Schnell Boats: Scourge of the English Channel
Schnell Boats: Scourge of the English Channel Rulebook
Table of Contents
Table of Contents
- Game Components
- Set-Up and Gameplay
- Game Basics
- 4.1 Object of the Game
- 4.2 Time Scale
- 4.3 Victory Conditions
- 4.4 Schnell Boat Speed and Movement on Strategic Map
- 4.5 Time Spent in Assigned Offensive Patrol Zones
- 4.6 Combat Targeting and Gunfire
- 4.7 Schnell Boat Movement and Speed Changes
- 4.8 Schnell Boat Formation Rules
- 4.9 Schnell Boat Abort Mission
- 4.10 Disabled or Sunk Schnell Boats
- 4.11 Damaged / Sunk Schnell Boats and Substitutions
- Veteran Status and Crew Skill Levels
- Medals
- Game Counter Guide
- Optional 2-Player Rules
- Understanding Game Play Terms in Schnell Boats
Game Components
This is a basic list of all game components contained in the box:
a. Rule Book - This book contains the basic game concepts, plus the counter guide.
b. Tables Books (S-100 and Projekt 5b Tragflügelboot) - These two books contain all of the tables and rules used to play the game.
c. Strategic Map Board - This game board represents the English Channel, and is where S-100 and Projekt 5b squadron movement is tracked to and from the assigned Target Zones. Medals the player has been awarded may also be displayed here.
d. Crewmen Placement Boards - These game boards represent the Top Deck and Interior sections of either your S-100 Schnell Boat, or your turbojet-powered Projekt 5b Tragflügelboot. Crewmen, passengers, ordnance such as mines and depth charges, and certain damage counters are placed on these boards. The board also shows the prevailing weather condition for the mission.
e. Combat Boards - These game boards are where Schnell Boat squadron surface combat with Allied ships takes place. Enemy air patrol encounters also occur here.
f. Schnell Boat Damage Log Cards - These log cards are where you track any damage the Schnell Boat squadron may sustain. The left-hand column represents Schnell Boat #1 systems and components. The top right-hand section represents any damage Schnell Boats #2-#4 may sustain during a mission. Each check box represents 1 damage point sustained. Schnell Boat expended torpedoes, mines, and depth charges are also tracked here. One check box is marked off for each ordnance that is expended.
g. Royal Navy Enemy Warship Status Sheet - This sheet is where you track any damage that is inflicted upon Royal Navy Aircraft or Warships. Each check box represents 1 damage point.
h. Enemy Merchant Ship Status Sheet - This sheet is where you track any damage that is inflicted upon Allied merchant ships or Royal Navy submarines. Each check box represents 1 damage point.
i. Schnell Boat Squadron Status Sheet - This sheet is where you track your Schnell Boat squadron status. Two reserve boats are also included and may fill in if another boat is under repair or sunk.
j. Crewmen Status Sheet - This sheet is where you keep track of Schnell Boat crew current status.
k. Campaign Log Sheet - This sheet is where you keep track of each night patrol or special mission during a campaign game.
l. Counter Sheets - These double-sided counter sheets contain all of the playing pieces (counters) used on the various game boards. For a counter list description, see Section 7.0 of this Rules book.
m. Dice - Four 10-sided dice, one 6-sided die, one 20-sided die, and one 4-sided die are included with the game. When the game table refers to 1D10, this means to roll one 10-sided die one time. Also note that a roll of zero equals 10. 2D10 means to roll two 10-sided dice, with the black die representing the 10 digit, and the white die representing the 1 digit for a range of 1-100. A roll of "00" represents 100.
n. 2 Erasable Markers - These erasable markers are used to mark various check boxes on the laminated game sheets. If any of these parts are missing or damaged, contact the publisher, Compass Games LLC.
Set-Up and Gameplay
3.1 Campaigns
There are a total of 3 game campaigns in Schnell Boats: Short, Medium, and Long. The Short campaign starts on February 1st 1944, the Medium campaign starts on October 1st 1943, and the Long campaign starts on June 1st, 1943. All 3 game campaigns end on June 1st 1944. At the end of each campaign, add your total Victory Points and check the final scoring and on I Tables in the Tables booklets.
3.2 New Campaign Game Set-up
When first starting a new game, decide which campaign you will play - Short, Medium, or Long (see Section 3.1 above). Next, roll on the Crewmen Names Generator on page 40 of the S-100 Table Booklet, for each Schnell Boat crewman position and fill the names or nicknames in on the Crewmen Status sheet. Roll for all applicable Crewmen Special Skills (see Rules section 5.0). Also write in the initial campaign start date of each crewman. Next, check mark all 6 Schnell Boats as 'available' on the Schnell Boat Squadron Status sheet.
3.3 Pre-Mission Set-up (S-100 example)
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At the beginning of each mission, roll 1D10 or 1D20 (depending on the month) one time on Table A-0 in the Tables book to determine the number of days until the next scheduled mission. If there are not at least 2 serviceable Schnell Boats available, there is no mission this night. If a Schnell Boat #1 crewman was KIA or discharged from service due to a Severe Wound on the previous mission, roll on Table K-1 and Table L. If Schnell Boat #2-#4 was sunk and a reserve boat is available, its crew must be replaced. Roll on Table K-2 to determine the new crew skill level.
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Next, roll on Table A-1 to determine the night's weather. If S-100 squadron and Bad weather, the mission is always Offensive Patrol. If Projekt 5b squadron and Bad weather, the mission is cancelled. Depending on the mission weather, place the corresponding Combat mat on the table.
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Next, if S-100 squadron, roll on Table A-2 to determine mission type. Note that if it is an Offensive Patrol mission, there is a 50-60% chance of the mission abstractly being performed, with no enemy encounters or events occurring that night. If this occurs, the mission is not actually played through, but is still recorded on the Campaign log sheet as successfully being completed, meaning it still counts towards Schnell Boat #1 crewmen Veteran status, plus Schnell Boats #2-#4 crew skill increases. (see Rule section 5.0)
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Next, roll on Table A-4 to determine the 4 assigned Red Zones for the night's mission.
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Next, place the Mission Target Zone counters in the 4 assigned Red Zones boxes on the Strategic Map board.
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Next, on the Strategic Map, place the individual Schnell Boat counters in the S-Boat Squadron boxes, the Sea State counter in its corresponding box, and the S-Boat or T-Boat Squadron counter in the black Cherbourg S-Boat Base box. You are now ready to start the night's mission. Simply follow the tables in alphabetical and numerical order (unless otherwise noted). Don't forget that Schnell Boats under repair may not participate in missions.
Note: Boat #1 is always present during a mission, as it is the Squadron Kommandant's boat. If the player has earned any medals, proudly display them in the corresponding Medals boxes on the Strategic Map board.
- Finally, upon returning to base, the mission ends. Go to Tables H and I to determine Schnell Boat repair times, Victory Points awarded or lost, medals awarded, and Inquiry and Review if any Schnell Boats were lost on the mission.
Game Basics
4.1 Object of the Game
As a squadron Kommandant serving in the German Kriegsmarine during World War II, your primary goal is for you and your squadron mates to go on night patrols into enemy occupied zones and sink as many enemy ships as possible over a period of up to 12 months during 1943-1944, while at the same time striving to avoid losing too many Schnell Boats.
4.2 Time Scale
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Turns - A turn takes place on the Strategic Map. The Schnell Boat squadron may enter one new travel zone box each turn if not damaged. Each turn represents approximately 60 minutes of game time. Each mission represents one night (approximately 8-10 hours at sea).
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Combat Rounds - A combat round only occurs during engagements on the Combat mats. Each combat round represents approximately 1-5 minutes of game time.
4.3 Victory Conditions
Regardless of which campaign you choose, if you remain in command and survive long enough, the game always automatically ends on June 1st 1944. After this date, add up all of your Victory Points and go to Table I or J in the Tables books. There you can see your final campaign performance result.
4.4 Schnell Boat Speed and Movement on Strategic Map
Schnell Boat speed in each colored Zone on the Strategic Map board is always considered to be Medium (cruise speed) if undamaged, and Schnell Boat movement into a new color Zone (Green, Yellow, or Red) may only be made once per turn. Schnell Boats may only be at Idle speed on the Strategic Map if they are disabled or are attempting engine repairs. Schnell Boats with 2 engines out, or ones that are being towed, always travel at Slow speed on the Strategic Map and must spend 2 turns in each zone. For playability reasons, Schnell Boats may not travel at Very Fast or Fast speed on the Strategic Map board. But if attacked by an Air Patrol and the aircraft is successfully spotted, the Schnell Boat squadron may accelerate to Fast speed before the aircraft attacks. Once the air attack is resolved and the mission resumes, the Schnell Boat squadron returns to Medium speed while travelling on the Strategic Map.
4.5 Time Spent in Assigned Offensive Patrol Zones
For regular Offensive Patrol missions, upon entering each assigned Red Zone on the Strategic Map board, the Schnell Boat squadron may only spend a maximum of 1 turn in the zone searching for enemy convoys before travelling to the next assigned mission Red Zone, or having to return to base. The Schnell Boat squadron may not spend more than 1 turn searching in each assigned mission Red Zone due to daylight eventually breaking.
For special missions, the assigned mission must be performed first in the first assigned Red Zone. Depending on the assigned special mission, the squadron may be required to return to base, or may proceed with a normal Offensive Patrol.
4.6 Combat Targeting and Gunfire
Unit order of attack during combat with enemy surface units is randomized. All units present have their unit designation counter placed in a draw cup, and then drawn one at a time. Each unit may fire in the order they are drawn. Once drawn, place the counter off to one side, resolve their attack, and then draw again, repeating the same process until all units have attacked. Any surface units that are sunk or evade during combat have their unit designation counter removed from the draw cup pool for the remainder of that combat encounter.
Each Schnell Boat cannon may only fire each once per combat round (exceptions: If Schnell Boat #1 gun crew is Veteran, 2 shots per combat round for that gun are possible. Schnell Boats #2-#4 with Elite crews may also fire twice per combat round).
In order to streamline gameplay, Schnell Boats does not track cannon ammunition. All enemy units are considered to always have enough ammunition to fire their guns during combat. However, the game does track individual Schnell Boat torpedoes, rockets, mines, and depth charges. Once fired, the counters are removed from the Crewmen Placement board and the check boxes marked off on the Schnell Boat Damage Log.
Note: Schnell Boats may not attack MTBs and MGBs with Torpedoes due to their shallow drafts.
In Good weather, Schnell Boats may fire Guns and Torpedoes at enemy surface units from Long, Medium, or Close Range Zones on the Combat Boards. In Poor weather, Schnell Boats may only fire at enemy surface units from Medium or Close Range Zones. In Foggy or Bad weather, Schnell Boats may only fire at enemy surface units from Close Range Zone.
4.7 Schnell Boat Movement and Speed Changes
During the first combat round, Schnell Boat counter placement is into the Long or Medium Range Zones during the first combat round counts as one move. For example, if weather is Good and the Schnell Boat squadron decides on Fast speed from the beginning, the Schnell Boat counters are placed into the Long Range zone - counting as the first move, then immediately move into the Medium Range zone (Fast speed is 2 moves per combat round, and Very Fast speed is 3 moves per combat round). All detection checks and torpedo / rocket / gun combat each round begin only after all Schnell Boats change speed and complete their moves.
Speed changes and movement into a different Range Zone on the Combat Boards may only be made once at the beginning of each combat round. When traveling at Slow speed on the Combat Boards, Schnell Boats must spend 2 combat rounds in each Range Zone before entering a new Range Zone. Schnell Boats may only move into one new Range Zone at the beginning of each combat round when traveling at Medium speed.
When traveling at Fast speed, Schnell Boats may move into 1 or 2 new Range Zones each combat round. For example, a Schnell Boat is traveling at Fast speed in the Long Range Zone. Starting with the next combat round, the Schnell Boat may first move into the Medium Range Zone, then immediately move into the Close Range Zone. After entering the Close Range Zone, the player rolls on all combat tables as usual for that combat round (Schnell Boat speed is considered Fast that entire combat round after the move is complete). If Schnell Boat is traveling at Fast speed in the Medium Range Zone and is attempting to exit combat, the Schnell Boat first enters the Long Range Zone and then immediately exits from combat. No more table rolls take place for that Schnell Boat, as it is considered to have left the area. Finally, when traveling at Very Fast speed, Schnell Boats may move into 1, 2, or 3 new Range Zones each combat round.
Regardless of speed, Schnell Boats always have the option of either remaining in the same Range Zone each combat round, or entering a new Range Zone (depending on speed) each combat round.
Speed diagrams (printed with this section): Slow Speed - Slow speed must spend 2 combat rounds in each Range Zone before entering a new Range Zone. Fast Speed - Fast speed may move 2 Range Zones each Combat Round. Very Fast Speed - Very Fast speed may move 3 Range Zones each Combat Round.
4.8 Schnell Boat Formation Rules
During combat with enemy convoys, all Schnell Boats in the squadron are expected to remain in formation (same Range Zone) except under the following conditions:
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Schnell Boat becomes disabled and cannot move.
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Schnell Boat is heavily damaged. Under this circumstance, the damaged Schnell Boat may break formation and head for another Range Zone (presumably longest Range), but must remain in that zone and may not exit combat if wanting to remain with the squadron after all combat / waves have ended. Schnell Boats may only exit combat if aborting mission and leaving the squadron permanently. If doing so, damaged Schnell Boats must spend at least 1 combat round in the Long Range Zone before exiting combat early and aborting mission.
As Schnell Boat Squadron Kommandant, Schnell Boat #1 may never exit combat and abort mission without the other Schnell Boats. If Schnell #1 exits combat and aborts mission, all Schnell Boats must exit and abort together. Schnell Boats #2-4 exiting combat and aborting mission without Schnell Boat #1 may not rejoin formation later.
4.9 Schnell Boat Abort Mission
A single Schnell Boat may abort for whatever reason anytime during a mission. To abort mission during ship combat, the aborting Schnell Boat must spend one or more combat rounds (depending on speed) in the longest Range Zone and successfully evade before leaving the combat area. Disabled Schnell Boats may not exit the Combat boards during combat. Any Schnell Boat #2-#4 which does successfully abort mission is immediately removed from the Schnell Boat squadron for the remainder of that mission. As Schnell Boat Squadron Commander, Schnell Boat #1 may never abort mission alone if other Schnell Boats are in formation. All Schnell Boats must abort together.
4.10 Disabled or Sunk Schnell Boats
See Tables G-10 A-C in the S-100 Tables booklet and Tables F-10 A-C in the Projekt 5b Tables booklet.
4.11 Damaged / Sunk Schnell Boats and Substitutions
Schnell Boat #1 may be always be substituted for another Schnell Boat during repairs back at base, or if sunk.
For example, Schnell Boat #1 sustains heavy damage, and upon returning to base, will be out of commission and under repair for 3 days. Let's also say that Schnell Boats #2-#4 are undamaged and ready for the next assigned mission. Under situations such as this, the Kommandant may take command of Schnell Boat #2, which now becomes reassigned as Schnell Boat #1. At the same time, Schnell Boat #1 now becomes Schnell Boat #2, and will be under repair for 3 days. This way, if at least 2 Schnell Boats are mission-ready, one will always be Schnell Boat #1, allowing for missions to be performed.
4.12 Crewmen Severely Wounded / Killed in Action (KIA)
Any Schnell Boat crewman that is either Severely Wounded or KIA during a mission may no longer perform his duties. Another crewman may take his place in this situation, but only under the following conditions:
- +1 Light Wound
- +2 Light Wound
- Severe Wound
- KIA
(The four conditions are printed as wound icons in the rulebook.)
Any crewman may temporarily steer the Schnell Boat from the Kommandant (KMDT) position, although the 1st Watch Officer (1WO) usually takes over if anything happens to the Kommandant. Negative table modifiers always apply.
Gun crews can fire any Schnell Boat cannon without penalty, while the DC or Watch crew may temporarily fire any cannon, but with penalties applied.
If any of the above conditions are met, move the Severely Wounded or KIA crew/crewman counter into a rest bed on the Schnell Boat Crewmen Placement Board. Then place the counter of the temporary replacement crew/crewman in the position box of the relevant crew/crewman.
4.13 Game Acronyms
This is a list of common acronyms used in game:
- 1WO = 1st Watch Officer
- CL = Light Cruiser
- DC = Depth Charge
- DD = Destroyer
- KIA = Killed in Action
- KMDT = Kommandant (Commander)
- LW = Light Wound
- MGB = Motor Gun Boat
- MTB = Motor Torpedo Boat
- SB = Schnell Boat (S-100)
- SW = Severe Wound
- TB = Tragflügelboot (Projekt 5b)
- VP = Victory Points
Veteran Status and Crew Skill Levels
Schnell Boat #1 crewmen earn Veteran status after 15 missions have been successfully performed. Veteran status gives bonuses in certain situations. Schnell Boats #2-#4 crews increase their skill level (Green, Average, Veteran, and Elite) by one for every 5 enemy kills, or for every 15 missions successfully performed.
Medals
Medals may be earned throughout the game by several different means, and are always cherished keepsakes. They may also help the player retain his command if he is found to be negligent regarding Schnell Boat losses. If received, place the medal counter in the corresponding Medals box on the Strategic Map board for prominent display. Medals may also help the player avoid being relieved of command or court-martialed.
- Medal - S-Boat War Badge: Kommandant (player) is awarded this medal after 12 successful missions are performed. He is also awarded this medal if he is ever wounded in combat.
- Medal - Iron Cross: Kommandant (player) is awarded this medal if the current Victory Point total is 100-200 points (Short Campaign), 150-300 points (Medium Campaign), or 200-400 points (Long Campaign).
- Medal - Iron Cross with Oak Leaves: Kommandant (player) is awarded this medal if the current Victory Point total is 201-400 points (Short Campaign), 301-600 points (Medium Campaign), or 401-800 points (Long Campaign).
- Medal - Iron Cross with Oak Leaves and Swords: Kommandant (player) is awarded this medal if the current Victory Point total is 401-800 points (Short Campaign), 601-1,200 points (Medium Campaign), or 801-1,600 points (Long Campaign).
- Medal - Iron Cross with Oak Leaves, Swords, and Diamonds: Kommandant (player) is awarded this medal if the current Victory Point total is 801-1,600 points (Short Campaign), 1,201-2,400 points (Medium Campaign), or 1,601-3,200 points (Long Campaign).
- Medal - Iron Cross with Golden Oak Leaves, Swords, and Diamonds: Kommandant (player) is awarded this medal if the current Victory Point total is 1,601-3,200 points (Short Campaign), 2,401-4,800 points (Medium Campaign), or 3,201-6,400 points (Long Campaign).
- Medal - S-Boat War Badge with Diamonds: Kommandant (player) is awarded this medal if the current Victory Point total is 3,201+ points (Short Campaign), 4,801+ points (Medium Campaign), or 6,401+ points (Long Campaign).
Game Counter Guide
These are the double-sided playing pieces that are used to track individual units, crewmen, and situations on the various game boards.
Aircraft
Place these enemy counters on either the Combat Boards when enemy Air Patrols are encountered. Once the attack is completed or unit is destroyed, remove the counter from the board.
Ships
Place these enemy counters on the Combat Boards when they are encountered. Once a ship is either sunk or evades, remove the counter from the board.
Schnell Boats - Combat Boards
Depending on the number of Schnell Boats currently on the mission, place these counters in the Long Range, Medium Range, or Close Range sections of the Combat Boards. If a Schnell Boat is sunk, replace it with Ship Sunk and Schnell Boat Crew counters. The gold star on Schnell Boat #1 signifies this is the player's Boat (Kommandant).
Firing
Place this counter next to the unit counter that is firing at a target (see Targeted counter) on the Combat Boards.
Targeted
Place this counter next to the unit counter that is being targeted by the firing unit (see Firing counter) on the Combat Boards.
Schnell Boat Squadron - Strategic Map Board
This counter represents the Schnell Boat squadron. Place it in the Cherbourg Schnell Base box on the Strategic Map Board at the beginning of each mission. Move the counter through the colored zones to track the location of the squadron.
Schnell Boats #1-#4 - Strategic Map Board
These counters represent individual Schnell Boats in the squadron. Depending on the number of Schnell Boats assigned to the current mission, place them in the Schnell Boat squadron boxes on the Strategic Map Board. If Schnell Boats #2-#4 are either sunk, abandoned, separated from the squadron, or abort mission, immediately remove them from the board. Unless sunk or abandoned, the Schnell Boat #1 counter always remains on the board throughout each mission. The gold star on Schnell Boat #1 signifies this is the player's Boat (Kommandant).
Sea State
Place this counter in the corresponding Sea State box on the Strategic Map Board according to the Sea State in the current Travel Zone.
Mission Target Zone
Place these counters in the 4 assigned Red Mission Zone boxes on the Strategic Map Board.
2 Turns Per Zone
Place this counter next to the Schnell Boat squadron counter on the Strategic Map Board as a visual reminder that 2 turns per zone are required for slow movement.
Rockets
Place this counter next to the attacking Patrol Aircraft counter on the Combat Boards if aircraft is making a rocket attack.
Bombs
Place this counter next to the attacking Patrol Aircraft counter on the Combat Boards if aircraft is making bomb attack. If aircraft is making gun strafing attack, no ordnance counter is used.
Flare
Place this counter next to the Schnell Boat counters on the Combat Boards if the attacking aircraft drops a Flare. Remove the counter at the end of combat round.
No Detection
Place this counter next to Schnell Boat counters on the Combat Boards at the beginning of the first combat round. Remove the counter once the Schnell Boat squadron is detected.
Idle Speed / Slow Speed / Fast Speed / Very Fast Speed
Depending on their speed, place these counters next to Schnell Boat counters on the Combat Boards at the beginning of the first combat round. One counter represents the entire Schnell Boat squadron speed (unless single Schnell Boats are separated in different Range Zones on the board). If the Schnell Boat squadron is moving at Medium Speed (default during regular combat), no Speed counter is used. The Slow Speed counter may also be used as a reminder on the Strategic Map Board that 2 turns per zone are required.
Unit Disabled
Place these counters next to any Schnell Boat or enemy ships that become disabled on the Combat Boards.
Ship Sunk
Place these counters next to any Schnell Boat or enemy ship that sinks on the Combat Board.
Fire
Place these counters in any Schnell Boat Interior section that catches fire on the Crewmen Placement Board. Remove the counter if and when the fire is extinguished. They may also be placed on the Combat mats next to burning enemy tanker ships.
Green Crew / Veteran Crew / Elite Enemy Crew
Place these counters next to enemy unit counters on the Combat Boards if they are anything other than Average crew skill level.
Veteran Schnell Boat #1 Crewman
Place these counters next to Veteran Schnell Boat Crewmen counters (15 or more successful missions) on the Crewmen Placement Boards.
Downed Pilot
Place this counter in either the Passenger 1 or 2 boxes on the Crewmen Placement Boards once aboard Schnell Boat #1.
S-Boat / T-Boat Crew
Place these counters in either the Range Zone where the Schnell Boat was sunk on the Combat Board, or in the Passenger 1 or 2 boxes on the Crewmen Placement Boards if rescued.
Schnell Boat - Crewmen
Place these counters representing Schnell Boat #1 crewmen in the corresponding crewmen box positions on the Crewmen Placement Boards.
Light Wound 1-2 / Severe Wound / Killed in Action
Place these counters next to any Schnell Boat crewman or passenger counter on the Crewmen Placement Board that receive 1 or 2 Light Wounds, Severe Wound, or are Killed in Action (KIA). Three Light Wounds = Severe Wound. Light Wound + Severe Wound = KIA. 2 SW = KIA.
Schnell Boat Torpedoes
Place these counters in the Torp. 1 through Torp. 4 boxes on the Type S-100 Crewmen Placement Board. Once a torpedo is either launched or becomes disabled, remove the counter from the board.
Schnell Boat - Rockets
Place these counters in the Rocket 1 and Rocket 2 boxes on the Projekt 5b Crewmen Placement Board. Once a rocket is either launched or becomes disabled, remove the counter from the board.
Schnell Boat - Mines
Place these counters in the Mine 1 to 8 boxes on the Type S-100 Crewmen Placement Board. Once a mine has been laid or becomes disabled, remove the counter from the board.
Schnell Boat - Depth Charges (DC)
Place these counters in the DC 1 to 4 boxes on the Type S-100 Crewmen Placement Board. Once a depth charge has been dropped or becomes disabled, remove the counter from the board.
Schnell Boat - Fire Extinguishers
Place these counters in the red Fire Extinguisher boxes on the Crewmen Placement Boards. Single use each. Remove each counter once used or destroyed.
Schnell Boat - Components Inoperative
Place these counters in the corresponding Schnell Boat sections on the Crewmen Placement Boards as visual reminders that the Schnell Boat equipment is inoperative.
Schnell Boat - Section Flooded
Place these counters in the corresponding Schnell Boat Interior sections on the Crewmen Placement Board as a visual reminder if an Interior compartment has completely flooded.
Fine Cognac
This counter is obtained through a specific Random Event, and may be used to bribe the Base Commander if the player (Kommandant) is about to be relieved of command.
Unit Order of Attack Draw Cup Counters
These counters are placed in a cup and drawn one at a time to determine unit order of attack during combat.
The Strategic Map, Combat Board and Crewmen Placement Board examples in the booklet (pages 13-15) are illustrations and are not transcribed.
Optional 2-Player Rules
This section is printed as "7.0" in the booklet (the same number as the Game Counter Guide); the booklet's contents list calls it 8.0. The printed number is kept here.
While Schnell Boats: Scourge of the English Channel was designed primarily as a solitaire wargame, it may also be played with 2 players if the second player has their own copy of the game.
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To begin with, each player must have their own Crewmen Placement board, set of crewmen counters, Schnell Boat Damage log, and Schnell Boat #1 Crewmen Status sheet (second player treats it as Schnell Boat #2). A single Strategic Map board, Combat board, Enemy Unit Status sheets, and Schnell Boat squadron Status sheet may be shared between both players. For best results, divide up duties for tracking enemy unit damage during combat, rolling during enemy unit attacks, calculating Schnell Boat repair times, etc. between both players. Next, players must decide who will be the squadron Kommandant (Schnell Boat #1), and who will be the Schnell Boat #2 Kommandant for the duration of the campaign game.
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During gameplay, the squadron Kommandant (Schnell Boat #1) makes most of the decisions for the other 3 Schnell Boats (including the player #2 boat), such as squadron speed, attack distance, aborting missions, etc. Both Schnell Boat players may independently decide which enemy units they will attack each combat round by rolling on Schnell Boat #1 Offensive Fire tables. The radios of both Schnell Boats #1 and #2 must be functional and the boats in formation for orders to be given from Schnell Boat #1. Note that if Schnell Boat #1 is either separated from the squadron or sunk, Schnell Boat #2 player automatically takes command for the remainder of that mission. Also note that if Schnell Boat #1 or #2 are separated from the squadron, or they voluntarily abort mission and leave formation, they must travel through each travel zone box on the map while returning to base, rolling on all necessary tables each turn.
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During combat, both players roll on Schnell Boat #1 Offensive Fire tables when attacking. For each hit to player-controlled Schnell Boats #1 and #2, roll on Schnell Boat Damage tables F-1 or G-1. Also note that during combat, any table modifiers that reference Schnell Boat #1 also apply to Schnell Boat #2 during the second player's turn. Above all, remember that most tables which refer to Schnell Boat #1 will also apply to Schnell Boat #2 during a 2-player co-op game.
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When VPs are earned, they are evenly distributed between both players, with the total score applied to the entire squadron. When medals are awarded, both players receive their own at the same time. But if the squadron Kommandant (Schnell Boat #1) is either relieved of command or KIA, player #2 becomes the new squadron commander (Schnell Boat #1) for the remainder of the campaign game, and player #1 may enter the game again with a new boat and crew as player #2.
Understanding Game Play Terms in Schnell Boats
CAMPAIGN: There are 3 possible campaign lengths to choose from: Short (starts February 1st, 1944 - 121 days), Medium (starts October 1st, 1943 - 244 days) or Long (starts June 1st, 1943 - 366 days). All campaigns end on June 1st, 1944. Victory points awarded and final scoring on Table J in the S-100 Booklet or Table I in the Projekt 5b Booklet depend on the campaign length chosen.
DAYS: Months are made up of days and all missions are performed at night. Dates, enemy kills, and friendly losses are all recorded on the Campaign Log for each mission.
MISSION: Missions (one per night) occur on most nights. 50-60% of the time a mission does occur, it will be abstractly performed, meaning no enemy encounters or events occurred that night, and the player rolls for the next mission date. This abstraction was done to greatly speed up game play, while at the same time preserving realism. Note that missions abstractly performed are always considered successful and count towards Boat #1 Veteran status, plus Boats #2-#4 crew skill increase. There are two reasons a mission will not occur:
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Too many boats are repairing damage (Table G-1/G-2 for S-100 boats or Table J-1/J-2 for Projekt 5b boats). You need a minimum of two available boats. (Case 3.3, Step 1)
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Your squadron is kept in port due to weather (Table A-1 if Projekt 5b).
Due to these factors, you may perform a mission from as little as daily, to as much as one mission every 20 days.
Completing a Mission: S-Boat or Projekt 5b squadrons are referred to as Geschw (Geschweder, as printed). This usage is referenced below.
Hopefully a mission ends with the Geschw having a successful patrol in their 4 assigned Red Zones, and by retracing their steps through the Yellow and Green Zones and arrive back at Cherbourg as the sun rises over the English Channel.
In some cases, not all boats that go out on a mission will return. They may be sunk in combat, disabled due to combat, or become disabled due to combat, storms, or random events. What happens to those boats and their crews is covered in Tables G-10A-C (for the S-100) or Tables F-10A-C (for the Projekt 5b).
Once the boats return to Cherbourg, the player will:
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Determine the status of any wounded crewmen members per Table G-9 (S-100) or Table F-9 (Projekt 5b). a. Replace any crewmen who were KIA, lost at sea, or sent home due to serious wounds (SW). b. Replacement crews are always available. c. Roll to see if the replacement crew has any experience. (Table K-1 for S-100 or Table J-1 for Projekt 5b)
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Determine the status of damaged boats per Tables H-1 and H-2 (S-100) or Tables G-1 and G-2 (Projekt 5b). a. Repairs are started. If a boat or boats have suffered significant damage, they may not take part in mission until completely repaired. b. If the Engines, Turbojets, or Radio are destroyed, there may not be a replacement readily available per the notes in Tables G or H. c. If there are not two boats available (fully repaired) for this evening's mission there will not be a mission tonight. d. If any Boats were lost, the reserve boat for the Geschw replaces it. (Hopefully you didn't lose more than one.) Roll on the Squadron Status sheet to replace any lost boats. If a boat readily is not available, your Geschw may not go out on the next mission due to the combination of unavailable boats and damaged boats. As the squadron Kommandant, you must manage your resources while taking the battle to the Royal Navy.
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Determine Victory Points for that mission per Table I-1 (S-100) or Table H-1 (Projekt 5b). a. The total of Victory Points at the end of the Campaign chosen will determine how well you did.
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Determine if any Medals are awarded per Table I-2 (S-100) or Table H-2 (Projekt 5b).
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If any Boats were lost, there will be a Board of Inquiry per Table I-3 (S-100) or Table H-3 (Projekt 5b).
ZONES: Each mission requires your squadron to travel a number of Green and Yellow Zones to and from your 4 assigned mission Red Zones (Table A-4 for the S-100 or Table A-3 for the Projekt 5b). For example, if your mission assignment is to patrol Red Zones 2-5, at the beginning of the mission, your Boat squadron would first start out in the Cherbourg S-Boat Base Zone. The squadron would then travel through all connecting Green and Yellow zones (once per game turn) until reaching the first of 4 assigned Red Zones. Upon entering each assigned Red Zone, the squadron spends 1 game turn patrolling there. If an enemy encounter occurs, all relevant combat tables are rolled on. Once combat ends (or no encounter occurred), the squadron moves into the next connecting assigned Red Zone, also patrolling there for 1 turn. This is repeated until the squadron patrols all 4 assigned Red Zones, at which time the squadron heads back to base, once again travelling through all connecting Yellow and Green Zones (once per turn) until finally reaching Cherbourg, where the mission ends.
Note that a mission may be aborted at any time if the KMDT feels it necessary to do so, such as when boats become separated/damaged/sunk, or once all torpedoes have been launched. But remember that if a mission is aborted before all 4 assigned Red Zones are patrolled, or no ships were sunk, the mission is considered a failure and does not count towards Boat #1 crewmen Veteran status, or Boats #2-#4 crew skill increases.