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Naval Battle in Archipelago

Naval Battle in Archipelago Rulebook

Table of Contents

Table of Contents

  • Basic Rules and Instructions
    • Components
    • The Board
    • Control Panels
  • First Level - Torpedo Boats
    • Preparation for Game
    • A Turn
    • Movement of Torpedo Boats
    • Torpedo Launching
    • Restocking Ammunition
    • End of Game and Determining the Winner
  • Second Level - Ships
    • Preparation for Play
    • A Turn
    • Movement of Ships
    • Firing from a Gun
    • Repair of Ships
    • Repair Ship
    • Ammunition Ship
    • End of Game and Determining the Winner
  • Third Level - Helicopters
    • Preparation for Game
    • A Turn
    • Movement of Helicopters
    • Air-to-Surface Missiles
    • Air-to-Air Missiles
    • Shooting Down Helicopter with Machine Gun
    • End of Game and Determining the Winner
    • Rescuing Pilot
  • Fourth Level - Hovercraft
    • Preparation for Game
    • Hovercraft
    • Garrison
    • Commandos
    • End of Game and Determining the Winner
    • Repair of Immobile Ship
    • Occupying an Island
    • Rescuing a Helicopter
    • Rules for 4 Players
  • Cards
  • Strategy - Tactics
  • Expanded Rules and Instructions
    • Additional Components
    • Missile Boat
    • Launching Surface-to-Surface Missile
    • Missile Corvette
    • Missile Frigate
    • Utility Helicopter
    • Air-to-Ground Rockets (AGR)
    • Descent from Helicopter
    • Combat Helicopter
      • Armor
      • Machine gun
    • Command Ship
  • Combat Aircraft
    • Approach into Battle Zone
    • Movement of Combat Aircraft
    • Combat Aircraft Gun
    • Combat Aircraft Air-to-Air Missile
    • Decoy Flare
    • Combat Aircraft Air-to-Surface Missile
    • Shooting Down Combat Aircraft
    • Tactic for Use of Combat Aircraft
  • Scenarios
    • Convoy
    • Deploying Oil Platform
    • Tanker
    • Salvage of Frigate
    • Blimp
    • Breakthrough of Combat Group
    • Capturing Island
    • Hidden Landing of Saboteurs
    • Seaplane
  • Reference Tables
    • Pieces
    • Armament
    • Movement

Basic Rules and Instructions

Components

The basic set contains:

  • Board
  • 4 blue dice, 2 red dice, 2 green dice
  • 2x23 control panels
  • 2x12 cards
  • 42 pieces: 2x8 Torpedo Boats, 2x4 Corvettes, 2x2 Destroyers, 2x1 Ammunition Ships, 2x1 Repair Ships, 2x1 Frigates, 2x2 Helicopters, 2x2 Hovercraft
  • Stickers with numbers for pieces
  • 222 markers: 2x30 "T" (Torpedo), 2x36 "G" (Gun Shell), 2x5 "A-S" (Air-to-Surface Missile), 2x3 "A-A" (Air-to-Air Missile), 2x2 "Ga" (Garrison), 2x2 "C" (Commandos), 2x8 "Repair", 2x8 "W" (Wreck), 2x10 "R" (Ruin), 2x2 "H" (Landed Helicopter), 2x10 Activation Markers

The Board

The Board shows a sea surface with many islands. Two islands have naval bases (A). In the bases are: dock for ships and boats, workshops for repair of ships, ammunition storage, helicopter fuel depot and landing platforms for helicopters. Other two islands have outpost helicopter bases (B) which contain: combined fuel depot and ammunition storage, and landing platforms for helicopters.

The board is divided into 49 sectors, from A1 to G7.

The whole board is covered with a net of equilateral triangles, on which vertices are points (circles). On those points are pieces positioned. The distance between two adjacent points is marked with d.

All circles (points) on the board are dark blue, light blue, white, orange or red color:

  • Dark blue points are in deep water;
  • Light blue points are in shallow water;
  • White, orange and red points are on land.

Dark blue points may be occupied by all pieces: ships, boats, hovercraft and helicopters in flight.

Light blue points may be occupied by all of the mentioned above except ships, because they can not go in shallow water.

Red points are on land and may only be occupied by helicopters in flight.

Orange points are on flat land or beach, and may be occupied by helicopters and hovercraft.

White points are similar to orange, the only difference is that helicopters can land on those points.

Some points on the board have special marks: port (anchor symbol), ammunition storage (shells symbol), workshop (wrench and hammer symbol), and fuel depot (canister symbol).

Control Panels

Control panels are kept beside the board. All bases and pieces have their own control panel. On them are placed Markers. They show how much ammunition each piece or base has, as well as received hits and other information.

This game can be divided into several levels in order to be easier for players to learn the rules. That division doesn't have to be used, players can combine pieces to play with.

First Level - Torpedo Boats

In this level, the only pieces used are: Torpedo Boats, T markers, Control panels of the Torpedo Boats and the Base A, two blue, one red and one green dice.

Preparation for Game

Players first place pieces on the board. Initial positions of the pieces is the matter of agreement between players (general rule, applies for all the levels). Here are a few suggestions:

    1. The Red player places pieces in sectors B1, B2, A1, A2 and A3; the Blue places pieces in sectors F6, F7, G5, G6 and G7 (see picture 1);
    1. The Red - A1, B1, C1 and D1; the Blue - D7, E7, F7 and G7 (picture 2);
    1. The Red - A2, B2, B3 and in sector A6 maximum 2 pieces; the Blue - C6, F6, F5 and in sector G2 maximum 2 pieces (picture 3);
    1. The Red - C1, C2, B5 and B6; the Blue - E6, E7, F2 and F3 (picture 4);

Various combinations are possible. Zones should be arranged symmetrically as is in the given examples.

(Pictures 1-4 show example starting zones on the board.)

Torpedo Boats may be placed on light and dark blue points. They are placed in direction of one of the lines passing through the point. Examples of proper and improper positioning of pieces are given in the following pictures:

(Picture 5, "PROPER": boats placed on points and aligned with a line of the grid. Picture 6, "IMPROPER": a piece placed on a red point; a piece not precisely positioned on a point; a piece not in the direction of any line.)

After placing the pieces on the board, players fill their control panels. Control panels with numbers 1 to 8 (Torpedo Boats) and control panel A (base) are used. Because in this level only torpedoes are used - all panels are filled with T markers. That means that each TB is armed with two torpedoes. Base A is filled only ammunition storage (ammunition symbol). In the following picture are examples of properly filled control panels.

(Picture 7: control panel of Torpedo Boat 7 with its two torpedo markers, with the gun position marked "left empty"; and control panel A filled with torpedo markers and ammunition storage.)

A Turn

General rule: Players play alternately. One turn covers:

    1. movement of pieces,
    1. actions of the pieces (shooting).

Each turn, the Player first rolls two blue dice. That means that he can move two pieces by choice. The player can also move only one, or none of the pieces, if he/she wants.

When both dice roll the same number - there is a BONUS move. The player has the right to move one extra piece, for a total of three pieces.

After movement of the chosen pieces the player has the right to shoot from all pieces that have a target in range - those that have moved and those that haven't.

Movement of Torpedo Boats

Length of movement of a piece in one turn is determined by the number rolled on blue dice. In the case of Torpedo Boats (which belong to fast vessels) the number rolled is increased by two. For example, if the number 3 is rolled on the blue dice - piece of Torpedo Boat can move a maximum of 3 + 2 = 5 steps.

One step can be:

    1. straight forward motion to the neighboring point, or
    1. turn in place for 60°.

Movement of a piece in one turn can consist of a combination of different steps.

In the following pictures is shown proper movement of Torpedo Boats:

(Picture 8: TB-1 moves four times forward; TB-3 moves forward, turns left, moves forward twice, turns left, moves forward. Picture 9: TB-4 turns three times left, and TB-5 first turns left twice and then moves forward. In the previous pictures Torpedo Boats with numbers 1 and 3 took the maximum number of steps (number on dice + 2), while TB-4 and TB-5 didn't, because the player chose to move less.)

Torpedo Boats can also move backward. In that case a piece moves straight backward onto the adjacent point, but only one step in one turn, no matter the number rolled on blue dice (picture 10).

(Picture 10: a Torpedo Boat moves one step backward.)

Torpedo Launching

Since Torpedo Boats are armed with torpedoes, they shoot by launching a torpedo. Torpedoes may only hit targets on the water (boats and ships).

A torpedo is launched in the following way:

  • When a player decides to launch a torpedo at some enemy vessel, he/she must clearly announce the launching (which piece is launching the torpedo and which enemy piece is the target).
  • Minimum distance between the piece which is launching torpedo and the target must be 2 d.
  • After announcement of launching, the attacking player rolls one red die. If a number "1" is rolled on the die - the launching is unsuccessful. Then one T marker is removed from the corresponding control panel (returned in the box).
  • Torpedo is moved from point to point for the number rolled on the red die.
  • In the first two steps the torpedo must move straight forward. After that it can turn only once for 60°. When turning, the torpedo moves to the adjacent point to the left or right (without turning in place, the turn is counted as part of the movement step).
  • If on its path the torpedo comes to the piece announced as the target - that is a hit!
  • If a torpedo doesn't reach the target piece - the T marker is placed on the board on the last point of it's path (in the proper direction). In the following turn the player may roll a die once again, this time a green die, and move the already launched torpedo by already described rules (maximum one turn, but it can be immediately). Rolling the die to continue the torpedo movement is done before rolling dice for movement of pieces. In this case, the torpedo can hit any enemy piece (because it is "disoriented" since it didn't reach its target in the first part of the movement).
  • Therefore, torpedo has two chances for a hit: in the first try, it has to be the piece which is announced as the target; and in the second try, it can be any piece in its range.
  • When the target is an enemy Torpedo Boat - in order to be hit it must hit from the rear side! The explanation is: boats have shallow draft, and when an acoustic torpedo comes from the front side it usually passes beneath without recognizing it as a target (all other ships can be hit by torpedo from any direction).

In the picture 11 are shown the directions from which a torpedo can hit a boat (green arrows) and from which it can't (red arrows).

(Picture 11: a boat with green arrows marking the rear and side directions, and red arrows marking the front directions.)

In the picture 12 red TB-2 launched a torpedo from the minimum distance at blue TB-6. A number "4" is rolled on the red die, which is more than enough for the torpedo to reach the target. That is a HIT. In this case the torpedo hasn't turned in its path.

In the picture 13 blue TB-3 launched a torpedo at red TB-1. A number "5" is rolled on the red die, which is just enough to reach the target and that is a HIT. In this case the torpedo turned once in its path.

In the picture 14 red TB-7 launches a torpedo at blue TB-5. A "6" is rolled on the red die. The torpedo has the proper path (two steps forward, mild turning) and reaches the target, but it comes to the Torpedo Boat from the FRONT side - the torpedo passes underneath! That is a MISS. This torpedo has a chance to hit some other target in the next turn.

In the same picture is an example where red TB-8 launches a torpedo at blue TB-2. A "1" is rolled on the red die - which is considered a failed launching, therefore, this is a MISS.

In the picture 15 the Red player moved TB-4 and announced launching a torpedo from it at enemy TB-8. He rolls a red die and gets number 3. The torpedo moves toward the target but it doesn't reach it (if a 4, 5 or 6 was rolled on the die that would be a hit). T marker is placed on the last point of it's movement.

On the following turn the Blue player takes his turn (picture 16). On blue dice are rolled numbers 2 and 3. He moves TB-8 out from range of the launched torpedo. Because his TB-3 is also in range of the torpedo, he turns its front side to it, by which it is automatically protected.

(Picture 12 shows a HIT from the minimum distance; picture 13 shows a HIT after one turn; picture 14 shows a MISS from the front; picture 15 shows the final point of torpedo movement.)

After the Blue player's turn, it is the Red player's turn. Before rolling the blue dice for movement, he rolls one green die for the second part of movement of the launched torpedo and gets number "4" (picture 17). Blue TB-8 and TB-3 have escaped, but TB-5 is still in range. The torpedo continues movement (it may turn once, which can be immediately) and reaches the blue TB-5. That is a HIT!

(Picture 16 and picture 17 show this sequence of turns.)

  • OPTIONAL RULE: A torpedo which didn't reach its target in the first part of movement, can be intercepted and destroyed. Intercepting is done by another torpedo. The "interceptor" torpedo must reach the enemy torpedo straight from the front. An example of successful intercepting is shown in picture 18.

(Picture 18: in the previous turn the Red player launched a torpedo from TB-7 at blue TB-6. The torpedo moved for three steps. T marker is placed on the board. In the following turn, Blue moves his TB-6 away from range of the torpedo, but two of his boats are still in its range. Because of that he moves TB-1 and announces launching a torpedo (in order to intercept the enemy torpedo). The red die is rolled, resulting in a "5", which is enough to reach the enemy torpedo. After that, both T markers are removed from the board.)

When launching a torpedo, a player takes the T marker from the corresponding control panel. For example, Red announces shooting from TB-2 on blue TB-5. The player takes the T marker from the red control panel of TB-2. If the torpedo hits the target, the T marker is placed on blue control panel of TB-5 (picture 19).

(Picture 19: control panel of TB-2 gives up one torpedo marker, which is placed on the control panel of TB-5 after a hit.)

If a torpedo doesn't hit anything, it is removed from the board.

A Torpedo Boat is a small vessel, so a single shot sinks it. The sunk piece is removed from the board. If a TB is sunk on a light blue point (shallow water) - it is replaced with a W marker (wreck). That point becomes unpassable to boats because they would hit the wreck of the sunken boat (it becomes a red point).

Restocking Ammunition

On the board are two main bases marked with letter A (red and blue) and two helicopter bases - B. Because Helicopters are not used in this level, Bases B will not be considered now.

In each Base A is: dock for ships and boats, landing platform for helicopters, ammunition storage, fuel depot and workshop for repair of ships. In this level only ammunition storage is important.

When Torpedo Boats use up all loaded torpedoes they can load new ones in the Base A. In the port are three points marked with the anchor symbol (port). In order to dock in the port, a ship or a boat need to move to one of those three points. When a piece starts a turn on that point, it may (but not have to) load ammunition. In the turn that loading is being done the piece can not move and T markers are moved from control panel A to the control panel of the piece. Only in the following turn that piece can move (picture 20).

(Picture 20: three turns of a Torpedo Boat docking at the port of Base A and loading torpedo markers from control panel A to its own control panel. In turn 1 the boat moves to the port point; in turn 2 it loads, and cannot move; in turn 3 it moves out.)

Boats are not allowed to enter enemy port (on the points with the anchor symbol). It is considered that the Garrison in the port is capable of preventing enemy vessels from approaching.

End of Game and Determining the Winner

In this level the game can last until:

  1. One player loses all Torpedo Boats. The remaining player is the clear winner;
  2. Both players run out of ammunition. The winner is player with the higher number of survived boats. In this case a draw is possible.

Second Level - Ships

All the elements from the first level are used, plus: ships (numbers 9 to 16), control panels of ships, G markers, Repair markers and two more blue dice.

Types of ships used in this level are: Corvette (4 pieces), Destroyers (2), Ammunition ship (1) and Repair ship (1). General characteristics of ships is that they can move only in deep water (dark blue points), they are slower than boats and they can survive one hit.

Preparation for Play

Game can be played with all, but also with fewer number of pieces. It is important that both players have pieces of the same total value in points. On each control panel is a number which determine value in points of the piece. Torpedo Boats worth 2 points, Corvettes 4p, Destroyers 5p, Ammunition and Repair ship 2p.

Example: players agree to play with total value of 30 points.

  • Red chooses: eight TB (8x2p), one Corvette (4p) and two Destroyers (2x5p) - total of 11 vessels.
  • Blue chooses: two TB (2x2p), three Corvettes (3x4p), two Destroyers (2x5p), one Ammunition ship (2p) and one Repair ship (2p) - total of 9 vessels.

After choice of pieces to play with, players place them on the board. As in the first level, initial positions of the pieces is a matter of agreement between players. Ships, unlike boats, may only be placed on dark blue points.

After placement, players fill chosen control panels (CP of the chosen pieces and Base A). Panels are filled with T, G and Repair markers. On the panel A, ammunition department is filled with T and G markers, and workshop is filled with Repair markers.

  • OPTIONAL RULE: Control panel of Base A can be filled with markers that are upside down so the enemy can not see how many T and how many G markers are there.

A Turn

All is the same as in the first level, except that players roll 1, 2, 3 or 4 dice, depending on number of active pieces, see the table:

Number of piecesNumber of blue dice
11 +4
6 - 103
2 - 52
11

In the example above, Red player would roll four dice at the beginning (11 pieces), and Blue would roll three (9 pieces).

Player moves as many pieces as the number of blue dice rolled. That is maximum number of moved pieces. A player may move fewer or none of the pieces, if he/she wants.

When all dice roll the same number - there is a BONUS move. The player has the right to move one extra piece.

As the number of pieces decreases due to combat, the number of dice rolled is reduced, always according to the table.

In this level, as in every level, after movement pieces can act.

Movement of Ships

Generally, movement of ships is the same as movement of boats. The difference is in the amount of movement in one turn. Ships are slower and they move only the number rolled on the die (+ 0). Also, a ship must not move to a light blue point at any time.

In the following picture is shown an example where a player rolls three blue dice (he has 10 active pieces). Rolled are numbers 3, 3 and 3. That is a BONUS, so the player has the right to move one extra piece, hence - four. He chose to move two Corvettes, one Destroyer and one Torpedo Boat.

(Picture 21: Corvette C-9 moved for 3 steps (maximum): forward - turn right - forward. Torpedo Boat TB-5 moved for 5 steps (maximum 3 + 2): turn right - forward - forward - turn left - forward. Corvette C-11 moved backward (one is maximum regardless of number rolled on dice). Destroyer D-14 only turned in place two times.)

Firing from a Gun

Guns are the main armament of war ships. Destroyers have torpedo launchers in addition to guns. Launching a torpedo is done the same way as from Torpedo Boats. In this game Destroyers have three gun shells (G markers) and two torpedoes (T markers). Corvettes have four G markers. These two types of ships belong to the same category (light ships) and they use the same caliber of shells (same G markers).

A shell can't turn like a torpedo, but it can fly over an island and hit a target behind. Unlike a torpedo, a gun shell can hit targets on land (workshop, storage, landed helicopter...).

Shooting from a gun is done in the following way:

  • When a player decides to shoot a gun at an enemy target - he/she announces the shooting (which piece shoots and what is the target - a boat or a ship, or an object on land).
  • After announcing, the player rolls one red and one green die. The sum of numbers rolled on the dice determines the distance that the fired shell reaches. Gun shells go in straight line for the sum of the numbers rolled.
  • If both dice roll number "1" - it means that the shooting has failed. In that case a G marker is removed from the corresponding control panel (returned to the box).
  • Gun shell is fired in one of the three directions from the piece - forward, diagonally left or right (see picture 22).
  • Minimum distance between a piece which shoots and the target must be 2 d (picture 22).

(Picture 22: green arrows show possible directions for shooting from a gun.)

  • If the sum of rolled numbers is the same or higher than the distance to target - that is a HIT! (otherwise it is a miss).
  • An island or a boat (your own or an enemy) may be between the shooting piece and its target, however, ships may not be. Ships have high masts and cables and it isn't permitted to shoot over them.

In the following pictures are examples of shooting from a gun:

(Picture 23: In the example Red moves D-13 and shoots at blue Corvette C-10. The distance between them is 6 d. The dice have rolled the numbers 5 and 2. The sum of the numbers is higher than the distance, so this is a HIT. The gun shell flew over an island and a boat.)

(Picture 24 shows four shooting examples by Blue and Red on one board. C-10 shoots at C-11: the distance is 5 d; numbers rolled are 3 and 1, not enough, so it is a MISS. C-9 shoots at enemy ammunition storage in Base A: the distance is 4 d; numbers rolled are 2 and 3, so that is a HIT. R-14 shoots at TB-7 from minimum distance (2 d): numbers rolled are 1 and 1, so it is a MISS. R-13 launches a torpedo at enemy Corvette C-10: the number rolled on the red die is 6, which is just enough to reach the target, so that is a HIT.)

After every shooting from a gun, a similar procedure is repeated as after launching a torpedo: a G marker is taken from control panel of the shooter and removed if it is a miss. If it is a hit in a piece the G marker is placed on the target's control panel. If it is a hit in an object on land, it is removed and R marker is placed on the board. R markers remain on the board and mark that the object is destroyed until the end of game R.

  • OPTIONAL RULE: If a player wants, he can move a ship onto a light blue point. In that case the ship is stuck there and from that moment on it can not move at all (not even turn in place). If that ship gets destroyed, the piece is removed and replaced with a W marker.

Repair of Ships

Unlike boats, ships don't sink after one received hit. They can continue moving and shooting, but the movement is slowed down. Damaged ships can move a maximum of the number rolled minus one. For example, if the number rolled is 2, a damaged ship can move only for 1 step. Damage doesn't influence movement backward.

When a damaged ship received the second hit - it has been sunk and the piece is removed from the board. The control panels show if a piece is damaged or not (picture 25).

(Picture 25: the control panel of Corvette C-11 shows it is damaged by a shot from an enemy gun.)

Damaged ships can be repaired at Base A. The damaged ship must move into the port. On the following turn the repair occurs - the marker which was marking the damage is removed from the control panel of the ship and a Repair marker is removed from control panel of the Base A. Only in the next turn can the repaired ship move (picture 26). In the further course of the game that ship can move at full speed.

(Picture 26: Destroyer D-13 has docked at the port of Base A and is being repaired.)

Repair Ship

Damaged ships can be repaired outside of Base A using Repair ship R-16. It has two Repair markers loaded, so it can repair two ships (or the same ship twice). The Repair ship, unlike the base, can not repair ships which have received a hit by a torpedo!

In order to do a repair in an open sea, the damaged ship and Repair ship must be on adjacent points in a parallel position (picture 27). The ships move into position one turn. On the next turn the repair occurs (the ships can't move). At the time the markers are removed from the control panels (Repair marker from Repair ship and marker from the damaged ship). Only in the following turn can those ships move (picture 28).

(Picture 27: "Bad position - not parallel" and "Good position - parallel".)

(Picture 28: turn 1, turn 2 and turn 3 of a Corvette (C-12) being repaired by the Repair ship R-16. In turn 1 the ships approach; in turn 2 the repair occurs and neither ship moves; in turn 3 the Corvette moves away.)

Repair ship is sunk if it receives two hits. If it receives one hit (which isn't a torpedo), R-16 can repair itself (if it has at least one Repair marker). When it uses both of the Repair markers, R-16 can return to Base A to restock. The procedure of taking new Repair markers is the same as restocking ammunition: moving into the port - loading - leaving the port.

Ammunition Ship

Just as Torpedo Boats, ships can restock ammunition in the Base A. The procedure is the same.

Ships and boats can refill ammunition even without returning to the base - they can take ammunition from the Ammunition ship A-15. It can load up to 6 markers: T, G or Repair markers (OPTIONAL RULE: markers can be flipped so the enemy can't see what is loaded). Loading can be done anywhere on the board. The vessels must be parallel on adjacent points. The procedure of loading is the same (approach - loading - moving away).

Ammunition ship can come to Base A for new ammunition. It can also be repaired in the base or by the Repair ship.

Specificity of Ammunition ship is: If an undamaged Ammunition ship receives a hit from enemy gun (G marker) while having four or more ammunition markers (T or G) - it is destroyed immediately and removed from the board. In that case the shell has exploded the loaded ammunition and destroyed the ship. A hit by a torpedo can't detonate the explosion, so in that case the A-15 is only damaged and slowed down.

There is a possibility to reload ammunition from a vessel to a vessel anywhere on the board. Of course, vessels can load only the markers they can use (TB can load only torpedoes, Corvette only gun shells...). For example, ammunition (G markers) from a damaged Corvette may be transferred to an empty undamaged Destroyer. Or a TB with two T markers transfers one torpedo to another empty TB, in order to be able to do a synchronized attack on an enemy ship...

Ammunition transfer is done the same way as already described (1st turn - approach; 2nd turn - transfer; 3rd turn - move away).

End of Game and Determining the Winner

This level is more complex, so there are three possible ways to end the game:

  1. If one player sinks all enemy vessels - the game is over and that player is the winner;

  2. If both players spend all ammunition. The winner is determined by counting the value of survived pieces, and it is possible to be a draw. Damaged ships count for full value (scored hits don't count if the ship isn't sunk). For example, the Blue player remained with one Destroyer, and the Red player with two Torpedo Boats. The winner is the Blue because a Destroyer is worth more than two TB (5 > 2 + 2). In addition to pieces, survived objects in Base A are counted: fuel depot worth 2 points; ammunition storage - 4; and workshop - 3 points (all values are visible on control panels).

  3. If one player manages to destroy the enemy Base A - the game is over and that player is the winner. Base A is considered to be destroyed if all three objects are hit: workshop, ammunition storage and fuel depot. Of course, the base can be hit only by a gun shell, not by a torpedo. (A hit in ammunition storage means that the player can not restock from the base anymore; a hit in workshop means the player can't repair ships in the base...)

Players can agree that the end of game is when someone manages to sink the enemy Flag ship (a ship with headquarters). There are two variants to determine which is the Flag ship:

  1. To agree on one ship for both players, for example Destroyer D-13.

  2. Each player writes on a piece of paper the number of the Flag ship. The enemy doesn't know which is that ship. When that ship is sunk, the player must show the paper and admit defeat.

Third Level - Helicopters

In this level all the elements from the first and the second level are used, plus: pieces of the ship Frigate F-17, Control panels of Frigate, pieces H1 and H2 (helicopters in flight), H markers (landed helicopters), control panels of the Helicopters, A-S markers, A-A markers, control panel of Base B and one more green die.

The only new vessel is the ship Frigate F-17. It belongs to the same category (light ships) as Corvette and Destroyers (they are sunk with two hits). The speed of the Frigate is the same as the other ships. It is armed with a gun and only two gun shells (G markers). It is different from other ships because it can carry a Helicopter. It can take a maximum of two markers of helicopter armament (A-S and A-A markers). It also has a tank with helicopter fuel.

Helicopters bring a whole new dynamics to this game. Now the third dimension is used - vertical maneuver. Each side has two light scout / combat helicopters. For armament they can carry one Air-to-Surface or Air-to-Air missile. The length of each flight is limited (maximum 6 turns). They can refuel in the main Base A, helicopter Base B and on the Frigate.

Base B doesn't have a port for ships and boats, but only a landing platform for helicopters and unified storage of fuel and ammunition. It is worth 3 points.

Preparation for Game

The rule by which players choose the pieces to play with applies. Frigate worth 4, and each Helicopter worth 2 points. If Base B is not chosen, a player will have extra 3 points for choice of pieces.

After choosing pieces, players agree about zones of the initial positions of the pieces. Vessels are placed in the same way as previously described.

For initial positions of helicopters apply the following rules:

  • At the beginning of the game both Helicopters are landed;
  • Two Helicopters have total of 4 places where they can be at the beginning of the game: two white points in the Base A, one white point in the Base B and on the Frigate;
  • If a Helicopter is placed in a base, its H marker is placed on the board (on the white point);
  • If a Helicopter is placed on the Frigate - H marker is placed on control panel of the Frigate (see picture 29). (During the game helicopters can take off/land in bases and on frigate, no matter where they were positioned at the beginning).

(Picture 29: control panel of Frigate F-17 with helicopter H marker, two A-A and A-S armament markers, and two G markers.)

After placing the pieces, the players fill their control panels. Only control panels of the chosen pieces (vessels and helicopters) are used, and bases (A and B).

  • Ships and boats are filled in the same way as already described. Bases and the Ammunition ship can be filled with A-S and A-A markers beside T, G and Repair markers.

  • Control panel of the Frigate is filled with two G markers, and may or not be filled with two markers of helicopter armament (A-S or A-A), no matter if a helicopter is loaded or not (If it is, the H marker is placed on the control panel);

  • Control panels of Helicopters are filled with A-S or A-A markers. A pointer on the fuel indicator is placed on the number 6 (full tank);

  • On the control panel of Base B can be placed A-S or A-A markers.

  • OPTIONAL RULE: Markers placed on control panels of A-15, helicopter armament on F-17, ammunition storage in bases A and B, and on Helicopters, can be flipped so the enemy doesn't see if it is an A-S or an A-A marker.

A Turn

All the rules for the first and the second level apply in the third level (and in the fourth).

When counting how many active pieces a player has (for determining the number of dice rolled), all alive Helicopters are counted (including those landed).

Movement of Helicopters

  • Helicopters can take off and land vertically.
  • During movement (flying) helicopters can be on any point on the board.
  • Helicopters can land only on white points on the board (and on some ships - Frigate). There are two white points in Base A, one in Base B and four more on other islands.
  • Helicopters can not fly over vessels (own or enemy), because they fly at low attitude and it is forbidden for safety. They can fly over a H marker.
  • When helicopters are in the air, they have two modes of flying:
  1. hovering and
  2. progressive flight.
  • Both modes of flying can not be combined in one turn - the player must decide if a Helicopter is hovering or flying progressively.
  • When in hovering mode, a helicopter has the following possibilities:
    1. to remain on the same point without turning in place;
    2. to turn in place for 60°, 120° or 180° in any direction;
    3. to move on any adjacent point and thereby turn in any direction.
  • For hovering mode the number rolled on a blue die doesn't matter, and therefore a rolled blue die isn't "spent". For example, if a player rolls 3 blue dice - he can move three ships or boats - plus a Helicopter, but only in hovering mode.

(Picture 30: H1 in hovering mode rotated for 120°; H2 in hovering mode moved to adjacent point and rotated for 180°.)

  • When a helicopter is in progressive flight mode - the length of its movement is determined by the number rolled on a blue die. The number rolled is increased by 5. Thus, the shortest flight in progressive flight can be 2 + 5 = 7 steps, and the longest can be 5 + 5 = 10 steps.
  • When in progressive flight mode, a helicopter must have the exact number of steps, the length of flight can't be shorter than the sum of the number rolled and the number 5.
  • In progressive flight mode, in each step of movement a helicopter can move straight forward or mild left/right (60°). Unlike vessels, helicopters in progressive flight don't turn in place (like torpedoes).

(Picture 31: H1 flies in progressive mode. It moves exactly for 3 + 5 = 8. H2 flies in progressive mode. It moves exactly for 2 + 5 = 7.)

  • Take off is considered to be hovering mode.
  • When taking off from a base or any white point on the board, the H marker is removed from the board and the Helicopter which has taken off is placed. The piece can be placed on that white point or any adjacent point, in any direction.
  • When taking off from a Frigate - the H marker is removed from the control panel of the Frigate and the Helicopter is placed on the board on any adjacent point to the Frigate, while turning in any direction.

(Picture 32: H1 takes off from Frigate F-17. H2 takes off from base A. H piece is placed on the board; H marker is removed from the board.)

  • Landing of a helicopter can be in hovering mode or in progressive flight mode.
  • Landing in hovering mode is possible only if a helicopter is on a point adjacent to a white point (or a Frigate).
  • When landing in progressive flight mode - the length of flight in that turn can be shorter than the maximum (helicopter reduces the throttle and shuts down the engine on touch down).
  • In a turn when a helicopter lands on a white point - the piece is removed from the board and a corresponding H marker is placed on the white point.
  • If a helicopter is landing on a Frigate, the piece is removed from the board and the H marker is placed on the control panel of the Frigate.

(Picture 33: H2 lands on a white point from progressive flight mode. Movement would be 3 + 5 = 8, but when landing it can be shorter. H1 lands on Frigate.)

  • Helicopter's flight is limited to 6 turns.

  • On takeoff, the pointer on fuel indicator is moved from 6th to 5th notch on control panel of the Helicopter.

  • From the moment of takeoff, and each of the following turns a helicopter consumes fuel - the pointer is moved down one notch (to lower number). This applies even when a helicopter isn't moving, but hovering.

  • On the sixth turn after takeoff, a helicopter must land. Otherwise it falls and the piece is removed from the board (it is destroyed).

  • Helicopters can refuel only in bases (if fuel depots are not destroyed) and on a Frigate. Refueling lasts one whole turn (landing - refuel - takeoff).

  • If a helicopter has landed on a white point on an island outside of bases, there is a possibility to be refueled by the Frigate. F-17 must move to a point adjacent to the H marker of the landed helicopter. On the following turn the refueling occurs (the pointer of the fuel indicator is moved to number 6). In the next turn the helicopter and Frigate can move.

  • In picture 34 is an example of Helicopter H1 landing in Base B in its fourth turn after takeoff. During landing it was in progressive flight mode. After landing the pointer was on the number 2. In the next turn the helicopter is refueled (pointer is moved on the number 6). Only in the following turn can it takeoff again.

(Picture 34: turn 1 - landing; turn 2 - refueling; turn 3 - takeoff. Helicopter H1 lands in Base B from progressive flight; the fuel pointer shows 2 after landing, 6 after refueling.)

  • OPTIONAL RULE: The turn when a helicopter must land is when the pointer is on the number 1. However, if the helicopter in its last movement (pointer moves from 1 to 0) manages to come to a point adjacent to a white point (or Frigate) - it has a chance to land in the next turn. Helicopters have the ability to land with their engines shut down, to control the fall - hard landing on the ground or a ship. That procedure is called autorotation. In the following picture is an example of such landing.

(Picture 35: turn 1 and turn 2 of an autorotation landing.)

Air-to-Surface Missiles

  • Helicopters can carry one Air-to-Surface missile.
  • A-S missiles can hit all targets: on water (ships and boats) and on land (objects in bases and landed helicopters).
  • A-S missile, like gun shells, hit ships in hull above surface of the water, so ships damaged by A-S missile can be repaired outside of Base A (by the repair ship).
  • If a landed helicopter doesn't have a loaded A-S marker, the player can load it from a base or Frigate (depending on where the helicopter is landed) on the panel of the helicopter. On the following turn it can takeoff. If it doesn't takeoff, in some of the following turns the A-S marker can be unloaded, or changed for an A-A marker.
  • Launching A-S missile is done after movement of all pieces (general rule for acting).
  • Minimum distance between the helicopter which is launching a missile and the target is 2 d.
  • Player first announces which Helicopter is launching an A-S missile at which target. Then he/she rolls two green dice. The sum of the numbers rolled determines the length of the missile trajectory. A missile must move at least the first two steps straight forward, and after that can turn once for 60° (without turning in place, same as a torpedo).
  • If a missile doesn't reach the target - that is a MISS. Then the A-S marker is simply removed from the control panel.
  • If both green dice roll a number 1 - that is a failed launching, thus a MISS.
  • In case of a HIT on a boat or a ship, A-S marker is placed on the control panel of the target piece.
  • In case of a HIT on an object on land, A-S marker is removed, and on that point an R marker is placed.
  • In case of a HIT on a landed helicopter, the H marker is removed and in its place is placed an R marker. A-S marker is placed on the control panel of the target helicopter. When an R marker is on a white point - it becomes a red point and helicopters can't land there anymore.

(Picture 36: two synchronized A-S missile attacks by H1 and H2 against enemy Destroyer D-13.)

In the previous picture is an example of two Helicopters sinking an enemy Destroyer in a synchronized attack.

(Picture 37: H2 is in hovering mode.)

In picture 37 H1 from the minimum distance successfully hits ammunition storage, while H2 fails to hit enemy TB-3.

Air-to-Air Missiles

  • Helicopters can carry one Air-to-Air missile.
  • A-A missiles can hit only targets in the air, therefore helicopters in flight.
  • Launching an A-A missile is done after movement of pieces (general rule for acting).
  • Minimum distance between the Helicopter which launches the A-A missile and the target Helicopter is 2 d.
  • The player first announces which helicopter piece is launching an A-A missile and declares the target. Then one red die is rolled. The number rolled determines the length of the missile trajectory. A missile must move at least the first two steps straight forward, and after that can turn once for 60° (without turning in place, same as A-S missile).
  • The A-A missiles used have a short range with infrared guiding. In order to recognize and hit a target, the missile must come it from one of the three directions from the rear (because from the rear is the strongest infrared trail of a helicopter - target).
  • If a missile doesn't reach the announced target, or comes from its front side - that is a MISS. The A-A marker is simply removed from the control panel.
  • In case of a proper HIT, the A-A marker is placed on the control panel of the hit helicopter, and the piece of the helicopter is removed from the board.

(Picture 38: the green arrows show the directions from which an A-A missile can hit a helicopter; the red arrows show directions from which it can't.)

(Picture 39: in the previous picture the A-A missile reached the announced target, but from the front side. Therefore this is a MISS. The missile passes near the helicopter, but it doesn't recognize it as a target. In the last point of its trajectory it self destructs.)

(Picture 40: Blue H1 is armed with an A-S missile and is approaching Red Base A in order to shoot at the ammunition storage. Red sends both helicopters to intercept it. The A-A missile launched from H1 wasn't successful, but the missile launched from H2 has hit the target.)

Shooting Down Helicopter with Machine Gun

Torpedo Boats and all war ships (Corvettes, Destroyers and Frigate) have machine guns. They have a short range which only affect the points adjacent to the piece. If a boat or a ship moves to a point adjacent to an enemy Helicopter - the player can announce shooting from a machine gun. In order to shoot down a Helicopter, it is enough to get a number 2 or higher on a red die. In that case it is a HIT and the Helicopter is removed from the board. If a number 1 is rolled - that is a MISS and the game continues without any consequences.

If a boat or a ship approaches 2 enemy helicopters - the player must choose at which one it will shoot with its machine gun.

If a ship or a boat moves into a position where it may shoot with its machine gun and its main weapon (gun or torpedo) at some other target - the player has to choose one of those (it can't shoot from both weapons on the same turn).

(Picture 41: red helicopters have successfully launched A-S missiles at an enemy Frigate. Then blue TB-3 approached the Helicopters at a distance of one d. From that position it can launch a torpedo at enemy Corvette C-11. The Blue player must decide at which of the three targets the TB-3 will shoot in that turn. He decides to shoot with a machine gun at Helicopter H1. He rolls a red die and gets the number 3, which is a HIT. The H1 is removed from the board.)

In picture 41 is shown a situation where red helicopters have successfully launched A-S missiles at an enemy Frigate. Then, blue TB-3 approached the Helicopters at a distance of one d. From that position it can launch a torpedo at enemy Corvette C-11. The Blue player must decide at which of the three targets the TB-3 will shoot in that turn. He decides to shoot with a machine gun at Helicopter H1. He rolls a red die and gets the number 3, which is a HIT. The H1 is removed from the board.

Landed Helicopters can be destroyed by a gun shell or A-S missile like any other target on land. Beside that, they can be destroyed by a machine gun. A boat or a ship must move adjacent to a landed Helicopter (see picture 42). In this case a roll isn't needed - the Helicopter is destroyed for sure. The H marker of the destroyed Helicopter is removed from the board and replaced with an R marker.

(Picture 42: a Corvette C-10 moves adjacent to the landed Helicopter H2 and destroys it without a roll.)

A helicopter can be destroyed without a direct hit - if a Frigate with a helicopter on it is sunk.

End of Game and Determining the Winner

In the previous level we described three ways to finish the game and determine the winner. Nothing changes in this level, only there is a higher chance to destroy enemy Base A, because Helicopters can attack it efficiently.

In this level the goal may be to destroy enemy Flag ship.

This level may be used to play the following scenario:

Rescuing Pilot

Players choose pieces in total value of 32 points. Both Helicopters are necessary. Bases B are not used.

Sectors for initial position of pieces are:

  • Red - A1, A2, A3, A4, B1, B2, B3 and B4;
  • Blue - G7, G6, G5, G4, F7, F6, F5 and F4.

The story is: A pilot who jumped from a damaged plane is hiding on the island in sector F1. The task for the Red player is to land on that island with a Helicopter, take the pilot and bring him to the base A. Because this is a military exercise - the Blue player has the same task. His/her pilot is hiding on the island in sector B7. Both players try to complete the task as soon as possible, while fighting the opponent and trying to impede him. In this scenario destruction of the Base A is not the end.

The winner is the player who first achieves the goal. Scored and received hits are not counted. In case all of the helicopters are lost - it isn't possible to finish the task, so the outcome is a draw.

Players can agree to modify this scenario. For example: the Red has a task to accomplish an observation (to fly over) an island in sector F4, using any Helicopter. The Blue player has the same task - to fly over the island in sector B4. The winner is, of course, the player who first manages to fulfill the task.

Fourth Level - Hovercraft

Everything used in the previous levels is used in the fourth. New elements are: two Hovercraft pieces, two control panels of Hovercraft, two Ga markers (Garrison), two C markers (Commandos), one more red die and 24 cards (optional).

Hovercraft are special vehicles. They float above a surface by pushing air below the hull by engine. Hovercraft are used by the navy, they are not meant for combat, but for auxiliary purposes: transport of units, cargo, fuel etc...

In the previous levels there wasn't a possibility to capture an enemy base. Now there are C markers (Commandos), whose task is capturing the enemy base, and Ga markers (Garrison), whose task is to defend a base.

Cards may or may not be used. If used in the right way they can overturn the situation on the board.

Preparation for Game

Rules for choosing pieces at the beginning of the game, initial positions and filling control panels apply also for this level. Hovercraft are worth 1 point.

At the beginning, Hovercraft can be placed on dark blue, light blue, orange and white points.

Control panels of Hovercraft are filled with C markers or with any ammunition (T, G, A-S or A-A) or Repair marker. The pointer on the fuel indicator is placed on number 12.

One Ga marker is placed on the board on the island with the Base A. It is not placed on any point, but anywhere on the island (just not above an object in base). The other Ga marker is placed on he island with the Base B.

C markers can be placed on Hovercraft or on the board on the islands with bases next to Garrisons (both on one island or one on each).

  • OPTIONAL RULE: Instead of placing C markers on the board players can write their positions on two pieces of paper. For example, a player writes on one paper: Base A, and on the other: Base A. That means that both C markers are in the Base A, but it is written on two separate papers.

Hovercraft

In this game, the Hovercraft are relatively small which can perform three tasks: transport of cargo (ammunition or material for repair of ships), transport of Commandos and refueling Helicopters.

Hovercraft move similar to Torpedo Boats. They have similar speed, so the number rolled on die is increased for 2. The only difference and advantage of Hovercraft is the ability to move on orange and white points (flat parts of land).

(Picture 43: example of Hovercraft movement over water and onto orange and white land points.)

(Picture 44: further Hovercraft movement examples.)

  • Procedure of loading/unloading in Base A is the same as for ships and boats: in one turn approach the port - in the next turn is loading - in the third turn departure is possible. For loading, instead of a port (anchor), Hovercraft can move to a white point in the Base A.

  • Hovercraft don't need a dock, so it can load/unload cargo at Base B. It move to a point adjacent to the storage in the Base B (storage symbol).

  • Loaded cargo Hovercraft can transfer to any boat or ship. Hence, beside Ammunition ship Hovercraft can also restock ships and boats with ammunition or Repair markers (one by one marker). Procedure of transfer is the same (approach on adjacent points in parallel position - transfer - move away).

  • Hovercraft can load one unit of Commandos (C markers). If a C marker is in a base, the hovercraft can move into the port or any point adjacent to the island, in order to load the C marker.

  • OPTIONAL RULE: If initial positions of Commandos are written on papers, when taking one marker, the player must show one piece of paper to his opponent (to check if there was at least one C marker in the base). In that way the opponent still doesn't know where is the second C marker.

  • Beside cargo space (for one marker), Hovercraft have a tank for helicopter fuel. At the beginning of a game that tank is full - pointer is on the number 12.

  • When a helicopter is landed on an island (on a white point), the Hovercraft can move to an adjacent point and refuel it (it doesn't need to be parallel). In one turn it approaches. In the next turn the refueling occurs - the pointer on the Helicopter control panel is moved, and pointer on the Hovercraft CP is moved for the same number of notches (but in opposite direction). For example, if the pointer on the Helicopter CP was on 1, when refueling the pointer is moved to number 6 (full tank). At the same time the pointer on the CP of the Hovercraft is moved for 5 notches, from 12 to 7. Only in the following turn can the Helicopter takeoff again.

(Picture 45: example of Hovercraft refueling a landed Helicopter.)

  • Hovercraft can refill its tank of helicopter fuel in Bases A and B. They can also refill from a Frigate (which have large amount of fuel, so they don't have pointer on their control panels), in that case pieces must be in parallel position and can't move in the turn when the refilling is done.
  • Hovercraft don't have any armament.
  • They can be destroyed by hit from a gun or by an A-S missile.

(Picture 46: examples of shooting at Hovercraft with guns and A-S missiles.)

  • Hovercraft can also be destroyed by a machine gun. Boats and ships (which have machine gun) can do that by coming to adjacent point to a Hovercraft and announce shooting. After that is rolled one red die. If on the dice is rolled number 5 or 6 - the Hovercraft is destroyed, otherwise is a miss. In one turn, one ship or boat can shoot only from one weapon (if it approaches to two Hovercraft, it can shoot only at one of them).

(Picture 47: example of a machine gun attack on a Hovercraft.)

  • Torpedo can not hit a Hovercraft, but only passes underneath it.

(Picture 48: example of a torpedo passing underneath a Hovercraft.)

With Hovercraft, Helicopters have more significant role. Refueling of landed Helicopters can be done at any island with a white point (Frigate can't approach to all islands because of shallows).

Because of the listed features, Hovercraft are very useful vehicles in every fleet. Beside that, in this game, they can transport Commandos, which gives them additional importance.

Garrison

Garrison is group of all military units in a city or some base,, port, fortress ... In this game their Garrisons have bases A and B. Those are lightly armed troops with mechanics, armorer, engineers, etc. Their primary task is quickly repair and restock ships, boats and helicopters. They are strong enough to prevent enemy vessels and helicopters to come in the base. However, in the base is attacked by enemy Commandos - ahead is a fight with uncertain outcome.

In this game each Garrison is represented by one Ga marker. They can not be moved during the game (can't be transported). They can be destroyed if they loose a battle with enemy Commandos.

Commandos

Commandos are specially trained and well armed soldiers whose task is performing attacks and diversions in enemy background.

In this game a C marker represents one unit of Commandos (each player has two). They can stay at a base during whole game (to reinforce the defense). Yet their main task is to try capturing enemy bases. They can be transported by Hovercraft. Each piece of Hovercraft can load one C marker.

In order to attack an enemy base it is needed that a Hovercraft with Commandos come on any adjacent point to the island with base. In the same turn Commandos can land. Landing of Commandos is also some kind of acting of a piece (similar to shooting). If Commandos are landing on enemy island, dice are rolled depending on situation. The simplest two cases are explained in detail:

  • 1) One unit of Commandos versus a Garrison
  • In this case one piece of a Hovercraft came with a C marker next to an island with enemy base. If the player wants, the Commandos can land. In that case dice are rolled. The player with Garrison rolls one green dice, and the player with Commandos rolls one red dice. The winner is the one with the bigger number rolled (if the same number is rolled, the dice are rolled again).
  • If defender of the base wins - it means that the Commandos, attackers, are destroyed. The C marker is just removed from the control panel of the Hovercraft.
  • If attacker wins - it means that the Garrison is destroyed and the base is captured. The Ga marker is removed from the board, and the C marker is placed on the captured island.

Red dice has bigger numbers than green dice, so it is greater chance for attacker to win the fight (Commandos are specially trained and armed better than soldiers in Garrison).

(Picture 49: example of Commandos landing on an island with a Garrison.)

  • 2) One unit of Commandos versus a Garrison and Commandos
  • In this case in the attacked base are a Garrison and one unit of Commandos-defenders. When landing, the dice are rolled. In this case, on the defender's side, in the fight first enters the unit of Commandos. therefore both players roll red dice.
  • If the defender wins, the base is protected and the C marker of the attacker is removed.
  • If the attacker wins - the C marker of the defender is removed from the board, but that still doesn't mean that the base is captured. Again are rolled the dice, this time the defender rolls a green dice (for Garrison). The attacker always rolls a red dice. If again wins the attacker - the base is captured. Otherwise, the base is protected.

In general case when in fight are more than two units - each player always roll one dice. The winning marker remains in fight, and the losing marker is removed from the board or control panel. The dice are rolled again and again, until the attacker captures the base or loses all units of commandos.

  • OPTIONAL RULE: If players have written the positions of C markers - player who tries to capture a base doesn't know if there are any Commandos beside the Garrison. In the moment of enemy landing, the defending player must show the paper, if there are units of Commandos. If there are none, in fight enters the Garrison. Here is one specific situation:

Blue player brings one C marker to enemy Base B and attacks. Red player then shows one piece of paper with "Base B". That means that at least one unit of Commandos is on the island. Both players roll red dice, and the bigger number gets the Red player (defender). Blue C marker is removed, and the red C marker is placed in the Base B. From that moment is no longer a secret that the Base B has one unit of Commandos. However, the position of the other C marker is still hidden on a paper. The Blue player still doesn't know if the other unit of Commandos is in the Base B or the Base A.

When attacker manages to capture enemy main base (A) - that means victory and the game is over.

If a player captures enemy Base B - there are several options:

  • Commandos can stay on the island. In the further course of the game, Hovercraft and Helicopters of the player can refuel in the captured base, but armament can't be used (it isn't compatible).
  • Commandos can leave the island (enter a Hovercraft). In that case the Base B is "nobody's". In the continue of the game both players can refuel in that base (crews of Hovercraft and Helicopters can pour fuel by themself), as long as there are no enemy commandos on the island.
  • Commandos can destroy the storage in the Base B by explosive and then leave it. On the point on the board is placed an R marker, and the storage can't be used anymore.

The player who has lost the Base B can try to recapture it. The procedure is the same: Hovercraft brings Commandos to land, then comes to fight and so on...

Commandos can land on any island on the board. Of course, important are the ones where Helicopters can land (with a white point). When commandos are on such island, enemy Helicopters can not land there. The enemy can send his Commandos to try to retake the island.

Commandos can be destroyed only in fight (with enemy commandos or Garrison) or, if a Hovercraft is destroyed while carrying a C marker, they are destroyed with it.

End of Game and Determining the Winner

All options to end the game, from the previous levels, apply for the fourth level as well. Beside that the game can end by capturing enemy Base A with Commandos.

The task in scenario Rescuing Pilot (page 11) can be done also by a Hovercraft.

We suggest a few more scenarios:

Repair of Immobile Ship

Players choose pieces in total value of 36 points. Necessary are Corvette C-9 and Repair ship. Bases B, Ga and C markers are not used.

Sectors for initial position of pieces are:

  • Red - A1, A2, B1, B2, C1, and C2;
  • Blue - G7, G6, F7, F6, E7 and E6.

The story is: Red has damaged Corvette C-9 in sector G1. On the ship is an important device that has to come to Base A at all cost. Corvette is very damaged and it can't move. Mission for the Red player is to repair the Corvette using Repair ship and move it to the Base A. Symmetric task has the Blue player. His damaged C-9 is in the sector A7.

Both players have right to prevent opponent in achieving the task with all force. In this scenario destruction of all 3 objects in Base A isn't the end of the game. The winner is the player who first achieves the goal. Scored and received hits are not counted. In case that both of the Corvettes are sunk, that is the end and the outcome is a draw.

Occupying an Island

Players choose pieces in total value of 34 points. Necessary are all Hovercraft. Base B is not used. Garrisons are not used and both Commando units are in Base A.

Sectors for initial position of pieces are:

  • Red - A1, A2, B1, B2, C1 and C2;
  • Blue - G7, G6, F7, F6, E7 and E6.

Red places both Hovercraft in sector A2, and Blue places them in sector G7. Both players have the same task - to occupy island in the sector F3. It is considered that island is occupied if on the island is at least one unit of Commandos. After one player lands commandos on the island, the other player can retake it. The winner is the player who manages to hold the island for 5 consecutive turns. In case that all commando units are neutralized (in combat or sunk with Hovercraft) - that is the end and the outcome is a draw. In this scenario destruction of all 3 objects in Base A isn't the end of the game. Also it isn't allowed to capture enemy Base A.

Rescuing a Helicopter

Players choose pieces in total value of 32 points. Necessary are Frigate, Helicopters and Hovercraft. Bases B, Ga and C markers are not used.

Sectors for initial position of pieces are:

  • Red - A1, A2, B1 and B2;
  • Blue - G7, G6, F7 and F6. Frigates must be in ports. Red Hovercraft must be in sector B1, and Blue Hovercraft in F7.

The story is: Red Helicopter H1 during night flight got into trouble and had to land on an island in sector B6. Its fuel pointer is on the second notch. The pilot calls for help through the radio. The Red sends ships, boats and Hovercraft in rescue mission. The Blue tries to stop them. because of symmetry, the Blue has landed Helicopter in sector F1.

There are two ways to accomplish the task. First is to approach with a Hovercraft and refuel it. The second is to approach with Frigate close enough so the Helicopter can reach it in short flight. In order to complete the task, the Helicopter must come to Base A (alone or on Frigate). In this scenario hit in all three objects in the Base A isn't the end of game.

In night conditions landed Helicopter isn't visible target, so in this scenario isn't allowed to shoot at landed Helicopter.

The winner is the player who first fulfills the task. Losses on any side doesn't matter. If both of the Helicopters H1 get shot down, that is the end, and the result is a draw.

Players can make their own scenarios. For basic board it is desirable to be symmetric, but it isn't necessary.

Rules for 4 Players

In this case the game is simplified - there are no bases, restocking ammunition, repairing ships, Helicopters and Hovercraft.

Each player has four Torpedo Boats, two Corvettes and one Destroyer. One player has blue pieces with even numbers, second has blue with odd numbers, third and fourth player have red pieces with even/odd numbers. Initial positions of pieces can be as on the showed example (Other variations are possible, and they should be symmetric).

(Picture 50 and picture 51: example initial piece placements for a 4-player game.)

At the beginning of a game all players roll 3 blue dice, and during game the number is reduced by the showed table (on page 5). Each player tries to sink as many vessels of any enemy. Torpedo Boat is sunk by one hit and it's clear that two points receive the player who has hit it. In case of sinking a ship, the points receive the player who has done the second hit (For example, if Odd-blue makes a hit in Even-red Corvette, and Odd-red makes the second hit - all points are received by Odd-red!). For destroyed Corvette are received 4 points, and 5 for a Destroyer. If at the end of game some ships are damaged, they don't count as points for anyone.

The games lasts until only one player remains with un-sunk vessels, or when everyone spend all ammunition. Then, points are counted. Each player counts own un-sunk pieces (TB = 2, C = 4, D = 5), and points earned by sinking enemy vessels. For example, Even-red has only one damaged Corvette (4 points), and during game he has sunken two Even-blue TB (2 + 2 points), one Odd-red TB (2 points) and two Odd-blue Corvettes (4 + 4 points), and total is 18 points. The player who collects the most points is the winner. It is possible that the winner is the player, who was the first out of game (lost all pieces). That means that he was very active and managed to sink many enemy vessels before he lost all of his. Because of this, variant for 4 players can be really interesting.

Cards

Players may or may not use cards. Therefore using them belongs to optional rules. They can be used for any level.

Each player has 12 cards. They are divided in three groups:

  • RC Mines
  • Submarines
  • Aircraft

Through cards are introduced Mines, Submarines and Aircraft. All of these can make great losses to enemy.

On each card is a map of the board with some sectors marked, and text describing what happens to vessels on the marked sector(s). For example, on one card is written: All vessels in sector C2 are sunk.

Before the beginning of the game players choose cards. In one variant each player chooses one card, and in the second each player chooses 3 cards (one from each category). Chosen cards are not showed to opponent.

During the game cards are kept beside control panels in flipped position. At the end of any turn player can use a card. Of course, cards should be used when some enemy vessels are in the sectors covered by the card. For example, "submarines" card is used which sais: 3 vessels are sunk on sector D3. If in that turn more than 3 ships or boats are in sector D3, player who used the card can choose three enemy pieces and remove them from the board.

  • "Submarines" cards can sink maximum 3 enemy vessels. Hovercraft are not endangered because torpedoes can't hit them.
  • "RC Mines" cards sink all vessels, both enemy and own in the sector (including Hovercraft if it is not on land).
  • "Attack Aircraft" cards can destroy maximum 2 enemy vessels or hovercraft.
  • One of "Aircraft" cards ("Interceptors") can be used only as a counter-card. It must be used when enemy is using some card from "Aircraft" group. In this case "Interceptors" card annuls effect of enemy "Aircraft" card. Then both cards are returned to the box without any change on the board.
  • Each chosen card can be used only once.

(Picture 52: example of the "Submarines" card, which sinks up to three enemy vessels in the marked sector.)

Strategy - Tactics

At the beginning of every game, players choose vessels and craft with which they will play. The choice itself can be a surprise for an opponent, and in that way achieve initial tactical advantage.

Strategy, the plan by which player tries to achieve victory on the level of the whole battle may be either offensive or defensive. Offensive implies attacks on enemy positions with the intention to achieve supremacy on the whole or in a part of the battlespace. Defensive is primarily fortification of own positions and waiting for the enemy to attack. Intention is to inflict losses to the enemy by persistent defense, and after that to make the ultimate blow and finish off enemy forces.

In order to achieve strategic ideas, players use various tactics. One of tactical procedure is spreading forces on a wide front. The advantage of this tactic is the ability to act on every part of the board. Frontal attack from multiple sides can inflict great losses to enemy. Other tactics can be forming one or more task forces. The mission of a task force can be a direct attack on an enemy base.

The history of warfare teaches us that there is not one strategy or tactic that guarantees victory. Tactics that have shown to be good in one conflict have often experienced defeat in the next conflict. Much depends on the consistency of implementation of the plan.

Our recommendation for players is to choose a strategy. Then they should think of tactical procedures for realization of the plan. Already when choosing and placing pieces enemy can be surprised. During the game is good to stick to the plan, but not at all cost. Flexibility is characteristic of every good commander. If the battle isn't happening as expected, the plan should be adapted to the new situation. Sudden switch from offensive to defensive or the opposite can confuse the enemy.

Expanded Rules and Instructions

The "Expanded Rules and Instructions" in the same official booklet. Expansion for this game is played on a new board, larger than the basic. All elements from the basic set are used, except the board and cards.

Additional Components

Additional elements are:

  • Expanded board
  • 2x23 control panels
  • 1x blue die
  • 50 pieces: 2x2 Missile Boat, 2x2 Missile Corvette, 2x1 Missile Frigate, 2x1 Command Ship, 2x1 Dock Landing Ship, 2x1 Landing Boat, 2x1 Minelayer, 2x2 Hydrofoils, 2x2 Submarine, 2x2 Transport Ship, 2x1 Tanker, 2x1 Aerostat, 2x1 Mobile Landing Platform, 2x1 Oil Platform, 2x1 Guided Missile Cruiser, 2x1 Ekranoplan, 2x2 Utility Helicopter, 2x1 Combat Helicopter, 2x1 Transport Helicopter, 2x1 Seaplane
  • 193 markers: 2x2 "A-S" (Air-to-Surface Missile), 2x2 "A-A" (Air-to-Air Missile), 2x24 "S-S" (Surface-to-Surface Missile), 2x12 "S-A" (Surface-to-Air Missile), 2x4 "AGR" (Air-to-Ground Rockets), 2x3 "CM" (Cruise Missile), 2x5 "D" (Depth Charge), 2x8 "M" (Contact Mines), 2x10 "SN" (Sonar), 2x10 "R" (Ruin), 3 (2+1) "Ga" (Garrison), 2x4 "C" (Commandos), 2x4 "L" (Surface-to-Surface and Surface-to-Air Missile Launcher), 2x2 "S" (Submerged Submarine), 2x5 "H" (Landed Helicopters / Seaplane)
  • Turn counter
  • 2x notepad

All the basic rules are applied. Expanded rules are not divided in levels, but we advise you to gradually introduce new elements.

EXPANDED BOARD also represents a sea surface with many islands. Unlike the basic board, dispersion of islands isn't symmetric. Bases A and B are also on this board. New are Bases C, which are smaller than Bases A and bigger than Bases B.

On the basic board, each island was treated as a whole. If Commandos land of on any point of an island, they can act (fight) on the whole island. On the Expanded board, Bases A are on islands with specific configuration.

(Picture 53: the Base A island, divided into a NORTH part and a SOUTH part; a DYNAMITE marker is shown on the narrow road between them.)

Blue Base A is located on southern part of a large volcanic island. Each part, north and south, can be treated as a separate island. Connection between them is a narrow road. That road is mined with dynamite. Point with symbol of Dynamite represents a border between them. During game Blue Commandos can move (walk) from one part of the island to another (Garrisons can't move out of the base - the south part). For example, if one C marker lands on the north part, in the following turn it can move to the south part. Red Commandos can't move from one to another part by land, because Blue would activate the Dynamite and cut the road.

Red Base A has buildings, ports and Garrisons on two islands connected by a bridge. The bridge is mined. If Blue player wants to capture red Base A, he/she has to land Commandos on both islands. They can't pass from one to another island, because the bridge would be destroyed by Dynamite. Red Commandos can cross the bridge.

There are square red points on the board. L markers can be placed there. If unoccupied, they are the same as round red points - land.

The board is divided into 187 sectors, from A1 to Q11.

Because of a larger number of pieces, fifth blue die is used. Number of blue dice rolled in one turn is determined by the table:

Number of piecesNumber of blue dice
16 +5
11 - 154
6 - 103
2 - 52
11

TURN COUNTER is an auxiliary element used for some scenarios. One whole turn is when both players play once.

NOTEPADS are used for writing down: positions of hidden submarines and RC mines, coordinates of thrown sonar, etc.

The new elements will be shown in the further text.

Missile Boat

Each player has two Missile Boats (MB-20 and MB-21), and their control panels.

Movement and maximum speed of Missile Boats is the same as Torpedo Boats.

Missile Boat is armed with a machine gun and two Surface-to-Surface missiles. Range of an S-S missile is greater than torpedo, and it can also hit targets on land. Because of that, the value of Missile Boat is 3 (greater than Torpedo Boat).

Launching Surface-to-Surface Missile

As any other shooting - launching of an S-S missile must be announced. Both targets on water and on land can be hit. After announcement, a player rolls two red dice.

Missile Boats can launch it only straight forward. The missile can move maximum steps as sum of rolled numbers on the red dice. It moves the same way as a torpedo. The first two steps must be straight, and then it can turn once for 60°. A missile can fly over an island or a boat. If it reaches its target - that is a HIT. Otherwise it's a MISS and the S-S marker is removed from the control panel.

(Picture 54: examples of S-S missiles launched by Missile Boats MB-20 and MB-21; one reaches its target and the other is a MISS.)

Missile Corvette

Each player has two Missile Corvettes with marks MC-22 and MC-23, and control panels. Movement and speed is the same as any other ship.

Missile Corvette is armed with machine guns and three S-S missiles. Launching S-S missile from Missile Corvette is almost the same as launching from Missile Boat. The difference is: MC can launch S-S missiles in one of three directions (this rule applies to all ships). Value of a Missile Corvette is 4 points.

(Picture 55: the three directions in which a Missile Corvette can launch an S-S missile.)

Missile Frigate

Each player has one Missile Frigate with mark MF-24 and corresponding control panel. Movement and speed is the same.

Missile Frigate is armed with machine guns and two S-S missiles. Launching S-S missile from Missile Frigate is the same as launching from Missile Corvette. Like Frigate, MF has platform for helicopters, helicopter fuel and space for two markers of helicopter armament (A-S or A-A). Unlike Frigate, Missile Frigate can carry one unit of Commandos (C markers). Value of Missile Frigate is 5 points.

Utility Helicopter

Each player has two Utility Helicopters with marks H3 and H4. Each Utility Helicopter has its H marker (landed), as well as control panels. These helicopters are slightly larger than H1 and H2. They can use A-S missiles and AGR (Air-to-Ground Rockets). Instead of armament, they can carry one unit of Commandos. Utility Helicopters can detect and destroy Submarines, but that will be explained later.

Utility Helicopter can land on any ship with platform. Rules for takeoff, flying and landing apply to all helicopters. Maximum flight length for Utility Helicopter is 7 turns. Their value is 2 points.

Air-to-Ground Rockets (AGR)

Air-to-Ground Rockets belong to helicopter armament and they can be placed on frigates. Rules for loading, launching, targeting and damage of A-S missile also apply to AGR. The difference is in range and trajectory. Unlike A-S missile, AGR moves only straight forward, and range is determined by one red die. Launching is failed if number 1 is rolled on the red die.

Descent from Helicopter

(Picture 56: example of an A-S missile launched by Utility Helicopter H4 at Missile Boat MB-20.)

Beside Hovercraft, Utility Helicopters can transport Commandos. Because of high speed, Utility Helicopter can be very efficient in surprise assault on an enemy base. Descent on an island (with a base or not) is done in the following way:

  • In one turn, Utility Helicopter with Commandos comes on a point above an island.
  • In the next turn commandos are descending on the ground. While the helicopter must stay on the same point, but it can turn (must be in hovering mode).
  • If any enemy C or Ga markers are on the island, combat between them occurs in the same turn. The combat is done by the rules described in the basic rules (both players roll one die, etc.).
  • If the island isn't held by enemy Commandos or a Garrison (or if it was successfully captured), the helicopter can land on the island, in the following turn (if there is any free white point).

(Picture 57: Utility Helicopter H3 descending Commandos onto an island.)

Combat Helicopter

Each player has one Combat Helicopter (H5), its control panel and H marker. H5 can carry two markers, one can be an A-A or an AGR, and the other can be an A-S or an AGR. It can land on any ship with a platform. Its maximum flight length is 6 turns, and its value is 4 points.

The main differences between Combat Helicopter and other helicopters are Machine gun and Armor.

Armor

Unlike other aircraft, Combat Helicopter has armor. If H5 is hit by a missile or a gun shell, the armor doesn't give it any protection. It provides higher survival probability to Combat Helicopter only if it is attacked by a Machine gun.

Machine gun

In the basic rules is described that all war ships and boats have Machine guns. Beside them, Combat Helicopter has one. Hovercraft and helicopters can be destroyed by a Machine gun.

There are two categories of helicopters - armored and unarmored. Also, chance for hitting a helicopter isn't the same when the helicopter is landed or it is flying.

When shooting from a Machine gun, one red die is rolled. Depending on the number rolled, the target is destroyed or not. See the following tables (red × = MISS; green ✓ = HIT):

Ship or boat shooting at:

Target123456
4 HovercraftMISSMISSMISSMISSHITHIT
1 Combat Helicopter - airborneMISSMISSHITHITHITHIT
1 Combat Helicopter - landedMISSHITHITHITHITHIT
0 other aircraft - airborneMISSHIT

Combat Helicopter shooting at:

Target123456
4 HovercraftMISSMISSMISSMISSMISSHIT
1 Combat Helicopter - airborneMISSMISSMISSHITHITHIT
1 Combat Helicopter - landedMISSMISSHITHITHITHIT
0 other aircraft - airborneMISSMISS

In order to shoot at a helicopter in flight, Combat Helicopter must come on a point straight behind it, facing at it.

(Picture 58: Combat Helicopter H5 shooting at helicopter H3 from directly behind, facing it.)

(Picture 59: an improper position for shooting, where the Combat Helicopter is not behind its target.)

In order to shoot at a target on surface (a Hovercraft or a landed helicopter), Combat Helicopter must come to a point adjacent to the target, facing at it.

Command Ship

Each player has one Command Ship (CS-25). Command Ship is one of Capital ships. Category "capital ships" is a relative term. In large marines, capital ships are aircraft carriers, battleships, etc. While in small marines, capital ships can be destroyers, frigates, etc. Anyway, those are the most important ships in a fleet.

Capital ships move the same way as other ships. The main difference is in durability: they are not sunk by two hits. The first hit slows it down, like any other ship. The second hit limits its turning - during movement it can turn only once (for 60°). The third hit sinks it. In the following picture is an example of movement of a damaged CS-25.

(Picture 60: Command Ship CS-25 with one damage marker; the blue die rolled "5", and it would be able to move 4 steps (5 - 1 because of the first damage); it can turn only once.)

Command Ship has a platform for helicopters, helicopter fuel tank and storage for two pieces of helicopter armament. It has a gun (two G markers) and two S-S missiles.

Beside Machine gun, Gun and S-S missiles, Command Ship has one Cruise missile (CM marker) and two Surface-to-Air missiles (S-A markers). Value of CS-25 is 9 points.

Surface-to-Air Missiles (S-A)

S-A missiles are used for shooting at targets in the air - aircraft. Among the ships in this game, only capital ships have Surface-to-Air missiles (S-A markers). These missiles have radar guiding, so they can hit targets from any side (not only from the rear, like A-A).

Rules for launching and hitting are the same as for A-S missiles (minimum d is 2; after 2 d it can turn once for 60°; two green dice are rolled; launching is failed if both dice roll "1"...).

Only helicopters (and planes) in flight can be hit. In case of a HIT, the aircraft piece is removed from the board.

Only Air-to-Air missile can intercept a CM. The rules are the same as hitting a helicopter (minimum d is 2, it must hit from the rear side...). In case of a hit, both markers are removed from the board (otherwise, the CM continues its flight).

Because of their long range, Cruise missiles are very powerful. Each fleet has only three, so players should use them only for important targets.

Cruise Missile (CM)

In this game only capital ships carry one Cruise missile. They have long range. Cruise missiles are guided by given coordinates. Therefore, it can not hit targets that can move (ships, boats, helicopters, etc.). Their purpose is to destroy important targets on land (in an enemy base).

Launching a Cruise missile is done as any other shooting - at the end of a turn. A player must announce the target. That can be any fixed target on land. Landed helicopters or Hovercraft on land aren't fixed targets.

After announcement of launching, one red die is rolled. If the die rolls a "1" - that is failed launching and the CM marker is removed.

CM can be launched in any direction from the ship. The first two steps must be straight forward.

Cruise missile moves the exact number of steps as the number rolled on a red die, increased by 5. Therefore, if a "3" is rolled, it moves for 3 + 5 = 8 steps.

CM moves the same way as a helicopter in progressive flight. (No turning in place; in each part of movement it can turn slightly left or right; it can't move over a point where is an enemy piece ...)

CM has two parts of movement, and it can not hit its target in the first part. Therefore, the CM marker is placed on the last point of its movement, (directed properly).

(Picture 61: example of a Cruise missile flight from Command Ship CS-25.)

In the following turn, the player who have launched a CM, rolls a red die once again for continue of flight. The red die is rolled before rolling blue dice for movement.

In the second part of flight, CM moves the same way (red die, + 5). This time it can turn immediately, and it isn't failed if a number 1 is rolled.

If the missile reach its target from any direction, that is a HIT (otherwise is a miss). In that case, a R marker is placed on the target (CM marker is removed from the board).

(Picture 63: second part of Cruise missile flight, ending in a hit on the target on land.)

Cruise missile can be intercepted. It is done after the first part of its movement.

Land SSM and SAM Launchers

Land launchers can be placed on square red points. At the beginning of a game players choose on which of the points to put them. On each side of the board are 7 square points.

Launchers are represented by L markers. L-1 and L-2 represent Surface-to-Surface missile launchers, while L-3 and L-4 are Surface-to-Air missile launchers. Each launcher has its control panel, with two missiles (S-S or S-A markers). During game, land launchers can not be restocked with ammunition.

At the beginning of a game players can choose launchers or not. Each is worth one point. Those points are calculated in total sum of points of chosen pieces (and bases). However, land launchers are stationary, so they are not represented by pieces, but markers. Therefore, when determining number of blue dice to roll in one turn, land launchers are NOT counted.

Land launchers can be destroyed as any other target on land. They can be destroyed by G, S-S, A-S or CM, but not by a Machine gun. Marker of a destroyed launcher is replaced with an R marker.

Launchers can be destroyed also by Commandos. If Commandos successfully capture an enemy base (or just land on an unprotected island), they can destroy all objects on the island, including launchers. In order to protect launchers placed on an island outside of bases, players can land their Commandos on that island.

Launching S-S missiles from SSM launchers is the same as from ships (two red dice...), but they can be launched in any direction.

Launching S-A missiles from SAM launchers is the same as from ships (two green dice...).

(Picture 64: examples of Surface-to-Air missiles launched from SAM launchers; one hits helicopter H1, the other misses.)

Transport Helicopter

Players have one Transport Helicopter (H6), H marker and control panel. Movement is the same as other helicopters. Maximum flight length is 8 turns. Its value is 2 points.

Transport Helicopters can carry up to two C markers (Commandos) or any marker of armament (G, T, A-A, A-S, S-A, S-S, CM and other). Even though they can carry various armament, they can't use any, but only transport it.

In order to transfer a marker from H6 to a ship or a boat, the helicopter must land on a white point. A ship or a boat must be on a point adjacent to it. When markers are transferred they can't move.

(Picture 64: Transport Helicopter H6 and a Torpedo Boat TB-4 in the example positions.)

(Picture 65: Transport Helicopter H6 transferring markers to Torpedo Boat's control panel.)

Transport Helicopters are larger than other, so they can not land on previously mentioned ships (Frigates and Command Ship). The only ship with platform big enough for H6 is Dock Landing Ship.

Dock Landing Ship

Each player has one DLS-26 and its control panel. DLS is a capital ship. Movement is the same as other ships. Its value is 9 points.

Its main purpose is not combat, therefore it carries only one Cruise missile, two S-A missiles and Machine guns for self-defense. Launching of missiles and firing Machine guns is the same as other ships.

Dock Landing Ship can carry up to two helicopters (those can be any, including H6). It has a tank of helicopter fuel as well as place for two markers of helicopter armament.

The main purpose of a DLS is to carry Commandos close to an enemy base in order to capture it. On the ship is room for 4 C markers. To their final destination - an island, Commandos can be carried by Utility or Transport Helicopters. Beside helicopters, Commandos can be carried by Hovercraft or a Landing Boat. DLS can carry one Hovercraft or a Landing Boat in hull (well dock).

(Picture 66: Landing Boat LB-27 approaches and enters Dock Landing Ship DLS-26.)

(Picture 67: Landing Boat LB-27 exits Dock Landing Ship DLS-26 and moves away.)

Landing Boat

Each player has one LB-27 and corresponding control panel. Its value is 1 point. At the beginning of a game, LB can be placed on control panel of DLS.

LB moves the same way as other boats, but slower (the same speed as ships). A torpedo can hit LB only from its rear side (same as other boats). It doesn't have any armament.

Its main purpose is to transport Commandos. Because of its slow speed, it is most efficient when carried by DLS.

When Landing Boat is exiting DLS, the LB piece is placed behind piece of DLS, in any direction. In that turn, Dock Landing Ship can't move. From the following turn, they can move independently.

During game Landing Boat can return into DLS. In one turn pieces must approach to each other - LB must be behind DLS (turned in any direction). In the next turn the DLS can't move while the LB enters inside it.

All the rules for entering/exiting also apply to Hovercraft. While inside the DLS, Landing Boat or Hovercraft can load/unload C markers.

Guided Missile Cruiser

Guided Missile Cruiser GMC-37 is third type of capital ships in this game. Of armament it has machine gun, one Cruise Missile, 4 S-S missiles and 4 S-A missiles. Its value is 8 points. That is the most armed ship. It can be very effective in offensive tasks, but also in defending its fleet from attack of aircraft.

Minelayer (Minesweeper)

Sea mines are mass used in all war navies. They are very useful in protection of harbors, important corridors etc. Mines can be placed in water by various ships, but the most suitable for that role are special ships - Minelayers. Each player has one Minelayer (M-28) and 8 Contact Mines (M markers). Minelayers have their control panels, and they can load 4 mines (the rest of the mines can be in a storage or Ammunition ship). When it spends all mines, Minelayer can load new. Procedure is the same as any other loading.

A Mine is placed on a point on the board, after movement of Minelayer. The last step of its movement must not be a turn in place. Then one M marker is placed on the board, on the point exactly behind the ship. In the following turn, after movement, another Mine can be placed. Vessels or Hovercraft (own or enemy) should not pass over the point with a Mine. If any vessel (or hovercraft) do it, its piece is destroyed and removed from the board (and the Mine is also removed).

Contact mines are floating on the water surface, and they are always visible. In this game M markers are clearly visible on the board, but even that way they have their function. Though, enemy has a way to remove them. For those purpose are used special ships - minesweepers. Many ships are both minelayers and minesweepers. That is the M-28.

In order to remove / deactivate an enemy Mine, M-28 must come to a point adjacent to the Mine, so the Mine is to the side from it. In the following turn the Mine is deactivated (M marker is removed from the board). In that turn, the Minelayer can't move.

Minelayer can even remove own mines, and place them on another spot. It needs to come to point adjacent to it (sideward). In the next turn, the M marker is removed from the board and placed on its control panel (it can't move in that turn).

(Picture 68: Minelayer M-28 placing a Mine.)

(Picture 69: Minelayer M-28 removing a Mine.)

Hydrofoil

Every classic ship or boat has limited speed because hull is making huge water resistance. Hydrofoils have hydrodynamic foils (similar to wings of aircraft) which are below the hull. AT certain speed those foils create lift and raise its hull above the surface of the water. By that, drag is reduced significantly and the vessel can reach much higher speed. In the sixties some Navies have introduced hydrofoils in arms.

In this game, each fleet has two Hydrofoils HY-29 and HY-30. Those are small vessels, and like boats, they can move on shallow water (light blue points). Their armament is mixed, gun and missile. Shooting from gun and launching S-S missiles is already described. The main advantage of Hydrofoils is their speed. Hydrofoils have two modes of movement:

  1. hullborne (classic mode, like any other ship) and
  2. foilborne.

In one turn, a Hydrofoil can move in only one mode. When moving hullborne, it moves the number of steps as the number rolled on blue die (same as ships). Applies the rule that the movement can be consisted of straight forward steps and turning in place.

When moving in foilborne mode, the number rolled on blue die is increased for 3. In this mode isn't possible to turn in place. Allowed is mild turning at each step. The piece must move the exact number of steps as the number rolled + 3. This kind of movement is very similar to progressive flight of helicopters.

(Picture 70: Hydrofoils HY-29 (hullborne, turning in place) and HY-30 (foilborne, mild turning at each step).)

Seaplane

Each player has one Seaplane. Those are transport aircraft which can carry various armament (T, G, S-S, etc.), plates for repair, commandos ... When in game are used Submarines, Seaplanes have more significant role. They can carry Sonars (devices which can detect submerged submarines) and Depth charges.

In this game is used Seaplanes piece (in the air), or H7 marker (on the water). Seaplanes are special kind of aircraft which used water surface for takeoff and landing instead of runway. It has two main modes of movement:

  1. flying mode and
  2. on the water mode.

In flying mode, piece of Seaplane is moved for exact number of steps as the number rolled, increased by 7. Everything else is the same as progressive flight of helicopters. When in the air, Seaplane must move in each turn, and the pointer on its control panel is moved to smaller number each time.

(Picture 71: Seaplane H7 flying in flying mode for a fixed number of steps.)

Take off and landing are considered as flying mode. Before it takes off, on the board is its H7 marker. In the first 5 steps it must move straight forward, on the water. In the sixth step, the marker is replaced with Seaplane piece and that is the moment of take off. The sixth step must also be straight forward (but it can be over land). Only from the seventh step it can turn (in each step for 60°).

(Picture 72: Seaplane takeoff.)

When landing, Seaplane must move straight forward in the last 5 steps, and last 4 points must be on the water. In the point where Seaplane touches water surface, its piece is replaced with H7 marker. When landing, it can move fewer steps than the number rolled + 7.

(Picture 73: Seaplane landing.)

When on the water mode, Seaplane moves the same way as vessels. H7 marker moves the number of steps as the number rolled on a blue die (or less). It can move on shallow water. When moving this way, pointer on fuel indicator is moved for one notch down.

There is a special case of moving on the water, when the pointer isn't moved (fuel isn't spent). The engines are working on minimum. Marker H7 can move only for one step (straight forward or a turn in place for 60°). In any case, Seaplane can't move backward.

(Picture 74: H7 moving on the water.)

(Picture 75: H7 moving on the water with the fuel pointer not moved.)

Seaplanes can refuel at any base. They need to come on an anchor point (port), or any adjacent point to fuel depot. Also, they can refuel from any ship with aircraft fuel (frigates, Command ship, DLS) and from Hovercraft. In this case, H7 marker must come to point sideward and adjacent to the ship/hovercraft. Refueling takes one whole turn (they can't move).

Seaplane has no armament. It can be shot down by S-A and A-A missile, or by machine gun from a vessel or Combat Helicopter (see tables on page 17 - "other aircraft"). When on the water, it can be destroyed by a gun shell, S-S and A-S missile, AGR and machine gun. Torpedo can't hit it, because Seaplane has very shallow draft.

Seaplane can quickly fly to an enemy base and capture it with two units of Commandos. It can be useful as a deliverer of ammunition to distant vessels.

Submarine

Since their introduction (beginning of 20th century), submarines have changed naval warfare significantly. Their main feature is ability to sail under water, which makes it invisible to enemy. The main armament of submarines are torpedoes, which can sink even the largest war ships.

In this game each fleet has two Submarines S-31 and S-32. They differ from each other in amount of torpedoes loaded: S-31 carries two, and S-32 can carry up to 3 torpedoes. Instead of one torpedo, S-32 can carry one unit of Commandos (C marker). Each Submarine has its piece (surfaced) and its S marker (submerged).

The way of moving on the surface or under water is the same as ships (straight forward steps and turning in place), but slower: the number rolled minus 1.

  • OPTIONAL RULE: Submarines are slower when moving under water. Because of that, players can apply the rule that submerged Submarine moves for the number rolled minus 2.

Submerged Submarine can move only on deep water (dark blue points), and while on the surface, it can also move on shallow water (light blue). In order to submerge or emerge, Submarine must move at least one straight forward step. When submerging, its last point of movement must be deep water. Then, its piece is replaced with S marker, or opposite.

The way of launching a torpedo is already described. Submarine can launch a torpedo when submerged and when surfaced. It has a machine gun, which can be used only when the Submarine is on the surface.

As any other piece, Submarine can restock ammunition (Torpedoes) from a base or from Ammunition ship, Hovercraft, Seaplane, etc. Of course, when loading, it must be on the surface.

Submarine is sunk by one hit. When on the surface, it can be hit by a Gun shell, S-S, A-S or AGR. When under water, Submarine can be hit only by a Torpedo or a Depth charge.

Depth Charge

The most efficient way of sinking submarines is use of depth charges. Most of war ships has them, and particularly are effective destroyers. Beside ships, depth charges can be carried by helicopters and planes. In this game (exercise) Depth charges can be used only by Utility Helicopters and Seaplanes. Depth chargers are represented by D markers. Each player has 6 of them. Helicopters can load one, and Seaplane can load two D markers.

When in its last point of movement, an aircraft comes to any point adjacent to submerged Submarine (which isn't land), it can drop a Depth charge. Its effect is absolute - the Submarine is destroyed and the S marker is removed from the board. The D marker is placed on control panel of the sunk Submarine.

(Picture 76: Depth charge attack by Utility Helicopter H3 on submerged Submarine S-32.)

Hidden Movement of Submarine

In order to give the Submarines their true value, we introduce the following rules for positioning and movement. The essence is that players don't know the positions of enemy submerged Submarines. To play the game this way, it is required to use Notepads and Turn counter.

At the beginning of game, the Turn counter is set to "1". One whole turn has passed when both players roll dice, move their pieces, shoot ... When the second turn starts, the digit is moved to "2". And so on to the end of game, in each turn the digits are moved to higher number.

Whole board has 187 sectors, from A1 to Q11. At the beginning of game, players write positions of their Submarines in Notepads. For example:

(Picture 77: an example Notepad with the initial positions of Submarines S-31 (D8) and S-32 (C2).)

In the first (and every) turn, players can, but don't have to move their hidden Submarines. While they are submerged and hidden, for their movement blue dice are not "spent". Therefore, players can move the number of pieces as the number of rolled blue dice, and write new positions of their Submarines. In each turn, a hidden Submarine can move to a neighboring sector (see picture 78).

(Picture 78: a submerged Submarine can move to any of the neighboring sectors, in any of the eight directions shown.)

Submarines can't be submerged in sectors where all points are on land or shallow water. On some parts of the board isn't possible to pass from one sector to another (because of islands and shallows). For example, it isn't possible to move from sector H9 to sector G10. Players should take care to avoid mistakes, because at the end of game whole movement of hidden Submarines can be checked.

If a player wants to not move one or both Submarines in a turn, he/she must write their position (picture 79).

(Picture 79: a Notepad showing turns 1 to 3 for S-31 and S-32. In the example in the picture, the player didn't move S-31 in the second turn.)

There is no limit up to which turn Submarines can remain hidden. It is logical that every player wants to make a tactical surprise for enemy. For example, to launch a torpedo at a capital ship, or to land Commandos in an enemy base. In the turn when launching a torpedo, the S marker must be placed on the board (anywhere in the sector where it reached). Then he must show the Notepad to prove that the Submarine had logical path, from the first turn to the turn when launching the torpedo. From that turn, the Submarine moves on the already described way (when moving, a blue die is "spent").

If Submarine S-32 wants to land Commandos, it has to emerge to surface. In that turn the player must place S-32 marker on the board. In general case, a player can reveal his Submarine by placing S marker or piece.

It is possible that two or more Submarines are found in the same sector. The assumption is that the Submarines are on different depths and they won't collide.

In simpler variant of play applies the rule that when once revealed, Submarine can't hide anymore. However, it is possible to play the game with possible re-hiding.

  • OPTIONAL RULE: 3 turns after a Submarine was surfaced, or after launching a Torpedo, player has right to remove its S marker from the board and write its position in Notebook. Of course, the opponent knows in which sector it is, but in the further course of the game Submarine can go in any direction (by the same rules for hidden movement).

Applying the rule for hidden movement of Submarines requires from players high concentration. Because of that, we recommend to apply this rule after playing a few games and learning other rules.

Sonar

As soon as submarines were introduced, every navy was searching for a way to discover their position while they are under water. Sonar is the first device used for that purpose. It transmits sound waves and then catches their echo (return wave). Based on the returned sound it is possible to discover presence of large objects in depths. Eventually Sonar became very efficient, so even today it is in use. These devices are placed on various places, most often near bases, on some frequent passages etc. Almost all ships have it too. There are sonars which are dropped from aircraft and then they float on the surface. They send information to the aircraft by radio waves.

In this game are used only Sonars which are dropped from planes or helicopters. They are represented by round SN markers. Each player has 10 of them. Helicopters H-3 and H-4 can carry one, and Seaplane can carry two Sonars. Beside that, near Bases A are sonars which detect every Submarine in sectors: xxxxxxxxxx and xxxxxxxxxx.

(Note: the rulebook as printed leaves the sector list for the sonars near Bases A as the placeholder "xxxxxxxxxx and xxxxxxxxxx". It is transcribed exactly as printed.)

After movement, an aircraft with loaded Sonar can drop it on the water. SN marker is placed on the point right behind the aircraft piece. The turn and the sector in which Sonar is dropped is written in the Notepad. If any enemy Submarine is in that or any neighboring sector (see picture 80) - the opponent must place S marker on the board, while he can choose the point and direction to place it (in certain sector).

(Picture 80: the sonar detection zone, consisting of the sector where the Sonar is dropped and its neighboring sectors; a Notepad records "turn 11: Sonar - H9".)

Sonar has its function even if it doesn't detect a Submarine right away. If, in further course of the game, opponent wants to move his Submarine in one of those 9 sectors - he has to show its position and place the S marker. In simpler variant, Sonar acts until the end of game.

  • OPTIONAL RULE: Sonars work on batteries, so they have limited time of sending information. The limit is 5 turns (including the turn when it was dropped). After that, the SN marker is removed from the board.

If a vessel (own or enemy) passes over a Sonar (comes on a point with SN marker), it is considered destroyed and SN marker is removed from the board (it stops operating).

  • In order to hide again, a Submarine must leave Sonar's detection zone (9 sectors), or wait for its destruction or expiration. Three turns after that, it can hide.

* Dispersed shore and plenty of islands can make sonars less effective. It seems illogical that a sonar can detect a submarine which is behind an island. However, modern sonars can detect secondary echo signals, so any submarine nearby can be detected.

Magnetic Anomaly Detector - MAD

Other device used for discovering submerged submarines is Magnetic Anomaly Detector. These devices are carried by special patrol planes and helicopters. Interesting fact is that magnetism of the aircraft obstructs functioning on the MAD. Because of that, on planes, MAD is placed on a long rod behind the tail. On helicopters, MAD is in a special container which hangs behind on a cable. In this game, only Utility Helicopters are equipped with MAD.

In the last point of movement, helicopter H3 or H4 activates MAD. Its effect zone is only one sector (the sector where the helicopter is, while it can be on any point, even over land). If in that sector is any enemy Submarine, the opponent must place S marker on the board (on any dark blue point in that sector). The turn and the sector is written in Notepad each time. MAD device can be activated unlimited number of times, and it acts only in one sector at a time.

(Picture 81: helicopter H4 activates MAD in its sector; the Notepad records "turn 14: MAD - 05", as printed.)

Remote Controlled Mines (RC Mines)

For defense of bases, very often are used Remote Controlled Mines. In order to be safe for own vessels, they are placed on great depths and they are activated remotely.

There is no piece or marker for RC Mines. Before the start of game, each player writes sectors where mines are placed. It is the matter of agreement or a scenario, how many and which sectors can be mined. For example, each player can write 3 sectors, that are not further than 5 sectors from the eastern or western side of the board (see the picture).

(Picture 82: an example of sectors chosen for RC Mines, written in the Notepad as "Mines: D5, D6 and D8".)

When at least one enemy vessel (or hovercraft) comes in a mined sector, RC Mines can be activated. The player must show part of Notebook with written position of RC Mines. By activating them, all vessels on that sector are sunk. If there is any own vessel in that sector, it is also sunk.

Positions of these mines can be discovered by using Sonar or MAD. Therefore, when a Sonar is dropped somewhere, opponent must say if there are any RC Mines nearby (in 9 sectors around SN marker). The same is for MAD.

Ekranoplan

Ekranoplans are craft that fly at altitude of only a few meters using ground effect. It is very risky to fly over land, so they are useful only on water surfaces. It could be said they have features of ships (load capacity) and planes (great speed). During Cold war, some countries were trying to use ekranoplans in military purpose. The most successful was Soviet Union (USSR). They were testing several prototypes on Caspian sea, but none haven't entered operative use.

The assumption is that each fleet in this game (exercise) has one Ekranoplan E1. It is armed with two Surface-to-Surface missiles, which are launched by the previously described rules.

Those are large crafts with big fuel tanks, so in this game they don't have limit in duration of flight. Their movement can be:

  1. on the water mode and
  2. flying mode (small altitude).

In one turn it can't move in both modes. Piece is used when flying, and when on the water E marker is used.

Moving on the water is by the same rules as for Seaplane. In one turn it can move maximum the number of steps as the number rolled. Movement can be consisted of straight forward movement and turning in place. Unlike Seaplane, Ekranoplan can't move without "spending" a blue die.

In flying mode, Ekranoplan moves similar to Seaplane. The number of steps in a turn must be equal to the number rolled on blue die, plus 7. Unlike Seaplane, Ekranoplan can't fly over red points (land), but it can fly over orange and white points (like Hovercraft).

Takeoff and landing is the same as Seaplane.

Because of their size and small altitude of flying, Ekranoplans have limited turning speed. Ekranoplans can't turn two times in a row. Therefore, after every mild turn, the next step must be straight forward (see picture 83).

(Picture 83: an Ekranoplan E1 in flying mode, turning once and then moving straight forward on the following step.)

When it is on the water, it can be destroyed by a Gun shell, S-S, A-S, AGR and Machine gun. Torpedo can't hit it, because it has shallow draft. When flying, it can't be hit by S-A missiles, because it flies below their targeting zone. It can be shot down by A-A missile. When being hit by a Machine gun, the outcome is determined by the following table:

Combat Helicopter shooting at:

Target123456
3 Ekranoplan - airborneMISSMISSMISSMISSMISSHIT
3 Ekranoplan - landedMISSMISSMISSMISSHITHIT

Ship or boat shooting at:

Target123456
3 Ekranoplan - airborneMISSMISSMISSMISSHITHIT
3 Ekranoplan - landedMISSMISSMISSHITHITHIT

Auxiliary Pieces (for scenarios)

Most of the previously described pieces have some weapon and directly participate in combat, or they don't have weapons but they carry Commandos, bring fuel and ammunition, repair ships, etc. Beside that, we introduce some pieces that don't participate in combat, but in some scenarios they have the main role.

Transport Ship and Tanker

Pieces T-33 and T-34 represent Transport (cargo) ships, and TA-35 is Tanker. They move the same way as other ships, and don't have any armament. They are sunk by two hits and their value is 2 points. They are used in some scenarios.

Mobile Landing Platform (ship)

Piece of this ship has mark MLP-36. That is a large ship that can be sunk only by 3 hits. Its value is 3 points. The main feature of this ship is ability to carry large sized cargo. For example, that can be an Oil platform, or a Destroyer class ship. MLP has low deck which can dive under water surface. In that way it can drag below a ship (which can't sail because of malfunction or damage) and load it on the deck. Procedure of loading a ship is shown in the following pictures. When moving with heavy load (ship or platform), it moves one step slower. Helicopters can land on it (up to two), but they can't refuel.

(Pictures 84 to 86: the procedure of MLP-36 loading a ship.)

Similar procedure is for unloading (but opposite).

Oil Platform

There are various types of oil platforms. In this game is used a floating Oil Platform which can be carried by MLP.

Blimp

Man began to conquer air using craft lighter that air - aerostats. Blimps are one kind of aerostat. With appearance of planes and helicopters, aerostats almost disappeared from the sky. They are still used for meteorology, research, tourist and sport purposes. Some countries use Blimps for military purposes, mostly for observation or electronic interference. Those are mainly unmanned craft.

In this game each player has one piece of Blimp (aerostat). They can have different roles in scenarios. They move very slow, in one turn they can move only for one step. It can be straight forward or mild turning while moving. They can also turn in place for 60°. For their movement a blue die is not "spent".

(Picture 87: Blimp movement examples.)

Combat Aircraft

Initial concept of this game was a duel between boats. Gradually were added various vessels and craft. During Kickstarter campaign, Combat Aircraft were implemented. Because of flexibility of Triangle system, it was possible to fit all the elements in the game, while maintaining realistic ratio of speed, range and armament power.

In modern conflicts, aviation often has the crucial role. Most of wars (interventions) begin by strikes of combat aircraft. In this game, accent is on naval forces. Planes also participate, but they are based in distant bases (red are on an airport, and blue are on a aircraft carrier). Each plane can perform only one combat flight during the game. Because of that the game remains primarily a naval battle, but planes can turn over situation by fast and powerful action, as it often happens in real conflicts.

Players get additional A-A and A-S markers, which are visually different from markers representing helicopter armament.

Each player has 5 Combat Aircraft:

  • A1 and A2 (Strike Fighter) can do both fighter and bomber tasks. They are armed with guns, one A-A missile and one A-S missile;
  • A3 (Attack Aircraft) is a plane intended for attack on targets on ground and water. They are armed with two A-S missiles;
  • A4 (Fighter-Bomber) is a supersonic plane intended for attacking targets in the air and on land/water. It carries two A-A missiles and one A-S missile.
  • A5 (Fighter) is supersonic fighter plane armed with a gun and two A-A missiles.

Each plane has its piece and control panel.

Components for the Combat Aircraft expansion: 10 pieces (2x2 Strike Fighter, 2x1 Attack Aircraft, 2x1 Fighter-Bomber, 2x1 Fighter); 22 markers (2x5 "A-S" Air-to-Surface Missile, 2x6 "A-A" Air-to-Air Missile); 10 control panels.

Approach into Battle Zone

Players can use airplanes already at the beginning. But, it is more logical to wait several turns to pass, to see what targets are the most suitable for their action.

As already said, airplanes are based on a distant airport/carrier, therefore, beyond the board. At the beginning of game, all control panels of chosen aircraft are filled with A-A and/or A-S markers. Pointers on fuel indicators are on position "Ready". When a player decides to activate one airplane, the airplane piece is placed beside the board, and pointer is moved to position "Takeoff". Each side in the conflict has long range radars, so it is possible to detect enemy planes when they take off. In the next two turns, the player only moves pointer to "Climb" and then to "Approach" position.

In the following turn, piece of the airplane is placed on the board. It is placed on a point along the eastern edge of the board (Blue) or western edge (Red). Then, the pointer is placed on number "6" or "8" (the first next to "Approach"). In these turns, a blue die is not spent.

(Picture 88: Strike Fighter A1 placed on the board at the western edge.)

From the moment of takeoff, in each following turn, pointer on fuel indicator must be moved for one notch. From the moment of placing the piece on the board, in each of the following turn the plane must move, and a blue die is "spent". The pointer is moved to lower number each time.

Movement of Combat Aircraft

Combat Aircraft move the same way as Seaplane or helicopters in progressive flight. Because they are faster, on the number rolled on blue dice is added number 10.

Planes A4 and A5 can fly supersonic. In order to achieve that speed, they have to use afterburner. In that case, the number rolled is increased by 15 (A4) or 13 (A5). When using afterburner, much more fuel is spent, so the pointer is moved for two notches to lower number.

(Picture 89: Fighter-Bomber A4 using afterburner; the path is shown on the board.)

  • OPTIONAL RULE: the base rule for Combat Aircraft is: when in battle zone, for their movement are spent blue dice. If multiple airplanes are in the battle zone (the board) at the same time, it can happen that the player can't move any other piece (ships, boats, helicopters, etc.). Therefore, the optional rule is to roll the blue dice twice: once for all other pieces (the number of rolled dice is determined by the table on page 16), and the second time for Combat Aircraft (rolled are the number of dice as the number of aircraft in the battle zone).

When the pointer on fuel indicator is on position "1", the plane must exit the battle zone. Therefore, blue planes must exit the board to the east side, and red to the west side. Then the pointer is moved to position "Return to base". In the further course of the game, the plane can't be used anymore.

It can happen that a plane can't exit the board when the pointer is on number "1". In the further turns, the player must move the airplane piece toward the edge of the board (east or west), but it spends the fuel needed for return. Because of that, the plane can't reach its base and it is considered lost. The opponent counts points as he has shot it down.

(Picture 90: example of a plane moving toward the board edge with the fuel pointer at 1, on the way to exit the battle zone; A2 shows the return-to-base position.)

Combat Aircraft Gun

Most of modern combat aircraft is armed with guns, which can be used against targets on land/sea and in the air. In this game only A1, A2 and A5 have guns. It isn't predicted to fly on lower altitudes, so planes can't use guns for targets on land/water. Therefore, aircraft guns (in this game) can be used only for other aircraft (combat aircraft, seaplane and helicopters). Ekranoplan can't be hit even when in flight.

Procedure is the same as when Combat Helicopter is shooting at other aircraft. The airplane must come on a point directly behind its target. Then a red die is rolled, and the outcome is determined by the table on page 17 ("Combat Helicopter shooting at"). Combat Aircraft belong to "other aircraft - airborne".

In the following picture are shown successful and unsuccessful shooting from aircraft gun.

(Picture 91: A2 shoots at helicopter H1 from directly behind and hits (HIT); A5 shoots at A3 and misses (MISS).)

Combat Aircraft Air-to-Air Missile

All Combat Aircraft, except A3, carry one or two A-A missiles. They are the same type of missiles used by helicopters in this game. Therefore, those are short range infrared guiding missiles. They are launched the same way as shown on pages 9 and 10. Because of higher initial speed (airplanes are faster than helicopters), range of A-A missile is greater - the number rolled on a red die is increased by 2.

These missiles can hit any helicopter in flight, Seaplane in flight, all Combat Aircraft, Cruise missile and even Ekranoplan in flight. In the following pictures are examples of launching A-A missiles.

Decoy Flare

Modern jets are equipped with infrared Decoy flares. Those are cartridges thrown out by a plane to counter a homing A-A missile. Heat of Decoys can attract a launched to itself and protect the plane that way. Therefore, if an enemy plane successfully launches A-A missile, the player whose plane is targeted can roll a red die. If the die rolls "4", "5" or "6" - the Decoy successfully attracts the missile and the plane is unharmed. If the die rolls "1", "2" or "3" - the A-A missile undisturbedly hits its target. If A-A missile fail to reach the target, there is no need to roll a red die for Decoy.

(Picture 92: examples of A-A missile launches by Combat Aircraft, with hits and misses shown.)

(Picture 93: Successful Decoy flare countermeasure: A4 launches an A-A missile at A3, and the Decoy flare of A3 attracts the missile.)

Combat Aircraft Air-to-Surface Missile

Planes A1, A2 and A4 carry one, and A3 carries two A-S missiles. They are launched the same way as described on page 9. Because of higher initial speed, range of A-S missile is greater - the number rolled on green dice is increased by 2.

(Picture 94: example of an A-S missile launched by Strike Fighter A1 at Missile Boat MB-21, which is a MISS.)

(Picture 95: example of an A-S missile launched by Attack Aircraft A3, which hits a target on land.)

Shooting Down Combat Aircraft

In conditions as in this game (many vessels in one area), combat aircraft act from medium and high altitudes. Because of that, machine guns from vessels can't hit them.

Also, Combat Helicopter can't shoot at a jet airplane, because of great speed difference (even though its piece can get to a position behind a plane piece, H5 simply isn't allowed to hit it).

Very efficient measure for shooting down aircraft are Surface-to-Air missiles. Most of them has the Guided Missile Cruiser (4 markers).

The most efficient measure for shooting down Combat Aircraft are other Combat Aircraft. It is already described how aircraft guns and A-A missiles act.

Tactic for Use of Combat Aircraft

Combat Aircraft can turn over the situation in short time. Since they have only one combat flight, players should estimate well when to use them. They are visible (on radar) several turns before they enter battle zone. In that way, each player has time to react, for example to send fighter planes to intercept enemy bombers. Most of the aircraft can perform both fighter and bomber tasks, which somewhat makes easier choice.

  • OPTIONAL RULE: When in game are used Combat Aircraft, it is easy to hit all three targets in the main base A. Because of that, in this case that isn't the end of game.

Players should plan their targets ahead. If during airplane flight player changes decisions, it can happen to run out of fuel. Helicopters are relatively easy targets. However, helicopter can land before their arrival and avoid being hit by A-A missile or by gun.

Some wars are won by sudden attack of whole air force. That can be a successful tactic in this game. Or, it is maybe smarter to send aircraft individually. If players give too much attention to aviation and neglect other forces (ships, boats...) - it can happen to suffer great losses, which can't be compensated even by aviation.

Combat Aircraft table (as printed):

NumbersNameSpeedFuelArmamentValue
A1 - A2Strike Fighter15 (blue +10)6A-S missile (green dice +2); A-A missile (red die +2); gun4
A3Attack Aircraft15 (blue +10)8two A-S missiles (green dice +2)4
A4Fighter-Bomber15 (blue +10) / 20 (blue +15)8two A-A missiles (red die +2); A-S missile (green dice +2)5
A5Fighter15 (blue +10) / 18 (blue +13)6two A-A missiles (red die +2); gun

(The table reproduces the printed armament icons in words. Speeds show the normal value and the afterburner value where printed, with the blue-die increase in brackets.)

Scenarios

There are several scenarios for Basic board. Because islands are symmetrically dispersed, all scenarios are mainly symmetric - both players have the same tasks. All of those scenarios can be adapted to the larger board. Of course, total value of pieces and their initial positions should be different. It isn't possible to make a completely symmetric situation, but it isn't necessary.

In the world often occur Low intensity conflicts (LIC). In that case, one or both sides use don't use all available forces, or the combat is limited only on some areas. Reasons can be military or politics. This game represent one complex air-naval exercise where fleets get different tasks. Sometimes, force for accomplishing those tasks are unlimited. In certain cases it is forbidden to attack some enemy formations or parts of territory. For example, for ecological reasons, it isn't allowed to attack active oil platforms...

In general case, when playing a scenario, destruction of enemy Base A isn't the end of game. Players can destroy objects in enemy bases in order to unable repair of ships and destroy ammunition, if they estimate it will help in accomplishing the main task. For determining the winner, the task in a scenario is exclusively important.

Required pieces aren't counted in total value. The first on the turn is the player who has a certain task to complete, or it is agreed.

Convoy

Total value: Red - 38 p; Blue - 38 p

Required pieces: Red T-33, T-34 and TA-35 - cargo ships. They are initially positioned in sectors M10 or M11.

Initial positions: 4 sectors from the west / 4 sectors from the east

Restrictions: Combat Aircraft and A-S missiles are not used.

Task: The Red player must form a convoy of ships (with escort) and bring them out of combat zone to the south. The convoy must not move western from M sectors, and they must leave the combat zone from sectors M1 to A1.

Limit: 35 turns

The task is completed if 2 of the 3 cargo ships manage to exit the battle zone within the 35 turns. If only one ship escapes - the outcome is a draw. If none of the ships manage to leave the battle zone until 35th turn (or if all three cargo ships get sunk), the winner is the Blue player.

Scenario variations: - the Blue player can have the same task: to bring cargo ships out of battle zone, from sectors F1 and F2 to the north. The ships must not move eastern from F sectors.

  • Both players can have symmetric task. The winner is the player who brings out more cargo ships by the end of 35th turn.

Deploying Oil Platform

Total value: Blue - 30 p; Red - 30 p

Required pieces: Blue MLP-36 and OP. MLP is initially positioned in sector D2 with Oil Platform loaded.

Initial positions: 5 sectors from the west / Zone bordered by sectors: D1 - D7 - A7 - A1

Restrictions: Bases B and C, Submarines, Helicopters, Combat Aircraft, pieces armed with S-S missiles and Land launchers are not used.

Task: The Blue player must deploy Oil Platform in sector G10.

Limit: 20 turns

The task is completed if the Oil Platform is deployed within 20 turns. If it isn't completed by the end of 20th turn (or if the Red player sinks MLP-36 with loaded OP), the winner is the Red player.

Scenario variations:

  • The Red player can have the same task: to deploy Oil Platform in sector L3. MLP-36 with OP is initially positioned in sector O10. Zone of initial positions of Red pieces is bordered by sectors: Q5 - N5 - N11 - Q11. The Blue pieces are placed in 5 sectors from the east.
  • Both players can have symmetric task. The winner is the player who deploys Oil Platform first.

Tanker

Total value: Red - 34 p; Blue - 34 p

Required pieces: Red TA-35 and OP. Tanker is initially positioned in port of Base C. OP is positioned in sector I4.

Initial positions: 4 sectors from the west / 4 sectors from the east

Restrictions: This is a Low Intensity Conflict. It isn't allowed to destroy Oil Platform, nor the Tanker while loading oil or after that. Also, shooting at or capturing enemy bases isn't allowed. Submarines, Combat Aircraft and S-S missiles are not used.

Task: The red Tanker must get to the Oil Platform, load raw oil (loading lasts 2 turns) and bring the oil to Base A.

Limit: 25 turns

The task is completed if the Tanker with loaded oil gets into the port of Base A by the end of 25th turn. If it doesn't, the winner is the Blue player.

Scenario variations:

  • The Blue player can have the same task. His Oil Platform is in sector J4. Tanker also starts in Base C and it must bring oil to Base A.
  • This scenario isn't predicted that both players have symmetric tasks.

Salvage of Frigate

Total value: Blue - 44 p; Red - 34 p

Required pieces: Blue MLP-36 and F-17. MLP is located in port of Base A. Frigate is in sector J1.

Initial positions: zones E8 - E4 - A4 - A8 / J8 - J11 - Q11 - Q8

Restrictions: This is a Low Intensity Conflict. Bases B and C aren't used. Shooting at or capturing enemy base isn't allowed. Submarines, Combat Aircraft and S-S or A-S missiles are not used.

Task: The Frigate is immobilized because of fire in engine room. It carries important devices, so blue MLP-36 must bring it to the base.

Limit: 40 turns

The task is completed if the ship is brought to the Base A by the end of 40th turn. In all other cases, the winner is the Red player.

Scenario variations: - Variations are possible, where the Red player has similar task and the Blue player should prevent it.

Blimp

Total value: Red - 38 p; Blue - 30 p

Required pieces: Red Blimp. Its initial position is in sector K4.

Initial positions: 7 sectors from the west / 3 sectors from the east

Restrictions: This is a Low Intensity Conflict. Shooting at or capturing enemy base isn't allowed. Combat Aircraft are not used.

Task: The Blimp is equipped with reconnaissance devices. It has a task to go to the Base A (N10), but on its way it must pass through sector I6.

Limit: It must be completed by the 30th turn

Scenario variations:

  • The Blue player can have the same task. His Blimp is in sector F9 and it must go to Base B (E11) through sector I6. Initial positions and total value is the opposite.
  • In this scenario players can't have symmetric tasks at the same time.

Breakthrough of Combat Group

Total value: Blue - (blank in the printed rules); Red - 28 p

Required pieces: Blue player chooses 7 ships. Those can be: Destroyers, Corvettes, Missile Corvettes, and Frigates. If Frigates are chosen, on them can be helicopters by choice. Combat Aircraft: Red A1, A2 and A3; Blue A4 and A5.

Initial positions: Blue - sectors I1, J1 and K1; Red - zone M9-M11-Q11-Q9

Restrictions: The Red fleet isn't allowed to go south from sectors A4-Q4. Bases and Land launchers are not used.

Task: A group of blue war ships is returning from a mission. Their task is to breakthrough and leave the battle zone through sectors A11-E11.

Limit: 30 turns

If at least 4 ships break through by the end of 30th turn, the Blue player is the winner. If only 3 ships break through, the outcome is a draw. In all other cases the winner is the Red player.

Scenario variations: Variations are possible, where the Red player has similar task and the Blue player should prevent it. The initial positions should be rotated.

Capturing Island

Total value: Blue - 36 p; Red - 36 p

Initial positions: Blue - zone C8-A8-A4-C4; Red - zone M9-Q9-Q11-M11

Restrictions: Land launchers, Bases B and C and are not used. Shooting at or capturing enemy base isn't allowed.

Task: Commanders of fleets in a maneuver have information about an unmanned craft crashed on an island. That craft was sent by "third side" with intention to perform electronic spying of naval maneuvers. Both players have the same task - to capture the island in sector J2 with Commandos.

Limit: 32 turns

The winner is the player who completes the task first, within 32 turns. Commandos must remain on the island for one turn to confirm victory.

Hidden Landing of Saboteurs

Total value: Red - 40 p; Blue - 40 p

Required pieces: Red Submarine S-32.

Initial positions: 5 sectors from the west / 5 sectors from the east

Restrictions: Shooting at or capturing enemy bases isn't allowed.

Task: Red Submarine S-32 has a task to bring a group of Commandos to one of the islands with an enemy base. S-32 is initially hidden, and player can choose to place it in sector P2 or sector O10 (in Base A or C).

Limit: 35 turns

The task is completed if it is done by the end of 35th turn.

Scenario variations: - The Blue player can have the same task. The initial position of blue S-32 can be sector C6 or D2. - Both players can have symmetric task at the same time.

Seaplane

Total value: Blue - 30 p; Red - 30 p

Required pieces: Blue Seaplane H7. It is positioned in sector J4.

Initial positions: Blue - zone C8-A8-A4-C4; Red - zone M9-Q9-Q11-M11

Restrictions: Bases B and C and are not used. Shooting at or capturing enemy base isn't allowed. Land launchers can be placed only in the zone of initial positions.

Task: During its night patrol flight, blue Seaplane encountered a storm and got disoriented. After several hours of wandering it had to land because of lack of fuel. The Blue player's task is to refuel the Seaplane using a Hovercraft or a Frigate. After that, the H7 must fly to the Base A (to land in sector C6).

Limit: 26 turns

If the task is completed by the end of 26th turn, the winner is the Blue player. The Red player isn't allowed to shoot at H7 before it takes off. It is a draw if the Blue player fails to complete the task on time.

The Red player wins if he/she manages to bring a Hovercraft or a Frigate with Commandos to the Seaplane. In that case the H7 is refueled and Commandos capture the plane. It must fly to the red Base A (sector O10).

Reference Tables

Pieces

Legend: ● = destroyed by one hit; ●● = destroyed by two hits; ●●● = destroyed by three hits; sonar; MAD; armor value (shield); depth charge; mine; torpedo; gun; machine gun; AGR; A-A missile; A-S missile; S-S missile; S-A missile; cruise missile; helicopter platform; landing (Commandos); helicopter fuel; repair; ammunition.

NumbersNameDurabilityMax speedArmamentOtherValue
1 - 8Torpedo Boat●7 (blue +2)torpedo (red die, +green); machine gun-2
9 - 12Corvette●●5 (blue +0)gun (red + green); machine gun-4
13 - 14Destroyer●●5 (blue +0)torpedo (red, +green); gun (red + green); machine gun-5
15Ammunition ship

Armament

Legend (printed): red die = 1/2/3/4/5/6; green die = 1/2/2/3/3/4. Repair marks: green wrench = repairable by R-16; red wrench = irreparable by R-16. Trajectory: straight line; first two steps forward then one turn; first two steps forward then multiple turns; one turn; multiple turns. Target: on surface, below surface, above surface (land), in the air.

ArmamentTargetDamageRangeTrajectoryDice
Torpedoon the water (boats and ships)irreparable by R-162 - 6 (10)first two steps forward, one turn; second part: one turnred die (+ green die)
Gun shellon surface and on landrepairable by R-162 - 10straight linered + green
S-S Missileon surface and on landrepairable by R-162 - 12first two steps forward, one turnred + red
S-A Missilein the air-2 - 8

Movement

Legend (printed): on the water surface; above surface (water or land); under water; on land; in the air (hovering); in the air (progressive flight); foilborne. Terrain: deep water; shallow water; solid flat land; flat land; land. Hovering: no blue die is spent. Movement with turning in place; movement without turning in place (progressive).

CategoryMovement mode AMovement mode BTerrain / other
Boatswith turning in place; blue +2*-deep water, shallow water
Shipswith turning in place; blue +0-deep water
Hovercraftwith turning in place; blue +2-deep water, shallow water, solid flat land, flat land
Hydrofoilwith turning in place; blue +0foilborne, without turning in place; blue +3deep water, shallow water
Submarinewith turning in place; blue -1with turning in place; blue -1 (submerged)mode A: deep water, shallow water; mode B: deep water
Helicoptershovering; no blue die spent

* Except Landing Boat (it moves only for the number rolled). ** Or +15 (+13) for some aircraft when using afterburner.

  • Surface-to-Air Missiles (S-A)
  • Cruise Missile (CM)
  • Land SSM and SAM Launchers
  • Transport Helicopter
  • Dock Landing Ship
  • Landing Boat
  • Guided Missile Cruiser
  • Minelayer (Minesweeper)
  • Hydrofoil
  • Seaplane
  • Submarine
  • Depth Charge
  • Hidden Movement of Submarine
  • Sonar
  • Magnetic Anomaly Detector - MAD
  • Remote Controlled Mines (RC Mines)
  • Ekranoplan
  • Auxiliary Pieces (for scenarios)
  • Transport Ship and Tanker
  • Mobile Landing Platform (ship)
  • Oil Platform
  • Blimp
  • HIT
    HIT
    HIT
    HIT
    0 other aircraft - landedHITHITHITHITHITHIT
    HIT
    HIT
    HIT
    HIT
    0 other aircraft - landedMISSHITHITHITHITHIT
    4
    ●●
    5 (blue +0)
    -
    ammunition
    2
    16Repair ship●●5 (blue +0)-repair2
    17Frigate●●5 (blue +0)gun (red + green); machine gunhelicopter platform; helicopter fuel4
    18 - 19Hovercraftarmor value 47 (blue +2)-landing; helicopter fuel1
    20 - 21Missile Boat●7 (blue +2)S-S missile (red + red); machine gun-3
    22 - 23Missile Corvette●●5 (blue +0)S-S missile (red + red); machine gun-4
    24Missile Frigate●●5 (blue +0)S-S missile (red + red); machine gunhelicopter platform; helicopter fuel5
    25Command Ship●●●5 (blue +0)cruise missile; S-A missile; S-S missile; gun; machine gunhelicopter platform; helicopter fuel9
    26Dock Landing Ship●●●5 (blue +0)cruise missile (red +5); S-A missile (green + green); machine gun2 helicopter platforms; helicopter fuel9
    27Landing Boat●5 (blue +0)-landing (Commandos)1
    28Minelayer●●5 (blue +0)mine-3
    29 - 30Hydrofoil●5 (blue +0) hullborne / 8 (blue +3) foilborneS-S missile (red + red); gun (red + green); machine gun-3
    31 - 32Submarine●4 (blue -1)torpedo (red, +green)landing (S-32 can carry Commandos)4
    33 - 34Transport ship●●5 (blue +0)--2
    35Tanker●●5 (blue +0)--2
    36Mobile Landing Platform●●●5 (blue +0)-2 helicopter platforms3
    37Guided Missile Cruiser●●●5 (blue +0)cruise missile; S-S missile; S-A missile; machine gun-8
    H1 - H2Helicopterarmor value 01 / 10 (blue +5)A-S missile (green + green); A-A missile (red)-2
    H3 - H4Utility Helicopterarmor value 01 / 10 (blue +5)A-S missile (green + green); AGR (red); depth charge; sonarMAD; landing (Commandos)2
    H5Combat Helicopterarmor value 11 / 10 (blue +5)A-S missile or AGR (green + green); A-A missile or AGR (red); machine gun-3
    H6Transport Helicopterarmor value 01 / 10 (blue +5)-landing (Commandos)2
    H7Seaplanearmor value 05 (blue +0) / 12 (blue +7)depth charge; sonarlanding (Commandos)3
    E1Ekranoplanarmor value 35 (blue +0) / 12 (blue +7)S-S missile (red + red)-4
    L1 - L2S-S Missile Launcher●-S-S missile (red + red)-1
    L3 - L4S-A Missile Launcher●-S-A missile (green + green)-1
    first two steps forward, one turn
    green + green
    A-S Missileon surface and on landrepairable by R-162 - 8first two steps forward, one turngreen + green
    A-A Missilein the air-2 - 6first two steps forward, one turnred
    Cruise Missilefixed targets on land-7 - 22first two steps forward, multiple turns; second part: multiple turnsred die +5 (+ red die +5)
    A-G Rockets (AGR)on surface and on landrepairable by R-162 - 6straight linered
    Depth Chargebelow surface-1--
    Machine Gunon surface and in the air-1-red
    Mine-irreparable by R-160--
    progressive flight, without turning in place; blue +5
    mode A: deep water, shallow water, solid flat land, flat land, land; mode B: deep water, shallow water, solid flat land, flat land, land; landed on solid flat land
    Seaplanewith turning in place; blue +0progressive flight, without turning in place; blue +7deep water, shallow water, solid flat land, flat land, land
    Ekranoplanwith turning in place; blue +0progressive flight, without turning in place; blue +7deep water, shallow water, solid flat land, flat land
    Jet Aircraftprogressive, without turning in place; blue +10**-deep water, shallow water, solid flat land, flat land, land