Atlantic Sentinels: North Atlantic Convoy Escort, 1942-43
Atlantic Sentinels: North Atlantic Convoy Escort, 1942-43 Rulebook
Table of Contents
Table of Contents
- [1.0] Introduction
- [2.0] How to Play the Game
- [3.0] Game Equipment
- [4.0] Game Setup
- [5.0] How to Win the Game
- [6.0] Sequence of Play
- [7.0] Combat
- [8.0] Example of Play
- [9.0] Random Events
- [10.0] Multiplayer Rules
- [11.0] Historical Scenarios
- [12.0] Optional Rules
- Designer's Notes
- Ship Notes
- U-Boat Detection Sequence (Approach Box, 7.1.3)
- Chart B8: U-Boat Damage Listings
- Official Clarification Sheet Items Affecting Charts (27 September 2024)
[1.0] Introduction
Atlantic Sentinels is a tactical level game placing you as the Senior Officer of the Escort (SOE), shepherding a convoy in the North Atlantic from the attacks of U-boats, both singly and in wolfpacks. You are in command of an Escort Group, composed typically of 4-10 escort vessels guarding a convoy on its way across the Atlantic. Your mission is to protect as much Allied shipping as possible, while simultaneously destroying U-boats when possible. Players will find it challenging to keep all of the merchant ships in his convoys afloat in an entire game from February 1942 to June 1943, at which time the player is assumed to have been shifted to training or a desk job and the game ends.
Players familiar with The Hunters will recognize many similarities in the game system when it comes to combat, but in Atlantic Sentinels the shoe is on the other foot, so to speak. You will find your meager resources stretched to the limit as you attempt to fend off U-boat attacks. As time goes by, additional resources become available in the form of ships, radars, improved weapons, and air support. However, the number of U-boats in the wolfpacks also grows throughout the game.
The rules are numbered and presented in sets of major sections, each section divided into numerous major and secondary cases. The rules cross-reference other rules using (parentheses), so for example you will see wording like, "Roll randomly for U-boat(s) attack position(s). (Exception: Stragglers, [7.1.6])." meaning Case [7.1.6] is related to this rule. The rules of this game have been arranged both for ease of comprehension on first reading and for ease of reference later.
IF YOU ARE NEW TO OR UNFAMILIAR WITH HISTORICAL GAMES, DON'T PANIC! First look at the Operations Map, the Tactical Display, and the playing pieces, then give the rules a quick read through. Please don't try to memorize them. Follow the setup instructions for play and then read Section [2.0] that describes the general course of play. Section [4.0] provides the framework to help you get started. As questions arise simply refer back to the rules. After a few minutes of play, you will find yourself becoming familiar with the game mechanics.
General customer service and game parts support are provided by Compass Games.
Throughout the rules you will see numerous indented sections such as this one. These sections are filled with examples, clarifications, play hints, design notes and other assorted wisdom in order to help ease you along.
[2.0] How to Play the Game
Object of the Game
The object of the game is to conduct convoy escort missions and safely escort the merchant ships under your care to their destination. A secondary objective is to sink as many U-boats as possible, but you should keep in mind your primary objective, which is the safe and timely arrival of the merchant ships.
Overall victory level is determined at the end of the game based on total tonnage lost, the lower the amount the better. This victory level may be modified if you have destroyed a large number of U-boats.
The key game components used to facilitate play are the Operations Map and the Tactical Display, which is used for the actual defense of the convoy if contact is made with a U-boat or a wolfpack of U-boats. The Escort Group Display Mat tracks the status of your Escort Group's ships and any radars or special equipment they may have. Finally, the Convoy Log Sheet tracks your convoy activity, merchant ships and U-boats sunk and damaged, and losses incurred. The various Player Aid Cards are used to resolve game functions.
General Overview
In general, play revolves around conducting numerous convoy escort assignments and resolving any encounters at sea until safely arriving at either ocean meeting point (Western or Eastern, depending) at which time the convoy is turned over to the local escorts, returning to port. Upon the completion of each escort mission, you assess the success achieved by consulting your log sheet. Between escort assignments, your Escort Group is considered to have a brief time to refit. You will check for possible reinforcements to your Group and/or equipment upgrades.
Conducting Escort Missions
Your Escort Group Display Mat shows the overall status of your ships and weapons, including potential air support. When conducting escort missions, your group progresses through each Travel Box on the assigned Convoy Track, checking for possible encounters in each Travel Box entered, including the possibility of a random event.
Typically encounters involve U-boats, singly or in wolfpacks, or aircraft encounters. After determining if it is day or night, U-boats will attempt to penetrate your screen after possibly sending a contact report. If you have HF/DF ("Huff Duff") and successfully locate the U-boat(s), you may attack it or them prior to the penetration attempt.
Your second chance to detect U-boats before they can attack is with a Type 271 radar, if one is present. If successful, you may attack detected U-boats in their approach box before their penetration attempt.
Historical Note: There were earlier, less effective radars (Type 286 and SW1C) installed on some ships, but in game terms they are essentially ineffective. They were gradually replaced by the Type 271 centimetric sets.
Your final chance to detect U-boats before they attack is with ASDIC (sonar) but this only occurs if an approach box with a U-boat in it is next to an occupied escort box. If two escort boxes can detect an approach and a U-boat is in that approach, both escort boxes get a detection attempt, although once detected, there is no additional effect of a second detection - the U-boat may be attacked regardless.
After any undetected U-boats conduct combat, you may then engage them with any or all of your available escorts. Escorts that have to travel a box or more on the tactical display to reach a U-boat's attack circle receive a negative modifier. At the end of each combat cycle or impulse, any damaged merchant ships are placed in the Straggler Box, at which point you will have to decide on whether or not to place any escorts in Escort Box S to protect them from follow-up attacks.
Aircraft (Fw200 Condor) encounters put your convoy at risk, as they will shadow you and send in position reports, which increase the chances a wolfpack will attack you in the next travel box. If you have a CVE (Carrier Escort) in support, the Condor is automatically driven off. If you have a CAM-equipped ship (Catapult-Aircraft-Merchant) in the convoy (a possible temporary reinforcement) you may launch your Hurricane and engage the Condor. Should you do so, you will not have the shadow penalty for the next travel box. If you fail to engage the Condor (you don't have a CAM or it has already been used), you will receive the penalty. If you have an escort carrier in support, any Condors are automatically considered to be driven off.
Escort Refit
Once your escort group completes its escort assignment for the current convoy, return it to one of the two bases (St. John's, Newfoundland, or Londonderry, Ireland, as appropriate [See 3.1]). During refit, check for possible equipment upgrades and for air support for the upcoming mission. Air support for the next mission is always checked; equipment/upgrade checks only happen every other mission (once per month, as indicated by the gray rows on the log sheet).
End Game
Once all escort assignments have been carried out through June 1943, the game ends. Also, should you as SOE have your escort sunk, you are considered killed in action and the game ends with a decisive loss.
[3.0] Game Equipment
[3.1] The Operations Map
The Operations Map shows the area of operations for your convoy escort missions. There are 2 escort bases where your Escort Group is located in between missions: St. John's (Newfoundland) and Londonderry (Northern Ireland) depending on the last convoy's direction of travel. The convoys travel along the Travel boxes from Canadian waters to the Western Approaches of Great Britain, or vice versa. As your escorted convoy travels from box to box, it checks for encounters upon entering each one (Chart [A2]). Combat is resolved if an encounter occurs.
A "Travel Box" is any of the boxes on the Operations map that your convoy will "travel" along while conducting the transit of the Atlantic. A "Base Box" is one of the two boxes where your Escort Group refits in between convoy escort missions: St. John's (Newfoundland) or Londonderry (Northern Ireland).
[3.2] The Tactical Display
The Tactical Display [T1] is used to resolve combat against U-boats and shipping targets and is typically set beside the Operations Map. This display is the centerpiece of game play and the use of it is explained in the appropriate rules sections [6.0] and [7.0].
[3.3] The Playing Pieces
There is one die-cut counter sheet containing the playing pieces included with Atlantic Sentinels. These playing pieces are referred to as counters (or markers) and are placed on either the Operations Map, Escort Display, or the Tactical Display to track status of your escort group, weapons, and combat.
Note: extra markers - additional torpedo markers, for example - have been printed as spare parts should any become missing or damaged.
[3.3.1] How to Read the Markers
The Atlantic Sentinels counter mix provides markers to track the status of your escort group and for resolving engagements. These markers may include information, such as numbers to indicate quantity or other values, or have a "used" side to facilitate play. An explanation of each marker type is explained below.
[3.3.2] Game Markers
Escorts: Escort markers correspond to the types of ships you will have available to you in your Escort Group. Place the ships you have available on your Escort Display Mat, along with markers for any special weapons or equipment you may have. The V&W Class counter is used for either V or W class destroyers. Please note that Torpedo and Ammo markers will be expended and moved from your Submarine Display to the Combat Mat when resolving combat.
Errata (27 Sep 2024), Counter Sheet: Use any destroyer counter, such as the B, E, or F class counters, for the two Canadian River Class destroyers. Note the River Class counter included is for the possible British-built, brand-new River Class frigates, not the older River DDs.
U-boats: Two types of U-boat markers are provided, the Type VII and the Type IX.
Crew Quality: The crew quality corresponds to the experience and performance of your escorts' crew. Crews begin at "Trained" level. This can possibly rise to Veteran and then Elite. Each different escort has its own crew quality marker.
The mnemonics on the crew skill markers represent the following:
| Crew Skill Level | Effects |
|---|---|
| Green | -1D (-1 to Attack Roll on Chart B4) (Optional rule 12.6) |
| Trained | (none) |
| Veteran | -1R (-1 to Type 271 radar detect rolls) |
| Elite | -1R / -1H (-1 to Type 271 radar detect rolls and -1 Hedgehog to hit) |
Random Events: While most Random Events are resolved immediately, some can be used later during play and these markers should be placed on the Escort Display Mat until used.
Armaments: Torpedo markers represent individual torpedoes by type: G7a which are Steam, or the G7e, which is Electric. Additional markers include Hedgehog, Mk 24 "FIDO" homing torpedoes, and Type 271 radar.
Errata (27 Sep 2024), Counter Sheet: The torpedo counters should all be labeled G7a on the front (Steam) and G7e on the back (Electrics). Some incorrectly labeled Electrics have the correct color.
Damage: Markers are provided to track Hull Damage, Flooding Level, and any possible damage to Engines and other systems for use when attacking U-boats. These markers are only placed on the U-boat Target Display when damage occurs. Damage point markers are placed on Merchant ships that are not sunk or on escorts that incur damage from ramming or torpedoes.
Tactical Display Markers: Markers are provided for the Tactical Display [T1] when resolving encounters. These markers include Day/Night and markers for Aircraft.
[3.4] Charts and Tables
Several one-sided and two-sided Player Aid Cards are provided to facilitate game play and resolve game functions. The use of these charts and displays are explained in the appropriate rules section. Specific charts and tables are referenced by their ID in [square brackets].
When a die roll is called for, each table specifies the die roll combination necessary, which in some cases may include each die representing a different place value. In such instances, use a colored die to distinguish place values. For example, for a roll of "1d10+1d10," the first d10 represents the tens' place value and the second d10 the ones' place value. Treat a result of "00" as "100," not "0."
[3.5] The Convoy Log Sheet
The Convoy Log Sheet is used to record for each game session your Escort Group name and the Senior Officer of the Escort's name, along with individual convoy assignments, damaged or sunk ships, and any notes from each convoy escort mission. Feel free to photocopy these sheets as needed. (The log sheet has columns for Date, Convoy/Size, Targets, and Tonnage Lost; gray rows indicate "Check for Upgrades".)
[3.6] Game Scale
Each Travel Box on the Operations Map represents two to three days of travel. Each escort is represented by an individual ship marker. Select markers represent individual ships, aircraft, weapons or sensors, individual torpedoes, and individual U-boats.
[3.7] Parts Inventory
A complete game of Atlantic Sentinels includes the following components:
- One full-color counter sheet (9/16-inch counters)
- One Rules Booklet with Designer's Notes
- Five Player Aid Cards, 2-sided
- Two Player Aid Cards, 1-sided
- One Convoy Log Sheet pad, 2-sided
- One Escort Group Display Mat
- One Operations Map (North Atlantic)
- One Tactical Display (double-sided, Large and Small Convoy)
- Eleven Sequence of Play Cards
- Two 6-sided and two 10-sided dice, one 20-sided die
- One Game box and lid
If any of these parts are missing or damaged, please contact the licensed publisher: Compass Games LLC, PO Box 271, Cromwell, CT 06416 USA. E-Mail: [email protected]
Note on rules abbreviations: The acronym "drm" means "die roll modifier" or "dice roll modifier." This is a number which adjusts the result of a die or dice roll upwards or downwards.
"1d6" means one six-sided die, "2d6" means two six-sided dice, "1d10" means 1 ten-sided die, etc. You will often see text that says "roll 1d6" or "roll 2d6."
[4.0] Game Setup
General Rule
Game setup consists of rolling for your Escort Group, preparing your log sheet, and placing the corresponding Escort Group Display Mat [E1] in front of you for initial marker placement prior to conducting your first mission. You should also have the Operations Map and Tactical Display [T1] set nearby, as they will be referenced when resolving engagements against enemy shipping.
[4.1] Escort Group Selection
Begin by rolling 1d10 to determine your command from the ten starting escort groups below. (The B groups are British and the C groups are Canadian). Alternately, you may choose a group. Then place the corresponding ships on the Escort Group Display Mat in front of you. Game play consists of being the SOE (Senior Officer of the Escort) in charge of the convoy escort. As time goes by, you may receive additional ships, weapons, sensors, and air support to supplement this group of ships.
Place your Escort Group Marker at either Londonderry or St. John's to begin the game (your choice).
- Escort Group B-1 (six ships): H-class destroyer Hurricane with Town-class destroyer Rockingham, V-class destroyer Venomous, and Flower-class corvettes Anchusa, Dahlia and Monkshood.
- Escort Group B-2 (seven ships): H-class destroyer Hesperus with Town-class destroyer Leamington, V-class destroyer Veteran, and Flower-class corvettes Clematis, Gentian, Sweetbriar and Vervain.
- Escort Group B-3 (seven ships): H-class destroyer Harvester with Town-class destroyer Georgetown, B-class destroyer Bulldog, and Flower-class corvettes Heartsease, Narcissus, Free French Lobelia and Renoncule.
- Escort Group B-4 (six ships): H-class destroyer Highlander with Town-class destroyer Roxborough, W-class destroyer Winchelsea, and Flower-class corvettes Anemone, Pennywort and Asphodel.
- Escort Group B-5 (seven ships): H-class destroyer Havelock with Town-class destroyer Caldwell, V- and W-class destroyers Vanoc and Walker, and Flower-class corvettes Pimpernel, Godetia and Saxifrage.
- Escort Group C-1 (six ships): Canadian River-class destroyer Assiniboine and Town-class destroyer St. Croix with Flower-class corvettes Buctouche, Chambly, Dianthus and Nasturtium.
- Escort Group C-2 (six ships): Canadian River-class destroyer St. Laurent with Town-class destroyer Broadway and Flower-class corvettes Brandon, Drumheller, Morden and Polyanthus.
- Escort Group C-3 (six ships): Canadian River-class destroyers Saguenay and Skeena with Flower-class corvettes Wetaskiwin, Sackville, Galt and Camrose.
- Escort Group C-4 (seven ships): Canadian River-class destroyers Ottawa and Restigouche with Town-class destroyer St. Francis and Flower-class corvettes Lethbridge, Prescott, Eyebright and Arvida.
- Escort Group A-3 (six ships): US Treasury-class cutters Spencer and Campbell with Flower-class corvettes Bittersweet, Chilliwack, Shediac, and Algoma.
Historical note: although A-3 was technically an 'American' escort group, the corvettes were all Canadian.
Note: Cutters are considered Destroyers for game purposes. Your SOE can be aboard Cutter #1 and Cutters count toward the max DD/FF rule.
Besides starting with the listed ships, the American and each British Escort Group has one Type 271 radar (to be assigned to a ship as you see fit) and the seven-ship British Escort Groups automatically start with HF/DF capability. Canadian groups do not start with HF/DF or Type 271 radar.
Historical Note: The Canadian Escort Groups were much worse equipped than the British Escort Groups when it came to radar and HF/DF and this will make them a bit more of a challenge to play. They also are withdrawn (except for C-3) for two months (Feb/Mar 1943) which makes for a shorter game if played.
[4.2] Start Date
[4.2.1] Your first convoy escort will be in February 1942, unless you choose to play a historical scenario (11.0).
[4.3] Prepare Convoy Log Sheet
[4.3.1] Prepare the log for your game career by recording the following information in the header of the Log Sheet:
Escort Group: this is the historical designation of your group (B-1, B-2, etc).
SOE: this is the name you select as Senior Officer of the Escort, who you represent in the game. Normally, this would be a Lieutenant Commander, Commander, or Captain. Possibly the most famous British SOE was Johnnie Walker. To start the game, you are considered to be a Lieutenant Commander.
Note: The Escort Group name and SOE name have no impact on game play other than building a narrative around your career to enhance your game session or after-action reports.
[4.3.2] The Convoy Log Sheet is used to capture information about each convoy you escort, including which U-boats and merchant ships may have become damaged or sunk, in helping determine your victory level (5.2).
[4.4] Escort Group Display Mat Setup
[4.4.1] Place in front of you the Escort Group Display Mat. You will be referencing this display during play, and take ship markers from it to arrange on the tactical display when encounters occur.
[4.4.2] Place the following markers on your Escort Group Display Mat:
- Place the port marker with either the St. John's or Londonderry side up in the Current Base Box. This is your starting port. When you finish an escort mission, you will arrive in the opposite port and flip it over.
- Place the Trained Crew Quality marker in the Crew Quality box for each of your ships. This is your starting Crew Quality. This may increase over time to Veteran and finally Elite. Place a Lt. Cdr marker in the Rank box.
- Place any special weapons/sensor markers available to you on the display next to the ships that possess them. These are the Hedgehog ahead-throwing mortars and the Type 271 radars.
- Roll on A4 and place any available air support markers on the mat. This is either long-range ASW aircraft, a CVE (escort carrier) or the presence of a CAM ship.
- Place the HF/DF marker on the mat if your group currently possesses it.
- Arrange your ships on the Escort Group Display as you see fit in their proper areas: Destroyers/Frigates to the left, Corvettes to the right. There is no real game impact other than you, as SOE, are assumed to be traveling on the #1 Destroyer. The number on the ship counter corresponds to the number on the display. This will assist you in keeping track of which ships have Type 271 Radar and Hedgehog mortars when the ships themselves are placed on the Tactical Display.
(The printed Chart E1 Escort Group Display Mat has areas for Destroyers/Frigates, Cutters and Corvettes; each ship has boxes for Type 271 Radar, Hedgehog, Crew Quality and Damaged; plus Current Base, S.O.E., Rank, three Random Event boxes, a Current Combat Cycle area (1st / Second Impulse, 2nd, 3rd), and boxes for Long Range Air, CAM Ship, HF/DF and CVE (can operate in Air Gap).)
[4.5] Weapons and Sensors
Commentary: Unlike The Hunters and the other submarine games, the torpedo loads of U-boats attacking you are not tracked per se. They are assumed to have enough to conduct 3 attacks on the convoy. Similarly, Escort Groups had hundreds of depth charges, so their use is abstracted in that you are assumed to always have plenty to prosecute contacts. Johnny Walker's "barrage attack" technique, which used a huge amount of depth charges, was used by support (hunter-killer in US terms) groups and not normally by escort groups.
Procedure
- The Escort Group Display Mat does not have boxes for ammunition per se. You are always assumed to have enough depth charges to prosecute contacts.
- The Escort Group Display Mat does, however, have boxes for special weapons and sensors next to each ship, and air support. If available, place the appropriate markers on the mat. Normally, these weapons and sensors are not expended, but rather the markers indicate they are available for use. The CAM ship is an exception in that it is only used once to launch a Hurricane fighter to drive off Fw 200 Condors. Flip the CAM marker to the "Used" side if this occurs.
- The Hedgehog marker is linked to a specific ship (or ships) and should be placed on the Escort Group Display Mat with that specific ship (or ships) that have it. Players will, from time to time, receive hedgehog mortars via the A4 Refit Chart. When a player receives one, he should place a Hedgehog marker on the Escort Display mat on one of the ship displays. Eventually a player will have several ships so equipped.
- Type 271 Radar, like Hedgehog, is fitted to a specific ship. Some Escort Groups start with one Type 271 radar.
- It is the player's choice which ships receive upgrades, when upgrades occur.
[4.6] HF/DF and Type 271 Radar
[4.6.1] The Escort Group Display Mat is used to hold the HF/DF marker and the availability of Type 271 Surface Radar. HF/DF (High Frequency Direction Finding, aka "Huff Duff") is a capability for the entire group, and therefore just needs to be displayed on the mat to show the group has the capability. It is not tied to a single ship (and in fact, several ships had to have it to provide an exact "fix").
[4.6.2] Type 271 Surface Radar was an important enhancement to the escort's capabilities, as it could detect surfaced U-boats out to 5km or so, and even detect a periscope at about 1 km. Type 271 radar markers, therefore, should be placed with whatever ship possesses it, as each radar can only provide coverage for one side of the convoy (if on the left, right or rear) or only part of the front of the convoy.
[4.7] Basing
You will pick up convoys from the Western Ocean Meeting Point (WESTOMP, if heading to Britain) or the Eastern Ocean Meeting Point (EASTOMP, if heading to North America). After dropping off a convoy, it would refit for a few days and take a convoy (usually) the other direction. Players will be based at one of two bases throughout the game:
[4.7.1] St. John's, Newfoundland
If currently at St. John's, you will move to WESTOMP after getting your convoy assignment and drop them off at EASTOMP, and then move into Londonderry for refit.
[4.7.2] Londonderry, Northern Ireland
Escort Groups at Londonderry pick up convoys at EASTOMP and take them to WESTOMP, afterwards doing their refit and replenishment at St. John's, Newfoundland.
[4.8] Operations Map
The map in Atlantic Sentinels represents the operational area of the game and roughly the path the convoys used when they traveled across the Atlantic. Although in reality the convoys would have all traveled different routes, these are abstracted by the use of the Travel Boxes as for game play purposes, there is no difference if they were a bit north or a bit south of what is depicted. What matters is the amount of time it takes to traverse the Atlantic and the number of possible encounters with U-boats that may occur. There are specially marked Travel Boxes for the "Air Gap" (gray background) and those that are within Fw 200 Condor range (marked with a "C"). Place the Convoy Direction marker on the Operations Map if desired as a reminder.
[5.0] How to Win the Game
General Rule
A full game consists of completing numerous Escort missions up to and through June 1943. The game may end early if your own escort is sunk, which means you as Senior Officer of the Escort are assumed to have gone down with the ship.
While the results of each escort mission may result in promotion and crew advancement for your escorts, the overall victory level is determined at the end of play based on total tonnage of ships and number of U-Boats sunk.
[5.1] Ending the Game
[5.1.1] The game ends upon completion of your final patrol leading up to or through June 1943 - no convoy escort assignments are conducted after June 1943. If playing a Canadian Escort Group (other than C-3) the game temporarily stops at the end of January 1943 and restarts in April 1943, finishing normally at the end of June 1943.
Historical Note: After several bad convoys in late 1942, most of the Canadians were withdrawn from the Mid Ocean Escort Force in January 1943 for training and refitting with modern radars and HF/DF. The British Groups were unquestionably better equipped, and had the Canadian Groups been outfitted with more radars and HF/DF, they would have done much better.
[5.1.2] The game immediately ends, regardless of date, should you as SOE have your ship sunk.
[5.1.3] When the game ends, immediately make final promotion attempt (7.6.2). This is the only attempt that can award Admiral (O7) status.
[5.1.4] Once the game has ended, you can determine victory.
[5.2] Determining Victory
[5.2.1] Consult your log sheet at the end of play and add up the total tonnage of ships sunk by U-boats during your career.
[5.2.2] Based on the total tonnage of friendly shipping sunk, your victory level and performance as the Senior Officer of the Escort can be determined below.
- DEFEAT - 240,000+ tons sunk: You are a disgrace to the British Navy and the Crown. If you have survived, consider a career after the war on land.
- DRAW - 200,000-239,999 tons sunk: You have fulfilled your obligations to Britain and retained your honor. Book and movie offers after the war are probably not in the cards, however.
- MARGINAL VICTORY - 160,000-199,999 tons sunk: You have enjoyed a modicum of success as a Senior Officer of the Escort. Your crew respects your abilities, and Command places you in training in 1943.
- SUBSTANTIAL VICTORY - 120,000-159,999 tons sunk: You are one of the Royal Navy's top escort commanders, and have gained the respect of your peers, your crew, and commanders. You are often mentioned in the nation's papers and are offered a prestigious command in 1943.
- DECISIVE VICTORY - 119,999 or fewer tons sunk: You are the scourge of the seas and the pride of the entire Royal Navy. Your legendary exploits place you at the top of the naval elite and are mentioned prominently in propaganda efforts. Doenitz curses your name daily at his briefings, and the U-boat crews pray they don't run into your Escort Group. Your peers are amazed at your bold successes.
[5.2.3] For every 20 U-boats sunk, you may shift the margin of victory one level in your favor.
Errata (27 Sep 2024), 5.2.3 (addition): If you lose every 40,000 tons (or a fraction thereof) beyond 240,000 tons, the level of victory will shift once against you. Historical Note: The victory conditions are a bit too lenient, especially if you sink a lot of U-boats. This rule will prevent excellent scores if you lose an inordinate amount of shipping.
[5.2.4] Canadian Escort Groups add 40,000 tons to their score at the end of the game for the purposes of determining victory (as they are playing a shorter game which benefits them in this regard).
Errata (27 Sep 2024), 5.2.4 (addition): If you play the Canadian Escort Group C3, it does not receive the extra 40,000 tons added for victory conditions, as it never withdraws like the other Canadian groups.
[6.0] Sequence of Play
General Rule
Atlantic Sentinels adheres to a discrete sequence of play for conducting numerous convoy escort missions. At its most abstract level, the sequence revolves around conducting escort missions with a Refit action at the end of each mission. While there are no discretely numbered "game turns" as with other turn-based systems, game play is broken down into monthly increments of time, as reflected by the Patrol Log Sheet. Each convoy took roughly 2 weeks to complete, so each month consists of 2 missions.
The following game play outline begins once an Escort Group has been selected and the Escort Display Mat has all markers placed (4.0, Game Setup).
[6.1] Game Play Outline
-
DETERMINE CONVOY ASSIGNMENT
A. Consult Convoy Escort Assignment Table [A1a] if currently at Londonderry or [A1b] if currently assigned to St. John's. If this is the first mission of the game, check for CAM air support (this is normally checked during the Refit Phase).
B. Enter the convoy assignment on the Convoy Log Sheet (on row corresponding to start date). Select the relevant Tactical Display (T1A for Large Convoys, T1B for Small).
C. Place the Convoy Marker on either the WESTOMP or EASTOMP box depending if you start at St. John's or Londonderry, respectively. Move the Escort Group Marker from port to join it.
-
CONDUCT CONVOY ESCORT
A. Move the Escort Group and Convoy markers one box toward your destination. Check for encounters for the current Travel Box occupied by consulting the Encounter Chart [A2]. Each box is identical for these purposes, other than the two shaded boxes which represent the "air gap." In the Air Gap boxes (shaded boxes), no air support is possible until CVEs become available. The three "C" annotated boxes are the only boxes in which Fw200 "Condor" encounters may occur. If no encounter occurs, repeat this step for next Travel Box entered. If encounter is rolled, follow steps below:
Resolve Encounter
a. Resolve the Random Event (if rolled, 9.0), or determine U-boat (7.1.4), Wolfpack (7.1.3), or Air Encounter (7.2.7). Engaging enemy U-boats in combat is always voluntary but highly recommended.
b. Determine Day/Night (7.1.5). U-boats may attack during the day, but night attacks are more likely.
c. Determine the weather (Chart [C3]) and mark the result on the Operations Map. Weather may affect wolfpack size, detection, and air support.
d. Conduct air support missions if a CVE or Long-Range Air is available and it is daytime. One U-boat will be attacked before it even reaches an attack position.
e. Array your forces on the T-1 Tactical Display, placing your ships in any of the green escort boxes. Roll randomly for U-boat(s) attack position(s). (Exception: Stragglers, [7.1.6]). Half (rounded up) of the available U-boats will attempt to attack in the first impulse of the cycle. You attempt to locate U-boats before they can attack with HF/DF, Type 271 radar, and ASDIC (sonar). You may attack detected U-boats with any/all of your forces. Undetected U-boats conduct attacks. After any attacks on shipping occur, you may again attempt to attack the U-boats. Regardless of results, U-boats that have been engaged are now done attacking for this combat cycle. If a U-boat manages to conduct an attack and you have no forces available to engage it, it will attack again next combat cycle. After all attacks are complete, place any damaged merchant ships in the Straggler box.
Game play is conducted per the above sequence and is repeated until the game ends (5.1, Ending the Game), at which time victory can be determined (5.2, Determining Victory). The precise activities performed as outlined above are covered in the appropriate rule sections.
[6.2] Sequence of Play Cards
Sequence of Play cards have been included to assist players for the first few missions (or for as long as desired) in conducting their missions. Their use is optional, but should be helpful and is strongly encouraged. Card 0 is for setting up the game; it is used just once then set aside. Cards 1 through 10 guide a player through a convoy escort mission. Players should realize that the actions as listed on the cards are abbreviated/condensed, and any questions they have may require a visit to the rulebook. The full rules have priority in the case of any interpretation issues from the cards.
Card 0 (Prepare to Play): 1. Select Escort Group (4.1). 2. Prepare Convoy Log Sheet (4.3). 3. Set up Escort Group Display Mat (4.4). 4. Place Escort Group Marker in either St. John's or Londonderry. (British start at Londonderry, Canadians at St. John's)
[6.3] Convoy Assignment
[6.3.1] Assignment. Escort missions are assigned mainly as a function whether you are currently at Londonderry (next to EASTOMP) or St. John's (next to WESTOMP). Use Chart A1a or A1b as appropriate to receive your assignment. The designation of "HX" "SC" and "ON" are for historical purposes and do not impact game play. What matters is if the convoy is large or small, which affects your ability to defend them. Large convoys have more columns (are wider) and therefore somewhat harder to defend.
[6.3.2] Mission Length. Each convoy escort mission lasts approximately 2 weeks. Therefore, two missions will be conducted each month. This affects your refit as some upgrades only happen at the end of the month.
[6.3.3] Escort Group Upgrades. At the end of each convoy escort mission, the player checks for any possible air support for the next mission (Chart [A4]) and check for upgrades to his Escort Group every 2nd Refit Phase. Once the Group has HF/DF, the player no longer checks for it. Hedgehog and Type 271 radar upgrades are installed on any ship that does not yet possess that system, of the player's choice. It is possible to gain additional escorts, but the limits are 4 DD/FF and 6 Corvettes (Flower Class) maximum. Once an Escort Group has reached its maximum number of either DD/FF or Corvettes, it no longer checks to receive more of that type ship. Once an Escort Group has every ship upgraded with Type 271 Radar and/or Hedgehog, it no longer needs to check for those items (good luck with that).
[7.0] Combat
[7.1] General Procedures
[7.1.1] General. Combat is resolved for each travel box in cycles, with each cycle composed of one or two impulses. There will be possibly attempts to penetrate the escort screen, followed possibly by attacks, followed by possibly multiple turns of depth-charging, if detected. There MAY be additional cycles of combat as well, if any of the attackers survived the first cycle without damage. It is also possible no attacks may occur in a cycle: U-boats check in daylight whether or not to attack or send a contact report instead. Regardless of results, combat will continue for a maximum of 3 cycles, at which time the current battle is concluded.
[7.1.2] No Encounter. If there is no encounter rolled for a particular travel box on Chart [A2], then nothing occurs. Move the Convoy one travel box ahead on the chart and roll again.
[7.1.3] Wolfpack Encounter. If a "Wolfpack" is rolled on Chart [A2] determining the actual size of the wolfpack attacking you is a two-step process listed on Chart A3. First, roll for the wolfpack size. Then, if the wolfpack is 8 boats or larger, roll to reduce that number by 1d6. The adjusted number is the effective wolfpack size. A wolfpack is always composed of Type VII boats.
Historical note: Wolfpack sizes increased over time, peaking in 1943. But just because a wolfpack was large on paper didn't mean they all engaged the convoy - many times the wolfpacks were quite spread out, mechanical issues or rough weather arose right as a convoy was spotted, etc. etc. Very rarely did all of a wolfpack's listed members attack a convoy, and even then, not all at the same time. In the game a rather large number of U-boats can attack you, but remember only half of them attack each impulse of the first combat cycle.
Errata (27 Sep 2024), 7.1.3 (clarification): Players roll the weather before placing escorts or U-boats. Page 13 references a Chart [B8]. This chart is on the back cover of the rules.
Errata (27 Sep 2024), 7.1.3 (addition): The Attack Summary section (top right of page 14) states that players continue the Detection/Attack Cycle until they sink, scuttle, or undetect the U-Boat. However, players may end this at any time. This may be wise if playing with the Optional Rule [12.7] (Limited Depth Charges).
Multiple U-boats can end up attacking from the same Approach Circle due to random placement, but each adjacent escort can roll for detection against each U-boat, one after the other in that case. U-boats are attacked separately, however. After placing your escorts in the Escort Boxes, roll for random placement of all U-boats. Then follow the procedures as listed in [7.1.3] for each attacking U-boat.
Array your escorts on either [T1-A] or [T1-B], as appropriate, and randomly place the U-boat by first rolling 2d6 to determine the side he is attacking from. Next, roll 1d6 to determine the specific approach box on that side. For [T-1A]: 1-3 [J/C] or 4-6 [H/D], 1-4 for the top [K-B]. If using [T1-B], for the top approaches: 1-3 for [A1] and 4-6 for [A2]. Once you have placed the U-boat in his random approach circle, he radios off a contact report on a 1d6 roll of 3-6. If the encounter involves a wolfpack or a U-boat, roll for weather on Chart [C3]. This will have possible combat effects. If the encounter happens in the daytime, and the player has air support (Long-range air, or a CVE present) one U-boat may be attacked each day combat cycle before it is in the approach circle. No detection roll is required per se; the U-boat may crash dive and avoid the attack. If not, the aircraft attacks the U-boat. If the U-boat survives without damage, play proceeds, but the targeted U-boat cannot attack this cycle. If the U-boat received damage that was not repaired, it is removed from the attacking forces (which possibly ends the encounter if it was the only U-boat for the encounter).
(The printed Tactical Display shows the 2d6 side-of-attack ranges: 2d6 of 6-8 top, 3-5 left, 9-11 right, 2 and 12 rear.)
In the daytime, a U-boat only attacks on a 1d6 roll of "1-2." If he does not attack, he is assumed to be shadowing the convoy and will attack the next combat cycle. He sends off a contact report if not attacking this combat cycle, exposing him to possible HF/DF detection. Place a Contact Report marker next to that U-Boat.
If a U-boat is detected in the daytime by HF/DF, you may attack the U-boat, even though it is not attacking the convoy.
You have three methods to detect the U-boat while still in the approach box:
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You may detect him using HF/DF but only if he sent a contact report and your Escort Group has HF/DF. HF/DF locates him on a roll of 1-3.
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You may detect him with Type 271 radar. This is successful with a 1d6 roll of "1" during the day and a "1-2" during the night. A single Type 271 radar gets a detection attempt against ALL U-boats on the sides of the convoy (left, right, or rear) but only against adjacent Approach Circles to the front of the convoy. This is a bit of an approximation, but close to the historical realities and accurate in game terms. U-Boats targeting the Stragglers Box cannot be detected by radar.
Historical note: The Type 271 radar could detect a U-boat on the surface out to about 5km, and could even detect a periscope out to about 1km. The sides of a convoy were much narrower than the frontage, as they traveled in roughly a "rectangle" pattern moving sideways in the ocean. Hence, a single Type 271 radar can cover the entire "side" of the convoy.
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Finally, you may detect him with ASDIC (sonar) as he tries to penetrate to the convoy with a 1d6 roll of 1-3.
If detected, flip the U-boat to the "detected" side. You may attack with any/all of your escorts.
Escort Movement: Escorts in an Escort Box adjacent to a detected U-Boat do not have to move to attack the U-Boat and do not suffer a Movement drm penalty when attempting to detect for subsequent attack rounds. If you wish, you may move escorts any distance on the T-1 display to engage U-Boats, but if you do, flip them to their Moved side. You may place multiple Moved escorts into a single Escort Box, but only suffer a single -1 drm for having moved.
Errata (27 Sep 2024), 8.0 (correction): Escort movement - only a single -1 DRM applies to Chart B3 for escort movement, even if several move [7.1.3]. This is correct; the example of play on page 20 gets this detail wrong.
If at least one escort engaging a U-boat has Hedgehog, you may conduct a Hedgehog attack instead of a normal (depth charge) attack. Use the Current U-boat Target Chart [U1] to track damage to the U-boat you are currently fighting. Escorts not adjacent to the approach circle where the U-boat is located must move to an Escort Box adjacent to the U-Boat, flip to their Moved side, and give a -1 drm to follow-up detection attempts on Chart [B3].
The U-boat immediately undergoes an attack on Chart [B4]. For each "hit" on chart [B4], roll once on chart [B5] to determine the damage from the depth charges. After the damage is applied to the U-boat, and additional flooding is checked for on chart [B8] the cycle continues. Roll for detection again, now applying the "+1" for previous detection AND any new modifiers such as dive plane or fuel tank damage, and if detected again, roll on Chart [B4]. Turns of combat continue with detecting/attacking until the U-boat finally escapes detection on chart [B3], or is sunk. Players will notice it is more difficult for the U-boat to evade detection in subsequent combat turns if critical damage occurs.
Important Play Note: Detection rolls on Chart [B3] and escort attacks on Chart [B4] are rolled ONCE per U-boat being attacked, regardless of how many escorts you have assigned to the task. Typically, one escort would attempt to maintain contact while a second dropped depth charges, if 2 or more were assigned to prosecute a contact. Each escort can only attack one U-boat per cycle or impulse, but no matter how many escorts you assign to a U-boat, there is only one attack against it.
Regardless of results, the U-boat, once attacked, is done for this combat cycle, whether or not it was damaged or got away clean. If it survived without damage, it will participate in the next combat cycle if there is one yet to be processed. If it did have any damage it is removed from the pool of eligible U-boats for the next combat cycle and is done for the encounter. Flooding does not count as damage for the purposes of this rule, however.
If the U-boat was NOT detected by HF/DF, Type 271 Radar, or ASDIC, he attacks the convoy. Roll 1d6, with a roll of 1-2 being close range, 3-4 being medium range, and 5-6 being long range. If the U-boat has selected close range, you get another chance to detect it with ASDIC before it has a chance to attack.
If a U-boat is approaching from an area where you have NO escorts covering, it will be able to automatically attack, even from close range.
Roll 3 dice to determine the size of the targets closest to the U-boat's attack position. 1-3 is a small freighter, 4-5 is a large freighter, and a 6 is a tanker.
Convoys normally had many more ships in them than a single U-boat could attack. In the game, the small convoys are roughly 40 ships, while the large convoys are around 60 ships. Therefore, only 3 of the many ships are represented as being in the U-boat's "window of opportunity" for that combat cycle.
Then roll for each U-boat to determine the exact merchant ships encountered on charts M1, M2, or M3 by using percentile dice (1d10+1d10). Write the ship's name and tonnage on your Convoy Logsheet.
Roll 2d6 on Chart C1 to determine which ship(s) are attacked by the U-boat. Note: this step is skipped if playing two-player. The player commanding the U-boats makes all targeting and combat decisions.
Fire torpedoes, check for hits (Chart B1) then check for duds (Chart B6). Torpedoes which explode do damage per Chart B2. Check the damage against the amount needed to sink the ship per its size. Circle sunk ships on your Convoy Log as these count against your final score. Ships which are only damaged should be placed in the Straggler Box, where they may be attacked in a subsequent combat cycle.
After U-boats attack, you get to attempt to detect them by using Chart B3. If you did not have an adjacent escort to the approach/attack circle used, you must move an escort to an adjacent Escort Box if you wish to conduct this detection, but it receives a -1 modifier to the dice roll as listed on Chart B3.
At the end of each combat cycle or impulse, the player places any damaged merchants in the Straggler Box.
He should rearrange his surviving escorts as he sees fit, possibly assigning one or more to Escort Box S if he wants to try to protect the stragglers.
Repeat this process for up to two additional combat cycles (for a total of 3) or until no remaining U-boats are available to attack.
Notes on U-boat damage: There are a lot of results which have no effect on solitaire game play but have been left on the damage chart for when the game is used in two-player or in conjunction with The Hunters. These include crew injuries, deck gun hits, etc. Refer to 7.3.9.
Attack Summary:
U-Boat Detected: Attack with adjacent Escorts and/or Escorts moved adjacent to it. Roll on B4, determine damage (if any) on B5, cycle back to B3. Continue the Detection/Attack cycle until U-Boat is sunk, scuttled, or remains undetected. Attack other detected U-Boats, if any, with other escorts, until all Escorts are committed or all U-Boats have been attacked.
U-Boat(s) Undetected: Attack convoy by rolling 1d6 for 3 target ship sizes (1-3: small, 4-5: large, 6: tanker), then roll specific ship targets on M1, M2, or M3 as appropriate. Randomly roll 1d6 for the U-Boat attack range (1-2: close, 3-4: medium, 5-6: long). After attacking per chart C1, record damaged/sunk ships. Move Escort(s) to an Escort Box adjacent to the U-Boat location, if desired/possible, and attempt to detect per Chart B3 (-1 Moved drm). Continue the detection/attack cycle until U-Boat is sunk, scuttled, or undetected. Note: Damaged merchant ships become stragglers and are placed in the Straggler Box.
After U-Boats have attacked and/or been attacked: Flip all Escort markers to their unmoved side and arrange them as you see fit on the T1 display, including possibly assigning one to Escort Box S to guard any stragglers. Flip the Day/Night marker to its opposite side, advance the Combat Cycle marker, and start a new combat cycle (or second impulse if this was the first cycle) if there are U-Boats left to attack.
[7.1.4] Single U-boat Encounter. Essentially, a single U-boat encounter is processed identically to a wolfpack encounter, except there is only one U-boat to process. Additionally, there is a small chance the single U-boat will be a Type IX instead of a Type VII (bottom Chart A3).
Notice that for a single U-boat, there is only one impulse in the first Combat Cycle, instead of two, as the second impulse has zero U-boats in it.
Historical note: Wolfpacks and single U-boats in the mid-Atlantic were almost always Type VII boats. This is due to the fact the less-numerous Type IXs were needed to operate in areas that required their longer range, such as the West Coast of Africa, the Americas, etc. On rare occasions during the game's time frame, a convoy would be attacked by a Type IX.
[7.1.5] Day and Night. Roll one die to determine the time of day to start the encounter: 1-3 is day, 4-6 is night. Night surface attacks can only be performed at night, naturally. During the day, it is also easier to see the tracks of the steam driven torpedoes, therefore, a "+1" detection modifier is applied to those attacks when checking for detection on Chart [B3]. U-boats normally attacked convoys at night. They do have a small chance to attack during the day (a 1d6 roll of 1-2), but will always attack at night. The initial period of day/night will determine the pattern for all 3 Combat Cycles of the encounter. It will either be day-night-day or night-day-night.
Errata (27 Sep 2024), Chart [B3]: The DRM for the current year (1942 or 1943) ONLY applies post-attack. They are listed on Chart [B3] for this reason. They do not apply to HF/DF, initial ASDIC checks, or Type 271 radar. No matter the DRMs, a U-boat always escapes detection with a roll of "2."
Designer's Note: The +1 detection modifier for G7a steam torpedoes fired in the day stays for every detection attempt, not just the first one. Although it may seem counterintuitive, the reasoning is that the steam track gave the escorts a pretty good idea of the U-boat starting location and reduced their search area significantly for the entire combat. This modifier does not apply if the U-boat used G7e (electric) torpedoes.
[7.1.6] Stragglers. Damaged merchant ships are placed in the Straggler Box at the end of the Combat Cycle (or impulse) in which they were damaged, and retain any previous damage points. They will remain there for the duration of the convoy. At the start of any subsequent Combat Cycle or impulse, one U-boat (if one is available to attack) will automatically be placed randomly in one of the three range boxes next to the Straggler Box. Any other U-boats are placed randomly per the normal procedure. Any escorts placed in the S Escort Box do not roll to detect any attacking U-boats prior to combat unless they attempt to attack from close range. They will, however, engage any attacking U-boats after their attacks normally.
Errata (27 Sep 2024), 7.1.6 (clarification): A U-boat automatically attacks a Straggler, day or night.
Stragglers may also be created by Poor or Bad weather (see Chart [C3]). Roll to determine size & identity and note on your log sheet. If weather creates stragglers you may immediately assign an Escort to guard them in Escort Box S. These stragglers are temporary; if they survive the current encounter, they rejoin the convoy in the next travel box.
If there are stragglers in the Straggler Box at the conclusion of the combat (damaged ships that were not sunk), the player must decide if he wants to assign an escort to protect them. Such escorts are NOT available for array in any upcoming attacks, they are in the S (Straggler) Escort Box until recalled at the end of a combat or travel box. The plus side is they will prevent any Fw 200 Condor attacks against the stragglers (see rule [7.2.7]).
[7.1.7] The U-boat Combat Mat. The U-boat Combat Mat [B7] has been provided to assist during combat against merchant shipping, if desired. Its use is not mandatory, but players may find it helpful in keeping track of which torpedoes are heading toward which target, etc.
[7.2] Air Support and Encounters
[7.2.1] General. Air support comes in two varieties: Long-range air support (ASW), and CVE (Escort Carrier) support. It is very powerful in that at the start of any U-boat or Wolfpack encounter, it will automatically target a U-boat, which at the minimum, removes it from the first combat cycle, if not the entire encounter.
Air encounters involve the convoy being shadowed by a Fw200 "Condor" long-range reconnaissance aircraft. This only occurs in the 3 easternmost Travel Boxes (marked with a "C").
Long-range Air Support ("Canso" Canadian PBYs in the west, and B-24 Liberators from Iceland in the east) can support any white colored travel boxes (not the two "Air Gap" travel boxes). If a player has Long-range Air support, it can be used in any white travel box (he is assumed to have both types available, depending on his location).
CVE Air support can operate in ANY travel box.
CAM ship support can launch their Hurricane fighter to drive off a Condor in any white colored travel box annotated "C" to be in Condor range (which are the only places Fw 200 Condors will be encountered).
Errata (27 Sep 2024), Chart [A4] (correction): You only ever roll in one column for air support. Stop rolling for Long Range Air in 3/43 and start rolling on the last column for CVE support.
[7.2.2] U-boat Crash Dive. If Long-Range Air or a CVE is available, one U-boat each daylight Combat Cycle is attacked prior to its being placed on a random approach. If a modified 6 or higher is rolled (Chart [C4]), there is NO combat. The aircraft was seen in time, the boat crash dives, and nothing further occurs. However, the U-boat is removed from the pool of available attacking U-boat(s) for the first combat cycle. He will participate in subsequent cycles; place on Cycle tracker to denote its return.
[7.2.3] Aircraft Attack due to Failure to Crash Dive. If a modified 5 or less is rolled, one (or possibly 2) attacks are rolled on chart [B4], with a "+2" modifier applied for an aircraft attack. Damage is applied. The U-boat gets to fire flak gun(s) (Chart C2). Combat is considered simultaneous, so it is possible for a U-boat to shoot down an aircraft that sinks it (which happened several times historically). Several outcomes now occur based on the flak attack on the aircraft:
Errata (27 Sep 2024), 7.2.3 (correction): Both references to chart [A4] should read [C4] instead.
- If the aircraft is shot down, any second attack (if a modified "1" was rolled on chart [A4]) does NOT occur. No further actions are taken.
- If the aircraft is damaged, any second attack (if a modified "1" was rolled on chart [A4]) DOES occur. However, no further action is taken. The aircraft, being damaged, must immediately return to base and the aircraft attack is complete.
- If the aircraft was missed completely by the flak attack, it shadows the Submarine after completing its own attack. The Submarine is considered to have dived at this point. The U-boat, even if completely unharmed, is removed from the pool of available attacking U-boats for the entire encounter.
U-boats sunk by aircraft do count toward victory conditions.
[7.2.4] Specific Flak modifiers. On the submarines with two Flak weapons, if both are operational (meaning BOTH sets of guns) it receives a "-1" to hit modifier. If one has been knocked out, it fires without the modifier. A Veteran/Elite crew also gives a "-1" drm to the flak roll. Obviously, if any type of U-boat has all flak guns inoperable, it cannot shoot at aircraft. Deck guns cannot fire at aircraft. For the purposes of the game, flak ammunition is unlimited.
U-boats do not "fight it out" on the surface with aircraft. If they are unfortunate enough to have to fire their flak, they are considered to dive immediately thereafter.
Historical note: In May through July 1943 U-boat Command issued a "Fight back with Flak" directive for groups of U-boats transiting the Bay of Biscay. Although they did shoot down some aircraft, they almost always suffered losses, and the order was rescinded in early August. However, even when active, the directive did not apply to U-boats once they had entered the Atlantic proper and therefore is not applicable to the game.
[7.2.5] FIDO Homing Torpedo. Starting in May 1943, aircraft attacks against U-boats (CVE or Long Range Air) may involve a Mk24 "FIDO" homing torpedo. Before an aircraft attacks, roll 1d6. A "1" indicates a special attack has occurred, i.e., a "FIDO" has been dropped. Use the FIDO attack chart to resolve this attack.
[7.2.6] Strafing during Air Attacks. Strafing occurs as part of an attack from CVE aircraft, but not Long Range Air. In the basic game, this does not apply as it essentially has no effect, since U-boat crew injuries are not tracked. In a game combined with The Hunters it would be applicable and The Hunters rules should be used to track this.
[7.2.7] Fw 200 "Condor" Encounters. The convoy may encounter a Fw 200 "Condor" on the [A2] encounter chart or (more rarely) via a Random Event. This can only occur in one of the 3 Travel Boxes west of Ireland (marked with a "C" on the map) and if rolled elsewhere, is treated as no encounter. The effect of being shadowed by a Condor is that the convoy must roll twice on Chart [A2] when it moves to the next travel box, even if that new box is no longer a "C" marked box. (Exception: if a convoy is traveling eastbound, and a Condor is rolled in the final travel box, this triggers a second roll immediately if the Condor is not driven off, as there won't be another travel box). This penalty is negated if you are able to launch a CAM Hurricane fighter or if you have CVE support. Players should notice Long-Range Air Support (B-24 Liberator bombers from Iceland) does not affect Fw 200 aircraft.
If a Fw 200 Condor encounter occurs AND there is at least 1 straggler in the straggler box, it will attack the largest straggler if the player has not seen fit to provide an escort in Box S per rule [7.1.6]. It will deal damage = 1d6, which may or may not sink the straggler, depending on its previous damage. The Condor will also perform its primary recon function. If driven off by a CAM Hurricane or CVE support, or the player had placed an escort in Box S, no attack occurs.
Historical Note: Fw 200 attacks did occur, but only against lone ships for the most part, as they had to descend to get an accurate drop. Descending into an escorted convoy would have been extremely hazardous, to say the least, which is probably why it didn't occur.
[7.2.8] Weather Effects. There is no air support available during bad weather. This applies to all combat cycles, not just the first. See Chart [C3].
[7.3] U-boat Damage
U-boats will receive nonlethal damage during the course of operations that may possibly be repaired at sea. Additionally, damage has combat effects as listed on chart [B8]. Further explanations of the effects are listed below.
Errata (27 Sep 2024), 7.3 (clarification): The first paragraph references a Chart [B8]. It is on the back page of the rulebook.
[7.3.1] Repairs at the End of Combat. At the end of a combat cycle (NOT an encounter), the U-boat crew under the direction of its Engineer can attempt to repair any damage the U-boat has received. This will have no impact on the game, except that if the only damage was flooding, it is assumed to be all pumped out, returning the U-boat to the pool of available attackers.
[7.3.2] Flooding. During combat, at the end of each turn, the U-boat must check for additional flooding ONLY if it had received one or more flooding damage boxes that turn. It does not have to check, for example, if flooding had occurred 3 combat turns previously. On a roll of 5-6 an additional flooding damage point is taken. See [7.4.2].
If ALL flooding boxes are full, the U-boat must blow ballast, immediately surface, and check for ramming/boarding or gunfire by the nearest escort if the player chooses.
[7.3.3] Engines and Motors. The electric motors are used while submerged; the diesel engines are for surface running. The loss of electric motors has serious combat effects per charts [B4] and [B8].
[7.3.4] Hull. Hull damage is non-repairable at sea. If the boat has every hull damage box with a damage marker on it, it is considered sunk with a loss of all hands.
[7.3.5] Fuel Tanks. If the fuel tanks are damaged, there are also significant combat penalties as the boat is easier to detect.
[7.3.6] Crew Injury. The U-boat crews ran roughly 50 men. For the game, these damage results are essentially ignored.
Note: Crew injuries will have an effect if the game is linked with The Hunters but in solitaire or two-player mode, they are not tracked.
[7.3.7] Dive Planes. If the dive planes are damaged, there is a combat penalty as the boat is harder to maneuver underwater.
[7.3.8] Multiple Damage Results. If the chart calls for damage to a system that is already damaged (or is not present) treat as "no effect". The only damage that "accumulates" are flooding and hull damage results.
[7.3.9] Removal from subsequent combat cycles. U-boats that suffer any damage at all (other than flooding, flak guns, deck gun, or personnel wounds), even if repaired, are removed from the pool of U-boats available to attack in any subsequent combat cycle, and in effect are done with the encounter.
[7.4] Escort Damage
[7.4.1] General. The escorts were reasonably small ships, compared to the damage a torpedo would inflict. DD/FF classes can take 2 points of damage, the implication being they MIGHT survive a torpedo explosion. The corvettes (Flower Class) can only take a single point of damage and are automatically sunk if hit by a torpedo that detonates. All classes can survive a ramming attempt, however.
[7.4.2] Ramming. If a U-boat is forced to surface due to flooding, the closest escort has the following options:
- Destroy the U-boat with gunfire. The U-boat is sunk.
- Ram and attempt to board. Roll 2d6: 2-10 U-boat is sunk. 11-12 Boarding party is able to secure crypto documents and devices. End-game Victory is increased by one level.
The downside to ramming is that the escort's hull will be damaged and you will lose it for 1 month while it is in repair, upon return to base.
[7.4.3] Torpedo Damage. In the case a DD/FF was torpedoed but only took a single point of damage, it is no longer able to participate in combat cycles other than to be a target itself in the straggler box. If it survives back to base, it is out of action for 1d6 months for repairs. While under repair, it may be replaced by a lucky roll on the Refit Chart A4, even if you are already at the maximum 4 DD/FF. It is assumed to be detached from your Escort Group in that case and replaced by the new ship.
[7.5] Crew Advancement
[7.5.1] Advancement Procedure. The crews of the escorts may gain in skill during the course of the war, and the overall crew rating can increase from "Trained." For every 3 U-boats sunk, an escort's crew will increase one skill level. All crews start at "Trained." The next higher level is "Veteran" and the highest skill level is "Elite."
Notice that U-boat kills are tracked per escort, not the group as a whole. Credit for a U-boat kill goes to the escort who first detected it. Move the detecting escort counter sideways to denote this. Track kills on the Escort Display Mat with generic number counters or track in an empty box on your logsheet.
[7.5.2] Crew Ratings. The escort crew starts at a rating level of "Trained". The first improvement is to "Veteran". Veteran crews receive -1 to their Type 271 radar rolls. Veteran crews may increase to "Elite" crews. Elite crews receive -1 to their Type 271 radar rolls and -1 to their Hedgehog "to hit" roll. "Green" crews are possible if playing with Optional Rule [12.6].
[7.6] Promotions
The Leader of an Escort Group was known as the "SOE" or Senior Officer of the Escort. His rank ranged from Lieutenant Commander to Captain, however. In the game, the player starts as a Lieutenant Commander. Some small perks are available at higher ranks, but mostly ranks and promotions are for role-playing purposes.
[7.6.1] Senior Officer of the Escort ranks:
| SOE Rank | Effect |
|---|---|
| Lt. Commander (O-4) | The player's starting rank. No special abilities. |
| Commander (O-5) | Allows the player to automatically receive HF/DF for his Escort Group (if by some streak of bad luck it has not already been installed). |
| Captain (O-6) | Allows the player to request and receive one of the following: A Hedgehog installation, a Type 271 Radar installation, or if below the 6-ship limit, an extra Flower Class corvette. |
| Admiral (O-7) | This provides no game benefits (and in fact, can only happen at the end of the game) but is included as an additional metric of player performance. |
[7.6.2] Promotion mechanics. Each promotion attempt is made after the 5th month of service, and 5 months after that. For example, a player who started in 2/42 would first roll for promotion at the end of 7/42, then again at the end of 12/42.
Promotion to the next higher rank occurs on a successful 1d6 roll of 1-4, with the following modifiers:
- -1 per 3 U-boats sunk
- +1 per 10 Merchant vessels lost.
A player may have multiple + or - modifiers depending on how the year went. For example, it's possible a player could have a +1 modifier based on having had lost 10 merchant ships during the period, but had sunk 4 U-boats for a -1 modifier, so they would cancel out.
[7.7] Canadian Withdrawal and Refit
The Canadian Escort Group (with the exception of C-3) were pulled out of action for a badly needed equipment upgrade and refit period roughly February/March 1943. These rules cover this event.
[7.7.1] Refit Procedure. If in command of Escort Group C-1, C-2, or C-4, the player should place his group in St. John's at the conclusion of the last mission of January 1943. On the Convoy Escort Log Sheet, he should write "Refit" at the start of February and March 1943 months. He will then receive enough Type 271 radar installations to bring his total up to three for the Group. If he was lucky enough to already be at 3 (or more) Type 271 he does not get any additional. He may then roll to receive a Hedgehog and an additional ship. After checking for this additional equipment, play resumes with the first convoy escort mission of April 1943. Notice the loss of two months of escort duty is actually an advantage for lost tonnage; hence the tonnage total adjustment for Canadian Groups.
[7.7.2] Escort Group C-3. If in command of Escort Group C-3, the player does not have any special refit period, and therefore should treat the group like any other non-Canadian group.
[7.7.3] Victory Determination for Canadian Groups. Notice the skipping of two months of escort duty is actually an advantage for lost tonnage; hence the tonnage total adjustment for Canadian Groups per rule [5.2.4]. If in command of Escort Group C-3, rule [5.2.4] does not apply (treat it like any other non-Canadian Escort Group for victory calculations).
[8.0] Example of Play
"Bob" is starting play by rolling a "1" for his escort group, and is therefore the leader of Escort Group B-1, a British escort group. He places his 3 Flower class corvettes, his H-class DD, his V&W class DD, and his Town class DD on the Escort Group Display Mat. He chooses to begin the game in port of Londonderry.
Because it is the first escort mission, he rolls for CAM support on Chart A4 (this step normally occurs at the end of each mission in the refit phase). He rolls a "6" so one of the ships is CAM equipped for this convoy, so he places the CAM marker on the Escort Group Display Mat. He gets to have one Type 271 radar per rule 4.1, so he assigns that to the H-class destroyer. Now, he determines the mission by rolling on A1a (since he is at Londonderry).
A 1d6 roll of "3" indicates he has a large ON convoy. This means Tactical Display T1a will be used when combat occurs. He places the Large Convoy counter on the EASTOMP space, joins it with his escort group, and is ready to begin.
He moves to the first travel box and rolls for an encounter. This is a 2d6 "2" which, on the Feb 42 - Jun 42 column, results in a Fw200 encounter. Luckily, he has a CAM ship, and decides to use the CAM support to drive off the Condor, as it is a low probability he will encounter another Condor this mission, as only two travel boxes remain in their range. He moves to the next travel box, just south of Iceland, and rolls a "6" for an encounter, for no encounter. He moves again, and rolls a "7" which again is no encounter. It's starting to look like a milk run, as there are only 3 travel boxes remaining until the convoy arrives at the WESTOMP and his group is relieved of duty.
The first "Black Pit" travel box (so named as it is outside any air support range) results in a roll of "8" which is again, no encounter.
On the next travel box, however, he rolls a "4" - a Wolfpack. This results in several actions he must take to prepare for combat. First, he arrays his six ships on the T1a Tactical Display. He places his H-class DD on Escort Box J, because it has the Type 271 radar which can cover the entire left flank. He places his 3 Flower class corvettes in boxes K, A and B. He places the V class in box C and the Town class in box D.
Next, he rolls for day or night, and a 1d6 roll of "5" means it is night. Therefore, the 3 combat cycles of this battle will be Night/Day/Night. Now he rolls the weather on Chart [C3] but a 1d6 "4" gives a result of "fair" which has no combat effects.
Now, he finds out the wolfpack size using Chart [A3]. Fortunately, he rolls a 2d6 "7" which is reduced to a "5" because it is 1942. This means (as the first Cycle is split into two impulses) he will be attacked by 3 boats in the first impulse, and 2 boats in the second impulse. He does not roll to reduce the effective size of the wolfpack, as there are less than 8 boats to begin with. Now he randomly arrays the 3 attacking U-boats by rolling 2d6 for the side they will come from, then again rolling randomly for the actual approach box they will each use. Bob rolls a 3, 5, and 9, meaning two U-boats are attacking from the left, and one from the right. Randomizing their actual approach (with a 1d6 high/low) he gets Approaches H, H, and D.
Now he gets to try and detect them. One U-boat on each side sends a contact report. Since Bob's group has HF/DF, he rolls to detect, and detects one of the U-boats in Approach H. The U-boat in Approach D was not detected. Since the H-class DD in escort box J has Type 271 radar, he gets to roll to detect the U-boat that was not picked up by HF/DF. Since it is night, this works on a 1d6 1-2, and Bob rolls a "1" so both U-boats in Approach H are now detected (one from the HF/DF on the boat that sent the contact report, and one from Type 271). The final part of detection is the Town class DD in escort box D has an ASDIC chance against the last U-boat. He succeeds with a roll of "3" - great news, as all 3 attacking U-boats have been detected.
Now it is time to array his escorts to attack. The Town class is fortunately in position, but Bob moves the V class DD (V&W) to assist, flipping it to the "Moved" side. This will give him a negative drm, but it can't be helped. On the left side, the H class DD and Flower 1 move to escort box H to attack one U-boat, while the second U-boat is attacked by Flower 2 and Flower 3. All four of those escorts are flipped to the "Moved" side. Attacking Approach D, Bob rolls a "7" on Chart B4, inflicting 2 hits on the U-boat. Per Chart B5, these are a hull hit and batteries after rolls of 41 and 11 respectively. He then goes to Chart B3. The negative drm because one of the escorts moved is negated by the drm for using two escorts, but the final drm becomes a +3 net due to the +2 year drm for 1942 and +1 for previous detection. However, a "5" means the U-boat slips away. It is done for this encounter as it incurred non-flooding damage, and is removed from play. The first U-boat at Approach H suffers an attack on Chart B4, but a roll of "5" yields one damage, with a roll of "52" on Chart B5 indicating this is a hull hit. Both escorts moved, however, so the Chart B3 roll for a follow-up attack is at +2 drm (two escorts +1, both moved, -1 each for a -2, 1942 +2, previous detection +1). This roll is a modified "4" so this U-boat also escapes, but again, as it took hull damage, it is done for this encounter and won't return. The last U-boat is attacked but a "6" on Chart B4 means just one point of damage. A "66" on Chart B5 is a fuel tank hit, however, which is good for the escorts tracking him. Now combat cycles back to Chart B3, which is a +3 roll (+1 for previous detection, +2 for the year, +1 for leaking fuel tanks and +1 for having 2 x escorts, -2 because both escorts moved). Once again the U-boat escapes with a roll of "3" but with leaking fuel tanks, it also is removed from play and won't return this encounter.
That concludes the first impulse. Now the final two U-boats (the second half of the wolfpack) attack. Bob gets to place his escorts back in position (or adjust them as he sees fit) but decides to go with the same setup he had at the start of the first impulse. Rolls of "7" and "9" mean the U-boats are coming from the front and right side. Rolling for random approach, one U-boat is in Approach A1 and the other comes from Approach D. It is still night (as the first combat cycle has two impulses, and this is still therefore part of the first combat cycle for day/night determination). The U-boat in Approach A1 does not send a contact report, but the one in Approach D does. However, it is not detected by HF/DF. The Type 271 radar is covering the left flank of the convoy, so it is out of play. ASDIC is Bob's last chance - both attempts fail in the front, but succeeds at Approach D, so that U-boat is detected. It is damaged but escapes, similar to the U-boat in the example above.
However, as the U-boat in Approach A1 was not detected, it attacks the convoy. Three targets are rolled up - in this case, 2 small freighters and a tanker. The range is randomly determined to be medium, and a 2d6 roll of "7" indicates that all 4 torpedoes will be fired at the tanker, ignoring the other targets. 3 of them hit per Chart B1 rolls of a 6, 4, 7, and 9, and 1 of the 3 hits is a dud. Two still detonate and do 2 and 3 points per Chart B2 rolls of a 3 and 2 respectively. The tanker, determined to be the "Kongsgaard" of 9,500 tons, is easily sunk as it only takes 3 points of damage to sink ships of 5,001 - 9,999 tons. Bob notes this on his Log Sheet.
Now the escorts roll on Chart B3 to detect with a +1 drm, as Flower 1 and Flower 2 didn't even have to move, as both are adjacent to Approach A1. They roll an "8" which modifies to a "9" and the U-boat is detected. It now undergoes an attack on Chart B4, with a "4" indicating a paltry 1 hit. A "16" result indicates this is Electric Motor 1, and Bob marks this damage on Chart U1. Cycling back to Chart B3, he now has a +4 drm (+1 for two escorts, +2 for 1942, and +1 for previous detection). A lucky German roll of "4" becomes an "8" which means the U-boat barely slips away. However, importantly, the U-boat suffered non-flooding damage, and won't return.
This ends the encounter. The potential 2nd and 3rd combat cycles never occur, as all the U-boats had suffered damage. Although no U-boats were sunk, Bob only lost one ship. He rolls for an encounter in the final box, has none, and then arrives at the West OMP, where he is relieved of escort duties and places his current port marker at St. John's and performs Refit Escort Group Phase activities to prepare for his next mission.
[9.0] Random Events
[9.1] General
The first "12" rolled per patrol on the [A3] Encounter Chart is not the listed encounter; instead, a Random Event has occurred. Only one random event per patrol may occur; a second "12" rolled on the [A3] chart on a patrol is the encounter as listed.
Note: the printed rulebook says "[A3]" here; the encounter chart is elsewhere called Chart [A2]. Transcribed as printed.
[9.2] Random Event Resolution
Once a Random Event has occurred, the player should roll on [C5] to see what has happened. Some random events need to be resolved immediately; some affect future operations (such as "Touch Wood") and will require the player to place a marker on his Escort Group Display. The good luck charm, "Touch Wood," may be saved indefinitely until used and more than one may be accumulated.
[10.0] Multiplayer Rules
[10.1] Two Player Game - Allies and Germans
One player controls the Escort Group per normal game rules, while the second player controls the U-boats. Normal rules apply, except before each combat impulse, the U-boat player secretly records an Approach Circle for each attacking U-boat. No more than 2 boats may be assigned to the same exact approach, however. Additionally, the targeting routines are not used. The U-boat player makes all range and attack decisions. Victory is determined separately for the players, but is based on the game's normal victory conditions. A Defeat for the Allies is a Decisive Victory for the Germans. A draw for the Allies is a Substantial Victory for the U-boat player. A Marginal Victory is a Marginal Victory for the U-boat player. A Substantial Victory is a Draw for the U-boat player, and finally, a Decisive Victory is a Defeat for the U-boat player.
[10.2] Two Player Game - Both Allied
Players start with a random Escort Group (but not the same one. Randomly choose a player to roll first). Players then start at opposite bases (one at St. John's and one at Londonderry, the first player at Londonderry).
Play proceeds normally, with each player running their own convoy escort missions, crisscrossing the Atlantic. However, when it is time for an encounter, the other player controls the attacking U-boats per the rules in [10.1] above. The player with the best victory result per section [5.0] wins.
[10.3] Two Player Game - Combined with The Hunters
The Hunters is a game in which the player controls a U-boat in the first half of WW2. This section lays out the basic format for combining both games. This format is essentially similar to [10.1] above, except the German player is using The Hunters charts and tables when attacking and starts the game with a Type VIC stationed in France, February 1942. He will begin each patrol per the normal "Hunters" rules except he does not roll for patrol assignments - he will always be assigned to patrol the Atlantic. The Hunters player will transit the Bay of Biscay normally and then rolling for his second transit box. At that point, he is considered to be "on station" in the Atlantic, but will not roll for any encounters. Play reverts to Atlantic Sentinels, where the Allied player will begin his convoy escort mission. Any U-boat or Wolfpack encounters will involve The Hunters player. Atlantic Sentinels rules are used per [10.1] above, but The Hunters player makes all attack decisions if he successfully gets past the approach box. After all combat cycles, The Hunters player may abort or continue on patrol, again attacking the convoy only if the convoy player rolls another encounter. The Hunters player must refit normally per The Hunters rules, which means there will always be (at least) 2 convoy escort missions he will miss. These should be played per the rules in [10.1] above. Finally, as Atlantic Sentinels starts in Feb 1942, The Hunters player can (instead of starting fresh) bring in and use a Type VII (of any type - A, B, C or D) from a Hunters game that started as early as September 1939, with whatever perks he has earned, and use that, with the understanding this will give him a bit of an edge. Victory levels in such a combined game are unrelated and judged by their respective game - in theory both players could be defeated or both could win victories.
[11.0] Historical Scenarios
[11.1] Historical Scenario 1 - Convoy ON 113
ON 113 was a slow convoy composed of 37 merchants and 6 escorts from the Canadian Group C-2. It sailed 17 July 1942 from Liverpool, heading to the Americas. Play begins at the EASTOMP. The player controls the Escort Group C-2 listed below:
Town Class DDs HMS Burnham, HMCS St. Croix. Flower Class corvettes HMCS Brandon, HMCS Dauphin, HMCS Drumheller, HMS Polyanthus. This group has no HF/DF, no Type 271 radar, no Hedgehog. Roll for Air support. CAM support is automatically available.
Roll normally for encounters in the first 4 travel boxes, but disregard any wolfpack encounters. The second air gap travel box (the 5th travel box) is automatically a single U-boat. The final travel box is automatically a wolfpack (Wolfpack Wolf, 11 U-boats. Roll for size reduction per Chart A3).
Roll for merchant targets as required from the actual list of ships in ON 113 (Table H-1). As there are 37 targets, use a 1d6+1d20 (1d6 1-3 = add zero, and 4-6 = add 20 to the 1d20 result). Reroll results of 38-40.
Optional Rule: Six of the attacking U-boats should be considered "Green." (Rule 12.4).
Victory conditions: The player wins if he loses 4 or less merchant ships. Every U-boat sunk cancels out one lost merchant for the purposes of these conditions.
Historical aftermath: Another under-equipped Canadian Escort Group, C-2, met with ON 113 and headed west. Fortunately, only 11 strung-out boats of Wolfpack Wolf were in their way, and further, these were mostly crewed by brand-new commanders. In the day of the 24th of July, a sweep caught U-90 on the surface and sank her. However, that night, the wolfpack attacked, able to penetrate the screen due to a lack of Type 271 radar in the escort. 5 merchants were lost and one damaged.
[11.2] Historical Scenario 2 - Convoy ONS 154
ONS 154 was a slow convoy composed of 50 merchants, a rescue ship, and 6 escorts from the Canadian Group C-1. It sailed 18 December 1942 from Liverpool, heading to the Americas. Play begins at the EASTOMP. The player controls the Escort Group C-1 listed below:
River Class FF HMCS St. Laurent. Flower-class corvettes HMCS Battleford, Chilliwack, Kenogami, Napanee, and Shediac. This group has no HF/DF, no Type 271 radar, no Hedgehog, and no air support.
The first travel box automatically has a single U-boat encounter. The second travel box automatically has a Wolfpack encounter. The third travel box also has a Wolfpack encounter, but instead of -2 for size, it is 2d6 +2. The remainder of the travel boxes are rolled normally.
Roll for merchant targets as required from the actual list of ships in ONS 154 (Table H-2). As there are 50 targets, use a 1d6+1d20 (1d6 1-2 = add zero, 3-4 = add 20, and 5-6 = add 40 to the 1d20 result). Reroll results of 51-60.
Victory conditions: The player wins if he loses 12 or less merchant ships. Every U-boat sunk cancels out one lost merchant for the purposes of these conditions.
Historical aftermath: without functioning HF/DF, Type 271 radar, or even air support, one could argue ONS 154 was headed for disaster before it even sailed. The worst part was running into not one, but two wolfpacks, totaling around 20 U-boats (Wolfpack Ungestum and Wolfpack Spitz). 13 merchants were lost in several battles, lasting several days. This was possibly the worst outcome for a Canadian-escorted convoy of the war.
[12.0] Optional Rules
[12.1] Standard Tonnage Amounts
If players wish, they may use a standard tonnage amount instead of rolling for ships randomly. This should speed up play by reducing dice rolls, at the expense of some variability and historical interest. They are:
- Small Freighter: 3,500t
- Large Freighter: 7,000t
- Tanker: 9,000t
[12.2] Increased Historical Targeting
Players who wish to add more historical flavor to their game at the expense of additional record keeping should consider writing the name of their targets below the tonnage on the patrol log. If any of those ships are sunk, then rolled for again as a target anytime later in the game, roll again until the target is not a previously sunk ship. Therefore, the U-boats will never sink the same ship twice in a career. This is not normally an issue for casual play as it rarely occurred in testing during the course of a single career (although it did happen sometimes).
[12.3] Variable U-boat Quality
There were significant differences in the quality of the U-boat commanders. Some were extremely timid (and, to be blunt, inept) while others were extremely aggressive, determined, and persistent in their attacks and tactics. To represent this, players may use this rule if they wish. Before an attack on a ship (or ships) or before rolling for detection, check for U-boat quality by rolling 1d6:
| Year | Roll | Quality |
|---|---|---|
| 1942 | 1 | Green |
| 1942 | 2-5 | Trained |
| 1942 | 6 | Veteran |
| 1943 | 1 | Green |
| 1943 | 2-4 | Trained |
| 1943 | 5 | Veteran |
| 1943 | 6 | Elite |
Green U-boats are +1 to Hit on Chart [B1] and -1 when diving from aircraft on Chart [C4]. Trained U-boats use the charts normally. Veteran U-boats get +1 when diving from aircraft on Chart [C4]. Elite U-boats are -1 to Hit on Chart [B1] and -1 to detection on Chart [B3].
Errata (27 Sep 2024), Chart [B9]: The section on Variable U-boat quality is correct, although you can use the version in 12.3 of the rules if you wish.
[12.4] Variable Aircraft Quality
There were significant differences in the quality of the Allied aircrews hunting the Submarines. Some were very skilled while others just didn't drop their depth charges or bombs very accurately. Additionally, different aircraft had different weapons available. To represent these factors, players may use this rule if they wish. After failing to crash dive in time, but before rolling the aircraft attack, check for aircraft quality by rolling 1d6:
| Year | Roll | Quality |
|---|---|---|
| 1940-1941 | 1 | Green |
| 1940-1941 | 2-5 | Trained |
| 1940-1941 | 6 | Veteran |
| 1942-1943 | 1 | Green |
| 1942-1943 | 2-4 | Trained |
| 1942-1943 | 5 | Veteran |
| 1942-1943 | 6 | Elite |
Green aircraft do one less Hit than whatever is rolled for on chart [B4]. Trained aircraft use the charts normally. Veteran aircraft do +1 Hit on top of however many hits are rolled for when they use Chart [B4]. Elite aircraft cause 2 crew casualties automatically (instead of one automatic) in addition to doing +1 Hit on chart [B4].
[12.5] Historical Convoy Identification
If players wish to assign an ID number to the convoy they are escorting, the follow lists the convoys in the game's operational area and time frame. This is strictly for historical interest and has no bearing on game play.
| Month | ON | HX | SC |
|---|---|---|---|
| February 1942 | ON-62-ON-71 | HX-173-HX-177 | SC-68-SC-72 |
| March 1942 | ON-72-ON-81 | HX-178-HX-182 | SC-73-SC-77 |
| April 1942 | ON-82-ON-90 | HX-183-HX-187 | SC-78-SC-82 |
| May 1942 | ON-91-ON-99 | HX-188-HX-192 | SC-83-SC-85 |
| June 1942 | ON-100-ON-108 | HX-193-HX-196 | SC-86-SC-89 |
| July 1942 | ON-109-ON-117 | HX-197-HX-200 | SC-90-SC-94 |
[12.6] Green Crews
If players wish to increase the difficulty of the game slightly, they may allow for "Green" crew skill levels. Roll 1d6 at the start of the game for each ship: any "1" results means that ship starts with a Green crew instead of a Trained crew. Green crews roll for damage against U-boats with a -1 drm on Chart [B4]. They may be raised to higher skill levels just like any other crew per the rules in [7.5.1] except their first increase brings them up to Trained level.
[12.7] Limited Depth Charges
Again, if players wish to increase the difficulty of the game slightly, they may allow for limited depth charges. Obviously, the escorts carried a significant, but not unlimited amount. It will be rare that this will be a concern, but at the cost of additional time, players may track depth charge expenditure with the following rules:
- Each point of depth charge ammunition is equal to roughly 10 depth charges (one attack).
- All Flower class corvettes have 4 points of depth charge ammunition.
- All other ships have 11 points of depth charge ammunition.
- Each depth charge attack expends one point of ammunition, even if multiple ships are attacking a single U-boat. This is because typically in a multi-ship attack, one ship works at maintaining contact, while the other attacks. It is expended from the ship of the player's choice.
- If a ship has no more depth charges, it may still fully participate in a multi-ship attack, as it is considered to be the ship maintaining ASDIC contact, and multi-ship drms still apply.
- Hedgehogs are still considered unlimited and expenditure is not tracked.
- If all ships engaging a U-boat have no depth charges (or run out during the detection/attack cycle) the U-boat is still kept under, but is assumed to get away with whatever damage, if any, it had received. If it had no damage, it will attack again in the next Combat Cycle.
- All depth charge ammunition is fully restocked upon arrival at Londonderry or St. John's.
[12.8] Optional Evasive Maneuvers
At the cost of adding time to the combat cycle, players may use this optional rule to give them some additional variation for the U-boat in evading depth-charges. Before each combat dice roll (assuming detection has occurred) the U-boat picks a number from 1-6 (or rolls 1d6) which is his evasive direction (Left, Right, Straight).
| 1,2 | 3,4 | 5,6 |
|---|---|---|
| Evade Left | Evade Right | Evade Straight |
The player then rolls one die:
| 1,2 | 3,4 | 5,6 |
|---|---|---|
| Escort Left | Escort Right | Escort Straight |
If the escort direction is different than the U-boat's evasive direction, the U-boat takes one less Hit on the Attack Chart (E3) when the attack is rolled for. If the escort direction matches the U-boat's direction but the number is not exactly equal to it, the U-boat takes one additional Hit on the Attack Chart (on top of however many hits were rolled for - for example, if a "12" were rolled, the U-boat would take 6 hits, not just 5).
If the escort number is EXACTLY equal to the U-Boat's chosen evasive number, the U-boat takes 3 additional hits.
EXAMPLE: The U-boat chooses the number "six" which means he is evading straight. Here are the possible results when he rolls a die for the escort direction:
- 1 = wrong direction, one less Hit
- 2 = wrong direction, one less Hit
- 3 = wrong direction, one less Hit
- 4 = wrong direction, one less Hit
- 5 = right direction, but not exact match, one additional Hit on chart E3.
- 6 = right direction, exact match, three additional Hits on chart E3.
In a two-player game, both players secretly choose direction by secretly placing their chosen number face up on a die then revealing them simultaneously.
Evasive maneuvers cannot be used if the U-boat has hydrophone damage.
Designer's Notes
After The Hunters was released, numerous requests came in for a version of the game...but from the escort side. After doing some initial research, I was stymied at how I could represent this - my normal "formula" of a game in which you played an individual (even as say, the Captain of a Flower Class corvette) just didn't make sense. Escorts worked in groups to protect convoys, and although I could abstract out all the other friendly forces, I just couldn't visualize how to successfully portray the Allied side of the convoy battles in a manner that would be fun, historical, and make sense. So, the project languished.
One day, I finally "cracked the code" by realizing I needed to break away from my normal format and the natural force for the player to command was an Escort Group. Although there isn't quite as much "role-playing" to this game, it allowed for a logical and sensible force for the player to command. What was more fortuitous was the realization I could actually marry up this game with The Hunters - in fact, most of the U-boat combat is a direct port from that game. What remained was a lot of research into how convoys operated and how the defense was arrayed. A really interesting point for me was discovering how convoys were organized. As convoys got larger, they didn't get longer...they got wider! That had a huge impact on play and I was really happy to discover that. But it makes perfect sense if you realize the longer a convoy was, the more chances a slow, underwater U-boat would have to get into position. Typically speaking, a convoy was only about eight ships long, but consisted of more columns of eight the larger it got.
I chose the 1942-43 time frame for the game because that was the "critical" time in the Atlantic Convoys. Later in the war, there would be no challenges for the player, really. Earlier, the convoy escort system wasn't organized to the degree of 1942 (when the Escort Groups were established to run from WESTOMP to EASTOMP). Therefore, I felt 42/43 was the "sweet spot" for balance and, frankly, fun.
Unlike my other games, there's not as much emphasis on role-playing, awards, skill purchases, and that sort of thing. But there are a lot more tactical decisions to be made, and I think it will actually be just as fun 2-player as solitaire.
I wish you all luck as you fight the U-boat peril!
(The rulebook's Selected Bibliography is omitted from this transcription.)
Ship Notes
Flower Class
The Flower Class was the "workhorse" of the Atlantic convoy escort system. Built in large numbers, multiple Flowers were assigned to each Escort Group. Although only capable of about 16.5 knots, they had a complement of 47 at first, with a 4-inch gun as the main surface weapon and various ASW arrangements, with two depth charge rails and two throwers, and eventually Hedgehogs. The Type 286 radar was eventually replaced by the more effective Type 271 in many cases. They were not without faults, however, as they tended to roll badly in rough seas (prompting the comment "a Flower will roll on wet grass") and they could only carry about 40 depth charges. Still, the Flower Class was a key part of the Allied victory in the North Atlantic.
River Class
The Flower Class was far from perfect for Atlantic work, as they were really designed originally as coastal operations. With this in mind, the River Class was designed - top speed of 20 knots, lots of ASW weapons, and an endurance of over 7,000 miles. Unfortunately the first Rivers did not show up until late 1942, but were a welcome addition to the escort groups. A total of 57 were built in the UK.
Town Class
The Town Class came from the United States as part of one of the first "Lend-Lease" operations: 50 ships to help Britain during the dark days of the start of the war. Also known as "four stackers" (due to the 4 funnels most possessed) or "flush deckers" they were, for the most part, semi-obsolete WW1 destroyers. They suffered from mechanical issues and design issues such as a large turning radius. Still, they filled the need and could carry a decent complement of ASW weapons. Some historians have called this a transfer of useless ships for bases in the West Indies, but they could make 28 knots and played a substantial role in the ASW fight.
Treasury Class
If the Flower Class was the workhorse of the British escorts, the Treasury Class can be considered the same for the United States. Each was named after a Secretary of the Treasury, but were also known as "327s" in reference to their length in feet. Originally fitted with a floatplane, the plane was removed and various ASW weapons installed instead. Rugged, dependable, and solid performers, many served in the USN for 40 years or so. Designated "cutters," they had a top speed of 20 knots and came in at just over 2,200 tons.
(The rulebook's alphabetical Index and the counter-sheet front image are omitted from this transcription.)
U-Boat Detection Sequence (Approach Box, 7.1.3)
| Method | 1d6 Roll, Detected On | Notes |
|---|---|---|
| HF/DF | 1-3 | Only if U-boat sent a contact report and your Escort Group has HF/DF equipped |
| Type 271 Radar | 1 (day), 1-2 (night) | Depending on equipped escort location, a single Type 271 Radar gets detection attempt against ALL U-Boats (on a side of the convoy) or only adjacent approach circles (to the front) |
| ASDIC (sonar) | 1-3 |
Chart B8: U-Boat Damage Listings
Notes: Many of the damage results to systems are not applicable to Atlantic Sentinels when played alone, but are included for potential use if combining the game with The Hunters.
Flooding: Mark off one box. When all boxes are checked off, U-boat must blow ballast and surface or be sunk immediately. The next round, one additional flooding box is checked off IF the engineer fails to halt the flooding (roll 1d6). After combat, flooding is completely removed. Halt Flooding (1d6): 1-4 Flooding Halted; 5-6 Additional Flooding.
Hull: Mark off one box. When all boxes are checked off, the U-Boat is sunk. Hull damage is not repairable at sea.
Periscope: Cannot make submerged attacks. After combat is complete, roll 1d6 to fix. U-Boat must abort if not fixed. Periscope Repair (1d6): 1-2 Fixed; 3-6 Non-repairable.
Dive Planes: +1 on Detection rolls. After combat, roll 1d6 once to fix. Also -1 to chart A4. Dive Plane Repair (1d6): 1-2 Fixed; 3-6 Non-repairable.
Torpedo Doors: Bow doors jammed, cannot fire bow torpedoes. After combat roll 1d6. Torpedo Door Repair (1d6): 1-2 Fixed; 3-6 Non-repairable.
Engines: If one diesel engine is out, the U-Boat must abort after combat. Roll twice per zone for encounters. If both are out, U-Boat is scuttled if more than one zone out. If one zone out, towed home. If one electric motor is out, the U-Boat cannot maneuver as well underwater, so +1 on any attacks on chart B4 starting right away. If both are out, +2 on chart B4 starting right away. Roll 1d6 for each engine or motor after combat. Engine/Motor Repair (1d6): 1-4 Fixed; 5-6 Non-repairable.
Flak Gun(s): Cannot fire at aircraft. Roll 1d6 to fix after combat. Flak Gun Repair (1d6): 1-2 Fixed; 3-6 Non-repairable.
Fuel Tanks: Tanks leaking. During combat, +1 Detection AND +1 on chart B4. If not fixed, U-Boat must abort. Roll 1d6 after combat. Fuel Tank Repair (1d6): 1-3 Fixed; 4-6 Non-repairable.
Radio: If broken, +4 to rescue if scuttled. Roll 1d6 after combat. Radio Repair (1d6): 1-2 Fixed; 3-6 Non-repairable.
Minor Damage: No effect.
Deck Gun: Cannot fire. Roll 1d6 after combat. Deck Gun Repair (1d6): 1-2 Fixed; 3-6 Non-repairable.
Batteries: No immediate effect. Starting with the next round of combat (if there is one), +1 on chart B4. Roll 1d6 after combat. Batteries Repair (1d6): 1-4 Fixed; 5-6 Non-repairable.
Hydrophones: Cannot take proper evasive action; +1 on chart B4 rolls. Roll 1d6 after combat. Hydrophones Repair (1d6): 1-2 Fixed; 3-6 Non-repairable.
Official Clarification Sheet Items Affecting Charts (27 September 2024)
The following corrections and clarifications from the Official Clarification Sheet refer to charts and components that are printed only on the separate player aid cards (not reproduced in this rulebook):
- Chart [B4] (correction): The result of "12" should say "5 Hits" instead of "5 Set."
- Chart [B4] (clarification): The +1 DRM for the River Class is for River Class FFs that may arrive 5/42+ as reinforcements, not for Canadian starting River DDs.
- Chart [C1] (correction): The result of "**" says to fire 2 extra torpedoes. That would be for a Type IX U-boat - Type VII U-boats only have 1 aft tube and, therefore, would only fire 1 extra torpedo.
- Chart [C4] (correction): The result of "2" for Type 271 upgrade should say "1 Set" just like the others.
- Chart [T-1B] (correction): As should be obvious, this is the small convoy side; the two central rectangles should say "Small Convoy." The large convoy side is Chart T-1A.
- Chart [U-1] (correction): Damage boxes for "Electric Engines" should read "Electric Motors."
- [12.7] (addition): The historical amount of reloads for Hedgehogs was six per escort so equipped.