Corvette Command
Corvette Command Rulebook
Table of Contents
Table of Contents
Game Basics
You will need at least several six-sided dice, a ten-sided dice and a twenty-sided dice to play this game.
Resolution Table
The Resolution Table is the heart of the game and most tasks will involve referring to it at some point. To use the Resolution Table is an opposed task roll on 1d20. Each task has an ACTIVE element and a PASSIVE element.
For example: A Corvette with an ASDIC Skill 2 attempting to detect a U-Boat with Evade 3 would read as the ASDIC skill becomes the ACTIVE and the EVADE becomes the PASSIVE.
In the case above the Corvette would require 9 or less to detect the U-Boat.
Due to unforeseen circumstances and damage, the various areas of the Corvette may suffer adverse effects at various times. When an area is damaged it receives a +1 Task Harder counter and may receive multiples of these during the course of its action.
If a TASK roll is one step harder then you assign +1 level to the item you are rolling against.
In the example above, the ASDIC task (Skill 2) to detect a U-Boat (Skill 3) has become +1 Task Harder to detect would mean a Skill 2 (ACTIVE) vs a Skill 4 (PASSIVE) roll, meaning an 8 or less to succeed.
If a TASK roll is one step easier then you assign +1 level to your own skill.
In the example above, the ASDIC task (Skill 2) to detect a U-Boat (Skill 3) has become 1 Task Easier to detect would mean a Skill 3 (ACTIVE) vs a Skill 3 (PASSIVE) roll, meaning a 10 or less to succeed.
Game Setup
Crew Skills: Roll 1d6 for each member of the crew that starts the campaign. RADAR, HF/DF and Hedgehog enter the campaign at a later stage. If you roll a 6 they start with a skill of 2, otherwise they begin with a skill of 1. Place a marker on each crew box to indicate this.
Depth Charges and Hedgehog: Place the Depth Charge marker near the Depth Charge patterns. You have 25 available for the mission. Hedgehog, when available, have 15 salvoes.
Map Setup: Randomly place the relevant counters on the North Atlantic Map in the Canadian, in the Air Gap and the Western Approaches Sectors. Leave the three port squares empty.
U-Boats: Take all the Type VII cards and only 2 random Type IX cards and shuffle the U-Boat deck and place it face down near the Corvette mat.
Convoy: Draw a Convoy Card at random. Place the convoy counter on the appropriate starting port. You can choose whether to start in Canada or Liverpool for your first convoy only.
| Convoy Code | Port |
|---|---|
| HX | Halifax |
| SC | St John's |
| ON/OB | Liverpool |
Convoy Size: Roll as follows for the number of ships in your convoy:
| Year | Convoy Size |
|---|---|
| 1941 | 30 + 2d20 |
| 1942 | 40 + 2d20 |
| 1943+ | 50 + 2d20 |
Assignment Orders: Draw an assignment orders card and this will tell you the channel you MUST attempt to use when departing Liverpool or entering the Western Approaches.
Weather Forecast: Roll 1d20 for prevailing weather. (Oct to Mar +1, Jun-August -1)
| Roll | Weather |
|---|---|
| 1-5 | Good |
| 6-10 | Poor |
| 11-15 | Fog/Snow |
| 16-20 | Violent Storm |
Turn Sequence
Movement: Convoy movement is 1 square. Fast convoys can move orthogonally or diagonally. (Yellow Arrows) Slow convoys must zig-zag moving orthogonally only (one sector forward, one sideways). (Red Arrows)
Convoy Speed:
- Fast Convoys: Your convoy will take 1 day per box. 1½ days in Violent Storm conditions.
- Slow Convoys: Your convoy will take 1½ days per box. 2 days in Violent Storm conditions.
Weather: Every time you move into a new sector roll for any weather changes.
Roll 1 Black d6 and 1 White d6 and subtract the White result from the Black result.
- Positive number = weather improves by one (e.g. storm becomes Fog/Snow or Poor becomes Good).
- Negative number = weather worsens by one (e.g. Good becomes Poor, Fog/Snow becomes Storm). A zero result = no change.
Apply the resulting weather conditions:
- Good: No Effect.
- Poor: U-Boats can attack at Close or Medium range only.
- Snow / Fog: U-Boats can attack at Close range only.
In Snow/Fog there is also a risk of collision for the Corvette. Roll 1d20:
- 1 = A collision between two ships in the convoy has occurred. Both ships become stragglers and must be left behind. (See Arrival in Port section for straggler results)
- 20 = A collision has occurred between your Corvette and random ship in convoy. The convoy ship becomes a straggler and is left behind, and your Corvette is damaged. Roll on the Ship Damage Table (page 12).
If your ship is fitted with RADAR then you may re-roll the dice once only, the second result stands.
Violent Storms: Too rough for the U-Boats to attack the Convoy.
Mechanical Failure: Upon entry into a new sector roll 1d20. On a result of a 1 you have a maintenance issue, in a Violent Storm then a mechanical issue occurs on a 1 or a 2. The number of damaged areas is equal to 1d3 (d6/2 rounded up) rolls on the Ship Damage Table (page 12).
Reveal the Sector counter: In each sector there are counters which represent activity during the convoy. They are broken down into the following, and the amount of these is also dependent on where you are located:
- Western Approaches should have only 1 Random event and 2 U-Boat events.
- Canadian Sector should have 1 Random and 1 U-Boat event.
- The Air Gap should have 1 Random and 6 U-Boat events.
The Blank counters in the Canadian and Western Approaches Sectors represent the fact that Coastal Command aircraft and the Navy have been keeping the U-Boat activity to a minimum.
- Blank = no event.
- U = U-Boat attack (Unless violent storm in this sector).
- R = Random Event (Roll 1d20 on the Random Table and apply that result).
U-Boat attack Sequence: If a U-Boat attack takes place then draw the top U-Boat card from the deck.
The Attack Range:
- L/M/C = the U-Boat Commander is cautious and prefers to stand off and attack from Long range if possible but will close the range to Medium range if the weather is Poor conditions, or to Close range in Fog/Snow conditions. L/M will not attack from close range.
- M/C = the U-Boat will attack from Medium range but will close if Fog/Snow weather conditions requires it.
- C = an audacious Commander would try and sneak into the heart of the convoy and attack using one torpedo per target.
Detection of U-Boat: To determine whether the U-Boat is on the surface or submerged. A U-Boat can roll for being surfaced at medium or long range in ANY weather. A U-Boat will only roll for being on the surface at close range in Fog/Snow weather conditions. Roll 2d6 on the following table:
| 2d6 Roll | Surface/Submerged |
|---|---|
| 2-3 | Night U-boat is submerged |
| 4-7 | Night U-boat is on the surface |
| 8-10 | Day U-boat is submerged |
| 11-12 | Day U-boat is on the surface |
Engaging a U-Boat on the Surface: Prior to the U-Boat firing we see if the U-Boat is on the surface and if the Corvette gets to spot and fire against it first. If the U-Boat is on the surface then a Lookout gets a task 4 difficulty roll to spot with the modifiers below.
If a ship is equipped with RADAR / HF/DF roll for each one for an initial chance to detect before rolling for the Lookout.
RADAR becomes available from September 1941 and HF/DF is available from November 1942. These are the effective start dates but may be prolonged by adding plus 1 month for each/any vital ship(s) lost.
The ASDIC, RADAR and HF/DF skills are listed on the Corvette play sheet. Detection of the U-Boat on the surface is a roll against RADAR and HF/DF vs the Evade skill of the U-boat, if successful, this adds +2 to your Lookout chance to detect roll.
Detected by Radar and HF/DF to give a bonus to Lookout's spotting.
Modifiers to spotting:
| Factor | Modifier |
|---|---|
| At night | +3 to U-Boat skill |
| At Long | +3 to U-Boat skill |
| At Medium | +2 to U-Boat skill |
| At Close | +1 to Lookout skill |
| Detected by Radar or HF/DF | +2 to Lookout skill |
| Weather Poor | +2 to U-Boat skill |
| Weather Fog/Snow | +3 to U-Boat skill |
If the U-Boat is detected then activity passes over to the Ships guns:
- 4" Guns may engage at L/M/C for 2 shots
- AA Guns may engage at M/C for 3 shots
Modifiers to Hit:
| Factor | Modifier |
|---|---|
| 4" Gun at L | +3 U-Boat skill |
| 4" Gun at M | +2 U-Boat skill |
| 4" Gun at C | No mods |
| AA Gun at M | +3 U-Boat skill |
| AA Gun at C | No mods |
If you fire the guns, regardless of hit or miss, the U-Boat will crash dive and will then evade beyond long range before re-entering for its attacks but this time it remains submerged and will get to attack as per normal.
For any potential hits from the guns roll to see if there is any damage:
- 4" gun gets to roll 1 dice (D10* or D6*) and 3 normal dice for hits.
- AA gun gets to roll 1 dice (D10* or D6*) and 2 normal dice for hits.
*If your Gunnery skill is less than or equal to the U-Boat's Evade skill, then roll 1d10 and the requisite number of d6.
*If your Gunnery skill is greater than the U-Boat's Evade skill roll 1d6 (use a different colour) and the requisite number of d6.
Score one hit for each d6 that matches your d10 or d6 roll.
The U-Boat Attack Sequence: Once the U-Boat is undetected it will launch an attack from its specified range. Take the U-Boat's attack value (ACTIVE) and roll against the convoy skill of 1 (2 if at long range) (PASSIVE) on the Resolution Table. The U-Boat gets an Attack skill +1 if close range.
For example: U-Boat with an attack skill of 5 at Medium range must roll 14 or less to successfully hit.
A successful dice roll means that a ship in the convoy has been lost; the ship has been sunk outright, abandoned to its fate or it has become a straggler which may have been sunk later by the WOLFPACK (see Arrival in Port).
Ship Tonnage Losses: When a ship is sunk either directly from U-Boat action or as a straggler in the Arrival at Port section then use the following method to determine the tonnage lost.
To see the size of the ship destroyed, start with a base value of 6,000t then roll 1d6 (positive) multiplied by 1,000 and add it to the base value to get the current tonnage total. Then roll a 1d6 (negative) multiply the result by 1,000 and subtract from the current tonnage total.
For example: Black 3 is +3,000t added to 6,000t = 9,000t then White 5 is -5,000t subtracted from the tonnage value is now 4,000t.
If you roll a double then apply the following for the loss of a vital ship:
| Double | Result |
|---|---|
| 1 | Ammunition ship 2d6 x 1000 in tonnage |
| 2 | Tanker 2d6 x 1000 in tonnage |
| 3 | Tanker 2d6 +1 x 1000 in tonnage |
| 4 | Tanker 2d6 +2 x 1000 in tonnage |
| 5 | Tanker 2d6 +3 x 1000 in tonnage |
| 6 | Rescue Ship 1,700t |
Torpedo Attacks versus the Corvette
When a U-Boat initiates a torpedo attack roll 1d20 and on a 1 they target the Corvette instead.
Targeting the Corvette: The torpedo is launched at the range of the U-Boat and the Corvette gets to make a Lookout and an ASDIC Task roll.
- LOOKOUT is (ACTIVE) vs skill 4 Torpedo (PASSIVE).
- ASDIC is (ACTIVE) vs skill 3 Torpedo (PASSIVE).
| Factor | Modifier |
|---|---|
| Weather is good | +1 Lookout Skill |
| Torpedo at Close range exception in Fog/Snow | +1 Lookout Skill |
| Torpedo is at Close range – regardless of weather conditions | +1 ASDIC Skill |
| Torpedo previously detected in other zones (cumulative) | +1 Lookout/ASDIC Skill |
| Attack begins at Long range | +1 Torpedo Skill |
| Weather is poor | +1 Torpedo Skill |
| Fog/Snow and attack takes place at Close range immediately | +1 Torpedo Skill |
Move the Torpedo 1 x range closer to the Corvette and repeat the Lookout process.
If the Torpedo gets to Close range then it may potentially hit the Corvette after the final Lookout roll. Roll a skill 4 Torpedo (PASSIVE) vs a skill 4 (ACTIVE) Corvette due to its manoeuvrability to see if it hits.
| Factor | Modifier |
|---|---|
| For every HULL point damaged on the Corvette | +1 Torpedo Skill |
| Engineering on the Corvette is currently damaged | +1 Torpedo Skill |
| Per successful Lookout spotting of the incoming torpedo (Long, Medium and Close range) | +1 Corvette Skill |
If the Corvette manoeuvres out of the way, then the torpedo travels right on by.
Once you have established the torpedo hits roll 1d6:
| Roll | Damage |
|---|---|
| 1-3 | 1d3 HULL Damage |
| 4 | 1d3 HULL and 1 area damage |
| 5 | 1d3 HULL and 2 areas damaged |
| 6 | 1d3 HULL and 3 areas damaged |
Place markers on the HULL damage and then roll on the Ship Damage Table for each area hit.
If the Corvette suffers 3 HULL damage it sinks.
Corvette Action
Detection Phase: After the U-Boat attack your Corvette then tries to determine the position of the U-Boat. This is done by rolling your ASDIC skill vs the U-Boat's Evade skill on the Resolution Table.
| Factor | Modifier |
|---|---|
| Close range | +1 to Corvette |
| Long range | +1 to U-Boat |
| U-Boat previously detected for consecutive attempts | +3 to Corvette |
For example: ASDIC skill of 1 against an Evade skill of 4 at Medium range must roll 7 or less to detect the U-Boat.
If the U-Boat is not detected and has NOT been subject to a Depth Charge attack then the U-Boat may make another attack, then repeat the detection phase.
If the U-Boat is successfully detected, then either move the submarine counter one range band closer to the Corvette or if it is in Close range commence Depth Charge attacks.
If you have damaged Engineering a U-Boat can evade 2 zones if not detected i.e. close to long, due to the Corvette's inability in maintaining speed/manoeuvrability.
If the U-Boat is at Close range and has been detected, then your Corvette commences its Depth Charge attack. Your ASDIC contact is now "broken" and you need to roll your detection again using the ASDIC skill plus any modifiers. If you are successful, you have detected the U-Boat and may drop another Depth Charge pattern. If you fail, the U-Boat moves to Medium range and you must try to detect again. If the U-Boat survives then it will attempt to evade and get out of the engagement zone.
At Medium and Long ranges, each successful attempt to detect the U-Boat will move the U-Boat a range band closer and you get +3 to maintain the detection on each consecutive attempt until you get the U-Boat back into Close range. If the ASDIC operator detects the U-Boat in Close range then commence Depth Charge attacks again.
If the ASDIC operator fails to detect the U-Boat, it moves one range band further away whilst evading the Corvette. If you fail to detect at Long range, the U-Boat evades out of the engagement zone and will either attack the convoy again from its designated range (the one listed on the card and weather factors) or attempt to call in the WOLFPACK.
The U-Boat can attack the convoy a maximum of 3 or 4 times dependent upon the U-Boat type, after which it will withdraw, to reload and effect repairs and will try to contact the rest of the WOLFPACK by rolling 1d6 on the WOLFPACK Table below with a DRM of -1 for each point of damage it has sustained. If any U-Boats appear then resolve each attack independently but do NOT summon the WOLFPACK for these U-Boats if they escape or leave the engagement area.
WOLFPACK Table:
| Roll | Activity |
|---|---|
| 1-2 | No further U-Boats |
| 3 | 1 U-Boat |
| 4-5 | 2 U-Boats |
| 6 | 3 U-Boats |
Depth Charge attack: When you have detected the U-Boat and it is in Close range then you commence the Depth Charge attack.
If your Depth Charge skill is less than or equal to the U-Boat's Evade skill, then roll 1d10 and 4d6.
If your Depth Charge skill is greater than the U-Boat's Evade skill roll 1d6 (use a different colour) and 4d6.
Score one hit for each d6 that matches your d10 or d6 roll.
If all 4d6 are hits, the submarine floats to the surface and crew abandon ship. This counts as a confirmed kill, for which your Commanding Officer will receive a Distinguished Service Cross.
If you wish to attempt the recovery of an Enigma machine and code books choose one of your officers to lead a boarding party. Roll a d20: on a roll of 20 you have successfully captured an Enigma machine and code books. Your Commanding Officer is recommended for a Victoria Cross, but due to secrecy concerns, is awarded the Distinguished Service Cross by the King himself. On a roll of 1 the U-Boat sinks taking your Officer and boarding party with it (the lost Officer's station is now at +1 Task Harder).
If you score 3 hits in one pattern, the U-Boat is badly damaged leaking oil and will attempt to escape. It can't make any further attacks or summon a WOLFPACK. This will be counted as a "probable" kill. Your Commanding Officer will be awarded a Mentioned in Despatches.
If you score 1 or 2 hits, or 3 hits accumulated over more than one pattern then the U-Boat will attempt to escape and will not attack again but will try to summon the rest of the WOLFPACK. If it does escape roll on the WOLFPACK Table.
After your attack you must start the spot and detect cycle again from the beginning with the U-Boat at Close range due to the fact that the disturbed waters by the Depth charges disrupt the detection capability of ASDIC. If you succeed, then you may Depth Charge the U-Boat. If you fail, the U-Boat increases the range. If the U-Boat goes beyond Long range then it has successfully evaded and may re-engage the convoy if it has any attacks remaining. Place the U-Boat according to the attack range on its card modified by any weather in play.
Once the U-Boat has taken an accumulation of 4 or more hits it is out of the game and is credited as a "possible" kill. No award is given but there is a damned good party in the Wardroom once in Port.
Engineering and Repairs
The Engineers may make one attempt at any ONE repair in each sector. Repairs are rolled for prior to you exiting the current sector. If the Engineers are already engaged on another repair, then the function of any damaged component has its task value raised by +1 per damage counter (Task Harder counter) on the area. A successful engineering attempt will remove 1 Task Harder counter from the damaged area. An area with more than one Task Harder counter would therefore be repaired over several squares.
The repair difficulty for each damaged area is 1d3 PASSIVE versus Engineers Skill Level ACTIVE on the Resolution Table.
Ship Damage Table
Roll 1d6 for damage location to your ship.
| d6 Roll | Damaged Area |
|---|---|
| 1 | Lookout |
| 2 | ASDIC/HFDF/RADAR (depending on time in campaign)* |
| 3 | AA Guns |
| 4 | 4" Gun |
| 5 | Depth Charge (roll only 3 Depth Charge dice until repaired)** |
| 6 | Engineering |
*If you use the optional rule of the crew then any damage to the ASDIC from the Ship Damage table should be rolled as follows:
- If you only have ASDIC no problem.
- If you have ASDIC and RADAR roll a 1D6: even result ASDIC, odd result RADAR.
- If you have all three roll 1d6: 1-2 ASDIC, 3-4 RADAR, 5-6 HF/DF.
**If you have Hedgehog fitted then the damage to the component is as follows: Roll a 1D6: even result Depth Charges, odd result Hedgehog.
Roll 1d3 for repair difficulty. Any areas in need of repair have a +1 Task Harder counter on their area until repairs can be completed.
Arrival at Port
For each ship lost in the convoy there is a small chance that some vital supplies were lost with it. This will delay the roll out of the next piece of improved equipment (Ship based RADAR, HF/DF, etc.) so when you finally arrive at your destination roll 1d20 and if your roll exceeds the number of ships sunk there is no delay to the technological advances to RADAR, HF/DF, etc.
For any Stragglers noted during the convoy, roll 1d6 for each straggler and on a 6 they survive the journey and enter the port safely at a later stage. For those stragglers sunk, roll as per the Ship Tonnage Losses section and add it to your convoy losses.
Turnaround time: is 1d6 days in port plus 1 extra day per every damaged component/HULL point.
New Convoy Assignment: Once you have completed a convoy you draw the next card in the deck and begin your next convoy from your current position. If the deck runs out, reshuffle the cards. If you are located in either of the Canadian Port areas and the convoy is to set sail from the other area, then it is assumed you have travelled to and will set sail from the convoy start location as per your card draw.
Increasing Crew Skills: After every third convoy is safely in port, it is time to reflect and learn from your experience. For every skill that has been successfully used during the previous 3 convoys, subtract the current skill level from 6 and attempt to roll that number or less on 1d6. If you are successful that skill is increased by one level until you reach the maximum skill of 6. Automatic spots due to random events do not count as a successful use of a skill.
For example: Your current skill level for Engineer is 1 so you need to roll 5 or lower on your 1d6 roll.
The exception is the Depth Charge skill. Only if you score a Confirmed, Probable or Possible sinking will you have the opportunity to attempt to increase your Depth Charge skill. (Hedgehog, operational from October 1942, falls under the Depth Charge Skill.)
Victory Conditions
After every convoy compare the total tonnage lost to 50,000 and score using the Convoy VP column accordingly:
| Tonnage | Victory condition | Convoy VPs | Yearly Victory Condition |
|---|---|---|---|
| Under 24,999 | Should be Admiral of the Fleet | 3+ | 7+ |
| 25,000 – 37,499 | Major Allied Victory | 2 | 4-6 |
| 37,500 – 49,999 | Minor Allied Victory | 1 | 1-3 |
| 50,000 – 62,499 | Stalemate | 0 | 0 |
| 62,500 – 74,999 | Minor German Victory | -1 | -1 to -3 |
| 75,000 – 87,499 | Major German Victory | -2 | -4 to -6 |
Log the Convoy VPs and at the end of a year total up the VP and compare them to the Yearly Victory Condition to achieve your campaign status.
June 1942 / May 1943 new rules: The following new rules come into play.
June 1942
U-boats have BOLD & Sieglinde side tank decoys. Roll 1d3 when attacking and on a result of 3 the U-boat has +1 to Evade when submerged.
November 1942
HF/DF becomes available and as with radar +/- months for vital ships lost (and Boffin rescue) determines when your ship is fitted with this new technology.
On a successful Electronics Warfare roll (EW includes ASDIC/Hydrophone/HF/DF) if the U-Boat is on the surface (see Attack rules), you get a bonus to spotting for the Lookout which will then lead to a possible attack with the 4" gun or AA Guns.
Hedgehog - rolled as depth charge skill but as they only exploded if they hit then 1 hit is a "probable" and 2 hits are a "confirmed". If you miss the U-Boat then detection by ASDIC does not revert to standard +1 for close range after a depth charge attack but +4 as there is no loss of contact. You may then attack with a pattern of depth charges.
March 1943
Falke G7es TIV homing torpedo used against escorts +2 to U-Boat attack skill.
May 1943
FOXER torpedo decoy available to escorts negates +2 for the Falke G7es TIV homing torpedo.
Optional Advanced Rules
RADAR and HF/DF Crew Skills: With the onset of the RADAR and the HF/DF new operators were required to man and utilise the equipment so they get a skill as per all the other sections on the Corvette as per the main rules. After every third convoy if the HF/DF or RADAR has previously used its skill successfully, which then led to a Lookout successfully spotting a U-Boat, then they subtract the current skill level from 6 and attempt to roll that number or less on 1d6. If you are successful that skill is increased by one level until you reach the maximum skill of 6. Automatic spots due to random events do not count as a successful use of a skill.
If you use the optional rule of the crew then any damage to the ASDIC from the Ship Damage table on Page 12 should be rolled as follows:
- If you only have ASDIC no problem.
- If you have ASDIC and RADAR roll a 1D6: even result ASDIC, odd result RADAR.
- If you have all three roll 1d6: 1-2 ASDIC, 3-4 RADAR, 5-6 HF/DF.
Time of Contact: For the following months, these are the times of darkness:
| Period | Night Hours |
|---|---|
| January to March | 20:00 – 07:00 hrs |
| April to September | 22:00 – 05:00 hrs |
| October to December | 20:00 – 07:00 hrs |
Roll 2d6 on the table below. The first die selects the row and the second die selects the column.
| 2d6 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-2 | 00:00 | 01:00 | 02:00 | 03:00 | 04:00 | 05:00 |
| 3 | 06:00 | 07:00 | 08:00 | 09:00 | 10:00 | 11:00 |
| 4 | 12:00 | 13:00 | 14:00 | 15:00 | 16:00 | 17:00 |
| 5-6 | 18:00 | 19:00 |
Source note: the printed "22;00" is read as 22:00 and "G7esTIV" as "G7es TIV" below; these are typographic fixes only.
For the minutes, if you wish to do that, roll 1d6-1 (0-5, representing 0-50 minutes). Then roll 1d10 with 10 representing zero (representing the minutes 0-9).
To determine whether the U-Boat is on the surface or submerged. A U-Boat can roll for being surfaced at medium or long range in ANY weather. A U-Boat will only roll for being on the surface at close range in Fog/Snow weather conditions. Roll 1d6 on the following table:
| Day | Hours of Darkness | Submerged/Surface |
|---|---|---|
| 1-5 | 1-2 | U-Boat is Submerged |
| 6 | 3-6 | U-Boat is on the Surface |
For example: It is July 1941 and for the time we roll a 2 and a 5, which means it is 0400, which is hours of darkness for those months. For the minutes we roll a 2-1 = 1 (10 minutes) plus 1d10 roll of 4 added to the 10 means the time is 0414 hrs. So we now know the time and for the initial sighting/attack we roll 1d6 getting a 6, which means the U-Boat is on the surface.
Revised Map 1942/43: From June 1942 the map only has one Air Gap sector at the top with 2 Canadian and 1 Royal Navy counters substituted for the 3 removed Air Gap counters (see image in the rulebook). Place the 2 extra Canadian and 1 Royal Navy tokens into the appropriate counter stacks and remove 3 BLANK Air Gap tokens.
Source note: the revised map is an image in the printed rulebook and is not reproduced here.
Two Player Variant: Each player escorts the same convoy and may add together their ASDIC and HF/DF skills when attacking the same U-boat. When attacked by a Wolfpack each player rolls separately for the number of U-boats attacking their section of the convoy.
For example: Player A rolls two U-boats, Player B rolls 1. Both players take U-boat cards from the pack to represent the attacks on their part of the convoy. Once Player B has dealt with the U-boat on their side of the convoy they are now free to give Player A assistance with the second U-boat. Historically one escort would maintain ASDIC contact with the U-boat while the other Escort carried out a depth charge attack.
Quick Play Single Convoy
If you have limited time and want to play a one off convoy then roll six D6. You can then choose which ones to allocate to your six skill sections. 6 = a skill of 3, 5 or 4 = a skill of 2 and 3, 2, 1 = a skill of 1. Choose your convoy date and direction.
Quick Play Victory Conditions:
- Less than 20,000: Victory
- 21,000 to 30,000: You did your duty
- Above 31,000: Significant loss
Source note: the printed quick-play thresholds leave 20,001–21,000 and 30,001–31,000 unassigned; they are reproduced as printed.