introduction...torpedoes location on a submarine card to show special torpedoes loaded on the...

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Introduction ..................................................2 Game Components ......................................2 Set-Up ..........................................................8 Sequence of Play ......................................10 Strategic Segment ......................................11 Operations Segment ..................................13 Tactical Segment ........................................15 Combat Resolution Phase..........................17 Post-Combat Resolution Phase ................24 Refit Segment ............................................26 Campaign Outcome ..................................27 Optional Rules ............................................27 Historical Descriptions................................28 Credits ........................................................29 Example Turn ..............................................30 Quick Reference ........................................33

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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 ........................................33

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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