or has units that cannot be supplied, those particular units the owning player specifies as over-stacked or unsupplied are eliminated. It is suggested that players flip their units front side down after they have been moved to prevent confusion and then front side up again after determining logistics supply.
6.32 Decoying: If a hex containing opposing surface ships, submarines, and/or bases also contains an equal number of friendly surface ship and/or submarine units, that hex is not counted as opposing occupied for the purposes of stopping the movement of later moving units as specified in rule 6.2. Class 3 bases count as 1 unit, Class 2 bases as 2 units, and Class 1 bases as 4 units. Decoying is not allowed in an opposing mined hex.
6.33 Canals: Hexsides 4418/4519 represent the Suez Canal and 2922/2923 the Panama Canal. Only Western player surface units of types other than CV type may cross these hexsides. In addition they must expend 2 extra movement points to cross each such hex side.
6.34 Land: Surface ship and submarine units may not cross an all land hexside.
The number of aircraft of each type the players own is recorded on the player’s aircraft track by quantity markers. Each aircraft type has a range indicated on its quantity markers. This range is equal to the maximum number of hexes away from a friendly base that the aircraft may be assigned (not including the base hex). The phasing player may assign up to the number indicated by the markers on their aircraft track each turn. To assign aircraft the player simply makes a list of the numbers of each type of aircraft going from a particular base hex to a particular target hex. Such as “3-B1 & 2-B2 from 1415 to 1517”. Aircraft may only be assigned from friendly bases and there are limits on the number of aircraft that may be assigned from a base. Any number may be assigned from a Class 1 base, up to 6 from a Class 2 base and up to 3 from a Class 3 base. At the end of the player’s phase all assigned aircraft are considered to have returned to bases. Note that the player is not required to “stage” these aircraft to a different base if they want them to fly from some other base on a subsequent turn. The aircraft are considered to have automatically staged to the base from which the player wants to assign them.
6.51 Nationalities: Aircraft of a particular nationality may only be assigned from bases noted on the map as being of that nationality with the exception of US and SO aircraft. US aircraft may be assigned from any US or Western (W) indication base that is not indicated with another specific nationality. Soviet aircraft may be assigned from any Eastern (E) indicated base. Note that later rules on India, China, and captured bases are exceptions to this rule.
6.52 Routes: Aircraft may not trace their route of movement from the assignment hex to the target hex through (into & out of) opposing base hexes, hexes containing opposing CV type units, or opposing land target (white) type hexes. They may, however, be assigned to enter such a hex as their target hex.
Units may not move off the south map edge. Units may move off the East and West map edges. The East edge begins at hex 4313 in the north and follows the map to hex 4434 in the south. The West edge begins at hex 0913 in the north and follows the map to hex 0834 in the south. When moving off the East edge the unit must move into the hex on the West edge exactly opposite the exit hex. Thus a unit exiting hex 5123 would enter hex 0123. Similarly units may exit the west edge to enter the east edge. Thus a unit exiting hex 0415 would enter hex 4815. Units may also exit and re-enter the North map edge, thus going to and returning from the Ice Cap Map.
Only aircraft and submarine type units may enter the Ice Cap Map. To enter the map the unit must move into one of the numbered half hexes along the North map edge. When entering that hex the unit is considered to have entered the correspondingly numbered hex on the Ice Cap Map. Units leave the Ice Cap Map in the reverse manner. Mines may be laid on the Ice Cap Map but they may not be cleared. Only movement, mine combat resolution, submarine localization, and AU combat resolution may take place on the Ice Cap Map and in AU combat only submarine type units may participate. In a level 5 conflict turn SB type units on the Ice Cap Map may not be counted as in range of target hexes. If the optional weather rule is in use, weather results are not applied on the Ice Cap Map.
The 8 boxes numbered in correspondence to the 8 most heavily used base hexes and the oversize map of the European area are provided to reduce the problems of having a large number of counters in a small space. Prior to combat attrition setting in this problem can be quite severe. To ease this use the expansion and boxes when originally placing units and for the first turns, until the number of counters on the map are reduced. In all ways being on the expansion or in one of the boxes is considered the same as being in the corresponding hex on the main map for rules purposes. They are simply convenience items.
6.9
Each player has 10 numbered Task Force markers, which correspond to the 10 numbered boxes on their Task Force Display cards. Any time a player feels that their total forces in counters in a hex is getting unwieldy, just put the counters from that hex into one of the numbered boxes on their Task Force Display card and then put the Task Force marker with the number of that box on the map in its place. In effect, the counters are still in that hex, they are just off the map with the Task Force marker substituting for them for convenience. All other rules dealing with counters in a hex remain in effect.
The units of the phasing player may only attack surface ship and submarine units of the opposing player that have been localized, even though their general position on the map is known. The units of the phasing player (including aircraft) and bases of both players are always considered localized and hence subject to attack. Localization may only be attempted for opposing units in a hex containing friendly units or a friendly base. Localization for each such hex is conducted individually. Attempts to localize non-phasing surface ships occur in the 3rd portion of the phasing player’s combat segment and attempts to localize non-phasing submarine units in the 5th portion of the phasing player’s combat segment.
Total the EW values of the phasing units in the hex, adding in the EW benefits of RSATS or Seabed Sonar sites if appropriate and the result of 1 die roll by the phasing player. Determine the nonphasing unit in the hex with the highest EW value and the nonphasing player rolls 1 die, adding the result to this value. Subtract the non-phasing player total from the phasing player total and divide the result by 2, dropping any fractions. If the result is negative, none of the non-phasing units have been localized. If it is positive, that number of non-phasing units have been localized. If more non-phasing units are present than have been localized, then those units with the lower EW values are considered to have been the units localized. In instances were one or more units of a number of units with equal EW value must be chosen, the nonphasing player determines which have been localized.
7.31 Attackers Only: Only units having a value indicating an ability to attack the type of unit for which localization is being attempted (surface ship or submarine) may participate in the localization attempt. That is, only units with an AS value may participate in Surface Ship localization and those with an AU value in Submarine localization.
7.32 Silent SBs: SB type units may never add their EW value into a localization attempt but they may be the unit used to determine the non-phasing EW value in a Submarine localization if they have the highest EW value in the hex.
7.33 Active SBs: Phasing player SB type units that attack during a combat segment are considered automatically localized without conducting submarine localization in the next opposing player phase. Their identity and the turn should be noted for this purpose.
7.34 Trailers: On the first turn of a level 2-5 conflict for the scenario, Western player CV type units are considered automatically localized without conducting surface ship localization if an Eastern SA type unit begins in, or enters and remains in, the CV unit location hex during the Eastern player movement segment of that turn.
7.35 Fast Transit: Submarine units that move 4 or more hexes in a movement segment have their EW value reduced by 2 for localization purposes (only) in the following opposing player phase and should have their ID number noted for this purpose.
7.36 Sound Boundaries: Units with a nuclear indicator have their EW value reduced by 1 for all localization purposes (only) if they are in a shelf hex.
7.37 Weather: When modifying EW values due to the optional weather rule, all such modifications take place after all other modifications to EW totals have been completed.
7.4 Bases
Phasing units in a hex containing a friendly class 1 base add 40 to the EW value of any localization being attempted in that hex. Friendly class 2 bases add 20 to the EW value and friendly class 3 bases add 10.
7.5 RSATs
Western phasing units attempting a surface ship localization in a hex that is on the track of a Western RSAT add 5 to the EW value of the localization for each such RSAT. If the hex is adjacent to the RSAT track 4 is added. If 2 hexes distant from the track 3 is added. If 3 hexes distance 2 is added, and if 4 hexes distant 1 is added. Eastern RSATs have the same effect for Eastern phasing units but add 1 less to the EW value of the localization attempt at each distance (that is 4 on the track, 3 if adjacent, 2 at 2 hexes, and 1 at 3 hexes). Please note that these effects are cumulative for more than one satellite in a track and for overlapping coverage hexes away from tracks.
7.6
The seabed sonar sites are indicated as being friendly to the Eastern or Western player, or both. When the phasing player is attempting a submarine localization in a hex containing a friendly site, 3 is added to the EW value of the localization attempt. When conducting an attempt in a hex adjacent to a friendly site, 1 is added to the EW value of the localization attempt. In instances where friendly sites are adjacent the effect is cumulative.
8.1 General
Each hex containing friendly & opposing units that may participate in AA and/or AS combat resolve that combat individually for each hex during the AA & AS Combat Resolution portion of the phasing player’s Combat Segment. The AA & AS Combat Resolution sequence below is used when resolving such combat in each hex.
A Combat Range Battle Board play aid card has been provided. It can be used to place units at their ranges for more easily visualizing combat resolution. If using this Battle Board, place the Battle Hex marker in the hex being resolved and then return any surviving units to that hex after all combat resolution is completed.
a. Range “A” Resolution
i. AA Resolution: non-phasing bases & non-phasing localized CVs must attack.
ii. AS Resolution: “A” range units & bases of both players must attack, phasing units may break off but if they do may not participate in Submarine localization or AU combat this phase.
b. Range “B” Resolution
i. AA Resolution: non-phasing bases and non-phasing localized CV, CH, BG, & CG type units must attack.
ii. AS Resolution: “A” & “B” range units and bases of both players must attack; phasing units may break off but resolve AS again for “A” range and units that do break off may not participate in Submarine localization or AU combat this phase.
c. Range “C” Resolution
i. AA Resolution: non-phasing bases & all non-phasing localized units with AA values must attack.
ii. AS Resolution: “A”, “B”, and “C” range units and bases of both players must attack; phasing units may break off but resolve AS again for first “B” range and then “A” range and units that do break off may not participate in submarine localization or AU combat this phase.
d. Range “D” Resolution
i. AA Resolution: non-phasing bases & all non-phasing localized units with AA values must attack.
ii. AS Resolution: “A”, “B”, “C”, & “D” range units and bases of both players must attack; Phasing units must break off but resolve no further AS combats; Instead they proceed to, and may participate in, submarine localization and AU combat.
The range concept is central to AA & AS combat resolution in that certain weapons systems can only be applied so far away from the location of the firing platform. As AA & AS combat is resolved for each range, simulating the phasing units move deeper into the area represented by the hex, more weapons of shorter ranges will be able to contribute. Similarly, as the phasing units move away from the non-phasing units in the hex (if they break off combat before range “D”) the shorter range weapons will no longer play a part sooner. In addition, the actual localization and resolution of combat against submarine type units requires very close ranges, and hence phasing units that do not close to range “D” are prohibited from participating in these operations.
8.4
Only the phasing player may decide to break off. They must make this decision at the conclusion of AS combat resolution for the range. If they do break off, then the units that have broken off are required to resolve AS combat for the ranges before the current one that they have entered. Note that the phasing player does
not have to break off all their units in the hex at the same time. They may break off some while having others continue to close the range. In this case separate resolutions will be required for the ranges of the closing units as well as those that have broken off.
8.5 Localization
All phasing units are considered localized and hence all must attack and be subjected to non-phasing attack at each range if AA and/or AS values are present for the range. However only bases & localized non-phasing units participate. Non-phasing units in the hex that have not be localized are ignored.
9.1 General
AA combat resolution is mandatory between aircraft of the phasing player and bases and/or surface ship units of the nonphasing player that occupy the same hex during the AA & AS combat resolution portion of a combat segment. Units & bases participate in accordance with the AA & AS Combat Resolution Sequence. The non-phasing player is considered the attacker and the phasing player the defender for all AA combat resolution. Lost aircraft are indicated by altering the total number of units of that aircraft type & nationality with the aircraft quantity markers on the aircraft tracks.
9.2 Procedure
The attacking player totals the AA attack value of their participating base and/or units in the hex. They roll 1 die and adds the result to their total to produce an attack strength. The defending player totals the EW values of their participating units (but not bases) and this amount is subtracted from the attack strength to produce an attack superiority. The attacking player then eliminates defending player participating units of the attacker’s choice whose total DE values are equal to or less than the attack superiority. Any unused superiority is lost. Example: Superiority is computed to be 34. The defender has a unit with a 9 DE value, six units with a 4 DE value, and three units with a 2 DE value participating. The attacker decides to eliminate the 9 DE unit and all the 4 DE units for a total of 33 attack superiority points used. The remaining 1 point is less than the DE value of any individual remaining defending unit so it is lost. Eliminated units are removed from play for the remainder of the game.
10.1 General
AS combat resolution is mandatory between units and/or bases of both players that occupy the same hex during the AA & AS combat resolution portion of a combat segment. Units & bases participate in accordance with the AA & AS Combat Resolution Sequence. At each range before break-off there are two rounds of AS combat. In the first round the phasing player is the attacker and the non-phasing player the defender. In the second round the non-phasing player is the attacker and the phasing player the defender. The results of these two rounds are not applied until they
both have been completed, and are then applied simultaneously. That is, units eliminated in the first round participate in the second round and then units eliminated in both rounds are removed from play.
The procedure is identical to that of AA combat (9.2) except that the attacking player uses the AS values of their participating units and/or bases.
10.31 Aircraft: Aircraft type units may only attack with their AS value once during a combat segment. After having attacked they should be broken off unless the phasing player wishes the aircraft to participate in submarine localization and AU combat during the phase. Note that due to the aircraft movement assignment system only the phasing player will have aircraft available in a hex for combat resolution.
10.32 Lone Wolves: Western SA and SB type units do not add their AS value to that of other Western units and/or bases in a hex when computing attack strength. Instead they are totaled separately with another die roll and resolve AS combat separately for each range they enter. Eastern SA & SB type units are not so restricted and must add to the AS total for the hex.
10.33 Central Command: Eastern player units except aircraft, CV type, BG type and bases that are not within 14 hexes of a present friendly CSAT may attack in AS combat at ranges “A” &”B” only by rolling 1 die for each such unit and receiving a result of 5 or 6. On 1-4 the unit may not attack in the AS combat for that range (though it does participate if a defender).
10.34 Visual Targeting: All units and bases participating in combat at “D” range have their AS value doubled for that combat resolution.
11.1 General
AU combat is mandatory between units and/or bases of both players that occupy the same hex during the AU combat resolution portion of a combat segment. All localized non-phasing units with an AU value may participate but only phasing bases & units with AU value that have closed to range “D” in the AA & AS combat resolution portion of the segment may participate. There are two rounds of AU combat. In the first round the phasing player is the attacker and the non-phasing player the defender. In the second round the non-phasing player is the attacker and the phasing player the defender. As in AS combat, results are not applied until both rounds have been completed.
11.2 Procedure
The procedure is identical to that of AA combat (9.2) except that the attacking player uses the AU values of their participating units and/or bases.
11.3 Restrictions
11.31 Lone Wolves: Western SA and SB type units do not add their AU value to that of other Western units and/or bases in a hex when computing attack strength. Instead they are totaled separately with another die roll and resolve AU combat separately. Eastern SA & SB are not so restricted and must add to the AU total for the hex.
12.1 General
During this portion of the segment the phasing player (only) may, at their option, conduct penetration attempts with any or all of their surviving SA type units in the hex. Each successfully penetrating SA type unit may make one penetration attack per phase. This attack may be made against any opposing submarine or surface ship type unit in the hex, even if that opposing unit had not been localized during the phase. Only one SA type unit may be designated to so attack one opposing unit. If more SA units penetrate in a hex than there are opposing units in the hex to be attacked, those extra penetrating SA units may not make penetration combat attacks.
12.2 Penetration Procedure
For each SA type unit that will attempt penetration roll 1 die. On a 6 the unit is immediately eliminated. US nationality SA units successfully penetrate on a roll of 1-4. Other nationalities successfully penetrate on a roll of 1-3. Results for units other than successful penetration or elimination have no effect and such units may not participate in penetration combat.
12.3 Combat Procedure
The phasing player designates which opposing unit will be the target for each penetrating SA type unit. They roll a die for each attacking SA unit and adds the result to the appropriate value of the SA unit, dependent on the type of target being attacked (AS for a surface ship and AU for a submarine). This total is compared to the EW value of the unit being attacked. If it is equal to or more than the EW value, the target unit is eliminated. If it is less there is no effect. AS values are not multiplied times 5 in level 3 or 4 conflict turns for this purpose nor are they doubled for range.
13.1 General
In the mine operations segment the phasing player may clear mines of the opposing player from known location hexes and lay mines of their own. Mine combat is resolved during the mine combat resolution portion of the combat segment with the phasing player the defender against the mine attack and the non-phasing player as the attacker.
13.2
In this portion of the mine operations segment the phasing player may clear opposing mined hexes by stating the hex numbers of the hexes they wish to clear. To clear such a hex the phasing player must have some unit in that hex other than aircraft or SB type
units and there must be no opposing units in the hex. When the player states the hex has been cleared the opposing player must remove that hex number from their list of mined hexes. The Western player may clear up to 2 hexes per turn and the Eastern player may clear up to 5 hexes per turn.
In this portion of the mine operations segment the phasing player may lay mines by making a list with pencil & paper of the numbers of the hexes they are mining or adding the numbers of such hexes to a list of their previously mined hexes. To be able to list a hex as mined the hex must be a shelf hex and the player must have at least one of their units other than aircraft or SB type currently in the hex. In addition, the hex may not be mined if it contains an opposing unit, except in the situation where at least one of the phasing units in the hex is an SA type unit. The Western player may lay mines in up to 2 hexes per turn and the Eastern player may lay mines in up to 5 hexes per turn. A player may not double mine a hex, that is mine it twice without the opposing player having cleared it between the minings. However it is possible for both players to have mined the same hex.
Whenever the phasing player moves a surface ship or submarine unit so that it enters a hex mined by the non-phasing player during a level 2 or higher conflict turn, the non-phasing player must immediately inform the phasing player of the fact and the movement of that unit must stop for that segment in the mined hex. In the mine combat resolution portion of the following combat segment the mines will attack individually each phasing player surface ship or submarine type unit in the hex (including any that started in the hex but did not move). For each unit roll 1 die. Surface ship units are eliminated if the roll is equal to or more than their EW value. Submarine units are eliminated if the roll divided by 2 (dropping fractions) is equal to or more than their EW value. If the unit is not eliminated there is no effect. Units that start their movement segment in an opposing mined hex but leave that hex are not subject to mine combat for that hex.
14.1
There are 3 types of satellites, CSATs, RSATs, & ASATS. Each have different functions and operate a different manner. All, however, share the same launch procedure. The current supply of unlaunched satellites of each type is recorded on the appropriate track with quantity markers.
14.2
During the correct portion of the Satellite Operations segment for the type of satellite being launched, the phasing player indicates the hex to which they wish to launch a satellite and moves their markers for that satellite type to indicate one less remains unlaunched. They then roll 1 die for the satellite. On a result of 1-5 the launch is successful. For RSATs & CSATs the correct Present marker is placed in the indicated hex. For ASATs an attack is resolved on one opposing satellite located in the indicated hex. A 6 result indicates a failed launch which has no effect other than decreasing the number of unlaunched satellites of that type. The
phasing player may launch as many CSATs & RSATs per phase as they have CSAT & RSAT Present markers for each that are not currently in play on the map, provided they have the unlaunched satellites of the correct type available. There is no limit on the number of ASATs that the phasing player may launch in a turn provided there are that number available unlaunched, but no more than 2 per phase may be launched at any individual opposing satellite present marker.
On the map are 5 Eastern and 3 Western CSAT position hexes. CSATs may only be launched to these positions by the owning player and no more than one such satellite may be in each position at a time. These satellites are considered to be always in place over these hexes when a marker is present. CSATs affect the Central Control rule and the Level 5 Conflict rules.
Each hex in the north/south hex row that starts with a 26xx number is a potential position hex for an RSAT. The phasing player may launch one or more RSATs to any such hex. There are no restrictions on RSATs of both players sharing a hex. The hex where the RSAT present marker is placed only indicates the track of the RSAT, rather than its actual position. This track is considered to follow the hexrows from the hex in which the marker is positioned out the 2 hexsides to the east and the 2 hexsides to the west. The resulting track looks therefore like “X” with the upper or the lower legs shorter, depending on if the marker is in the northern or southern hemisphere of the map. The only hexsides the satellite’s track rows do not move through are the north and south hexsides which delineate the 26xx hexrow in which the RSAT markers are placed. These tracks represent the orbit of the RSAT. RSATs affect the Localization rules.
These satellites have no markers for being present. Instead, those that are successfully launched attempt to destroy an opposing satellite represented by a RSAT or CSAT Present marker. The phasing player indicates a specific Present marker in the indicated hex being launched to which is the target of the ASAT and rolls 1 die. 1-5 indicates the target satellite has been destroyed and the Present marker is removed from play. It may be relaunched during the owning player’s subsequent Satellite Operations segments. On a 6 the target has been missed and there is no effect. If there is more than one satellite Present marker in the hex (friendly or opposing) roll 2 dice for each such marker that was not the target. On an additive result of 12 the satellite is destroyed and the marker removed. Other results have no effect.
In this portion of the Satellite Operations segment the phasing player may attempt to change the orbit of any or all of their RSATs in play on the map. For each RSAT attempting an orbit change indicate the marker and roll 1 die. On 1-5 the indicated RSAT marker may be moved up to 3 hexes from its current location along the 26xx hexrow (north or south). On a 6, roll 1 die again. A 1-3 result allows the marker to be moved 1 hex along the row. A 4-6 result indicates the RSAT has malfunctioned completely and been destroyed. Remove the marker from play.
Bases are indicated on the map by an ownership indicating letter in the hex (E or W) followed by a number (1, 2, or 3). The number indicates the class of the base. Bases have all the values of units except they may not move and hence have no numeric movement allowance or range. The Bases block on the map shows the value for each base class in the same format as used for units. In general a player may only use friendly bases. There are exceptions in the rules for Neutral nations and captured/inoperative bases. Bases function in the following manner in relation to their values. Their EW value is used for localization by the base alone (if no friendly units are in the hex) or in combination with friendly units if they are present when the base belongs to the phasing or the nonphasing player. The EW value is not used for defending units in combat in the hex. The AA, AS, & AU values are used for AA, AS & AU combat by the base alone (if no friendly units are in the hex) or in combination with friendly units are present, when the friendly player is attacking and the base may participate (participation in AS combat may be restricted by range; Bases always participate in AA & AU combat). The DE value is only used if the optional rule dealing with attacks on bases is in play.
16.1 Shipping Routes
There are 24 shipping routes delineated on the map. These come in two types, the normal shipping routes indicated by solid lines and the special routes indicated by dashed lines. The normal routes are in operation at the start of the game and the special routes are not. If a level 4 conflict turn is played the Canal rule (6.33) comes into effect and certain normal routes become inoperative while the special routes become operative. Each route is identified by a letter and coded with 2 numbers associated with Tanker and Merchant symbols. One indicates the maximum possible number of merchants in that route and the other the maximum possible number of tankers. The starting and stopping points of each route are indicated by a dot at the end of the line. In the first portion of the war effects segment the players must determine which of these shipping routes the Eastern player has successfully interdicted. They may attempt to interdict shipping routes by two methods: surface ship & submarine type units in hexes on the route and application of aircraft that were not assigned to move that turn to anti-shipping missions.
16.11 Surface Ship & Submarine Interdiction: Examine each route individually to determine the number of hexes of the route that contain one or more Eastern surface ship and/or submarine type units. If a unit is in a hex that contains more than one route it is considered to be on all routes which enter the hex. Note this has particular application to the end points of routes. The presence of more than one Eastern unit in a hex or Western units on the route being examined have no effect. Roll 1 die for each route containing Eastern units and multiply it times the number of Eastern occupied hexes on the route. The resulting number is the maximum number of merchants and/or tankers that have been lost on that route. The Eastern player may take these losses in any split they desire from the maximum numbers indicated for each
type of shipping for the route. For instance if 4 is the result on a line of 6 merchants & 3 tankers the Eastern player could take all the losses in merchants (leaving 2 merchants & 3 tankers), take all the tankers and 1 merchant, or take lower numbers of each totaling 4.
16.12 Aircraft Interdiction: Eastern B1, B2, & B3 type aircraft that were not assigned to move in the Eastern player phase of the current turn are automatically considered to have been on anti-shipping missions. Total the number of unassigned aircraft of these types and divide this number by 2 (dropping fractions). The result is the total number of merchants and/or tankers lost to aircraft that turn. Again the specific numbers of each type lost are determined by the Eastern player. The Eastern player may assign these losses to have occurred on any operational route that does not have 1/2 or more of the total number of its hexes occupied by Western units (not including SA & SB types) and/or operational Western bases. Finally aircraft attrition is determined by dividing the number of aircraft participating by 10 and rounding to the nearest whole number. This number of the participating aircraft (of specific type as chosen by the Eastern player) are eliminated and recorded on their track as lost.
16.13 Recording Shipping Losses: This is done by moving the quantity markers on the appropriate Merchant and/or Tanker track to indicate the new number of each type still available. It is not possible for a route to take more losses in either shipping category than is indicated as its maximum number in that category. Indicated losses from interdiction over the maximum amounts are not counted as losses and are ignored.
16.14 Routes Interdicted: After all interdiction for a route is determined and losses assessed a determination must be made as to if the route has been interdicted. A route is considered interdicted if the total interdiction losses for the route that turn subtracted from the totaled merchant and tanker maximums for that route gives a result of less than 4. Interdicted routes should be noted.
In this portion of the War Effects segment the players examine the routes that have been determined to have been successfully interdicted and determine the resulting effect on Western bases.
16.21 Europe: If routes A, B, C, D, I, J, K, L, and/or 0 are interdicted, one Western base hex of Europe becomes captured for each 3 of those routes interdicted that turn. Multiples less than 3 have no effect. The base hexes are captured in the following order: 3915, 4016, 4117, 3815, 3917, 3814, 3816, 3817, 3715. A captured base may no longer be used by the Western player. It may be used by the Eastern player but it becomes a base one class numerically higher than its map indicated class. Captured bases do not switch back to the Western player during the game. If at any time in the game all these hexes have been captured and/or all merchants &tankers have been lost, routes A, B, C, D, I, K, M, & V become inoperative for the rest of the game.
16.22 The Pacific: If routes K, N, Q, and/or R are interdicted one Western base hex in the Pacific becomes inoperative for each 2 of these routes interdicted that turn. Multiples less than 2 have no effect. The bases become inoperative in the following order: 1118, 0918, 1216, 0818, 1017, 0922, 0720. An inoperative base may no longer be used by either player. Bases inoperative due to interdiction are considered inoperative for the rest of the game. If at any time all these bases are inoperative and/or all merchants & tankers have been lost, routes N, P, Q, R, & S become inoperative for the rest of the game.
Even if all merchants & tankers are lost, small shipping not worth recording could keep routes F, G, H, J, L, 0, T, U, X, Y, and/or Z open and thus these routes are not automatically inoperative due to total recorded shipping loss.
When the game begins the Eastern player controls all units belonging to the Soviet Union and the Western player controls all units belonging to all the other nations with the exception of India and China. These two nations begin neutral but will enter under the following circumstances. If more than 4 Western bases are captured or become inoperative due to interdiction during the first 5 turns of level 2-4 combat, on the following turn the Indian forces come under control of the Eastern player and the Chinese forces come under control of the Western player. If this does not occur these nations remain neutral for the remainder of the game. While these nations are neutral their bases may not be used in any way by the players and the players may not move units into or through their base hexes. Players may disagree with this judgement of the disposition of Indian and Chinese forces and may alter this rule as they see fit if they can agree on a common political assumption prior to starting the game.
16.51 Early Wavering: On the 1st through 5th turn of level 2-4 conflict a die must be rolled for each of the following nations prior to starting the Eastern player phase for the turn: France, Netherlands, Italy, & United Kingdom. On the following roll results that nation sues for peace and all its forces are removed from play immediately: FR 1-4, NE 1-5, IT 1-3, UK 1-2. Other results have no effect.
16.52 Overrun: With the exception of Germany, Japan, Australia, and the United States all other Western player nations surrender if all the base hexes with the designation of their nationality have been captured or become inoperative due to interdiction. When a nation is determined to have surrendered, immediately remove all its forces from play.
16.53 Opinion: Please note that rules 16.51 & 16.52, like rule 16.4, are a matter of political judgement and again the players are free to ignore the rules entirely or modify them to suit their judgement, provided they come to common agreement before starting the game.
In this segment both players will determine the number of victory points they have earned for the turn and add this to their points from previous turns. At the end of the game a comparison of the totals for each player from all turns will determine which player has won the game. The ratios for this determination are stated in the scenarios. It is possible that one or both players may have a negative victory point total at the end of a turn or the end of the game. When this occurs at the end of a turn the negative total is carried over into the next turn in the same manner as a positive cumulative total and added algebraically. If this occurs at the end of the game the player with the negative total has lost and the other player automatically earns a major victory. It is possible that both players may have negative totals resulting in both players losing and there being no winner.
Determine the number of merchants and tankers lost during the turn for any reason. The Eastern player earns 1 victory point for each merchant and 1 victory point for each tanker lost.
Count the number of currently operational shipping routes at the end of the turn that were not successfully interdicted during the turn. Multiply this number times 3. The result is the number of victory points the Western player earns for routes open that turn. These points are only earned for turns of level 2-4 conflict.
17.41 SBs Lost: Each player subtracts 5 victory points for each of their SB type units with a BM range of 5 or more that were lost during the turn.
17.42 Neutral Forces Hexes: Each player subtracts 1 victory point for each Neutral forces hex that each of their units have entered during the turn. That is, if 4 units enter one such hex, 4 points are subtracted for that hex.
17.43 Political Seas: The Mediterranean and Baltic seas are delineated by dark hash lines on the hexsides of the exits from these seas. The Western player subtracts 5 victory points for each CV type unit and 1 victory point for each other type unit (except aircraft) they control that leaves the Mediterranean during movement. The Eastern player subtracts victory points at the same levels for their units that leave the Baltic. Units entering or returning to these seas have no effect, and if they subsequently leave still cause subtraction (even in the case of a unit in the sea that left, returned, and left again, thus causing subtraction for that unit twice).
17.44 Escalation: Either or both players that bid a level 4 conflict as their choice for the turn lose 75 points at the conclusion of the turn. Either player that bids a level 5 conflict loses 150 points.
Either or both players that bid a level 1 conflict for the turn earn 10 victory points for that turn.
If a Level 5 conflict was bid for the turn the Level 5 Conflict Resolution portion of the play sequence used. Both players must examine the positions of all their SB type units. The BM range is on the back of the SB unit counters and may not be examined by the opposing player prior to a level 5 turn. The range represents the number of hexes distant that the SB unit may attack a land target hex. Each land target hex is coded E or W as to the player that controls the hex for the purposes of having targets in the hex (that the opposing player may attack with ballistic missiles). This range is counted exclusive of the location hex of the SB unit and inclusive of the target hex. Each player receives 2 victory points for each of their SB type units with a BM range of 5 or more that are within range of an opposing target hex.
A neutral nation that has not entered the conflict but has target hexes still has these hexes counted as targets. Target hexes containing Western bases that were captured during the game cease to be considered target hexes for either player. Target hexes containing Western bases that have become inoperative due to interdiction remain as targets for the Eastern player. After totaling points earned by each player for SB units in range, each player must subtract from their total 10 points for each opposing target hex that did not have at least one of their SB type units in range to attack that target (regardless of the BM range of the SB unit). In addition 1 point is subtracted for each SB unit that was in range to attack but was not within 14 hexes of a friendly CSAT present marker. Note that ranges for BMs and ranges to CSATs may be counted on and off the east & west map edges as well as across the Ice Cap Map. A Level 5 turn is always the last turn of the game, regardless of the number of turns that have been played.
On the back of each surface ship and submarine unit the top line indicates by number (individually or as a range) the scenarios in which the unit is used. The letter “A” in this position indicates the unit is used in all scenarios. The 4 digit number on the second line corresponds to the hex number in which the unit starts all scenarios in which it is used. After picking a scenario, all units in that scenario should be placed on the map in their indicated hexes (or in the correct box or hexes of the European Expansion). There are no reinforcements in the game.
Each player has quantity markers for aircraft and satellites. Both also have RSAT & CSAT present markers to indicate when and where these satellites are positioned. In addition there is a turn marker to record the turn in progress and Merchant & Tanker quantity markers to indicate the quantity of these shipping types available. All these markers must be positioned before starting the game. The Starting Satellites, Aircraft, & Shipping Chart indicates the starting quantity for all the quantity markers by the scenario to be played. Simply place the X1 & X10 markers for each of these on the appropriate track to indicate the quantity for the scenario at the start and move the markers when required to indicate decreasing quantities available. When placing the
Aircraft quantity markers, place them front side up with the X1 or X10 side down. The opposing player may not examine the face down side of the aircraft quantity markers during the game. After the quantity markers are placed the CSAT present markers should all be placed in the owning player’s CSAT position hexes, one per hex. Then all the RSAT present markers should be placed in the 26xx hexrow. Players alternate placing the RSAT markers with the Eastern player placing first and, after all Western RSATs are placed, placing their remaining RSAT markers.
19.1
Before starting the game the players must pick one of the 5 following scenarios to be played. Each is an individual game that uses all of the game rules but vary the forces available. Players should feel free to generate their own scenarios to fit their views of the potential arms building rates if they feel those provided are inadequate. For instance one might base a scenario on a very peace oriented situation occurring in the US or some other nation that leads to a good deal of disarmament instead of increasing arms levels.
All scenarios are normally played for 10 turns with the turns only being counted starting with the first turn of level 2 or higher conflict. Level 1 turns prior to this are not counted. This represents close to 6 weeks of combat and it is very unlikely that any nation would have significant amounts of munitions remaining beyond that point. However play may continue for another 10 turns at the conclusion of each 10 turn period of conflict by the mutual consent of the players. Play must stop at the conclusion of a level 5 conflict turn. It is also possible that both players may at sometime want a general armistice. This would be indicated by both players bidding level 1 on any turn after a turn of level 2 or higher conflict. In such a case the game ends at that point without playing that turn.
1. 1984: This scenario postulates that a crisis that may lead to a world level conflict occurs in 1984 with force levels dictated on actual historic building trends. The player with the greater total number of victory points wins a minor victory if their total points are in a ratio of less than 1.5 to 1, a adequate victory if the total is between 1.5 to 1 and 2 to 1, and a major victory if over 2 to 1.
2. 1989: This scenario is on the same basis as #1 but to 1989 force levels and victory is determined by the same ratios.
3. 1994: This scenario is on the same basis as #1 but to 1994 force levels and victory is determined by the same ratios.
4. 1989+: This scenario postulates a major Western arms buildup starting in the early 1980’s is continued to 1989 and the Soviets as a result speed up their arms program as much as possible. The Western player subtracts 25 victory points from their total and then the same ratio system for victory as in #1 is used.
5. 1994+: This scenario is on the same basis as #4 but to 1994 force levels and uses the same victory ratio determination system as #1 but the Western player subtracts 40 victory points before determining the ratio.
These optional rules add a good deal of complexity, paperwork and time requirements to playing the game. They also increase its ability to accurately simulate the full range of possibilities open to planning on a strategic scale and reflect the results from these additional action capabilities in a strategic context. If any are to be used it must be by mutual agreement of the players before starting the game. Any or all may be used as the players’ wish. It is strongly suggested that the players try to bring in extra players and make it a multi-player game by assigning them to teams and then giving each player operational control over a specific area or group of forces and having a directing overall commander. This would much more accurately simulate the actual viewpoints involved since it would put the overall commander back in that position and not have him doing the staff and theatre commander jobs that are factored into the standard rules but require specific attention in the optional rules.
During this portion of the combat segment any phasing units with “A”, “B”, or “C” range AS values that did not break off before range “C” may, at the owning player’s option, attack an opposing base in the same hex as the units. Aircraft that used their AS value to attack surface units during the segment may not participate in base attacks. One round of normal AS combat is resolved as if at range “C”. However, the base may not return attack during this portion of the segment. It is only the defender. If the base is eliminated, note the hex number and turn of elimination. In the owning player’s next phase the base is considered inoperative for purposes of aircraft movement assignment and logistics. In the opposing player’s next phase the base is considered to have regained class 3 capabilities. In the opposing player’s 2nd phase after elimination the base regains class 2 capabilities. In the opposing player’s 3rd phase after elimination the base regains class 1 capabilities. A base may never recover to a class numerically lower than its original value. If the turn is a level 3 or 4 conflict the base may never recover at all. AS values are multiplied times 5 for anti-base combat in level 3 & 4 turns in the same manner as for normal AS combat.
When resolving a combat segment for a hex, the first subsegment is the determination of the weather for that hex. Roll one die. Determine a column based on the last two digits in the hex number of the hex. Cross index the results to indicate a weather type. Clear has no effects. Deteriorating halves the EWs of all units in the hex attempting a localization, including bases. Total the EWs before halving and round fractions down. AA, AS, and AU values for combat resolution for all units except SA & SB type (including bases) are halved, again after being totaled and rounding fractions down. Storm prohibits all units & bases, except SA & SB type from attempting localization or attacking in combat (though they
maybe localized and attacked) and SA & SB type units are halved in their EW and combat values in all such attempts, again totaling first and rounding fractions down.
Optional Weather Table
Die Roll Hex # xx16 or less Hex # xx17-xx30 Hex # xx31 or more
1 Clear Clear Clear
2 Clear Clear Clear
3 Deteriorating Clear Clear
4 Deteriorating Clear Deteriorating
5 Storm Deteriorating Deteriorating
6 Storm Storm Storm
During this optional phase the Western player may specifically assign merchants and tankers to each route on the map that is currently operational instead of having each route automatically contain the printed quantities on the map. The player must indicate next to the ID letter for each route on a sheet of paper the actual number of merchants and tankers in each route. No more may be assigned to a route than the numbers indicated by the automatic assignment levels for the route as printed on the map. No more of either type of shipping may be assigned than remain in play as indicated by the merchants and tankers tracks. It is not required to assign all merchants and tankers remaining each turn. Nor is it required that every route be filled or that any specific route be assigned any specific number of merchants and tankers. This is left entirely up to the Western player. They should keep in mind that they only receive victory points for open shipping routes that contain at least 4 merchant and/or tankers at the end of the turn and that interdicted routes (due to losses or shipping not assigned to the route) can cause the capture or loss of operationality of base hexes.
Winter is a severe handicap for the Eastern player and a lesser handicap for the Western player. If playing a winter scenario the northernmost 2 hexes of each hexrow (those ending in xx13 & xx14) are considered ice covered for the entire game and are subject to the same restriction as the ice cap map. Any surface ship units starting in these hexes may not move. Note that this will prevent the surface ship units of the Soviet Northern Red Banner Fleet from moving.
I have been thinking about doing this game for so long I am unsure what to say about it. It might be best to let the results speak for themselves. I wanted to show the strategic considerations of modern naval warfare and the clash of doctrines that has resulted from the different ways the participants have gone about resolving these considerations. The sea lanes are vital to the interests of the Western world. Just a look at the map when it is set up shows this very convincingly. The West has a far flung and well established base system and an enormous inventory of ships, submarines, and aircraft. At the heart of this combat system is the aircraft carrier for force projection and the ballistic missile submarine for nuclear war “deterrent”. Though the Unites States has by far the largest concentration of these forces for the Western world, its numerous allies also maintain major, and powerful, holdings.
The East for all intents and purposes is the Soviet Union. None of the committed Soviet allies have strategically significant naval forces. The Soviet Union must shoulder the entire naval mission herself. That she has done so in a creditable manner in spite of numerous obstacles is very surprising and much of the credit doubtless goes to the long tenure of Admiral Gorshkov as the head of the Soviet Navy. But the Admiral’s concept of the functions of a naval force are not the same as those of their Western counterparts and the result is a force much more concentrated on submarines and aircraft for power projection and on even more submarines for “deterrent”; though from a Soviet view the term “deterrent” is meaningless. Soviet ballistic missile submarines are there to fight when needed, rather than to hopefully deter fighting. And running through both these tasks is an orientation toward centrally controlled combined arms supportive techniques that are very contrary to normal Western practice. Hopefully Seapower & The State will allow you to examine these different viewpoints at their focus, potential major conflict.
The very strategic level of the game requires numerous abstractions, but to keep doctrine differences clear an upper operational level was retained for the purpose of combat resolution systems. Large numbers of smaller ships, submarines & aircraft were built into the various bases values since their use outside close waters seemed very unlikely. There will doubtless be many disagreements with the classifications of various units and the values assigned to them. Aside from the data base used some of these are also influenced by judgement of potential, and this is always subject to debate. If you find yourself in severe disagreement, change the values to suit you. I do feel however, on the basis of years of study, they are reasonably accurate. Seapower & The State was intended for study as much as for enjoyment and I hope it provides you with both.
Stephen Newberg.
16.2 Bases Captured & Inoperative: In this portion of the War Effects segment the players examine the routes that have been determined to have been successfully interdicted and determine the resulting effect on Western bases.
16.21 Europe: If routes A, B, C, D, I, J, K, L, and/or 0 are interdicted, one Western base hex of Europe becomes captured for each 3 of those routes interdicted that turn. Multiples less than 3 have no effect. The base hexes are captured in the following order: 3915, 3916, 4016, 4117, 3815, 3917, 3814, 3816, 3817, 3715. A captured base may no longer be used by the Western player. It may be used by the Eastern player but it becomes a base one class numerically higher than its map indicated class. Captured bases do not switch back to the Western player during the game. If at any time in the game all these hexes have been captured and/or all merchants &tankers have been lost, routes A, B, C, D, I, K, M, & V become inoperative for the rest of the game.
16.22 The Pacific: If routes K, N, Q, and/or R are interdicted one Western base hex in the Pacific becomes inoperative for each 2 of these routes interdicted that turn. Multiples less than 2 have no effect. The bases become inoperative in the following order: 1118, 0918, 1216, 1818, 1017, 0620, 0720. An inoperative base may no longer be used by either player. Bases inoperative due to interdiction are considered inoperative for the rest of the game. If at any time all these bases are inoperative and/or all merchants & tankers have been lost, routes N, P, Q, R, & S become inoperative for the rest of the game.
a. Range “A” Resolution
i. AA Resolution: non-phasing bases & non-phasing localized CVs must attack.
ii. AS Resolution: “A” range units & bases of both players must attack, phasing units may break off but if they do may not participate in Submarine localization or AU combat this phase.
b. Range “B” Resolution
i. AA Resolution: non-phasing bases and non-phasing localized CV, CH, BG, & CG type units must attack.
ii. AS Resolution: “A” & “B” range units and bases of both players must attack; phasing units may break off but resolve AS again for “A” range and units that do break off may not participate in Submarine localization or AU combat this phase.
c. Range “C” Resolution
i. AA Resolution: non-phasing bases & all non-phasing localized units with AA values must attack.
ii. AS Resolution: “A”, “B”, and “C” range units and bases of both players must attack; phasing units may break off but resolve AS again for first “B” range and then “A” range and units that do break off may not participate in submarine localization or AU combat this phase.
d. Range “D” Resolution
i. AA Resolution: non-phasing bases & all non-phasing localized units with AA values must attack.
ii. AS Resolution: “A”, “B”, “C”, & “D” range units and bases of both players must attack; Phasing units must break off but resolve no further AS combats; Instead they proceed to, and may participate in, submarine localization and AU combat.