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PQ-17: Arctic Naval Operations 1941-1943

PQ-17: Arctic Naval Operations 1941-1943 Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Rules Format
    • Optional Rules
  • Glossary
  • 1. Components
    • 1.1 Map
    • 1.2 Naval Forces
    • 1.3 Dummies
    • 1.4 Naval Units
    • 1.5 Air Units
    • 1.6 Markers
    • 1.7 Cards
    • 1.8 Dice
    • 1.9 Planning Sheets
    • 1.10 Force Display
    • 1.11 Battle Display
  • 2. How to Win
    • 2.1 Convoys
    • 2.2 Task Forces
    • 2.3 Command Points (CPs)
    • 2.4 Damaged Capital Ships
  • 3. Sequence of Play
    • Sequence of Play
    • 3.1 Setting Up the Game
    • 3.2 Planning
    • 3.3 Ending an Operation
  • 4. Command
    • 4.1 Setup
    • 4.2 CP Expenditure
  • 5. Movement
    • 5.1 Naval Movement
    • 5.2 Wolfpacks
    • 5.3 Air Movement
    • 5.4 Movement While Shadowing
    • 5.5 Combining and Splitting
    • 5.6 Dispersal and Scattering
    • 5.7 Off-Map Boxes
  • 6. Reconnaissance
    • 6.1 Identification Levels
    • 6.2 Reconnaissance Procedure
    • 6.3 Shadowing
    • 6.4 Routine Air Reconnaissance
    • 6.5 Dummies
    • 6.6 Movement and ID
    • 6.7 Combat and ID
    • 6.8 Convoys
    • 6.9 Port Reconnaissance
  • 7. Combat
    • 7.1 Target Location
    • 7.2 Combat Losses
    • 7.3 Air Combat
    • 7.4 Torpedo Attacks
    • 7.5 Submarine Combat
    • 7.6 Naval Surface Combat
    • 7.7 Dispersed or Scattered Convoys
    • 7.8 Special Unit Types
  • 8. Time
    • 8.1 Turn Tracks
    • 8.2 Daylight and Darkness
    • 8.3 Campaign Scenarios
  • 9. Weather
    • 9.1 Weather Determination
    • 9.2 Weather Effects
    • 9.3 Weather Damage and Dispersal
    • 9.4 Combining Forces (Optional)
    • 9.5 Local Weather
  • 10. Ice
    • 10.1 Ice Conditions
    • 10.2 Ice Effects
    • 10.3 Soviet Icebreaking
    • 10.4 Campaign Scenarios
  • 11. Fuel
    • 11.1 Fuel and Turn Tracks
    • 11.2 Fuel Status
    • 11.3 Refueling
  • 12. Special Conditions
    • 12.1 Agent 'Cobweb'
    • 12.2 Atlantic Breakout
    • 12.3 Axis Convoy
    • 12.4 Bomber Command
    • 12.5 FAA Strike
    • 12.6 Ground Offensive
    • 12.7 Harbor Raids
    • 12.8 Minelaying
    • 12.9 No Restrictions
    • 12.10 Operation GEARBOX
    • 12.11 Operation SIZILIEN
    • 12.12 Operation WUNDERLAND
    • 12.13 Reinforcements
    • 12.14 Special Attack
  • 13. Random Events
  • 14. Ahistorical Forces
    • 14.1 Carrier Battles
  • 15. Campaigns
    • 15.1 Command Points
    • 15.2 Allied Convoys
    • 15.3 Reinforcements
    • 15.4 Emergency Reinforcements
    • 15.5 Repairs
    • 15.6 Replacements
    • 15.7 Transfers
    • 15.8 Campaign Operations
    • 15.9 Campaign Victory
  • Concise Sequence of Play

Introduction

Rules Format

Rules are numbered so they may be easily cross-referenced (in [brackets]). Because this version is a major reorganization and revision, only changes from the original Rule Book that significantly affect play — not clarifications — are marked with a ► symbol. Rules that change in Norway 1940 scenarios are marked with a [N40] symbol and are summarized in the first part of the Norway 1940 Play Book.

Optional Rules

Any or all rules noted as Optional (highlighted with gray shading) may be used if both players agree before starting the game. Most add realism at the cost of slightly increased complexity.

Glossary

Common terms and abbreviations used in the Decision at Sea series are defined here. Players should consult the index for references to specific game applications.

  • AA — Anti-aircraft
  • Asset — ► Ships or aircraft used for reconnaissance, including units, Air Radii, and Air Search Sectors
  • ASW — Antisubmarine Warfare
  • CAM — Catapult Merchant Ship
  • Category — Group of ship types, e.g., Light Ships or Cruisers (see the Unit Chart)
  • Class — Light Ships (e.g., destroyers) are identified by class rather than name
  • Convoy — A force including one or more merchant ship units (type MX)
  • Convoy Ship — Ships of type AX or MX
  • CP — Command Point, expended to sortie Heavy Ships
  • CS — Combat Strength: the number of dice a unit rolls in combat
  • DiW — Dead in the Water; must be towed to move and avoid scuttling
  • DRM — Die Roll Modifier
  • Dummy — A block including no units (for deception)
  • Force — A block including one or more naval units (either a Convoy, a Task Force, or a Wolfpack)
  • ID — Identification Level
  • RAS — Refueling at Sea
  • Ship — ► Naval units are made up of ships. If a counter has a single silhouette, it represents one ship; if it has two or three silhouettes, each CS point counts as one ship for purposes of reconnaissance, weather, ice damage, and Victory Points.
  • Step — ► Units take losses in steps, usually 1CS each (although some naval units have 0CS or 2CS steps). A 2CS air unit losing a step flips to its 1CS side; a naval unit rotates 90 degrees counter-clockwise.
  • TF — Task Force: a force including one or more naval units but no merchant ships or submarines
  • Type — The function of an air or naval unit (e.g., fighter or destroyer) (see the Unit Chart)
  • Unit — An air or naval counter representing aircraft or ships
  • VVS-SF — Voyenno-Vozdushnye Sily – Severnyy Flot: Military Air Force of the (Soviet) Northern Fleet
  • VP — Victory Point
  • Warship — Any naval unit other than a Convoy Ship
  • Wolfpack — A force including only submarines

1. Components

1.1 Map

The map depicts the area of operations in the Norwegian and Barents Seas, from Iceland and the British Isles in the west to Novaya Zemlya in the east, and from Schleswig in the south to Svalbard in the north. A hexagonal grid overlays the map to regulate movement and the advance and retreat of the polar ice pack. Each hex on the map is approximately 96 nautical miles (178 km/110.5 statute miles) across. Players may use the oversize hex with the "PQ-17" logo near the Key as an "off-map" holding area for a hex with multiple blocks.

Symbols on the map show the location of key ports and airbases; where both are in the same hex, an airbase holding box is nearby to avoid crowding. Forces and Dummies in port are not considered to be in the same hex as those at sea for purposes of these rules. Displays for environmental conditions and other key information are also on the map.

1.1.1 Temporary Ports: Some ports effectively do not exist in every scenario, but only when indicated in the scenario Forces section or a Special Condition [12]. Lerwick is always a port, but only for Allied submarines in PQ-17 scenarios.

1.1.2 Interceptors: Some airbase boxes include graphic depictions of Fighter units. These units are always available to Scramble [7.3.1] at full strength in addition to any scenario forces listed. If an arrow is shown with a date, Operations on or after that date use the unit to the right of the arrow.

1.1.3 Friendly Shorelines: Some shoreline hexes (sea hexes including some land) are considered "friendly" for reconnaissance purposes [6.2] to one side or the other:

  • Allied: United Kingdom (including Northern Ireland);
  • Axis: Germany, Denmark, and Norway.

Design Note: Other land areas, such as Iceland and the Soviet Union, were too sparsely populated or lacked communications to provide meaningful reconnaissance assistance.

1.2 Naval Forces

Before playing the first time, apply the blue and red stickers to one side of the blue wooden blocks, and the gray stickers to gray blocks. The sticker sheet includes 14 Spares to replace any that are lost or damaged.

These blue Allied and gray Axis blocks are used only on the map, where they represent forces of warships, merchant ships, and/or submarines. There is no limit to the number of blocks that may occupy a single hex. One block may represent any number of ships of the above types, or none at all (a Dummy [1.3]).

Each force block has a corresponding box on an off-map Force Display where the actual naval and air units in that force are placed. The numbers 0 through 3 around the perimeter of force blocks do not denote Combat Strength (CS) as in many other "block" games. Instead, the number at the top of a block denotes the Identification Level (ID) of that force when it lies face-up.

The number of blocks included in the game is an absolute limit. Do not use blocks whose spaces on the Force Displays are shown with a dashed (rather than solid) outline in PQ-17 scenarios. They are used only in the Norway 1940 Expansion.

1.2.1 Task Forces and Convoys: Most forces with surface warships are Task Forces (TFs). Any force including merchant ships is a Convoy, with a distinctive block.

1.2.2 Wolfpacks: Wolfpacks include only submarines.

1.3 Dummies

Each player may have Dummy blocks in play up to the specified scenario limits. Dummies either start set up on the map or are created during play. Wolfpacks never generate Dummies. Players may voluntarily remove their own Dummies at any time.

1.4 Naval Units

Ships in Decision at Sea are represented by large square cardboard counters called naval units. The background color of a unit determines its nationality:

BackgroundNationality
Medium BlueBritish
Light BlueUS
Blue/RedBritish 1/6 MF*
RedSoviet
GreenFrench
Brick RedPolish
ScarletNorwegian
GrayGerman

* Considered as Soviet for purposes of Rules 4.2 and 15.8.

Each naval unit represents either a single ship (if it has one silhouette) or multiple ships (if it has two or three silhouettes). Naval units never appear on the map; instead, they remain on players' Force Displays [1.10] or on the Battle Display [1.11].

Each naval unit counter shows: its Name/Class, Type, and current Combat Strength (CS) in dice; whether it carries torpedoes; its Speed rating (Slow, Moderate, or Heavy Ship indicators); and its AA rating.

Naval units are described by type and category [see the Unit Chart], e.g., Battleship (BB) is a type, while Capital Ship is a category. Any warship unit with only one silhouette is a named Heavy Ship. Other surface warship units with two silhouettes (destroyer (DD), torpedo boat (TB), and escort (ES) types) are Light Ships, identified by class. Submarines and MTBs are their own categories. Auxiliary (AX) and merchant ship (MX) types are categorized as Convoy Ships, and are not warships for reconnaissance purposes [6.2.1].

Design Note: Any destroyers with guns smaller than 115mm (4.5") are classified as either Escorts or Torpedo Boats for game purposes. Most Escorts are Moderate Speed and Torpedo Boats are High Speed, regardless of how many torpedo tubes they mount.

Each naval unit consists of one to five steps, shown by the large CS numbers adjacent and perpendicular to the edges. Whether shown on the counter or not, all single-ship units have a "0*" CS step. The current CS of a unit is the number at the top of the counter from the owner's point of view.

► Most naval units are capable of moving at High Speed [5.1] when unhit. If its current CS is in a white circle, a unit may not move at High Speed. Red-circled-CS units may only move at Slow Speed. Blue-circled-CS units may move at Very High Speed. Adjacent small (superscript) numbers are anti-aircraft values (AA). A circled 'T' indicates the unit may attack with torpedoes [7.4]. A boxed number on a carrier is its aircraft capacity [1.5.1].

Naval units of the same class can be combined or broken down as TFs split or combine, like "making change," as long as the total CS does not change. The number of units included in the game is an absolute limit.

Important: Within a force, Light Ships of the same type and class must combine into the minimum possible number of units unless Optional Rule 7.8.3 allows otherwise. For example, 3CS of Hunt II class torpedo boats can only steam together in the same force as one 3CS unit, not one 2CS and one 1CS unit or three 1CS units.

Design Note: Although classes (and often individual ships within a class) of any given type varied widely, there are generally sufficient similarities in capability at this system's scale to treat most submarines and many of a nation's Light Ships of a given type as roughly equivalent.

1.4.1 Submarines (SS): The back side of a submarine unit (with CS circled) is used to indicate the unit has expended its torpedoes [7.4.2]. In the Norway 1940 expansion, there are additional subtypes of submarines with slightly different characteristics.

  • SSA — If any are in a Wolfpack, subtract 1 when rolling on the Submarine Combat Table, and add 1 when attacked on the ASW Table (including Success rolls).
  • SSC — Immediately remove from play when their torpedoes are expended. If playing a campaign scenario, place Fuel markers as if they were Allied subs [15.8.3].

1.4.2 Fleet Auxiliaries (collectively AX): Includes antiaircraft ships (AA), MTB tenders (AGP), armed merchant cruisers (AMC), oilers (AO), transports (AP), and other specialized ships. The back side of an oiler unit (with CS circled) is used to indicate the unit may no longer Refuel at Sea [11.3.2].

1.4.3 Merchant Ships (collectively MX): Includes catapult merchant ships (CAM, type MC), merchant oilers (MO), tankers (MG/MT), and cargo vessels (MV).

Design Note: Each CS represents approximately 5,000 Gross Registered Tons of merchant shipping.

1.4.4 Motor Torpedo Boats (MTB): Unless in a force with an AGP, MTBs must operate in TFs composed exclusively of MTBs. They have unique movement and combat rules [5.1.10, 7.8.4]. They are worth no VPs if destroyed.

Design Note: In future Decision at Sea games, MTB forces will use their own separate type of blocks.

1.4.5 Escorts (ES): ES units must operate in forces with other naval units. If ever found alone in a force at the end of their Combine Forces Segment, remove them from the map and place them in any friendly port during the next Order of Battle Phase.

Design Note: Each Escort step represents multiple small ships whose primary function was ASW. Escorts did not operate independently as "Hunter-Killer" groups in this campaign.

1.5 Air Units

[N40] Aircraft are represented by circular cardboard counters called air units. Each unit equals approximately 4-15 aircraft, very roughly 6 per CS (see the Unit Chart for types and abbreviations). Some are carrier-based (with their range boxed); a few are floatplanes (with their ranges in light blue circles). Some are capable of attacking with torpedoes (marked with a torpedo symbol) or of making antisubmarine warfare (ASW) attacks (marked with an ASW symbol); some may conduct reconnaissance (marked with a reconnaissance symbol).

Design Note: Many reconnaissance aircraft are abstracted into the Air Radii and Air Search Sectors.

Each air unit counter shows: its Unit Name, Aircraft Type, and base code; whether it is torpedo-, ASW-, or reconnaissance-capable; its Air Combat Rating and Combat Strength (CS); and its range or carrier-based status.

Air units use the same color scheme as naval units [1.4]; Soviet VVS-SF (naval) air units have their Unit Name in white to distinguish them from air force units. Each air unit consists of one or two steps of 1CS each. 2-step air units are 1CS on their back sides. They are used mainly on the map, but move to the Battle Display when resolving air attacks. Most air units have a code matching the airbase or carrier where they are (usually) based.

► 1.5.1 Stacking: No more than 20 steps of air units (in any combination) may stack at any airbase, excluding Interceptors [1.1.2]. Carrier units show their individual aircraft capacity (in CS).

1.5.2 Floatplanes: Floatplane units base at ports rather than airbases, but otherwise function the same as all other air units.

1.5.3 Interceptors: Use any unit of the same Air Combat Rating and CS to resolve air combat when an Interceptor Scrambles in response to an air attack [7.3.1].

1.6 Markers

Assorted counters that are neither naval nor air units allow players to track the status of their units and various conditions during the game.

1.7 Cards

Each player has a deck of 40 cards, used to resolve his own reconnaissance and combination attempts and possible damage to his own naval units due to Gales, Storms, or ice. For best randomization, each deck should be reshuffled every turn (e.g., while the other player is moving).

1.8 Dice

This game includes five 10-sided dice. Unlike some other games, a 0 counts as 0 and not 10. Rolls are never secret.

1.9 Planning Sheets

Each player uses his own Planning Sheet to plan each Operation, track the expenditure of CPs, and note the accumulation of VPs and other information.

1.10 Force Display

Each player has his own Force Display kept hidden from the opponent. Naval and carrier air units remain here except when they are arrayed for combat.

1.11 Battle Display

This abstract representation of an ocean battlefield is used in naval surface combat [7.6]. Players may also use it for air and submarine combat if desired.

2. How to Win

Victory Points (VPs) are gained and lost as various events occur during the course of the game, such as the destruction of ships and aircraft [see the Unit Chart] and the safe arrival of merchant ships at their destination. Track VPs accrued on the planning sheets, adding VPs for the destruction of Axis units and subtracting VPs for the loss of Allied units. At the end of the game, the VP score determines the winner:

VP ScoreResult
+1 or moreAllied Victory
0Draw
–1 or lessAxis Victory

► Important: On the Unit Chart, the Victory Points for AX and MX ships sunk should read ± 1 per CS if sunk.

Play Note: If this is your first time reading these rules, some of the following detailed descriptions may be unclear. We recommend skimming sections 2.1 through 2.4, then returning to re-read them after finishing the rules but before playing your first game.

2.1 Convoys

► 2.1.1 Loaded Merchant Ships: Loaded Allied MXs score +1 VP each upon arriving at their destination, but score –1 VP in addition to the normal –1 VP per CS each if sunk (including in port). Mark Convoys leaving the Soviet Union with Convoy in Ballast markers on the Force Display — they do not earn extra VPs.

Play Note: The Convoy in Ballast markers allow Allied players to distinguish the destination of Convoy blocks in close proximity. This helps prevent inadvertently reversing direction and having convoys returning to the ports they left.

2.1.2 Allied Convoy Arrival: Unless at least three-fourths of the original MX ships of an Allied Convoy arrive at its destination, score an additional –½ VP for every one that fails to arrive unless specifically exempt (e.g., weather damage [9.3.1]).

2.2 Task Forces

2.2.1 Critical Fuel: Add (if Axis) or subtract (if Allied) VPs for ships in TFs at Critical Fuel [11.2.3] during a Victory Point Phase:

  • Each Capital Ship: 2 VPs
  • Each Cruiser: 1 VP
  • Each CS of DD/TBs: ½ VP

2.2.2 Patrol White: If either Patrol White ship leaves station [3.1.5], score –2 VPs each unless the Allied player has Identified either a German TF within the permanent British Air Radius, or a German Capital Ship at sea, during the current Operation.

2.2.3 German Raiders: If a German AMC exits off the xx01 edge of the map, score –4 VPs in that Special Conditions Phase.

2.3 Command Points (CPs)

The Allied player must deduct VPs and the Axis player must add VPs as shown on the Planning Sheets for CPs used during an Operation to deploy Heavy Ships [4.2]. Round up the total number of CPs expended during the Confirmation Phase.

2.4 Damaged Capital Ships

Score +10 VPs for each CS point lost by a damaged (but not sunken) Axis Capital Ship [see the Unit Chart]. Score –5 VPs for each CS point lost by a damaged Allied Capital Ship.

3. Sequence of Play

Most Decision at Sea scenarios consist of a single Operation, preceded by a Preparatory Turn in which players set up the game and plan their convoys and special ops as described in the Scenario instructions. The Campaign rules [15] provide a means to link a number of Operations together.

The Sequence of Play (SoP) lists the steps to take, in strict order, as the game is played. Players are encouraged to refer to the Concise SoP on the back cover of this Rule Book as they play.

Sequence of Play

Preparatory Turn (prior to an Operation/Fortnight) [3.1]

A. Environmental Phase: Place Turn markers on the Turn Tracks and ice markers on the Ice Conditions display [3.1.1, 10.4].

B. Planning Phase:

  1. Draw for Special Conditions (Allied player first) [3.1.2]. If playing a Campaign scenario, draw an additional chit for Axis fuel [15.1].
  2. Determine Initiative and set up forces [3.1.3-5]. If playing a Campaign scenario, swap Allied Patrol White ships [15.8.1].
  3. Plan Convoy schedules and Special Conditions [3.2]. If playing a Campaign scenario, announce Emergency Reinforcements [15.4] or Operation EV [15.8.4].

Operation Turns of 12 hours duration, each AM or PM and either Day or Night (repeat until the Operation ends [3.3]; omit if no CPs expended during a Campaign scenario).

A. Weather Phase: Roll for weather [9.1]. If the result is Gales, draw for Convoy movement and Dispersal [9.2.5, 9.3.2].

B. Allied Player Phase:

  1. Random Event Segment – Roll two dice and consult the applicable Random Events Table [13].
  2. Photo Reconnaissance Segment – Type 'P' units may search enemy forces in port during Day turns only [6.9].
  3. Naval Movement Segment (omit Day 1 AM if Axis Initiative) – Expend CPs if desired [4.2].
    1. Stand ID0 forces upright and (except for Wolfpacks) generate Dummies [6.6].
    2. Split naval forces, including Dispersal [5.5.1, 9.3.2, 11.1.1, 11.1.5].
    3. Designate any forces refueling or rearming with torpedoes this turn [7.4.2, 11.3].
    4. Move forces and Dummies and any enemy assets shadowing them [5.1, 5.4]. If moving through a hex with an enemy block, check for Transit ID and combat if appropriate [6.6.1]. Reduce the ID of any Identified moving force by 1 unless shadowed [6.6].
    5. If a PM turn, reduce the ID of forces that did not move this Segment and are not shadowed by 1 [6.6].
  4. Air Movement Segment – Move air units to any hex(es) within their range [5.3].
  5. Reconnaissance Segment – Place Air Sector markers if desired [6.4.2]. Draw one card for each enemy block subject to search and adjust ID accordingly [6.2].
  6. Air Combat Segment – For each announced air attack or Reconnaissance air unit subject to interception, make location draw(s) [7.1] if necessary and resolve:
    1. During a Day turn, the opposing player may Scramble Fighter units in the same (or optionally from an adjacent) hex [7.3.1].
    2. Resolve air-to-air combat [7.3.2-3].
    3. Resolve Offensive ASW attacks [7.5.2] or deploy target units [7.3.4].
    4. Assign attacking air units to targets and declare any torpedo attacks [7.3.4].
    5. Determine the results of each wave of bombing/torpedo attacks before resolving the next wave:
      1. Resolve anti-aircraft fire [7.3.5].
      2. Resolve bombing [7.3.6] and torpedo attacks [7.4.1].
    6. Increase the target force's ID to ID2 [6.7]. If the target is a TF, move its Fuel marker 1 turn back [11.1.3].
    7. Return all air units to their original bases except those generating Air Radii or shadowing [7.3].
  7. Submarine Combat Segment – For each announced attack by or upon a Wolfpack, make location draw(s) [7.1] and resolve if successful:
    1. Check for Surprise if one Wolfpack attacks another [7.5.4]. Determine the order of ASW combat and submarine attacks [7.5]:
      1. Resolve ASW combat [7.5.1].
      2. Resolve submarine torpedo attacks [7.5.3].
    2. Increase the ID of both the attacking and targeted forces to ID1 [6.7]. If a TF conducted offensive ASW, move its Fuel marker 1 turn back [11.1.3].
    3. Return enemy air units generating Air Radii to their bases of origin [5.3.1].
  8. Surface Combat Segment – For each announced target, make location draw(s) [7.1] and resolve if successful:

C. Axis Player Phase: Repeat Phase B, reversing the player roles.

D. Special Conditions Phase: Reveal certain Special Conditions chits to score VPs if the conditions are met [12]. In 1940 scenarios, place units listed on the Campaign Orders of Battle in the designated ports or airbases and remove any transfers per 15.3 and 15.7.

E. Fuel Phase:

  1. Check for the end of the Operation [3.3]. If the Operation concludes, immediately complete the Administrative Turn. Otherwise, continue with the Fuel Phase and the next Operation Turn.
  2. Advance both Turn markers [8.1].
  3. Check for fuel status changes [11.1]. Remove Torps Expended markers from naval units in designated ports if their force does not have a Refuel marker. Remove any Refuel markers and remove/reset corresponding Fuel Warning and other Fuel Status markers [11.3.1-2].

Administrative Turn (after an Operation/Fortnight)

A. Confirmation Phase: Reveal CPs expended and Special Conditions [4.2, 12].

B. Victory Point Phase: Total VPs [2]. If playing an Operation scenario, determine the winner. If playing a Campaign scenario, unload MX units in Soviet ports [15.2.2] and determine the winner if this is the last Fortnight of the game [15.9].

► C. Order of Battle Phase (Campaign Scenario only): Place TFs and Wolfpacks in port or adjust their Fuel Status markers [15.8]. Place reinforcements per the Campaign OOBs and any Emergency reinforcements [15.3-4]. Place any repaired or replacement air or naval units [15.5-6] and remove Inop markers [15.5.3]. Remove damaged ships for repairs and any transferred units per the Campaign OOBs [15.7].

3.1 Setting Up the Game

3.1.1 Environment: Place the Turn markers in the Day 1 AM boxes of the Turn Tracks on either their Day or Night sides as indicated in the Environment section of the scenario. Place the ice markers for each Zone on its predicted (face-down with a '?') side on the Ice Conditions displays as prescribed in the Ice Conditions section of the scenario unless the condition is underlined. If the Ice Condition for a Zone is underlined, place the marker on its certain side (face-up) on the display.

Note: If the Ice Condition is underlined and matches the condition printed on the display, no marker is needed.

[N40] 3.1.2 Special Conditions: Place all 27 Special Condition chits (A-Z and Ground Offensive) in an opaque container such as a cup. Each player (Allied player first) secretly draws one chit, consults the applicable column of the Special Conditions Chart to determine the result, and places the chit face down (except Ground Offensive face up) in the Special Conditions box on the map. See Rule 12 for an explanation of each Condition.

3.1.3 Initiative: Initiative determines whether or not the Allied player has a Naval Movement Segment during the Day 1 AM Turn, and who sets up first.

The Allied player always has the initiative in PQ-17 Historical scenarios. In Campaign scenarios, players secretly bid for Initiative by each hiding one die with their hands on the table top, then simultaneously revealing them. The numbers showing are bid, up to a maximum of 9 — a 0 in this case is a 0 bid ("pass"). Special Conditions may allow either or both players (Allied player first) to then announce a +1 bonus [12]. The player with the higher modified bid gains the Initiative for that Operation, and must deduct (if Allied) or add (if Axis) VPs equal to the number bid on the die. The Allied player has the Initiative in the event of a tie. If both players pass:

  • Do not conduct an Operation this Fortnight, even if either or both players get 'Bonus' Initiative from their Special Conditions, and
  • ► Treat all Special Conditions as 'None' except 'Agent "Cobweb"', 'Ground Offensive', 'Harbor Raids', and 'Reinforcements'.

3.1.4 Set Up Forces: Players (Initiative player last) deploy their blocks and air and naval units as listed in the Forces section of the scenario.

a) Place naval units and carrier-based air units in appropriate boxes on the Force Displays, which are kept hidden from the opponent. Players are free to split or combine forces starting in a given port as they see fit. Allied Convoys may include British submarines (maximum 2CS), and may never include more than 4CS of Escorts (Type ES). Wolfpacks may not contain more than 4CS each. Allied subs must be in blocks with matching colored labels.

Play Note: Since Wolfpacks with only 1CS cannot search, you'll probably want to deploy your subs in packs of 2CS or more.

b) Place all other air units at the listed airbases or ports on the map. Air units may not be split. Note: air Unit Names are listed for historical purposes only.

c) Place force blocks corresponding to all occupied Force Display boxes on the map. Forces at sea begin Unidentified (standing on edge, facing the owning player), while forces in port are always face down. Unless directed by setup instructions, each force must start an Operation in a hex at least part of which is confirmed Clear of ice [10].

d) ► [N40] The Axis player places one block in Tromsø (a Dummy unless his Special Condition is 'Axis Convoy'). Except in ports annotated "(No Dummy)," both players place one Dummy in every port occupied by friendly naval units (including subs) that are not Inoperative, in addition to any Dummy placement specified in the scenario instructions.

Play Note: Since the starting locations of most units are fixed, in practice most setup can be done simultaneously.

3.1.5 Patrol White: The Allied player must begin every PQ-17 Operation with two unhit heavy cruisers, one in a TF in the Denmark Strait (in or adjacent to hex 0305) and the other either in the same TF or in port at Reykjavik. If at sea, place the TF's Fuel Warning marker in the Day 10 PM space. Do not apply this rule in 1940 scenarios.

3.2 Planning

► Before commencing Operation Turns, players must record on their planning sheets each Convoy's departure port, composition (AXs and MXs), route, destination, and the exact Turn (day and AM or PM) when it will leave port [see the Extended Example of Play for a sample]. Unless the Axis player has the Initiative, at least one Allied Convoy must leave port Day 1 of each Operation. Players should also include this information for supporting TFs and Wolfpacks, at least up to the scenario's Starting Turn. Some Special Conditions require the player to record force composition, the target hex, and the target turn [12.8, 12.14]. Axis forces may not be scheduled to move prior to the scenario's Starting Turn unless the Axis has Initiative or for Wolfpacks/Dummies starting in Kiel or the Germany Box. Once Operation Turns begin, forces are not required to conform to planned movement.

[N40] 3.2.1 Initial Transit: Players always plan their operations starting with a Day 1 AM Turn. However, skip the Allied and Axis Player Phases until either the weather is Gales or the designated Operation Starting Turn is reached. At that point, place all forces at sea (Unidentified) and their Fuel Warning markers at their planned locations as of the end of the previous turn and begin following the full Sequence of Play. Dummies in play may be placed anywhere.

Example: Playing Scenario VIII (JW-51B) with a Day 3 AM Starting Turn, the Allied player will roll for weather up to four times. If Gales never result on the four rolls, he should place his forces in the positions he had planned for them at the end of the Day 2 PM turn, including Fuel markers in the appropriate spaces on his Turn Track. Play begins with the Weather Phase of Day 3 AM.

For each hexside crossed that would require checking Ice Conditions [10.1], the moving player must roll a die on the Ice Table and draw cards to check for ice damage if necessary. If prevented from crossing a hexside, the force will try again on the subsequent turn — adjust its position for the Starting Turn accordingly.

3.2.2 Variable Start (Optional): Roll one die on the Variable Start Table at the beginning of the Planning Phase to determine the Starting Turn.

3.2.3 Complete Operations (Optional): Play full Allied and Axis Player Phases beginning with the Day 1 PM Turn.

Design Note: To allow players to "get into the game" faster, the scenarios begin play when an Allied force was historically first detected. These options enhance decision-making and replay value, but require longer playing time.

3.3 Ending an Operation

[N40] Operation Turns end when all Convoys (if any) are in port at their destinations and either a) all Task Forces of one player (Allied or Axis) are in port, or b) after the Day 15 PM Turn is complete (whichever comes first).

4. Command

[N40] Players must expend Command Points (CPs) in order for Heavy Ships to leave port during an Operation, or for any Soviet TFs to leave port or move outside the Soviet Air Radius/Sector. All other naval and air units may put to sea and move without cost. The Initiative player must expend at least 1 non-Soviet CP during the Day 1 AM turn. Either player may elect to expend CPs during any subsequent Naval Movement Segment.

4.1 Setup

The Allied Home Fleet begins every Planning Phase with 8 Command Points. The Severnyy Flot and Axis Gruppe Nord begin with CPs as specified for the scenario.

4.2 CP Expenditure

Expend CPs by checking off boxes left to right on the Planning Sheet to leave port once with the following units:

  • Capital Ships (1 CP each)
  • Cruisers/CVEs (½ CP each)
  • any/all Soviet surface units (1 CP total)

An additional Severnyy Flot CP must be expended for each hex outside the Soviet Air Radius or Air Search Sector entered by a Convoy or TF including Soviet unit(s). There is no CP cost to move Patrol White ships [3.1.5]. Cumulative CP expenditure will cost VPs as shown on the Planning Sheet during the Confirmation Phase [2.3].

Example: Playing Scenario II (PQ-12), the Allied player deploys CLs Liverpool, Trinidad, and Nigeria during planning and they are already at sea when play begins Day 5 AM. At the start of his Naval Movement Segment, he must expend 1½ Home Fleet CPs, which also fulfills his requirement as Initiative player [4]. The next turn, he wants to deploy a Task Force (1 BB, 1 CV, 1 CA, 6 more DDs) from Scapa Flow, so must expend an additional 2½ CPs. In Day 11 PM, Nigeria has completed refueling in Seyðisfjördur and leaves port, expending an additional ½ CP to do so. During the Confirmation Phase, the Allied Player will have expended a total of 4½ CPs and must deduct 2 VPs.

4.2.1 Germany: No Command Points are needed to deploy Heavy Ships from the Germany Box or Kiel.

4.2.2 Training (Optional): Once per Operation, the Axis player may deploy a TF for Training (see 11.1.4). It may include Heavy Ships without expending a CP as long as it does not attack in the Axis Surface Combat Segment and returns to its starting port.

5. Movement

Forces, Dummies, and air units move from hex to adjacent hex during their own Movement Segments per the Sequence of Play. Procedures differ for blocks and air units as described below.

5.1 Naval Movement

► Forces and Dummies move from one whole or partial sea hex to another — never across all-land hexsides — in the Naval Movement Segment. Except for Convoys at sea [5.1.5], forces and Dummies are not required to move at all. They may move at one of five speeds as the player chooses, weather permitting, but never faster than their slowest unit. A unit's current CS and condition determines its maximum speed:

  • ► Very High (blue circled CS) — Four hexes per turn.
  • High (undistinguished CS) — Three hexes per turn, but will have to refuel sooner [11.1.3].
  • Moderate (white circled CS) — Two hexes per turn.
  • Slow (red circled CS) — One hex every turn. In addition to slow ships, Crippled Ships [7.4.1.ii(b)] and forces in Critical Fuel status [11.2.3] are limited to Slow Speed.
  • Crawl — Ships under tow [5.1.1] move one hex every PM Turn only.

Unless it is shadowed, reduce the ID of a moving force by one upon completion of its movement [6.6].

► 5.1.1 Towing: Ships Dead in the Water (DiW) [7.2] must either be towed to move or scuttled [5.1.9]. Capital Ships require a Cruiser or larger to tow them; a Cruiser, Convoy Ship, or destroyer may be towed by 1 destroyer CS (a TB CS often represents two ships and may "tow itself"). Decide whether to tow or not during your Naval Movement and Combine Forces Segments, using a Towing marker to indicate towing units.

► 5.1.2 Entering Port: A force at sea in a port hex must expend one hex of movement to actually enter port. Turn the force's block face down and, if it is a TF, place a Dummy face down with it [1.3]. TFs may not use High Speed when entering port unless capable of Very High Speed.

Hex 1305 has two ports, Rosyth and the Clyde. Use common sense here: forces entering from the North Sea (1405) are going to Rosyth, and forces entering from the Atlantic (1304) are going to the Clyde.

Thanks to the Kiel Canal, German forces may enter Kiel (hex 1709) from either side.

The total number of unhit non-Soviet warships that may enter Murmansk and/or Arkhangelsk during an Operation is limited:

  • July II 41 – Nov I 42: 1 Cruiser + 5CS of DD/TB
  • Nov II 42 – Nov I 43: 2 Cruisers + 8CS of DD/TB
  • Nov II 43 – May I 45: 1 Capital Ship + 3 Cruisers + 10CS of DD/TB

Any number of ES or Convoy Ships may enter Soviet ports.

Design Note: There were minimal stores of fuel, ammunition, and provisions available in the North Russian ports to resupply foreign warships. For example, the British had to keep one of their own oilers in Murmansk to refuel the "through" escorts.

► 5.1.3 Leaving Port: Forces must expend one hex of movement to "move" out to sea and be stood up on edge in the port hex. They may not use High Speed when leaving port unless capable of Very High Speed, and may not re-enter port in the same Turn. Units with Inop markers may never leave port. Forces leaving Rosyth and the Clyde do so in the same directions from which they may enter [5.1.2].

During Operation Scenarios in 1942 and later, German TFs may not leave port until an allied TF or Convoy is Identified at sea except as part of a Special Condition.

Design Note: Shortages of naval fuel oil in Norway hampered German Gruppe Nord naval operations. Besides the restrictions here, this handicap is also reflected by the greater VP cost of Axis CP expenditure [2.3] and the inability of Axis Heavy Ships to take advantage of their greater bunker capacity [11.1.2].

[N40] 5.1.4 Enemy Shoreline Hexes: Axis forces may not enter any UK coastal hexes. Naval forces may never move into enemy port hexes (Exceptions: One German Wolfpack may occupy Murmansk, and Operation SIZILIEN [12.11]).

Design Note: Shore batteries, minefields, and local patrols usually made it far too risky and unproductive to approach enemy bases very closely. German U-boats did, however, achieve success in the approaches to the Kola Inlet due to the relative ineffectiveness of Soviet ASW.

[N40] 5.1.5 Convoys: Scenario instructions list Convoys' destinations. Unless Scattering [5.6.2] or prevented by Gales or ice, a Convoy at sea must move every turn, cannot re-enter a hex it has previously occupied, and may not enter a hex farther from its destination than the one it is leaving.

5.1.6 Inner Leads: Task Forces may not enter an Inner Leads hex (Norwegian coastal hexes between Bergen and Banak inclusive) when moving at High Speed.

5.1.7 Ice: Axis forces may never cross a hexside into actual Heavy Drift or Pack conditions [10.1].

5.1.8 Hitler's Restrictions: Tirpitz may not leave port unless all Allied CVs listed in the Scenario are Identified (at sea or in port).

► 5.1.9 Scuttling: Players may deliberately sink their own ships by scuttling them at any time. DiW ships not under tow [5.1.1] at the end of a friendly Combine Forces Segment must be scuttled.

► 5.1.10 Motor Torpedo Boats (MTB): Subject to weather restrictions, MTBs may move at Very High Speed of 4 hexes per turn, including in Inner Leads hexes and when entering and leaving port. When beginning an AM turn at sea, they must enter a friendly port where refueling is allowed by the end of the turn or are removed from the map during the Fuel Phase and are placed in the nearest friendly port during the next Order of Battle Phase.

5.2 Wolfpacks

Wolfpacks move like other naval forces, but suffer consequences that should be kept in mind:

  • Wolfpacks moving in or out of an Air Radius may incur automatic ASW attack under certain circumstances, and may be prevented from moving [7.5.5].

Play Note: When moving an Unidentified force or Dummy two spaces, the owner should always roll, and either apply the result (if the block is a Wolfpack) or ignore it and declare the target is not a Wolfpack.

  • Wolfpacks cannot initiate submarine combat if they move.

Play Note: Players may wish to angle Identified Wolfpacks and any Unidentified blocks that move to enter an enemy-occupied hex as a reminder.

► 5.2.1 Allied Deconfliction: Soviet Wolfpacks must remain in Soviet Sub Patrol Area hexes. A British Wolfpack may never occupy the same hex as a Soviet Wolfpack, even temporarily while moving.

5.3 Air Movement

► Air units (not Interceptors) fly missions in which they are placed in any hex within their range in the Air Movement or Photo Reconnaissance Segments, conduct reconnaissance and/or combat, and return to base at the end of the Air Combat Segment. Carrier air units operating from airbases may increase their range by 50% (rounded up). The following restrictions apply:

  • Except as allowed by Special Condition or Random Event [12, 13], only Reconnaissance-capable units and British Bombers (Exception: not Dive Bombers) may fly during Night turns.
  • ► Only Reconnaissance-capable and Photo units may fly to hexes where they could not attack a target.
  • Fighter escorts may accompany any units with a valid mission during a Day turn only.
  • Weather may restrict some or all units from flying [9.2].
  • ► German units may not fly into UK coastal hexes.
  • ► Except for Photo units, British units may not fly into hexes 1708 or 1709.

Air units must return to the airbase or carrier from whence they took off (specified in the scenario Forces section and usually indicated by the Base code on the counter).

► 5.3.1 Air Radii: Instead of normal missions, units capable of both Reconnaissance and ASW may establish temporary Air Radii [6.4.1] in one hex within range of their base per step in the Air Movement Segment. Such units return to base at the end of the next enemy Submarine Combat Segment, rather than their own Air Combat Segment. Air Radii may not be established in enemy port hexes, nor during Night turns before December 1940 (Allied) or August 1943 (Axis).

5.4 Movement While Shadowing

Shadowing assets [6.3] must move with the enemy force they are shadowing — they cannot move in their own Player Phase. Shadowing ends if the enemy force enters a hex outside the range of the shadowing air asset or enters a port hex.

5.5 Combining and Splitting

5.5.1 Splitting Forces: A force may split into two or more forces during its own Naval Movement Segment by placing additional blocks in the same hex and moving one or more warship or sub units into each new force's box on the Force Display. TFs and Wolfpacks created in this manner share the same ID and Fuel Status as the original force. Merchant ships may never voluntarily split from their Convoys. See also 6.3.3.

► 5.5.2 Combining Forces: In their own Combine Forces Segment, forces in the same hex may combine into a single force with the highest ID of its components (optionally subject to weather effects [9.4]). Dummies in the same hex must combine (unless they fail to locate one another when using Optional Rule 9.4), as must friendly Wolfpacks with less than 5CS total.

5.5.3 Swapping Units: Forces in the same hex during their Combine Forces Segment may swap some units between them (e.g., to avoid fuel penalties; see 11.1.1). This is allowed.

5.6 Dispersal and Scattering

5.6.1 Dispersal: Gales may result in dispersal of Convoys [9.2.5]. The Dispersed portion of a Convoy always remains in the same hex as its "parent."

5.6.2 Scattering: Any Convoy may Scatter in lieu of movement, with accompanying warships becoming a separate Task Force. A Convoy composed entirely of Convoy Ships when attacked by a TF [7.6.5] must Scatter after the attack. Place a Scatter marker on the Convoy block. A Scattered convoy subsequently moves at normal speed and is less vulnerable to surface attack, but remains Identified [6.8.1] and is more vulnerable to air and submarine attacks. Once scattered, a convoy may never reform until it enters port.

5.7 Off-Map Boxes

► 5.7.1 Germany: Axis forces may enter or leave port in the Germany Box by spending an entire Turn moving to or from hexes 1707 or 1708.

► 5.7.2 Kara Sea: Forces may enter or leave the Kara Sea Box by spending an entire Turn moving to/from hexes 0122, 0421, or 0622. Ice Conditions in Zone III East must be certain Clear or Light Drift, and Axis forces may only enter per the Operation WUNDERLAND Special Condition [12.12].

5.7.3 English Channel: Allied forces may enter or leave the English Channel Box by expending one hex of movement to/from hex 1706. Remove forces entering the box from the Operation (but do not score any VPs).

6. Reconnaissance

Players must perform reconnaissance in order to locate and identify enemy forces before they can attack them. Reconnaissance is mandatory, including all assets in each hex.

6.1 Identification Levels

All forces at sea are either Unidentified or Identified. Unidentified blocks stand on edge facing the owning player, so the opponent may not read them. Identified blocks lie flat, face-up and with the correct Identification Level (ID from 0 to 3) oriented at the top of the block as viewed by the owning player. Forces at sea never exceed ID3.

Design Note: Identification Levels reflect how accurately and recently the enemy has located the force, as well as knowledge of its makeup:

  • ID0 — Last located more than six hours ago.
  • ID1 — Tentatively located six hours ago with a vague estimate of its composition.
  • ID2 — Accurately located six hours ago with a good estimate of its composition.
  • ID3 — Accurately located less than six hours ago with an excellent estimate of its composition.
  • ID4 — Precisely photographed in port (only).

6.2 Reconnaissance Procedure

► During the Reconnaissance Segment, draw one card from your own deck against each enemy block at sea in a hex that is either

a) within a friendly Air Radius, b) a designated hex within an Air Search Sector, c) co-occupied by one or more friendly forces, Dummies, or reconnaissance-capable air units, or d) shadowed.

► Note: Convoys with no Warship units, Wolfpacks with only 1CS, and forces including ships DiW or under tow cannot successfully search in this segment unless shadowing [6.3.2, 6.8].

Consult the Day or Night section of the card as appropriate and cross-reference the searching asset(s) with the weather in the hex. If the searching asset is a force, use the card's 'Force' line; if within a friendly Air Radius, in a designated hex within an Air Search Sector, or an air unit is searching, use the 'Air' line; when both apply, use the 'Both' line. If the result is

  • "U", or
  • a number less than or equal to the ID of the enemy force, or
  • "S" and either a friendly shoreline hex is being searched [1.1.3] or the enemy force is being shadowed [6.3],

the search is successful: Increase the ID of the enemy force by the amount listed at the bottom of the column or remove it if a Dummy. If the result is a plane symbol, treat this as a "U" unless the target force includes an aircraft carrier or unused CAM [6.2.2] or is in or adjacent to an airbase hex with Interceptors [1.1.2]. If the card section is marked with a watermarked submarine silhouette and the target force is a Wolfpack, the enemy player may announce this to negate the result [6.2.2]. On any other result (including searching with only a Dummy), or if the card section is marked with a Soviet red star symbol and all searching assets are Soviet, the search fails. The searching player need never reveal the card to the opposing player unless successful.

Play Note: To conceal the nature of Unidentified forces and Dummies, players should draw a card and proclaim failure for all searches except successes by actual assets.

Example: It is a Day turn and the weather is Reduced Visibility. Allied TF2 (which includes CV Victorious) is being shadowed by the Axis Trondheim Sector asset. During the Allied Reconnaissance Segment, the Allied player would draw one card to search for the Axis block, cross-indexing the 'Reduced Vis' column and the 'Both' line (because the carrier's intrinsic Air Radius counts as an air asset). Any result but a 'U' or a plane symbol would be a failure. If the Day section of the card included a watermarked sub silhouette, the Axis player could announce "The target is a Wolfpack," and then even these results would fail.

During his own Reconnaissance Segment, the Axis player would draw a card for the shadowed TF using the 'Both' line result. This would succeed on any result save a 2 or 3, but if the result is a plane symbol, the Allied player could (but need not) announce "The TF includes a carrier" and the search would fail. The Axis player would draw another card for the Unidentified block using the 'Force' line (because shadowing assets cannot search for forces except the one they are shadowing; see 6.3], succeeding only with a 'U' result.

6.2.1 Search Results: If reconnaissance is successful, check the "ID" line of the card in the appropriate column to determine the amount by which ID increases (consider an Unidentified force to be ID0). The opponent must reveal the following information about the located force:

  • ID1 — The total number of warship units ± 50% (do not round off) and if the force is a Large (>10 Convoy Ships) or Small Convoy.
  • ID2 — The total number of warship units, the total number of Heavy Ships and whether any carriers are in the force, and the total number of Convoy Ships.
  • ► ID3 — The exact number of naval units and ships of each category.
  • ► ID4 — The exact numbers and types of Light/Convoy Ships and submarines, and the names of any Heavy Ships.

Example: An Allied Convoy consists of BB Duke of York, CV Victorious, CA Suffolk, CL Jamaica, 4 A-I class DDs, 1 AO, and 24 MVs. Successful German searches would result in the following revelations by the Allied player:

  • ID1: "(Any number between three and seven inclusive) warship units in a Large Convoy."
  • ID2: "Five warship units total, of which four are Heavy Ships including at least one carrier, and 25 Convoy Ships."
  • ID3: "Two Capital Ships including one Carrier, two Cruisers, four Light Ships, and 25 Convoy Ships."
  • ID4: "Duke of York, Victorious, Suffolk, Jamaica, four destroyers, one oiler, and 24 merchants."

If reconnaissance fails, the ID of the target force does not change unless it was shadowed [6.3.5].

6.2.2 Target Type: The non-searching player may (but need not) choose to negate reconnaissance attempts depending on the target and the card drawn. If:

  • the target is a Wolfpack and the applicable card section (Day or Night) has a watermarked sub silhouette; or
  • the target is a force including a carrier or unused CAM and the result is a plane symbol,

the player may announce this to change the result to failure [6.2]. A carrier need not have a Fighter unit on board. An announced CAM becomes used; flip the CAM unit to its back side to show that it may not be used again during this Operation.

6.3 Shadowing

Some assets that successfully identify an enemy Convoy or TF during the Reconnaissance Segment may immediately elect to shadow that force to retain ID and gain an additional attack location draw [7.1]. If so, they must move with the enemy force — they cannot move in their own Player Phase.

Important: The enemy force does not reduce its ID until shadowing ends [6.6].

A shadowing asset searches only for the force it is shadowing each turn, and may not search for other enemy forces in the same hex. Dummies may never shadow. Wolfpacks may never be shadowed.

6.3.1 Air Shadowing: A successful Air search (or Both) may shadow an enemy TF or Convoy that is not Dispersed or Scattered unless the searching air asset is Soviet or the target is in or adjacent to an enemy airbase hex that may Scramble [7.3.1]:

a. Air Units: Mark a reconnaissance-capable air unit with a Shadow marker, and do not return it to base. It may not attack. b. Air Radii: Mark a force Identified inside an enemy permanent Air Radius with a Shadow marker. c. Air Search Sectors: Place the back (Shadow) side of an appropriate Air Sector marker on the target force. Reduce the number of hexes available for search in that sector by 1 for each enemy force so marked.

6.3.2 Wolfpacks: One German Wolfpack (only) may shadow each Allied Convoy that is not Dispersed or Scattered. If two or more Wolfpacks conduct a successful search, the Axis player may select one that may shadow. Place the shadowing block under the target block, either face-down (if it is Unidentified) or face-up as appropriate. A shadowing Wolfpack cannot attack.

6.3.3 Task Forces: An Allied TF made up solely of one or more unhit Cruisers may shadow an Axis TF it identifies during the Reconnaissance Segment or transit [6.6.1]. If the Axis TF includes a Capital Ship, Allied Cruiser(s) may also shadow after surface combat. To do so, the shadowing Cruisers may split off into a new TF upon identification or at the end of the Surface Combat Segment [5.5.1]. Place the shadowing block under the target block, either face-down (if it is Unidentified) or face-up as appropriate. No other TF may ever shadow.

6.3.4 Target Splitting: If a shadowed force splits, the opponent may choose which of the resulting forces will continue to be shadowed. The shadower may announce this decision based on known composition of the original force.

Example: "Shadow the Convoy," or "shadow the larger TF," or "shadow the capital ship."

► 6.3.5 Termination: Shadowing ends immediately whenever circumstances would prevent shadowing air assets from taking off or flying [7.8.1, 9.2.3-5] or a search by the shadower(s) fails. Shadowing must also end if the enemy force leaves the applicable Air Radius/Search Sector, enters a hex outside the range of a shadowing air unit or adjacent to an airbase hex with Fighters or Interceptors [1.1.2], or enters a port hex. The shadowing player may voluntarily cease shadowing before the enemy force moves during an enemy Naval Movement Segment.

Design Note: The failure of a search while shadowing may result from a number of potential causes such as deteriorating local weather, navigation error or equipment malfunction on the shadowing platform, or the failure of a relief aircraft to arrive.

When shadowing ends, remove the Shadow/Air Sector marker and return the formerly-shadowing air unit to its base, or stand a formerly-shadowing Unidentified TF/Wolfpack upright. Immediately reduce the ID of the force no longer shadowed by 1 [6.6].

6.4 Routine Air Reconnaissance

► 6.4.1 Air Radii: Air patrols from land bases are effectively constant in every hex within the permanent Air Radii shown on the map (except during Gales weather). Unless Crippled or DiW, Carriers project an air radius into their own hexes in Fair or Reduced Visibility weather during Day turns only. Air units capable of both reconnaissance and ASW may establish an air radius in one hex within their range per step when weather at their base permits them to fly [5.3.1]. One-step units have Air Radius markers on their backs; others must use spare markers provided.

Search every hex within an Air Radius as if a Reconnaissance air unit is present. Note: a Carrier Air Radius need only be announced when the controlling player wishes to take advantage of its presence.

6.4.2 Air Search Sectors: Each scenario will indicate how many hexes may be searched with notional air units in each of the five sectors (one British, one Soviet, and three German) shown on the map during each turn, including Night turns. During the Reconnaissance Segment, the searching player may select and search these hexes (which may include other forces) just as if an air unit was present there. Where the German Trondheim and Barents Sectors overlap, the Axis player may use an allocation from either sector to search a hex. Players should designate all hexes to be searched before any cards are drawn using the Air Sector markers provided.

6.5 Dummies

Search hexes outside friendly Air Radii occupied solely by a Dummy to conceal the Dummy's identity, but always declare failure. If a card that would otherwise result in success is accidentally revealed, eliminate the Dummy rather than identifying any enemy forces. Dummies may never shadow.

6.6 Movement and ID

Any force beginning its Naval Movement Segment at ID0 becomes Unidentified. Stand its block on edge and, if it is not a Wolfpack, place a Dummy with it if desired (without exceeding the number available; see 1.3).

A force decreases its ID by one every turn it moves one or more hexes unless it begins shadowed [6.3] or is a Scattered Convoy [6.8.1]. Rotate its block 90° counter-clockwise upon completion of its move. Decrease the ID of a non-moving force by one every friendly PM Naval Movement Segment unless shadowed.

► 6.6.1 Transit: If an active force or Dummy moving at Very High, High, or Moderate Speed [5.1] enters and then attempts to leave a hex containing any non-shadowing enemy block(s) in the same Movement Segment, the enemy player may immediately make one Reconnaissance draw against the moving block. For purposes of this rule, leaving a port in the same hex counts as entering the hex, and entering a port in the same hex (including an attack [16.6.2]) constitutes leaving the hex. If the Reconnaissance is successful, one locating force may shadow if eligible [6.3.3] and either player (inactive first, but not a moving Wolfpack [5.2]) may attempt to initiate combat in the hex the force is attempting to exit if allowed [7]. If combat results, the active force may (but need not) end its movement in that hex.

6.7 Combat and ID

[N40] After each round of surface combat, forces involved automatically increase to ID3 during Day turns/ID2 at Night. Air attack increases the ID of a target force to ID2. Submarine combat increases the ID of all forces involved to ID1. Combat cannot cause ID to decrease.

6.8 Convoys

A Convoy without any Warship units may not search.

6.8.1 Scattered Convoys: A Scattered Convoy remains at ID3 until it enters port.

6.9 Port Reconnaissance

Only Photo Recon air units may conduct reconnaissance against forces in enemy ports (i.e., face down), and only during the Photo Reconnaissance Segment of Day turns. They serve no other function.

Draw one card for Photo Reconnaissance of a port and consult the 'Photo' line. Success yields normal information on all forces in that port combined. Since forces in port have no ID, the ID of such forces never increases. Do not reveal or remove any Dummy present.

7. Combat

In the appropriate Combat Segment per the Sequence of Play, the active player announces and resolves intended attacks against enemy forces one at a time, with some restrictions:

  • Land-based air units may attack air units at airbases and naval units in port only when permitted by Random Events or Special Conditions.
  • ► Port and airbase hexes in Germany and the United Kingdom (including the Orkneys and Shetlands) may never be attacked.

Design Note: British facilities were well-protected by Fighter Command, whose squadrons have been omitted to save setup time and space in the counter mix. The German coast was also well-defended.

  • Targets at sea must be Identified to be attacked [6.1].
  • A target force may only be attacked by air units once in an Air Combat Segment unless using Optional Rule 7.1.2.
  • Each Wolfpack always attacks separately, and only if it is not moving and has not expended its torpedoes [7.4.1].
  • Additional TFs may attempt to attack the same target simultaneously [7.6.2.i].

Combat may also occur during a Naval Movement Segment when a moving force enters and then attempts to leave a hex occupied by an enemy force [6.6.1] or when a Wolfpack enters or leaves a hex within an enemy Air Radius [7.5.5].

7.1 Target Location

When an attack on a force at sea is announced, draw one card for an air strike or offensive air ASW attack or for each Task Force or Wolfpack attempting to attack. Check the search result, using the 'Force' or 'Air' line (never 'Both') as appropriate. For these purposes, a result is always successful. If the first attempt is unsuccessful and the target is being shadowed [6.3] or is a Dispersed Convoy, draw a second card. Resolve combat if either result is successful. Regardless of the result, do not change ID except as specified in Rule 6.7. If all draws fail, the attacking force or air strike may not attempt to locate another target that Segment.

Example: Axis air units attempting to attack an Allied convoy (ID2) in an all-sea hex in Reduced Visibility draw one card and cross-index the 'Air' line in the Day section with the Reduced Vis column. Unless the result is successful identification (0, 1, 2, U, or S), the attack fails and the Luftwaffe units return to their bases. If the convoy was being shadowed, the Axis player could draw a second card, and the air units would attack if either card resulted in a successful search (including an 'S' result).

7.1.1 Interservice Communication (Optional): If the first attempt is unsuccessful, draw a second card only if:

  • The target is a Dispersed Convoy; or
  • One or more air units are attacking and either the weather in the hex is Fair or the target force is being shadowed by a friendly air asset (unit, Air Search Sector, or Air Radius); or
  • A Wolfpack is attacking and the target force is being shadowed by another friendly Wolfpack; or
  • A TF is attacking and the target is being shadowed by an Allied air asset or TF.

Design Note: Cooperation among the German armed services was notoriously poor. Aircraft could not communicate directly with ships, and neither could communicate with U-boats. As a result, shadowing by one arm often failed to result in successful attacks by another.

7.1.2 Coordinated Air Strikes (Optional): Instead of combining all attacking air units into one strike, players should keep the units from each airbase or force in separate groups and draw a location card for each. A group that succeeds in locating the target with a 'U' or S symbol result must attack immediately before the remainder draw. Groups with other successful results attack together after all locating attempts. Scrambling fighters that survive one attack may scramble against subsequent attacks [7.3.1].

7.1.3 Surprise: Some attackers may achieve Surprise and gain benefits in subsequent combat:

  • Each Task Force attacking a Convoy or TF at Night or in Poor Weather [9.2.1], including when Intercepting;
  • A Wolfpack attacking another Wolfpack; or
  • (Optionally) an air attack [7.3.1]

Roll one die on the Surprise Table in each case before resolving combat.

7.2 Combat Losses

Later rules sections provide the procedures for resolving different forms of combat (air-to-air, bombing, torpedo attacks, etc.). The mechanics of inflicting losses are common to all, however, and are described here.

Losses are taken in steps. For most units, the difference between each step is 1 Combat Strength point. Whether shown on the counter or not, all single-ship units have a "0*" CS step.

For each Hit taken, eliminate 1CS by rotating a naval unit 90° counter-clockwise to show the new CS at the top, flipping a 2CS air unit to its 1CS side, or eliminating a 1CS air unit.

Some naval units (e.g., Tirpitz) have a difference of 2CS between some or all of their steps. They must sustain two Hits to rotate 90° and lose one such step. In this case, rotate the counter 45° to track a single Hit during combat, but do not reduce the CS when firing until a full step is lost. Ignore any "odd" Hits remaining at the end of any Combat Round or Segment — they do not carry over.

A few naval units (e.g., CM Adventure) have a difference of 0CS between some steps. One Hit suffices to eliminate such a step and rotate the counter 90°.

Remove a unit from the game when it loses its last step. Note: single-ship naval units reduced to exactly 0CS sink only when they incur one additional hit. Mark such units lacking a 0CS step on their counters with a DiW (Dead in the Water) marker [1.4].

7.3 Air Combat

Unless Shadowing or projecting Air Radii, air units may attack enemy naval forces (if located per 7.1 or in port), floatplane units at a port, air units at airbases, or reconnaissance-capable air units subject to interception using the following procedure:

a. The defender may Scramble eligible Fighter units [7.3.1]. b. Conduct air-to-air combat [7.3.2-3]. c. Resolve Offensive ASW attacks [7.5.2] or deploy target units [7.3.4]. d. Assign attacking air units to targets and declare torpedo attacks [7.3.4]. e. Determine the results of each wave of attacks before resolving the next wave.

  1. Resolve anti-aircraft fire [7.3.5].
  2. Resolve bombing/torpedo attacks [7.3.6-7.4.1].

Note: Only Soviet VVS-SF units (with white Unit Names) may attack a Convoy or TF at sea, not Soviet air force units.

At the conclusion of air combat, increase the target force's ID if necessary [6.7], move a TF's Fuel marker 1 space back [11.1.3], and return all attacking and scrambled air units to their bases/carriers of origin.

► 7.3.1 Scramble: During a Day turn (only), the defender may Scramble any Fighter units in the target hex (including Interceptors [1.1.2, 1.5.3]) to engage the attackers. One unit may Scramble in response to a search by enemy Reconnaissance (not Photo) air units (including shadowers).

Optional Rule: Roll for Surprise [7.1.3] for each air attack. If successful, only 1 Fighter unit of the defender's choice (an Interceptor if available) in the target hex may Scramble. If unsuccessful, or when intercepting a reconnaissance air unit, 1 defending Fighter or Interceptor unit in an adjacent hex may Scramble, in addition to all defenders in the target hex.

7.3.2 Air-to-Air Combat: Scrambled Fighter units exchange one round of fire simultaneously with the attacking air units. Scrambled units may split their fire, but must match attacking Fighter CS one-for-one before they may fire on other types of air units. Scrambling prevents all attacking Fighter units from conducting bombing attacks.

7.3.3 Air Combat Resolution: A unit with a circled Air Combat Rating may not fire in air-to-air combat unless fired upon. Subtract the target's Air Combat Rating from the firing unit's Air Combat Rating, and apply the resulting DRM to the Air Combat Table rolls (but never a negative DRM when a Fighter is firing). Air units with a '+' symbol increase their Air Combat Rating by one when firing upon a Bomber unit. Roll one die for each firing CS:

  • Abort: Reduce the CS of the target unit by 1 for the remainder of this Player Phase only. Place an Abort marker on the unit.
  • Damaged: Reduce the target unit by one step for the remainder of the Operation, but score no VPs.
  • Hit: Permanently reduce the target unit by one step.

If more successful results are rolled than the target unit has CS, apply the most serious results.

Example: Two Albacore units (3CS total) and one Fulmar (2CS) attack Kirkenes. Two Bf109E/F units (4CS total, including the Interceptors) and one Bf110 (2CS) scramble to oppose the attack. 2CS of defending Fighters must engage the Fulmars, so one Bf-109 takes on the escorts, rolling 5 and 6 (modified to 7 and 8): one Fulmar step Aborts. The other two Scrambled units each attack an Albacore unit. The 109 rolls 0 and 2 — a whiff, even with the +4 DRMs. The 110 rolls 2 and 7; because the '+' increases the Bf110's Air Combat Rating by one against a bomber, the 7 becomes a 10 and the 1CS Albacore unit is shot down.

Since fire is simultaneous, the Fulmar unit gets to return fire on the Bf109s with 2 CS and rolls 2 and 9, Damaging one Messerschmitt step. The Albacores (including those destroyed) could roll against the Interceptors, but with no chance of Damage or a Hit, the Allied player declines.

► 7.3.4 Air Strike Deployment: All naval units in port are considered to be in one force when attacked. Deploy target naval or air units/stacks face-up in a single line. Up to 10 MX/AX ships may stack together, and up to 4CS of Light Ships may stack together. Ships DiW/under tow may stack only in port. Otherwise, naval units may not stack.

Place all remaining attackers adjacent to the units/stacks they will attack (air units are attacked as a single group). Up to two attacking air units may be assigned to a specific target in each wave. The attacking player must declare whether each Light and Medium Bomber unit with a torpedo symbol is attacking with bombs or torpedoes against ships at sea, and roll one die on the Ice Table if necessary [7.4].

Design Note: Faced with serious attack, towing ships would drop their tows (which is why there is no DRM for ships towing). Towing ships need not line up adjacent to their erstwhile tows.

7.3.5 Anti-Aircraft Fire: For each wave of attackers, a target naval unit fires its entire AA value at each unit attacking it. Target stacks fire the sum of their values (e.g., 1 + * = 1, * + * = ). Naval units/stacks that are not themselves targets may fire at one air unit targeting an adjacent unit per wave if they have a numerical AA value (not '').

Important: The two units/stacks on the ends of the line are considered adjacent for AA purposes.

If the target forces are in port, add the port AA value to fire against every attacking unit. Airbase AA also fires at every unit attacking the airbase.

Roll one die for every AA factor firing on the AA Defense Table. One die roll may be modified per unused CAM in the target force if the weather is Fair or Reduced Visibility; flip the CAM counter to its back side to show that it may not be used again during this Operation. Stacks with AA values of '*' roll only once at each attacking unit. Results are the same as for Air Combat [7.3.3].

7.3.6 Bombing/Torpedo Attacks: Surviving attackers bomb naval/air units by cross-indexing the type of bombing air unit with the target's type on the Naval Bombing Table or the environment (Day or Night) on the Airbase Bombing Table. Air units that chose to attack with torpedoes must make torpedo attacks [7.4] instead of bombing. The attacking player rolls a number of dice equal to the firing unit's CS, adds any applicable DRMs, and obtains one Hit for each number rolled that is greater than or equal to the Hit #. Randomly assign Hits to ships in stacks and air units.

An attacking air unit in the second or later waves must attack its pre-selected target unless that target is eliminated. In that case, the unit may either switch targets to an adjacent (surviving) unit or voluntarily forego attacking altogether. Units choosing not to attack do not suffer AA fire.

7.3.7 Ju88s: German Ju88 bombers use the Light Bomber row of the Naval Bombing Table unless attacking a port at night.

Design Note: The Junkers Ju88 had dive brakes and attacked shipping in dives up to 60°. While not as deadly as true dive bombers, they were much more effective than most other medium bombers when attacking naval units.

Example: One He111H-5 (2CS) and three Ju88A-4 units (total 5CS) attack a small convoy. The convoy consists of two DD units (4CS total), 1 ES, 1 AO, and 5 MVs. The Allied player deploys his Convoy Ships in a single stack in the center of his formation. The Axis player wants to concentrate on the merchants, so deploys his units in two waves.

In the first wave, the He111s and one Ju88 unit attack the Convoy Ships, while another Ju88 unit (1CS) attacks the J-R class DDs. The remaining unit in the second wave attacks the Convoy Ships. As the first wave attacks, the Allied player will roll two AA dice against the Ju88 attacking the J-R class DDs (because the L-M class DD at the other end of the line is considered adjacent), while the Convoy Ships get one roll against each unit attacking them. The ES unit does not fire, since its AA value is '' and it is not under attack. The results are:*

  • DDs vs. Ju88: 1,4 = no effect
  • AO/MVs vs. He111: 8 = 1 Abort
  • AO/MVs vs. Ju88s: 7 = no effect

The He111 is marked with an Abort 1 marker, and the air units make their attacks:

  • Ju88 vs. DDs: 2 = no effect
  • He111 vs. AO/MVs: 7 = no effect
  • Ju88s vs. AO/MVs: 0,9 = 1 Hit

The Allied player randomly determines that the AO was not hit, so the 5CS MV unit is replaced by a 4CS unit.

Now the second wave faces AA fire before attacking. Since the J-R class DDs are no longer targeted, they can fire at the air unit attacking the adjacent merchantmen:

  • DDs vs. Ju88s: 6 = no effect
  • AO/MVs vs. Ju88s: 9 = 1 Abort
  • Ju88 vs. AO/MVs: 8 = 1 Hit

One more MV CS is eliminated, and the attack is over.

7.4 Torpedo Attacks

► Units marked with torpedo symbols may (and type TB air units must) attack ships at sea with torpedoes instead of bombing or gunnery. Heavy Ships so marked may make one torpedo attack per symbol during step (iv) of a Surface Combat Round. Light Ships, submarines, and aircraft declaring torpedo attacks make a number of torpedo attacks per symbol equal to their current CS. Note: naval units with two symbols need not use both in a single attack.

If bombers attack with torpedoes in a hex that is not confirmed Clear of ice, roll one die on the Ice Table (using the Zone with the least ice coverage if the hex includes different Zones). If the result is anything other than Clear, these aircraft may not attack. Air units may not attack ships in port with torpedoes.

7.4.1 Torpedo Attack Procedure:

i. Roll one die on the Torpedo Attack Table for each torpedo attack. An attack is successful if the modified result is 8 or more. ii. For each Success, roll one die on the Torpedo Damage Table to determine how many Hits are scored or whether the target is crippled or sunk outright: (a) Hits — A number on the chart indicates how many Hits a single-ship target unit sustains, or how many Light/Convoy Ship CS are DiW [5.1.1]. (b) ► Crippled — Mark crippled ships with a Crippled marker. Cripples limit their forces to moving at Slow Speed [5.1]. Subsequent attacks against crippled ships receive a positive modifier on the die roll to hit unless they are stacked with Slow Convoy Ships.

Most Cripples maintain full combat capabilities, but Crippled DDs and TBs are 0 CS, and do not contribute to subsequent combat. They must be split off into separate unit counters (contrary to 1.4) and cannot stack in combat. Crippled Carriers may no longer operate aircraft and no longer generate an Air Radius [7.8.1].

(c) Sunk — Eliminate the target unit immediately, regardless of any remaining steps. "1 Sunk" or "2 Sunk" indicates one or two ships are eliminated. These are randomly chosen from the target stack(s), and can be either multi-ship steps (e.g., MV) or entire single-ship units regardless of size (e.g., AO Aldersdale or an MC).

Example: Two He111H-6 (3CS) and one He115C (1CS), all armed with torpedoes, attack a small task force in a hex clear of ice. The force consists of CL Edinburgh and two DD units (2CS J-R class and 2CS A-I class). The Allied player deploys the cruiser in the center of his formation.

The He111s attack the cruiser, while the He115 attacks the DDs to divert their fire.

The J-R class DDs will get one AA die roll against the He115 attacking them, while the CL gets one roll against each unit attacking it. The A-I class DD unit does not fire, since its AA value is '' and it is not under attack. The results are:*

  • DDs vs. He115: 4 = no effect
  • CL vs. 2CS He111: 7 = 1 Abort
  • CL vs. 1CS He111: 9 = 1 Hit

Edinburgh's fire is deadly: the larger He111 unit is marked with an Abort 1 marker while the other is Destroyed. The remaining air units make their attacks:

  • He115 vs. DDs: 9 = 1 Success
  • He111 vs. CL: 5,8 = 1 Success

Note the attacking He111 CS rolls two dice because it has two symbols. The follow-up rolls on the Torpedo Damage Table yield 1 Sunk destroyer (on a 7) and two Hits on the cruiser (on a 4).

7.4.2 Torpedo Expenditure: After making a torpedo attack, mark surface units with a Torps Expended marker. Units with all Torps Expended may no longer make torpedo attacks. Sub units flip to their back side when indicated by the Submarine Combat Table, and may no longer announce attacks [7.1].

To remove the markers or flip sub units back to their front sides, units must spend a complete turn not refueling in a designated port [Bergen, Trondheim, Narvik, Scapa Flow, Lerwick (subs only), and Murmansk (Soviets only)].

Example: A German Type 35-37 TB unit (2CS) makes a torpedo attack on an Allied CA. The Axis player could save some torpedoes for future use by rolling only one die per CS on the Torpedo Attack Table and placing one Torps Expended marker on the TB counter, or expend all torpedoes by rolling four dice and placing two Torps Expended markers.

7.5 Submarine Combat

Wolfpacks attacking naval forces or attacked by them must determine the order of antisubmarine warfare (ASW) and submarine torpedo attacks. Roll one die on the Submarine Combat Table, ignoring the presence of any DDs DiW or towing. After applying all applicable DRMs to a maximum of ± 6, determine the maximum number of sub CS that attack before and after any ASW attacks (each sub may attack only once). The modified die roll also determines if the subs have expended their torpedoes after attacking [7.4.2], and whether or not any Refueling at Sea (RAS) in the target force may continue [11.3.2]. An odd-numbered modified die roll also indicates the subs will expend their torpedoes if all surviving subs attack. Players then conduct ASW and submarine torpedo attacks as appropriate. Increase the ID of all forces involved to ID1.

7.5.1 ASW Combat Procedure: Roll one die for every:

  • 3CS of destroyers and/or torpedo boats not Crippled, DiW, or towing (5CS if Critical Fuel, rounded off, i.e., down if 1, up if 2),
  • 1CS of Escorts (Type ES), or
  • 1CS of air units marked with ASW symbols,

not to exceed twice the number of subs in the opposing Wolfpack, and apply appropriate DRMs:

(a) Success — Roll one additional die, resulting in: (i) Sunk — Eliminate 1CS of submarines. (ii) Damaged — Remove 1CS of submarines from play (simulating returning to port), but no VPs are awarded.

Preferentially apply Success results to subs that have already attacked, if any.

(b) Held Down — Reduce the number of submarines that may subsequently execute a torpedo attack in this combat by 1CS.

Results in excess of the number of subs allowed to attack do count. If there are more results than submarines present, apply the most severe results.

7.5.2 Offensive ASW: Air units marked with ASW symbols may attack during their Air Combat Segment. Task Forces (not Convoys) may attempt to attack Wolfpacks during their side's Submarine Combat Segment or when detecting a transiting Wolfpack [6.6.1], but must still follow the normal Submarine Combat procedure [7.5]. In either case, apply the Offensive ASW –1 DRM to their ASW rolls and, for a TF, expend 1 additional turn of fuel [11.1.3].

7.5.3 Submarine Attack Procedure: When Submarine Combat results in a Submarine Attack (before or after ASW Combat), subs must attack if able. The defender does not reveal the units in the target force. Instead, the attacking player chooses one target category for each sub CS before executing any Torpedo Attacks [7.4.1]. If he selects a category that is not present, do not roll – that sub forfeits its attack. Otherwise, randomly choose target(s) within categories before rolling on the Torpedo Attack Table.

Example: A German Wolfpack of 3 sub CS at ID1 attacks a loaded ID0 British Convoy consisting of 16 MVs, 1 AA, and 1 AO, accompanied by 3 DDs, 2 TBs, and 1 ES CS during a Night turn in Fog.

The Axis player rolls a '3' on the Submarine Combat Table, modified (+2 Night +1 for 3 Subs –1 ID1 –3 DDs/TBs/ES) to 2. ASW combat occurs first, so the Allied player rolls three times on the ASW Table: 2 and 4 for the British ships, and 7 (modified to 6) for the Soviets. The 'Held Down' result means only 1 sub executes a torpedo attack. The Axis player declares he is attacking Convoy Ships and rolls a 7 on the Torpedo Attack Table — with the +1 DRM against a target in a Convoy, success! A roll of 8 on the Torpedo Damage Table means 2 Convoy Ships are sunk. These are randomly determined not to include either AX, so 4 VPs are deducted. The Convoy becomes ID1.

An Unidentified Wolfpack of 2 subs then attacks the same Convoy. This time the Axis player rolls a 6 on the Submarine Combat Table, modified to 5. Both U-boats get to attack first, and the Axis player chooses a Heavy Ship as one target, while the other attacks Convoy Ships. Since there are no Heavy Ships in the Convoy, the first attack aborts without being rolled. The other sub's result of 5 misses. The Allied ASW rolls are 1 and 7 (British), and 9 modified to 8 (Soviet), resulting in 1 sub Held Down and one Success. The follow-on roll of 5 means one sub is Damaged, while in this case the Held Down result has no effect (since all the subs in this Wolfpack have already attacked). The damaged sub is removed (but no VPs are awarded), and the unit counter flipped and rotated to its circled-CS aspect, showing that its torpedoes are expended (because the modified Submarine Combat roll was odd and all subs attacked). Although the oiler is unscathed, the second Submarine Combat result means that if it had been conducting refueling at sea [11.3.2], that would be canceled. The second Wolfpack becomes ID1 and the Convoy's ID remains 1.

► 7.5.4 Sub vs. Sub: A Wolfpack may only attack an enemy Wolfpack if it achieves Surprise [7.1.3]. Attacking subs that fail to achieve Surprise are instead ambushed and attacked by their intended target unless this is an attack on a moving Wolfpack [6.6.1]. In either case, do not follow the normal Submarine Procedure. Instead, roll once only on the ASW Table (ignoring DRMs and the number of submarine CS present). No return fire is allowed. A 'Success' result destroys 1CS.

Design Note: Unlike today, submarines were not ideal ASW platforms in World War II. Successes obtained were due to either accurate intelligence or chance encounter, with surprise almost always a major factor.

7.5.5 ASW Air Patrols: Any Wolfpack attempting to move into, out of, or between hexes within an enemy Air Radius incurs one roll on the ASW Table for each hexside it attempts to cross if it is Identified during a Day turn or if it attempts to move two hexes this turn (which must be declared before rolling). Do not apply the +1 Air Radius DRM. If the result is Held Down, Damaged, or Sunk, in addition to incurring the normal results, the Wolfpack becomes ID1 (if Unidentified or ID0) and loses that hex of movement. If it never leaves its starting hex as a result, its ID does not decrease.

Example: A German Wolfpack starting in the same hex as HMS Victorious in Reduced Visibility declares it will move two hexes. The Allied player rolls once on the ASW Table. On a result of 4 or less the Wolfpack leaves the hex and may move one additional hex; on 5 or more the Wolfpack is still in the hex with one hex of movement remaining (and may try to exit the hex again).

Design Note: Submarines moving on the surface in areas covered by enemy air patrols faced substantial risk of attack.

7.5.6 Submarines in Convoys: Allied submarines in a Convoy attacked by an enemy Task Force may immediately split into a Wolfpack in the same hex. If the enemy Task Force does not achieve Surprise, this Wolfpack may initiate Submarine Combat with that TF before any surface combat is resolved.

7.6 Naval Surface Combat

Each TF may participate in only one surface combat per Surface Combat Segment.

7.6.1 Interception: If an active TF announces an attack in the Surface Combat Segment and successfully locates its target [7.1], a different enemy TF in the same hex may attempt to cover the target by intercepting the active TF. The inactive player draws one card (two if shadowing the active TF). If the result is successful identification, the intercepting TF attacks the active TF; ignore the active TF's located target. Otherwise, the active TF attacks its target in surface combat. In either case, the attacking TF may attempt to achieve surprise at Night or in Poor Weather [7.1.3].

► 7.6.2 Surface Combat Procedure: Combat lasts up to eight Rounds [usually less; see step v below and 7.6.5], with each Round consisting of six steps:

i. Engagement — All TFs that successfully made their location draws on the same enemy force engage that defender in Round 1. In the second and later Rounds, players may attempt to engage with additional forces by drawing one reconnaissance card for each other TF in the hex (active player first) to locate the engaged enemy force with the highest ID. A TF joins the combat if it successfully locates that enemy force.

► Roll for Surprise for each TF that engages [7.1.3]. Then place the units of all engaging forces that did not achieve Surprise face-up in their respective Deployment areas on the Battle Display (defenders first). Units must obey the same stacking restrictions as for air attacks [7.3.4].

If Surprise is achieved, do not place that TF's units until the end of the Maneuver Segment (see below).

Note: all units remain in their original forces throughout the battle for fuel and other purposes.

ii. Maneuver — If units of both sides are present, first the defender, then the attacker may move any units not Crippled or DiW from the Deployment into the Screening, Withdrawal, or (after their first combat round) Torpedo Attack areas of the Battle Display. After Round 1, any units not moved may receive an Evasion marker instead to hinder enemy torpedo attacks on those units at the cost of reduced gunnery accuracy. Units in Withdrawal areas may never move. If all units of both sides are in their Withdrawal areas, surface combat ends immediately.

► After all movement is complete, place the units of newly-engaging TFs that achieve Surprise (Allied player first) face-up in the Deployment or Torpedo Attack area(s). Each such TF fires guns and torpedoes immediately upon being placed.

► iii. Gunnery — Both players assign targets before firing with units that did not achieve Surprise. Enemy units may not be targeted if they are Screened [7.6.3]. Every enemy unit not Screened must be targeted before any unit can be targeted by multiple friendly units. Splitting fire is not allowed unless the entire firing TF consists of a single Light Ship unit. Resolve fire simultaneously by cross-indexing the type of firing unit with the target's type on the Naval Gunnery Table to obtain a Hit #. The player firing rolls a number of dice equal to the firing unit's CS, adds any applicable DRMs, and obtains one Hit for each number rolled that is greater than or equal to the Hit #. A Heavy Ship scoring multiple Hits on a Light Ship unit must apply all Hits to a single ship.

Play Note: The first player rolling may use Abort markers to temporarily show Hits obtained before the second player fires.

iv. Torpedo Attack — Both players (defender first) may assign targets for their surviving units in Torpedo Attack areas in the same manner as for gunnery attacks. Simultaneously execute the Torpedo Attack Procedure [7.4.1]. After resolving each unit's Torpedo Attack, mark it with appropriate Torps Expended markers.

► v. Withdrawal — Either or both players (defender first) may roll once on the Withdrawal Table (and after May 1941, the Axis player must roll if any German unit has lost a step since the battle began), whether they have any unit(s) in the Withdrawal Area or not. Add +1 for each Round previously completed (e.g., add +2 if rolling during Round 3). If the modified result is 7 or more, return that player's units to the Force Display. Although a player only rolls once per round, DRMs apply to each unit individually, so some may withdraw while others do not.

► Finally, return all units still on the Battle Display in Screening or Torpedo Attack areas to their Deployment areas.

► vi. Force ID — Increase the ID of all forces in the battle to ID3 if a Day turn or ID2 if Night [6.7]. If either player no longer has units on the Battle Display, Rule 7.6.5 applies to an unescorted Convoy, or it is Round 8, surface combat ends; expend 2 turns of fuel [11.1.3]. Otherwise, begin a new Round.

7.6.3 Screening: Each warship or AMC unit in the Screening or Torpedo Attack areas that is not DiW or Crippled can prevent enemy units from attacking other friendly units:

  • Block two enemy units from attacking all friendly units in the Withdrawal area, or
  • Block one enemy unit from attacking one friendly unit in the Deployment area.

Place each of your Screening units opposite the blocked unit(s) and adjacent to any friendly unit it is protecting in the Deployment area. Each Screening unit may fire only upon a unit it blocks; a blocked unit may fire on any target not protected by an opposing Screening unit. Screened units may not fire upon enemy units blocked from firing at them.

► 7.6.4 Hitler's Restrictions: A German TF may only attack a weaker force:

  • It may never attack a force with an unhit BB or BC;
  • Unless a German TF with Heavy Ships includes an unhit BB or BC, it may attack only if the target force does not include any BB or BC and has fewer Cruisers than the German TF.

If engaged in surface combat with forces revealed not to be weaker, all German units must move into the Withdrawal area in the Maneuver Step and must roll to Withdraw every Round unless Axis reinforcements render the Allied force weaker. Exception: Light Ship units may screen Heavy Ships in the Withdrawal Area [7.6.3].

Surface Combat Example: An Axis TF attempts to attack Allied Convoy JW-51B (ID1) at Night in Reduced Visibility. To increase its chances, the Unidentified TF had split in two before moving into the Convoy's hex. An Allied covering TF is in the same hex.

The first Axis TF, consisting of Admiral Hipper and 3 DDs, draws a '0' result on its location card — success! Before it can attack, the Allied player decides to try and Intercept with the covering TF, but its location draw is not a 'U' or a plane symbol and it fails. The Axis player then rolls for Surprise, but the result of 3 +1 (for Reduced Visibility) +1 (attacker Unidentified) = 5 is less than 7, so JW-51B is not taken by surprise. The second Axis TF fails its location draw. If it had succeeded (and was not Intercepted), it would roll separately for Surprise and also participate in Round 1 of the battle.

Round 1: The Convoy, with 1× DD (J-R class), 4× TB (1× Old DD, 3× O-P class), 1× ES, and 13× MV, deploys. The Axis player places the German ships in his Deployment area of the Battle Display, and the action begins.

The Allied player moves his MVs into the Withdrawal area, and his DD and O-P class TBs into the Screening area. The DD prevents Hipper from attacking the MVs, while the TB blocks both German DD units. Since the Axis ships cannot close into the Torpedo Attack area in the first round, the Axis player does not maneuver.

The Axis player fires first (though gunfire is simultaneous, so it doesn't really matter). Hipper fires at the DD, and the Type 34-36 DDs fire at the O-P class TBs. All of the Germans are blocked from firing on the MVs, but the Type 36A DD can and does fire at the remaining ('Old DD') TB. The results are:

  • Admiral Hipper: 0, 6, 8 = 1 hit on J-R class DD
  • Type 34-36: 2, 7 = no effect
  • Type 36A: 1 = no effect

The (Optional Rule 7.8.3) roll for the DD hit is a 7, so it will be Damaged and removed without scoring VPs. In return, the British DD gets to fire back at Hipper before being reduced to 0CS, but its roll of 5 misses. Since the TBs may only fire at Torpedo range, they do not roll.

Because the battle does not take place in a friendly shoreline hex, the Allied MVs cannot withdraw, and neither player attempts Withdrawal. All units except the MVs return to their respective Deployment areas. Both the Convoy and Axis TF1 are now at ID2 [6.7]. Both players still have units on the Battle Display, so the battle continues.

Round 2: Neither the second Axis TF nor the Allied TF succeed in engaging this round.

The Allied player this time sends all his TBs into the Torpedo Attack area, where the Old DD blocks Hipper from attacking the MVs and the O-P class unit blocks both German DD units. The MVs must remain in the Withdrawal area. With no desire to expend torpedoes on Allied Light Ships, the Axis player still does not maneuver, but concern for possible torpedo attacks leads him to place an Evasion marker on Hipper.

Hipper fires at the Old DD, while all German DDs fire at the O-P class TBs:

  • Admiral Hipper: 2, 8, 9 = 1 hit on Old DD TB
  • Type 34-36: 4, 5 = no effect
  • Type 36A: 3 = no effect

The Old DD fires back at Hipper before it sinks, but misses. The O-P class TBs fire at the Type 34-36 DDs and also miss.

Because he wishes to retain the threat in future rounds, the Allied player declines to attack with torpedoes.

Once again, neither player attempts to Withdraw.

Round 3: The Axis player draws a 2, finally allowing his second TF to join the battle. Failing to achieve surprise, he places Lützow and three more destroyers (1× Type 34-36, 2× Type 36A) in the Deployment Area. The Allied Covering Force also engages (draw of U), but since this time surprise is achieved, its units remain off the Battle Display for now.

The Allied player again advances the O-P class TBs into the Torpedo Attack area, while the Escorts advance to Screen the merchants from a possible torpedo attack by the closer German DDs. The Axis player advances his original DD units into the Torpedo Attack area, but chooses not to screen his cruisers (to avoid blocking their fire). He does, however, give both Hipper and Lützow Evasion markers.

Before the Gunnery Segment begins, the Covering Force that achieved surprise arrives, so CLs Jamaica and Sheffield now join the Convoy's units in the Deployment Area.

The British cruisers can fire immediately, so Jamaica fires at Hipper while Sheffield shoots at the closer Type 34-36 DDs. Luck is finally with the Allied player:

  • Jamaica: 1, 8, 9 = 2 hits on Hipper
  • Sheffield: 3, 6, 7 = 1 hit on Type 34-36 DD

The roll for the stricken DD is a 3 — it sinks immediately.

In the Gunnery Segment, damaged Hipper returns fire at Jamaica, Lützow targets the MVs, and the Axis DDs all shoot at the OP class TBs. To the Axis player's dismay, all 11 shots miss. The British TBs fire at the newly-arriving Type 36A DDs and also miss.

The O-P class TB unit selects Hipper as the target for its torpedo attacks, but rolls of 0, 3, and 8 all miss. The two surviving German DDs in torpedo range now target Sheffield, and also miss (rolls of 1, 6). All three units that fired receive a Torps Expended marker.

Because they've taken damage and the Allied force is no longer weaker — either reason would suffice — all Axis units must attempt to Withdraw. The die roll of 3 is modified to 7 (+1 Night, +1 Reduced Visibility, +2 on Round 3), and the Axis player returns all his units to the Force Display. The Battle of the Barents Sea is over.

► 7.6.5 Unescorted Convoys: Once all warships included in a Convoy are eliminated or Withdraw, or if it had none to begin with, resolve 2 Rounds as modified below (but always at least 1) in which the attackers may make Gunnery and/or Torpedo attacks on the Convoy Ships:

  • +1 Round if Convoy initially included no warships
  • +1 Round if the attackers achieve Surprise
  • –1 Round if Night and/or Reduced Visibility
  • –2 Rounds if Fog/Storm/Gales

If part of the Convoy survives, it immediately Scatters [5.6.2].

7.6.6 Night Actions (Optional): To reflect the difficulty of identifying opposing forces at night, players may keep their counters inverted on the Battle Display during Night turns. At the conclusion of the Segment, players must reveal their losses as if they were a separate TF at ID2.

7.7 Dispersed or Scattered Convoys

Attacks on Scattered or Dispersed Convoys are conducted differently than attacks on other forces. Each attacking force may conduct a location draw when in the hex with the Convoy block or any adjacent hex that Convoy could enter [5.1.5].

Design Note: Once Scattered or Dispersed, the Convoy block represents only the center of a group of ships spread out into adjacent hexes and steaming individually.

► 7.7.1 Task Forces: If the location draw succeeds, a TF automatically sinks one (and only one) randomly-determined Convoy Ship instead of conducting surface combat rounds. No extra fuel is expended [11.1.3], but the ID of the attacking TF increases per 6.7 if Surprise is not achieved.

7.7.2 Wolfpacks: Instead of rolling on the Submarine Combat Table, each sub CS attacks one randomly-determined Convoy Ship. Note: Subs may inadvertently attack the same target! After all subs have attacked, roll one die: if the result is 0 or 1, flip the Wolfpack to its Torpedoes Expended side.

7.7.3 Air Attacks: Each air unit separately attacks one randomly-determined Convoy Ship.

7.8 Special Unit Types

7.8.1 Aircraft Carriers: If the defending player has one or more Carriers in his force and the weather is Fair or Reduced Visibility during a Day turn, the carrier aircraft may attack before the Engagement Step of the second and each subsequent Surface Combat round. Conduct an abbreviated Air Combat Segment using only steps (d) and (e) [7.3].

Destroy two randomly-chosen steps of aircraft on an aircraft carrier for each step loss suffered by the carrier. Crippled or DiW Carriers may no longer operate aircraft (including shadowing), and no longer generate an Air Radius [6.4.1].

7.8.2 Escorts: Escort (Type ES) CS are never permanently eliminated. If Hit, they return to play in the same force after the battle ends. Escorts may Screen in surface combat, but cannot target enemy units with guns or torpedoes.

Design Note: The only real contribution of these small ASW ships in a surface action was to cover the convoy with smoke, since they posed little or no threat to attacking warships. Even if one or two were sunk and the rest driven off or bypassed, the surviving escorts would resume ASW defense of their convoy after the battle.

► 7.8.3 Destroyer Hits (Optional): If a DD unit with no Crippled or DiW markers is hit in combat, roll one die per Hit at the end of that step (but no more than the number of CS in the unit) on the DD Fate Table to determine the fate of the stricken ships:

  • Damaged — remove the DD step without scoring VPs;
  • Crippled — place a Crippled marker on the counter [7.4.1];
  • DiW — place a DiW marker on the unit counter [5.1.1];
  • Sunk — one CS is lost permanently.

DiW destroyers are 0 CS, must be split off into separate unit counters (contrary to 1.4), and cannot stack in combat.

► 7.8.4 Motor Torpedo Boats: When resolving attacks on or by MTBs, they do not function like other naval units.

a. Air Combat: Bomb MTBs in port as if they are Submarines. Air units with an Air Combat Rating of 3 or greater attack MTBs at sea using the Air Combat Table without DRMs. b. Submarine Combat: Submarines may not attack MTBs. c. Surface Combat: MTBs do not make or receive gunnery attacks or Screen and may automatically Withdraw if desired. They attack only during the Torpedo Attack Step as if they were bombers, with defenders using AA values and the AA Defense Table (including the +1 Torpedo Attack DRM). Apply 'Abort' results as if they were air units [7.3.3].

► 7.8.5 Armed Merchant Cruisers: In surface combat, an AMC may Screen. Each AMC CS fires as if it is a 1CS CL (German) or CM (British or French).

8. Time

8.1 Turn Tracks

The PQ-17 Turn Tracks consist of 15 Days, each of two 12-hour turns (AM and PM). During the Fuel Phase, move each Turn marker to the next box on the Turn Track and flip it from Day to Night or vice-versa if appropriate. If the current turn is a PM turn, the next box will be the AM turn of the next day.

If an Operation has not ended upon completion of the Day 15 PM turn [3.3], consider the Turn Tracks to "wrap around" such that Day 1 on the Track is actually Day 16, etc.

8.2 Daylight and Darkness

Scenario instructions will indicate whether each turn is a Day or a Night turn, depending on the date of the Operation.

Design Note: Because of the high latitude of the Arctic convoy routes, the length of daylight varied from virtually 24 hours in the summer to only a couple hours of dim twilight in the winter. Alternating turns are described as AM and PM to avoid confusion, although they really represent periods between 6AM and 6PM.

8.2.1 Night Effects: During Night turns, additional effects, restrictions, and/or DRMs apply.

  • No Photo Reconnaissance is allowed [6.9].
  • Identified Wolfpacks moving in Air Radii are subject to attack only if moving two hexes [7.5.5].
  • Only Reconnaissance-capable units and British Bombers may fly [5.3].
  • Air units may not establish Air Radii before December 1940 (Allied) and August 1943 (Axis) [5.3.1].
  • Use the Night sections of cards for search results [6.2].
  • Surface combat increases ID to 2 vice 3 [6.7].
  • The optional Night Surface Action rule allows hiding the identity of units in Surface Combat [7.6.6].
  • Numerous tables have DRMs, usually adverse.

Some Special Conditions and Random Events may not occur or only apply during Night turns.

8.3 Campaign Scenarios

When playing a Campaign scenario, turns are grouped into semi-monthly periods called Fortnights. For convenience, each Fortnight is 15 days (30 turns) long, and each month includes two equal Fortnights.

Design Note: The inexact correspondence of fortnights to the days of the month has no impact on the game.

9. Weather

Design Note: Although weather is an important factor in any battle, the climatic extremes of the Arctic Ocean require detailed rules to reflect their potential impact on naval and air operations.

9.1 Weather Determination

The Allied player rolls two dice during the Weather Phase of each turn and consults the Weather Table to determine the Prevailing Weather Conditions. In some cases (never on Day 1 AM), the current Prevailing Weather will modify the dice roll. These Conditions apply across the entire map during both Player Phases of the Turn unless altered by a Random Event [9.5].

9.2 Weather Effects

Any weather other than Fair Weather is Poor Weather. Poor Weather conditions modify a number of die rolls, reduce the number of surface combat rounds against unescorted convoys, may limit naval movement, may prohibit aircraft from flying and ships from refueling, and may even damage ships at sea.

9.2.1 Fair Weather: Good conditions impose no restrictions and modify the subsequent Weather roll.

9.2.2 Reduced Visibility: Clouds and scattered rain or snow are the norm in the Arctic.

9.2.3 Fog: Widespread areas of dense fog drastically restrict visibility. No air units may take off (but Air Search Sectors and permanent — not carrier — Air Radii are still in effect), and CAMs may not be used.

► 9.2.4 Storms: Strong winds with broad areas of rain and snow hamper visibility and modify the subsequent Weather roll. Light Ships and MTBs may not move faster than Moderate Speed. Carriers may not launch air units or generate Air Radii, and CAMs may not be used. Refueling at Sea (RAS) is not allowed. German light cruisers and torpedo boats and Soviet Light Ships at sea may suffer damage. Optionally, forces must locate one another to combine [5.5.2, 9.4].

9.2.5 Gales: Severe storms with very high winds and seas inhibit movement and reconnaissance and modify the subsequent Weather roll. Ships may not move faster than Moderate Speed and may be damaged, submarines may only move at Slow Speed, and Convoys may suffer Dispersal and be unable to move at all. No air units may take off, and neither Air Radii nor Search Sectors are in effect. ASW and torpedo attacks (but not Minefields random events) are prohibited. RAS is not allowed. Optionally, forces must locate one another to combine [5.5.2, 9.4].

[N40] Draw one card for each Convoy at sea and set it aside as a reminder for the Naval Movement Segment. If its index number is enclosed in a red octagon, that Convoy cannot move this turn. If it has a boxed 'D' above the index number, it may Disperse [9.3.2]. Note: a partially Dispersed Convoy will draw two cards, one for each block; if either prevents movement, neither force may move since they must remain in the same hex [5.6.1].

9.3 Weather Damage and Dispersal

9.3.1 Weather Damage: Check each Task Force and Convoy at sea for weather damage if called for by Random Event.

  • In Gales, draw one card for every 20 Heavy Ships, Convoy Ships, and/or CS of DDs/TBs in the force (rounded up, counting all the Dispersed and undispersed ships of a Convoy as one force) to determine the number of randomly-chosen ships that are damaged and must return to port.
  • In Storms, draw one card for each German CL, German TB CS or Soviet DD/TB CS at sea in a non-coastal hex, and only apply corresponding CL/DD/TB results.

If two numbers are listed (e.g., "1+2"), do not apply the "+X" number in addition to the first. Immediately remove ships damaged by weather from the Operation (but do not score any VPs unless DDs sink [7.8.3]).

Design Note: German light cruisers had very fragile hulls compared to most foreign counterparts, and their torpedo boats had limited seaworthiness. For this reason, they were never employed operationally in Arctic waters. Two Soviet destroyers were caught in a gale while escorting QP-15 in November 1942; Sokrushitelny broke in half and sank, while Baku was badly damaged and never returned to service.

9.3.2 Dispersal: During the Split Forces step of the Naval Movement Segment in a Gales turn, an Allied Convoy may Disperse if its movement card has a boxed 'D' above the index number. Roll one die for every 11 undispersed MXs in that Convoy (rounded off, i.e., down if 5 or less, up if 6 or more), modifying each roll by the Disperse DRM from the turn's weather roll. The resulting number (or sum) is the number of MXs that must be split off (into a new Convoy with the same ID in the same hex if a Convoy block is available) and marked with a Disperse marker on the Force Display. Note: All Dispersed MXs are part of the same Dispersed Convoy, regardless of how many times ships split off from the "parent" Convoy.

9.3.3 Dispersal Recovery: During turns that are not Storms or Gales, a Convoy may attempt to restore Dispersed MXs to its ranks by rolling one die on the Rejoining Table during the Combine Forces Segment.

9.4 Combining Forces (Optional)

In Storms and Gales, two forces in the same hex must locate one another to combine [5.5.2]. Draw one reconnaissance card, considering the target force as ID3. If the search is successful, the forces may combine.

Design Note: In bad weather, warships not infrequently failed to locate and join ships they were to escort. This was often due to navigation errors: as storms blew them off course and they were unable to obtain celestial fixes, forces unwittingly ended up many miles from their rendezvous point.

9.5 Local Weather

Random Events may render the weather in some coastal hexes different from the Prevailing Weather Conditions. This may allow air units based there to fly (and Air Search Sectors and Radii to apply) even when the weather roll resulted in Fog or Gales. Local Weather resulting from an Axis Random Event always continues to apply during the next Allied Player Phase even if the Prevailing Weather changes. Note: For weather purposes, North Norway does not include Kirkenes (hex 0816).

10. Ice

Ice Conditions are always Solid Pack in white hexes, and vary across five other Zones (color-coded and designated by Roman numerals I-V) in two Sectors (East and West) depending on the season and broad weather trends. The Ice Condition in each Zone is either predicted (marked with a '?') or certain.

When moving, the Ice Condition affecting a force is that of the Zone on the farther side of the hexside the force is attempting to cross. For example, if moving from hex 0410 into hex 0409, the Ice Condition in Zone IVW applies. Ice may also affect a force entering or leaving port (e.g., Arkhangelsk).

10.1 Ice Conditions

Whenever a force or Dummy of either player attempts to cross a hexside into a Zone with predicted Conditions, or bombers attempt to attack with torpedoes there, roll one die and consult the Ice Table to determine the actual condition for that force. Based on this result, the rolling player may decide (or be forced by Thin or Solid Pack ice) to abort the attempt to cross the hexside and immediately end that force's movement, but must still draw for potential damage [10.2.6].

Important: Axis forces may never cross a hexside into actual Heavy Drift or Pack conditions.

10.2 Ice Effects

Ice may hinder or prevent movement into a hex, and may damage ships moving or attempting to move across a hexside or into or out of port.

10.2.1 Clear: No movement restrictions or dangers exist. Torpedo bombers may attack. Conditions are always Clear outside the Ice Zones.

10.2.2 Light Drift: Scattered drifting floes and small bergs present a slight risk to ships. Draw one card for each force and apply Ice Damage.

10.2.3 Heavy Drift: Concentrations of drifting floes and larger bergs present a substantial danger to ships. Draw two cards per force and apply Ice Damage.

10.2.4 Thin Pack: Pack ice poses a high risk to ships and may be impassable. Roll one die upon attempting to cross a hexside or leave/enter port into Thin Pack conditions. If the die result is 5 or less, the force cannot enter the hex. Draw three cards for each force and apply Ice Damage.

10.2.5 Solid Pack: Solid Pack ice is always impassable. A force may never cross a hexside into Solid Pack. If attempting to do so, draw four cards and apply all Ice Damage.

10.2.6 Ice Damage: Whenever the potential for damage exists, draw one or more cards for each force and check the 'Damage' section. The resulting number of randomly-determined ships are damaged by ice. They are immediately removed from the Operation, but do not score VPs for either player. If two numbers are listed (e.g., "1+2"), do not apply the "+X" number in addition to the first if the ice condition is Light Drift or if the crossing attempt into Heavy Drift or Thin Pack is voluntarily aborted [10.1].

10.3 Soviet Icebreaking

Allied units may treat hexes in the Arkhangelsk Icebreaking Channel (0818-0919-1019-1119) as Clear if the actual Zone III/IV/V East Ice Conditions are Light or Heavy Drift, and as Light Drift if the actual condition is Thin Pack.

10.4 Campaign Scenarios

► Since there are no Ice Conditions listed after the first Fortnight of a Campaign scenario, instead roll on the Ice Table every Environmental Phase to determine the actual Conditions for each Zone with a '?' marker. All results remain on their '?' sides except as described below.

10.4.1 "Breakup" Season: When rolling to determine Ice Conditions during the April I through September I Fortnights of the Campaign Scenario, roll lower-numbered Zones first in each Sector. Always roll again if a result would render the Ice Condition more severe than in this or the next lower-numbered Zone. Flip the highest-numbered Solid Pack marker in each Sector to its '?' side, and flip every Clear? marker except the lowest-numbered in each Sector to its front (certain) side.

10.4.2 "Freezing" Season: When rolling to determine Ice Conditions during the September II through March II Fortnights of a Campaign scenario, roll higher-numbered Zones first in each Sector. Always roll again if a result would render the Ice Condition less severe than in this or the next higher-numbered Zone. Flip the lowest-numbered Clear marker in each Sector to its '?' side, and flip every Solid Pack? marker except the highest-numbered in each Sector to its front (certain) side.

Design Note: In the spring and summer as the ice melts and recedes, conditions will never worsen in a given Zone, and will not be worse than in a Zone further north. The converse is true in fall and winter.

11. Fuel

Every Convoy or Task Force at sea will have a Fuel marker on the Turn Track, showing when its Fuel Status changes. The Fuel Status of each Task Force is shown by the presence or absence of a marker in its Fuel box on the Force Display.

Design Note: Fuel expenditure by warships increases dramatically at higher speeds, particularly for Light Ships. For example, an average WWII destroyer burns four times as much oil at High Speed as at Moderate Speed. For Heavy Ships the effect is not as pronounced, and most are designed with larger bunkers to provide longer ranges.

11.1 Fuel and Turn Tracks

► Whenever a Convoy or Task Force leaves port or finishes refueling from oilers, place its Fuel Warning marker in the space 6 days/12 turns ahead of the current turn on the Turn Track of its Force Display. During the Fuel Phase of each turn, check the corresponding turn on the Tracks. If a force's Fuel Warning marker is in that space, flip the marker to its Fuel Danger side, move it to the space three turns after the current turn on the Turn Track, and place a yellow Low Fuel marker in the force's Fuel box as a reminder [11.2.2]. If its Fuel Danger marker is in the current turn's space of the Turn Track, flip its Low Fuel marker to the red Critical Fuel side [11.2.3].

► Escort carriers (CVE), MTBs, submarines, Convoy Ships, and Escorts (Type ES) are always at Full Fuel for purposes of these rules. Wolfpacks have no Fuel markers, and are always considered to be at Full Fuel [11.2.1].

11.1.1 Combining and Splitting: If two or more forces combine, the combined force always adopts the worst Fuel marker position. If a force splits, place the new Fuel marker(s) in the same space as the existing one. Forces may swap all units requiring fuel during the Combine Forces Segment, rather than combining and then splitting, and avoid the "combining penalty" by swapping Fuel markers [5.5.3].

Example: During Day 4 PM, TF 3 with its Fuel Warning marker in the Day 9 AM space ends movement in the hex with Convoy 1, whose marker is in the Day 7 AM space. The destroyers and torpedo boats in the two forces swap, as do their markers' positions. Convoy 1's marker is now in the Day 9 AM space, with TF 3's in the Day 7 AM space.

Design Note: Because the economical speed of destroyers was much higher than convoy speed, the British commonly used this practice of "relays" of escorts to provide coverage during long voyages. The "Ocean Escort" would relieve the "Local Escort" several days after a convoy left port.

11.1.2 Heavy Ships: When a TF composed entirely of Heavy Ships leaves port or refuels, place its Fuel Warning marker in the space 10 days/20 turns ahead of the current turn on the Turn Track.

If a force including both Heavy and Light Ships splits such that one or more parts are composed entirely of Heavy Ships, move those parts' Fuel markers 4 days/8 turns to the right on the Turn Track and rotate them 90°. Such forces cannot receive this "bonus" again until they refuel and rotate their markers upright.

Important: German Heavy Ships do not receive the benefits of this rule unless they are part of an 'Atlantic Breakout' or deploy from the Germany Box or Kiel.

11.1.3 Extra Expenditure: Move a force's Fuel marker back (up/to the left) on the Turn Track under the following circumstances:

  • High or Very High Speed. If a TF moves at High or Very High Speed, move the marker 3 spaces.
  • Surface Combat. On conclusion of a Surface Combat, move the marker 2 spaces.
  • ► Air Attack. Move a TF's (not a Convoy's) marker 1 space after the first attack (only) during an Air Combat Segment.
  • Offensive ASW. Move a TF's marker 1 space after conducting Offensive ASW.

11.1.4 Axis Training (Optional): If an Axis TF deploys for Training [4.2.2], place its Fuel Danger marker 3 turns ahead on the Turn Track, and place the Training Fuel marker in its Fuel box.

11.1.5 Soviet Endurance (Optional): Whenever a force including Soviet ships leaves port, place its Fuel Warning marker in the space only 3 days/6 turns ahead of the current turn on the Turn Track. If the force is a Convoy in Ballast and the Soviet ships split off, move the Convoy's marker 3 days/6 turns to the right on the Turn Track.

Design Note: Soviet warships of the period were designed primarily for the restricted waters of the Baltic and Black Seas, where high endurance was not required.

11.2 Fuel Status

A force's Fuel Status changes during the Fuel Phase of a turn when its Fuel marker is in that space or it is refueling [11.1, 11.3].

► 11.2.1 Full Fuel: Convoys and TFs with no markers in their boxes operate without restriction. Note: Escort carriers (CVE), MTBs, submarines, Convoy Ships, and Escorts (Type ES) are always at Full Fuel.

11.2.2 Low Fuel: Task Forces with a Low or Training [11.1.4] Fuel marker may not move at High or Very High Speed.

► 11.2.3 Critical Fuel: Convoys and Task Forces with a Critical Fuel marker may move no faster than Slow Speed and suffer disadvantages in combat. If still at sea when an Operation ends, they score VPs for the opponent [2.2].

11.3 Refueling

Ships may refuel in one of two ways.

11.3.1 Refueling in Port: Forces may refuel when they spend an entire turn in port (Exception: does not apply to Barentsburg):

i. During the Naval Movement Segment, place a Refuel marker in the TF's Fuel box on the Force Display. ii. During the Fuel Phase, a. Remove the Fuel marker from the Turn Track. b. Remove any Fuel Status markers from the Task Force's Fuel box, and c. Flip any oilers on their back (circled CS) sides to their front sides.

Heavy Ships will expend CPs again if they subsequently leave port [4.2].

► 11.3.2 Refueling at Sea (RAS): Forces may refuel while at sea if they include one or more oilers (AO or MO) and the weather is not Storms or Gales. Place a Refuel marker in the appropriate Force Display Fuel box during the Naval Movement Segment. The force must contain no more than 10CS that require fuel per AO/MO, may move no faster than Slow Speed, and may not engage in air or surface combat. If these conditions are met, move the force's Fuel Warning marker 6 days/12 turns ahead of the Turn marker's position on the Turn Track, and remove the Refuel and any other Fuel Status marker from the force during the Fuel Phase.

Oilers may only refuel 10 CS per each of their own CS before they must refuel in a non-temporary port. Place an Oiler Fuel marker on each oiler with the appropriate # (representing the remaining CS of naval units it may refuel) at the top, and rotate the marker 90º counter-clockwise for every 5 CS it refuels (rounded up). When its fuel is exhausted, remove the marker and flip the AO/MO to its back (circled CS) side, indicating it may no longer refuel other ships until it refuels in port itself.

Example: British oiler Aldersdale refuels a Convoy including 4CS of destroyers during the Day 5 AM Turn. After advancing the Turn marker in the Fuel Phase, place the Convoy's Fuel Warning marker in the Day 11 PM box of the Turn Track, and an Oiler Fuel (15) marker on the oiler. The next turn, Aldersdale takes 1 hit in an air attack, and is rotated to its 1CS aspect — note the Oiler Fuel marker rotates with it, so it is now (10). After refueling a TF consisting of 1 CA and 4 DDs (total 7CS) on Day 7 AM, Aldersdale is flipped to its back side and its Oiler Fuel marker is removed — it can no longer RAS.

12. Special Conditions

Special Conditions represent tasking or additional resources received from higher headquarters. Asterisked results allow the player to add +1 to his Initiative bid in a Campaign scenario [3.1.3]. Other possible results are explained below.

During the Special Conditions Phase, players may reveal their chits to score VPs as described by a particular Condition.

12.1 Agent 'Cobweb'

► May occur once during the 1942 Campaign Scenario (only). Beginning the next Fortnight, the next two Allied Convoys departing Reykjavik are immediately identified (ID2) after leaving port. Players must use Optional Rule 3.2.3 during these Operations.

Design Note: U-252 landed Special Agent 'Dana' — Icelander Ib Arneson Riis — on the northeast coast of Iceland on 6 April 1942. As an Allied double agent codenamed 'Cobweb', he accurately reported the departures of PQ-16 and 17 in an unsuccessful effort to lure Tirpitz to sea and bring her to battle.

12.2 Atlantic Breakout

German Heavy Ships (except light cruisers, and including Reinforcements) may exit off the xx01 edge of the map. Score +12 VPs for each Capital Ship and 5 VPs for each Cruiser exited with at least 7 turns until Fuel Warning remaining. Neither fuel shortages [5.1.3] nor Hitler's Restrictions [5.1.8] prevent units attempting a Breakout from leaving port.

12.2.1 Campaign Breakout: During the Planning Phase of the next Fortnight after Heavy Ships exit the map, the Axis player draws one additional chit to determine if the TF returns to Norway:

ChitReveal TurnFuel Warning
A-BDay 4 AMDay 8 PM
C-DDay 5 AMDay 9 PM
E-FDay 7 AMDay 11 AM
G-HDay 9 AMDay 12 PM
I-VDay 4 AMN/A
W-ZImmediateN/A

Reveal the chit during the Special Conditions Phase of the indicated turn. Place the TF and one Dummy in any hexes xx01 during the Axis Random Event Segment of the next turn. On results of I-Z, the units never return to the game.

12.3 Axis Convoy

[N40] Before the Operation (if any), place an Axis Convoy in port Tromsø instead of a Dummy [3.1.4d]. The convoy cannot leave port prior to the Operation's designated Starting Turn, and must arrive in Kirkenes prior to Day 12 or scores Allied VPs as shown below. The chit drawn determines its composition:

  • A-C, I-J: 1× ES, 2× MV +2 VPs
  • S-X: 2× ES, 3× MV +3 VPs

► During the Confirmation Phase, score –1 VP for each MV CS in Kirkenes and remove the Escorts and MVs.

12.4 Bomber Command

At the beginning of the Allied Player Phase of any one Night turn after an Axis Capital Ship has been Identified in port, place 6× Halifax Heavy Bomber CS at Wick. They may attack Tirpitz in port only (if in range), and are removed upon returning to base. Do not score VPs for destroyed bombers or per Rule 2.4.

12.5 FAA Strike

► All Fleet Carriers beginning the Operation in UK ports must launch air attacks against a Norwegian port or airbase (during a Day turn if possible) at least once during the Operation with a minimum of two LB units each. Score –5 VPs for each Carrier that does not during the Confirmation Phase.

12.6 Ground Offensive

Besides British/US air units and Fighter units/Interceptors scrambling [7.3.1], only KG40, VVS-SF, torpedo bombers, and Graf Zeppelin's air wing may fly during this Operation. Immediately reveal this chit and draw another.

12.6.1 Campaign Offensive: Each player must roll one die during the OOB Phase. Randomly select and remove one third the resulting number of German and one half the Soviet air unit CS (round up) from North Norway or the Soviet Union (no VPs accrue). They may only return as Replacements [15.6.3].

12.7 Harbor Raids

Air units from North Norway may attack naval units in Murmansk or Arkhangelsk (including in the Unloading or Ballast Boxes) twice during the Confirmation Phase. Each attack may be Day or Night unless the Operation had all Day or all Night turns. During Day attacks on Murmansk, add I/StG 5 (initially 4 CS; Hit and Damage results carry over to the second raid) to the attacking units. If targeting MVs, every 2 Hits will sink 1 previously-undamaged ship.

12.8 Minelaying

If Ice Zone IV East or West is certain Clear or Light Drift, the Axis player may plan a mining operation for German cruisers and/or destroyers into one Minelaying Objective hex prior to the Operation [3.2]. Once only, if the weather is not Storms or Gales and the TF moves no more than 1 hex and ends the turn in the Objective hex, score –2 VPs for each Cruiser and –1 VP for each DD during the Special Conditions Phase, not to exceed –5 VPs.

12.9 No Restrictions

Hitler's Restrictions [5.1.8, 7.6.4] do not apply during this Operation.

12.10 Operation GEARBOX

Treat as "None" if the Ice Condition in Zone IV West is predicted or certain Thin or Solid Pack. Otherwise, the chit drawn determines the TF starting in Reykjavik or Scapa Flow (Allied player's choice):

  • F-G: 1× CA, 1× CL, 1× DD
  • H-J: 1× CL, 1× DD

These units must come from forces already in play. Once per Operation, if these units are in port Barentsburg during a Special Conditions Phase, score +1 VP for each Cruiser and +½ VP for each destroyer; otherwise lose this amount during the Confirmation Phase.

Design Note: Allied ships periodically resupplied garrisons in Spitzbergen when ice conditions permitted.

12.11 Operation SIZILIEN

One Axis TF may spend a complete Day turn in the Barentsburg hex (0214 — exception to 5.1.4) once during the Operation. If not attacked during this turn, score –2 VPs for each Capital Ship and –1 VP for each Cruiser in the TF during the Special Conditions Phase.

Design Note: On 8 September 1943, Tirpitz, Scharnhorst, and nine destroyers under Admiral Kummetz bombarded Allied positions in Spitzbergen and landed embarked troops to destroy others. This was the only time Tirpitz ever fired her guns offensively, and her last operational sortie.

12.12 Operation WUNDERLAND

One German CB and/or one Wolfpack may enter the Kara Sea Box if ice conditions allow [5.7.2] to operate against a Soviet Convoy. Upon entering the Kara Sea Box, place a loaded Allied Convoy (consisting of 1× ES and 4× MV) in the Box; it may not move or voluntarily Scatter, but may Withdraw in surface combat as if in a coastal hex. If a Panzerschiff is used, score –5 VPs during the Special Conditions Phase (once per Operation).

Design Note: Admiral Scheer and two U-boats operated against the Soviet Siberian sea route in the Kara Sea in August 1942, attacking several ships and shelling Port Dikson. A similar operation with Lützow was planned a year later, but only submarines ultimately participated.

12.13 Reinforcements

Immediately place units as specified in the scenario Special Rules. If none, you may place the first units listed in the Reinforcements section of the scenario or Campaign OOB (before the first semicolon, if any) instead [13.7, 15.3.2].

12.14 Special Attack

ARCHERY is a raid; TITLE is an attack on Tirpitz if she is in port. This must be planned prior to the Operation (if any) [3.2] and declared in the Special Conditions Phase prior to the target turn. If the weather in the target turn is Storms or Gales, the special attack automatically fails. Details of the attacks differ.

12.14.1 Operation ARCHERY: A TF starting at Scapa Flow must include at least:

1× CA or CL, 4× DD or TB, 1× ES, 2× AL (LSI), 1× AO

Ships (except ES and AXs) must come from forces in play. Any one Norwegian coastal hex may be targeted. If the weather is suitable during the target turn, the TF moves no more than 1 hex that turn, and is in that hex during the Special Conditions Phase with at least 1CS of LSIs, score +5 VPs.

12.14.2 Operation TITLE: May only be planned against Tirpitz in a port in South Norway (and only once during the 1942 Campaign Scenario). Roll one die during the Special Conditions Phase of the target turn: on a result of 1 through 5, inflict that many Hits on Tirpitz but do not score VPs per Rule 2.4.

Design Note: Operation ARCHERY was a raid by British commandos on Vågsøy (Vaagso in English) on 27 December 1941. Operation TITLE was an attack by British "chariots" (human torpedoes) on Trondheim the night of 31 October 1942. It failed when the chariots broke free from their mother ship in heavy seas and were lost.

13. Random Events

During the Random Event Segment, the active player rolls two dice and consults his Random Events Table. Most results are self-explanatory; some require further details below.

► 13.1 B-Dienst: If this result occurs when only one Allied Convoy is in play, that Convoy is automatically detected — do not roll.

13.2 Elusive Target: Select a single-ship unit in one Allied force after Axis air units deploy but before AA fire. The Axis player must switch units attacking that target to different unit(s), and they suffer a –1 DRM on their rolls to hit.

Design Note: German bombers were ordered to concentrate on knocking out CVE Avenger during the battle for PQ-18. They had difficulty finding her, and their ability to successfully attack other targets was compromised.

13.3 Gale/Weather Damage: Both players' Convoys and TFs must immediately check for Weather Damage [9.3.1].

13.4 High Command Caution: While this event is in effect, German TFs must attempt to Withdraw with a +2 DRM every surface combat Round. Application of other DRMs (e.g., weather) is strictly voluntary.

13.5 Local Weather: "Current weather" refers only to the conditions at the time the Event is rolled.

► 13.6 Minefields: Do not conduct more than one Torpedo attack on any given ship, and do not apply DRMs. Any Success result against a Wolfpack sinks one submarine.

13.7 Reinforcements: Place your lowest-numbered group of units listed in scenario instructions and not yet taken at the specified location(s), in a new force if necessary.

► 13.8 Straggler: Only one Straggler may be sunk per Turn.

► 13.9 Surprise Encounter: If an Allied Wolfpack is in the same hex as any other Allied force, attack that Wolfpack as described below. Otherwise randomly select one Axis block (Identified or not) in the same hex with an Allied force (not a Dummy) and attack it. Regardless of the composition of the Allied force, if the target block is a:

  • Convoy — Roll once on the Gunnery Table DD vs. MV;
  • TF — Roll once on the Gunnery Table DD vs. Axis unit present and lowest on the Unit Chart (e.g., TB lower than DD; pick randomly if two or more units present of the same type);
  • Wolfpack — Roll once on the ASW Table (do not apply the Soviet DRM); a Held Down result = Damaged and a Success = Sunk;
  • Dummy — Remove the Dummy.

1CS is sunk if a DD, TB, or MV is hit. If any Axis ship in the targeted force survives, both the Allied and Axis forces become ID0 if previously Unidentified.

14. Ahistorical Forces

(Optional)

Players may choose to selectively add forces at the beginning of the game by sacrificing VPs. The forces may start on map, or be available as Reinforcements at half the listed VP cost. If chosen as Reinforcements, forces may appear as any group # desired, but the VP penalty applies even if the group never enters play. See the Play Book for the listing of which units are available, when, and their VP costs.

14.1 Carrier Battles

If Graf Zeppelin is in play and attacks with or is attacked by carrier air units during a Day turn, any defending carrier(s) may conduct their own limited Air Movement and Air Combat Segments if the attacking carrier's force is Identified and the air strike does not achieve Surprise. Conduct these second Air Segments before applying hits to the defending carrier(s), and before the attacking aircraft return to their carrier(s). Scrambled Fighters may not move, and bombers may only attack the force(s) that attacked them.

15. Campaigns

Rules in this section apply only to Campaign scenarios — do not use them in the Operation scenarios.

15.1 Command Points

The Allied Home Fleet automatically starts each Fortnight with 8 CPs. Except for the March I Planning Phase, the Axis player must draw an additional chit after drawing for Special Conditions and consult the German Fuel Chart to determine if Gruppe Nord CPs increase; redraw if the result is 'Ground Offensive'. Gruppe Nord CPs may never increase beyond 3. Add 2 CPs to the Soviet Severnyy Flot each Planning Phase, but never accumulate more than 3 until the Axis sinks more than one third of the starting MXs in a Convoy. After that occurs, increase the limit to 4 CPs for subsequent Operations.

15.2 Allied Convoys

The Allied player may leave port with no more than one loaded Convoy, plus one Convoy in Ballast from each Russian port, per Fortnight. A single Convoy may include only a limited number of AX-type ships (no more than 2 AA ships and 2 AOs), and may never include more than one CAM, one Escort (ES) unit, and one Submarine unit. Ships in the Ballast Boxes (face-up or -down) may join Convoys in Ballast during the Planning Phase; these Convoys must leave port during the same Fortnight.

15.2.1 Destinations: Loaded Convoys arrive in Murmansk and/or Arkhangelsk (Allied player's choice). Convoys in Ballast arrive in Reykjavik until Operation EV is initiated [15.8.4], after which they terminate at Loch Ewe.

15.2.2 Unloading: During the Victory Point Phase, turn all units in the Ballast Boxes face up, place 11 (Murmansk)/15 (Arkhangelsk) ships from the Unloading Boxes (if present) face down in the respective Ballast Boxes, then score VPs per 15.9.1. During the Order of Battle Phase, move all Loaded merchant ships in Russian ports into their respective Unloading Boxes and remove any Crippled/DiW ships in Ballast Boxes.

15.2.3 Damaged Merchants in Ballast: Instead of removing them, immediately place MXs taken from Convoys in Ballast due to Breakdown/Ice/Weather Damage face up in the Ballast Box of their port of departure unless they suffer Ice Damage in Western Zones.

15.3 Reinforcements

Place units listed on the Campaign Orders of Battle in the designated port or airbase during the Order of Battle Phase of the appropriate Fortnight. If all appropriate counters are already in play, record the reinforcement on your planning sheet until such time as it may be added to an existing unit or a counter becomes available.

15.3.1 Loaded MVs: Place 15 loaded MVs at Reykjavik each Order of Battle Phase until Operation EV is initiated [15.8.4]. No more MVs appear until Operation EV is completed. Place loaded MVs at Loch Ewe thereafter, starting the Fortnight after Operation EV is executed.

15.3.2 Random Events/Special Conditions: If a player draws the 'Reinforcements' Special Condition or rolls that Random Event, immediately place one Heavy or Light Ship unit, or up to two submarine CS or air units in any combination, of his choice from any reinforcements listed for the current Fortnight (including any repaired ships [15.5]).

15.3.3 Conditional Air Reinforcements: Place Soviet air units listed with an asterisk (*) only if at least 3 CAM/MVs per air CS unloaded at Arkhangelsk or Murmansk during the listed Fortnight. If this condition is not met, they arrive in any subsequent Fortnight when a sufficient number of ships unload.

15.4 Emergency Reinforcements

During a crisis, players may elect to add additional units, but must pay a VP cost. All Emergency Reinforcements must be announced during the Planning Phase before an Operation, and are placed in Scapa Flow or Kiel during the Order of Battle Phase of the same Fortnight. They must transfer during the next Order of Battle Phase or the VP cost must be paid again [15.7] unless using Optional Rule 15.4.3.

15.4.1 Allied Light Ships: The Allied Player may place up to 4CS of A-I class destroyers and/or Old DD torpedo boats per Fortnight. Before August II 1942, up to 4CS of US destroyers may also be placed. Score –1 VP for each CS taken.

15.4.2 German Light Ships: The Axis Player can place up to 2CS of German Type 35-37 torpedo boats per Fortnight. Score +1 VP for each CS taken.

15.4.3 Untrained Units (Optional): A player may choose to employ ships whose crews are not fully trained. These may be either ships scheduled to appear as New Construction reinforcements (labeled "New" in the Campaign Orders of Battle), or ships listed in the Emergency Green Units column:

a) New Construction reinforcements may be selected up to two months (four Fortnights) prior to their scheduled placement. b) Emergency Green units may be taken in the Fortnights listed.

When placed, mark each unit with a Green Crew marker. On the Naval Gunnery/Bombing Table, ships so marked (and their aircraft) only roll once for every 2CS (rounded up), and must be Scuttled when DiW [5.1.9].

New Construction units employed while untrained remain in play, and become fully trained one Fortnight earlier than their scheduled arrival for each Operation in which they participate. Emergency Green units must transfer during the Order of Battle Phase of the Fortnight in which they are employed. If lost while untrained, score additional VPs equal to half the value of the lost unit (round up).

Example: New Construction CL Jamaica is scheduled to arrive during the August II Order of Battle Phase, but can be taken "Green" as early as June II. If employed in an Operation July II, remove its Green Crew marker during the August I Order of Battle Phase. If sunk while untrained, score –6 VPs vice –4.

15.5 Repairs

Damaged air CS and British and German ships may be repaired and returned to play during the course of the campaign game unless they are Crippled or DiW. Soviet, US, and Crippled or DiW ships may not be repaired (Exceptions: ice and weather damage [15.5.3]; Prinz Eugen per Campaign Special Rule 2).

15.5.1 Surface Ships: Except Tirpitz, surface ships that have lost a step must transfer to be repaired [15.7]. They return to the game as reinforcements [15.3] five Fortnights after transfer for each CS repaired. If using optional rule 7.8.3, repair Damaged destroyers as having 1 CS hit. Place repaired British ships in the Clyde or the English Channel Box, and German ships in Kiel or the Germany Box.

Tirpitz may be repaired in any Norwegian port except Kirkenes, but each CS requires an additional one month (2 Fortnights) and incurs +1VP to do so.

► 15.5.2 Submarines: One third (round up) of Damaged submarines return to play during the Order of Battle Phase of each month's first (I) Fortnight. Place repaired British subs in Harwich or Rosyth and German subs in Bergen, Kiel, or the Germany Box.

15.5.3 Random Events: Some ships rendered Inoperative or removed due to ice, weather, and random events [9.3.1, 10.2.6, 13] may be returned to play.

  • Breakdown: Remove Inop markers from MVs during the next Order of Battle Phase and from warships during the Order of Battle Phase of the third Fortnight after occurrence.
  • Collision and Grounding: Permanently remove one half (randomly selected, round up) of grounded ships and all Light Ships/MVs in a Collision from the game. Place other grounded MXs in the nearest friendly port and repair remaining ships involved in these events as if they have suffered 1CS hit.
  • Ice and Weather Damage: Return these ships to play during the Order of Battle Phase of the next Fortnight. Place British and US warships in Scapa Flow, and German ships in any port in North Norway. Soviet ships are not repaired and remain out of play.

15.5.4 Aircraft: Return all Damaged air CS to play during the next Order of Battle Phase at their coded airbases.

15.6 Replacements

Players may replace certain lost naval and air units, or flip 1CS air units, during the Order of Battle Phase.

15.6.1 British AX/MXs: Damaged or sunken CAMs and oilers may be replaced at Reykjavik, Scapa Flow, or Loch Ewe during the second Fortnight the month they are lost. Lost AA ships may not be replaced.

15.6.2 Submarines: Place sunken British subs at Lerwick, and Soviet subs at Murmansk, the Fortnight they are lost. Replace sunken German subs during the Order of Battle Phase as listed on the Campaign Order of Battle.

► Optional Rule: Instead of transiting German replacement subs through the North Sea, the Axis player may instead place them one Fortnight later at Bergen or Trondheim.

15.6.3 Air Replacements: Replace air unit CS as listed on the Campaign Order of Battle. CS may either be added to 1CS units on map, or used to return destroyed air units to play at their coded airbases. Unused CS may not accumulate for use in future Fortnights.

15.6.4 Convoy Arrivals: For every three MVs unloaded in Russia (round up), 1CS of Soviet Hurricane/P-40/P-400 aircraft may be replaced or upgraded.

15.6.5 Aircraft Upgrades: Replacement CS listed with a unit designation replace air units with the same name, regardless of the on-map CS of that unit or even if it is destroyed. Place the new unit in the same location as the old (if on-map), or at its coded airbase, and permanently remove the replaced unit from the game.

15.7 Transfers

Units must transfer from the game to repair damage or as called for by the Campaign Orders of Battle. During the Order of Battle Phase, remove damaged ships, then MVs in ballast at their destination, then ships scheduled to transfer the current Fortnight.

15.7.1 Air Units: Permanently remove the designated air units from the map.

15.7.2 Royal Navy: Designated British naval units must end the last Allied Player Phase of the scheduled Fortnight in Scapa Flow or the English Channel Box or on Patrol White. If a named ship is scheduled for Refit and is sunk, no substitute is necessary. If scheduled for an operation (named in all caps, e.g., PEDESTAL) but not in Scapa Flow, a substitute of the same type (and class if possible) must be removed from Scapa Flow and will return in place of the listed ship. For each transfer requirement not met, subtract half the Allied VPs (rounded up) as if the ship were sunk.

15.7.3 US Navy: All US naval units must end the last August II Allied Player Phase in Scapa Flow or Reykjavik. Remove all US units from the TF Display, regardless of their location, and score –1 VP for each surviving Heavy Ship/destroyer CS that is not in Scapa Flow or Reykjavik.

15.7.4 Kriegsmarine: Remove German naval units from the Force Display regardless of their location. Submarines may be removed from Wolfpacks at sea.

► 15.7.5 Transfers to Germany (Optional): If both players agree, the German player must move transferring Light/Heavy Ships to Kiel or the Germany Box during the scheduled Fortnight, rather than simply removing them. No CPs are required. They may be accompanied by non-transferring ships, which can either return to a Norwegian port normally during the Operation, or begin the next Fortnight in the Germany Box or Kiel (German player's choice).

► 15.7.6 Convoys: Remove empty MVs from Convoys in Ballast upon arrival at Reykjavik or Loch Ewe. Axis MVs and Escorts (Type ES) arriving in Kirkenes must remain there until removed during the Confirmation Phase.

15.8 Campaign Operations

Each Fortnight in a campaign plays like an Operation, beginning with a Preparatory Turn and ending with an Administrative Turn. Skip Operation Turns if both players pass when bidding for Initiative [3.1.3].

► Place TFs (and Wolfpacks with torpedoes expended or a Critical Fuel marker) at sea at the beginning of an Order of Battle Phase in a friendly port in Iceland, Norway, the Soviet Union (Soviet units only), or the United Kingdom and remove any Fuel markers. During a Planning Phase, Dummies may remain at sea or may be removed per Rule 1.3. Place Dummies in friendly ports per Rule 3.1.4(d).

15.8.1 Patrol White: During each Planning Phase after March I 1942, the Allied player must swap one or both of the two cruisers on station with two others in ports in Iceland or the United Kingdom; no movement or refueling is necessary. If no CA is available, substitute a BC; if neither, use a CL. When the Agent 'Cobweb' Special Condition is in effect or after Operation EV is completed [12.1, 15.8.4], reduce the Patrol requirement to 1 CA in Reykjavik.

15.8.2 Soviet Forces: Soviet subs may not enter hex 0715 until after the May II Fortnight. Only one half of all Soviet destroyers and torpedo boats (round down separately, but always at least one of each) may ever be at sea at any time.

► 15.8.3 Wolfpack Endurance: During campaign scenarios, place a Low Fuel marker in the space of each German Wolfpack (Critical Fuel for SSCs or Allied Wolfpacks) that begins the Scenario at sea. Place a Low Fuel marker in the space of any Allied Wolfpack that leaves port during an Operation; do not remove the Fuel Status markers of subs that reload torpedoes in port during an Operation.

At the beginning of the Order of Battle Phase, place any Wolfpacks with torpedoes expended or a Critical Fuel marker in port:

  • British: Murmansk*, Blyth, Harwich, Rosyth, or Lerwick
  • Soviet: Murmansk
  • German: Narvik/Kirkenes (split evenly), Kiel, or Germany Box

* (maximum 2CS of British subs, which may not reload torpedoes).

Flip any Low Fuel markers to Critical Fuel, and place a Low Fuel marker on Wolfpacks at sea without any.

Design Note: Wolfpacks cannot refuel per 11.3.1-2. In this case, the Wolfpack "fuel" refers to endurance in general, and how long the boats would stay out before returning for provisions, maintenance, etc. It will help differentiate between large, medium, and small boats in future Decision at Sea volumes.

► 15.8.4 Operation EV: Once per campaign when no Allied CV is in play and not earlier than August I, the Allied player may initiate Operation EV. Bid '0' for initiative during a Planning Phase and declare the Operation before the dice are revealed [3.1.3]. If the Axis player does not also bid '0', the Allied player must send a TF including at least 1 cruiser and 2 destroyers from the Clyde to Murmansk (and back to the United Kingdom) during this Fortnight in order to reposition two Medium Bomber units from the UK to Murmansk and further air units as described below.

Design Note: USS Tuscaloosa and three destroyers delivered the RAF ground crews of 144 and 455 Squadrons to Murmansk on 17 August 1942.

Besides the effect on the appearance of loaded MVs [15.3.1], place additional reinforcements as specified in the Campaign Scenario. The Allied player must call up all available New Construction Light Ship reinforcements [15.4.3a], and may ignore Patrol White requirements until the Operation is completed [3.1.5, 15.8.1]. All Convoys in ballast now terminate in Loch Ewe instead of Reykjavik [15.2.1].

The Allied player must execute Operation EV during the next Fortnight by bidding at least 1 VP for Initiative [3.1.3] and sending a loaded convoy from Reykjavik to North Russia during the next Fortnight. If during the preceding Fortnight both players bid '0' or the TF from the Clyde reached Murmansk, the Allied player may transfer/place air units during the Operation as in the PQ-18 Scenario Special Rule 5.

► 15.8.5 Luftwaffe Relocation (Optional): During the OOB Phase after any air strike(s) on a German port or airbase in Norway, the Axis player may redeploy one Fighter unit from one airbase in Norway to another.

15.9 Campaign Victory

During a campaign, VPs accrue from bidding for initiative [3.1.3], expenditure of CPs [4.2], destruction of units [2], failure of Critical Fuel forces to reach port [11.2.3], arrival and unloading of loaded MXs [2.1, 15.2.2, 15.9.1], failure to sail unloaded MXs [15.9.1], Special Conditions [12], emergency reinforcements [15.4], and repair of Tirpitz in Norway [15.5.1].

The Allied player must accumulate at least 30 Victory Points per full month (two Fortnights) played to win. A lesser amount results in Axis victory.

Example: The players decide to play a 4-month campaign, ending after the June II Fortnight. The Allied player would win with 120 VPs or more.

Design Note: In June 1941, Winston Churchill promised Stalin that Britain would deliver 10 ships every 10 days to North Russia.

15.9.1 Shipping Backlog: During each Victory Point Phase, score +1 VP per ship moved from an Unloading to a Ballast Box unless it is Crippled or DiW, and score –½ VP for every ship face-up in the Ballast Box of a Soviet port.

Concise Sequence of Play

1. Preparatory Turn (prior to the Operation)

A. Environmental Phase — Establish predicted Ice Conditions [3.1.1, 10.4]

B. Planning Phase

  1. Draw for Special Conditions (Allied player first) [12]
  2. Determine Initiative and set up forces, including one block in Tromsø and one Dummy in every other port with any friendly force(s) [3.1.3-4]
  3. Plan Convoy schedules [4.2] and Special Conditions [12] and announce Emergency Reinforcements [15.4] or Operation EV [15.8.4].

2. Operation Turns (repeat until the Operation ends [3.3]; omit during a Campaign game if no CPs expended)

A. Weather Phase — Roll for weather [9.1] and draw for Convoy movement and Dispersal if Gales [9.2.5, 9.3.2]

B. Allied Player Phase

  1. Random Event Segment [13]
  2. Photo Reconnaissance Segment (Day turns only) [6.9]
  3. Naval Movement Segment (omit AM Day 1 if Axis initiative) — Expend CPs [4.2]
    1. Stand ID0 forces upright and (except for Wolfpacks) generate Dummies [6.6]
    2. Split naval forces, including Dispersal [5.5.1, 9.3.2, 11.1.1]
    3. Designate any Convoys/TFs/Wolfpacks refueling or rearming with torpedoes [7.4.2, 11.3]
    4. Move Forces/Dummies and shadowing enemy units, reducing ID and checking for Transit ID and Intercept if appropriate [5.1-2, 6.6.1]
    5. If a PM turn, reduce ID of non-moving forces [6.6]
  4. Air Movement Segment [5.3]
  5. Reconnaissance Segment — Draw one card for each enemy block subject to search [6.2]
  6. Air Combat Segment — For each announced attack or Recon air unit subject to attack, make location draw(s) if necessary [7.1] and resolve:
    1. During a Day turn, the defender may Scramble Fighter units in the same (or optional adjacent) hex [7.3.1]
    2. Resolve air-to-air combat [7.3.2-3]
    3. Resolve Offensive ASW attacks [7.5.2] or deploy target units [7.3.4]
    4. Assign attacking air units to targets and declare torpedo attacks [7.3.4]
    5. Determine the results of each wave of attacks before resolving the next wave
      1. Resolve anti-aircraft fire [7.3.5]
      2. Resolve bombing [7.3.6] and torpedo [7.4.1] attacks
    6. Increase the target force's ID to ID2 [6.7]; if a TF, move its Fuel Warning marker 1 turn back after the first attack (only) [11.1.3]
    7. Return all aircraft to their original bases except those generating Air Radii or Shadowing [7.3]
  7. Submarine Combat Segment — For each announced attack, make location draw(s) [7.1] and resolve if successful:
    1. Determine the order of ASW combat and submarine attacks, checking for Surprise if sub vs. sub [7.5]
      1. Resolve ASW combat [7.5.1] and/or
      2. Resolve submarine torpedo attacks [7.5.3] in the order determined
    2. Increase the ID of all forces involved to ID1 [6.7]; if a TF conducted Offensive ASW, move its Fuel Warning marker 1 turn back [11.1.3]
    3. Return enemy aircraft generating air radii to their original bases [5.3.1]
  8. Surface Combat Segment — For each announced target, make location draw(s) [7.1] and resolve if successful:
    1. Attempt intercepts [7.6.1]
    2. Check for Surprise [7.1.3]
    3. Deploy engaged Task Forces and Convoys on the Battle Display [7.6.2]
    4. Surface Combat Rounds
      1. Check for additional TFs engaging (active player first, never in Round 1) [7.6.2.i]
      2. Maneuver (defender first), then place and fire units achieving Surprise [7.6.2.ii]

C. Axis Player Phase — Repeat Phase B, reversing the player roles.

D. Special Conditions Phase — Score VPs for Special Conditions if criteria are met [12].

E. Fuel Phase

  1. Check for Operation end [3.3].
  2. Advance the Turn markers [8.1].
  3. Check for fuel status change and replenish fuel/torpedoes [11.1-2].

3. Administrative Turn (after the Operation)

A. Confirmation Phase — Reveal CPs expended and Special Conditions [4.2, 12].

B. Victory Point Phase — Total VPs [2]. In the Campaign Scenario only: unload MXs in Soviet ports [15.2.2].

C. Order of Battle Phase (Campaign scenario only) [15].

  1. Enemy TFs in the same hex may attempt to intercept attacking TF(s) [7.6.1].
  2. If it is a Night turn or the weather is Poor, each attacking or intercepting TF checks for Surprise [7.1.3].
  3. Deploy engaged forces not achieving Surprise on the Battle Display [7.6.2].
  4. Conduct one or more Surface Combat Rounds:
    1. After Round 1, check for engagement and Surprise by additional TFs (active player first) [7.6.2.i].
    2. Maneuver naval units on the Battle Display (defender first). Then place the units of forces that achieved surprise on the Battle Display; they may immediately fire instead of in Steps iii and iv [7.6.2.ii].
    3. Exchange simultaneous gunnery attacks by units that did not achieve Surprise [7.6.2.iii].
    4. Resolve torpedo attacks (defender targets first but fire is simultaneous) [7.6.2.iv]. Mark firing units with Torps Expended markers.
    5. Attempt to withdraw if desired or required (defender first) [7.6.2.v].
    6. Increase the ID of all forces to ID3 (Day)/ID2 (Night) [6.7]. Determine if combat ends [7.6.2.vi].
  5. After combat ends, move engaged TFs' Fuel markers 2 turns (i.e., one day) back [11.1.3].
  • Combine Forces Segment – Combine or swap forces in the same hex (mandatory for Dummies and Wolfpacks) [5.5.2-3, 9.3.3, 9.4]. Adjust Fuel markers as needed [11.1.1]. Scuttle any DiW ships not under tow [5.1.9]. Remove Abort markers from friendly air and MTB units [7.3.3, 7.8.4].
  • Exchange gunnery attacks [7.6.2.iii]
  • Resolve torpedo attacks (defender targets first) [7.6.2.iv]
  • Roll for withdrawal (defender first) [7.6.2.v]
  • Increase the ID of all forces involved to ID3 Day/ID2 Night [6.7]
  • Move engaged TFs' Fuel Warning markers 2 turns (i.e., one day) back [11.1.3]
  • Combine Forces Segment — Combine forces in the same hex [5.5.2-3, 9.3.3, 9.4, 11.1.1]. Scuttle DiW ships if required/desired [5.1.1, 7.2]