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Sink the Bismarck! (1992)

Sink the Bismarck! (1992) Rulebook

Table of Contents

Table of Contents

  • 2.0 Game Components
    • 2.1 Parts Inventory
    • 2.2 The Mapsheet
    • 2.3 Counters and Markers
      • 2.31 Counter Identification
      • 2.311 Mapsheet Counters
      • 2.312 Markers
      • 2.313 Surface Combat Counters and Markers
      • 2.32 Task Force Card Ship Markers
      • 2.33 Air Unit Counters
      • 2.34 Surface Combat Ship Counters
      • 2.35 Player Aids
      • 2.36 The Die
  • 3.0 Prepare for Play
  • 4.0 Sequence of Play
  • 5.0 Visibility
  • 6.0 Task Forces
    • 6.1 "REAL" Task Forces
    • 6.2 Dummy Task Forces
  • 7.0 Movement
    • 7.1 General Task Force Movement
    • 7.2 German Task Force Movement
    • 7.3 British Task Force Movement
  • 8.0 Air Unit Movement
    • 8.1 Types of Air Units
    • 8.2 Air Unit Movement
  • 9.0 Convoys
  • 10.0 Detection
  • 11.0 Shadowing
  • 12.0 Combat
    • 12.1 Surface Combat
    • 12.2 Disengaging
    • 12.3 Air Combat
  • 13.0 Damage Control
  • 14.0 Time
    • 14.1 Night
    • 14.2 Time Record
  • 15.0 Victory Conditions
  • 16.0 The Scenarios
    • 16.1 Scenario 1: The Historical Scenario
    • 16.2 Scenario 2: Planned Rheinubung
    • 16.3 Scenario 3: The Gneisenau
    • 16.4 Scenario 4: Convoy Escort
    • 16.5 Scenario 5: The Breakout
  • 17.0 Fuel Expenditure (Optional)
  • 18.0 Designer's Notes
  • 19.0 Errata
    • The Map
    • The Plotting Sheet
    • The Counters
  • Fuel Expenditure Record Sheet
  • German Movement Log
  • Fuel Consumption and Damage Control Sheets
  • Extended Rules
    • 1) Aircraft
    • 2) Ships
    • 3) Surface Combat
    • 4) Victory Points
    • 5) Additional German Ships
    • 6) Additional British Ships

2.0 Game Components

2.1 Parts Inventory

The following is a list of Sink the Bismarck! 1st edition game components.

  1. Game Box and Lid
  2. One Mapsheet
  3. 200 Die-Cut Counters
  4. One Rule Book
  5. Two Task Force Cards
  6. One Ten-sided Die
  7. One Card of Charts and Tables
  8. One German Plotting Card

2.2 The Mapsheet

One mapsheet (22" x 25") of the North Atlantic is provided with the 1st Edition Game. Players maneuver their respective Task Forces and Air Units on this map in such a way as to locate, and attack opposing forces. Each map hex represents about 75 miles. Task Forces may only enter numbered hexes. Also located on the mapsheet are the Terrain Effects Chart, Game Turn Track, Visibility and Surface Combat Indicators, which are used to help facilitate play of the game.

2.3 Counters and Markers

Included in the game is a sheet of 200 die-cut counters, which represent all the major fighting ships and air units that participated in the campaign. Included are additional ships which are used in the hypothetical scenarios. Also included are various markers and counters used to facilitate the play of the game. Scenario instructions will specify the units used to play in each particular scenario.

2.31 Counter Identification

  • German: Gold on Black
  • British Surface Ships: White on Red
  • British Convoys: Black on Pink
  • British Air Units: Red on White

2.311 Mapsheet Counters

  • Bomber Air Unit (British, Plymouth): Attack Strength 4, Range 4, Type B.
  • Torpedo Air Unit (British, Ark Royal): Attack Strength 12, Range 2, Type T.
  • Reconnaissance Air Unit (German, Scapa Fl): no Attack Strength ("N"), Range 8, Type R.
  • Convoy counter (HX Convoy) with a movement arrow.
  • Task Force marker (TF #6), used for the mapsheet and Task Force Card.

2.312 Markers

  • Ship Marker (BB, Bismarck, Evasion Rating 29, Mapsheet Speed 3): used only on the Task Force Cards.
  • Turn Marker (Game Turn).
  • Visibility Marker.
  • Detected Marker and Shadow Marker.

2.313 Surface Combat Counters and Markers

  • Surface Combat Ship Counter (front: 16A -3 / 20 29, Bismarck; back: 8A -3 / 20 14, Bismarck). See 2.34.
  • Damage Point Marker (3 DPs).
  • Gunnery Range Marker (Range).
  • Combat Round Marker (Round 1x).

2.32 Task Force Card Ship Markers

Each ship in the game is represented by a ship marker. These Markers are used only on the Task Force Cards.

  • Ship Class: the class of the ship (see Classes of Ships below).
  • Ship Name: the name of the ship.
  • Evasion Rating and Mapsheet Speed: the ship's Evasion Rating and the speed the ship moves on the mapsheet.
  • The reverse of the ship marker is the damaged side, and it is flipped over when the ship is damaged.

Classes of Ships

  • BB: Battleship
  • BC: Battlecruiser
  • CV: Aircraft Carrier
  • CA: Heavy Cruiser
  • CL: Light Cruiser
  • DD: Destroyer

2.33 Air Unit Counters

Air unit counters show the Attack Strength, the Range on the Map, and the Type of Air Unit. A counter with a home carrier shows the carrier's name. An air unit with "N" has no Attack Strength.

There are basically two types of air unit counters used in the game: Reconnaissance (Recon) and Attack. The Attack Air Units are further subdivided into Land-Based Bombers and Carrier-Based Torpedo Bombers. Prior to play, Recon and Land-Based Bomber air units are placed on the appropriate airbases on the mapsheet; Torpedo Bombers are placed in the home carrier's holding box on the task force card.

Types of Air Units

  • R: Reconnaissance
  • B: Land-Based Bomber
  • T: Torpedo Bomber

2.34 Surface Combat Ship Counters

Each surface combat ship counter shows: the Gunnery Range (A, B, or C); the Attack Strength; the Damage Capacity; the Ship Name; the Defensive Modifier; and the Evasion Rating. A counter is flipped over when damaged.

Important: These counters are used only to resolve combat between opposing ships (see rule section 12.0). They are not used on the map or on the task force cards.

The torpedo attack counter shows: the Gunnery Range (A, B, or C); the Torpedo Attack Strength; the Attack Strength; the Damage Capacity; the Ship Name; the Defensive Modifier; and the Evasion Rating. Its reverse is marked "Sunk" and it is flipped over when damaged.

2.35 Player Aids

Included in the game are two Task Force Cards, one each for the German and British Players. Also provided is a Charts and Tables Card containing the Damage Point Table, Visibility Table, Shadow Table, and Detection Table. Another card is provided which contains the "German Plotting Sheet" which is a facsimile of the Mapsheet, this is used only by the German player to plot the movement of his units. The Movement Log (which is found on the back page of this rules booklet) is an alternative method of plotting German movement. A Fuel Consumption Checkoff Sheet is also provided in this rules booklet, but is only used when using optional rule 17.0.

2.36 The Die

A ten-sided die is used in the game, the zero (0) face is read as a ten (10) not a zero.

3.0 Prepare for Play

First, players must decide which scenario to play. The Historical scenario is recommended for beginners, because it has the fewest number of units. Each player will organize and place his markers on the mapsheet, and task force cards, in accordance with the scenario set-up instructions. Only the ships and air units listed in the scenario are used. All remaining counters and markers are set aside, including the ship counters which are used for surface combat (see 2.34). The German player may use either the Movement Log or the Plotting Sheet, to plot the movement of his units. Two copies of the Movement Log are required if using this method; the vertical columns should be numbered 1-28, i.e., one column is used for each of the 28 game turns. If using the Plotting Sheet, only one copy is needed for play, though some players prefer more.

4.0 Sequence of Play

Sink the Bismarck! is played in turns. Each turn is divided into phases which must be strictly performed in the sequence described below:

  1. Unit Availability Phase: The British player places on the map any ships which enter play in the current turn (see scenario instructions). Additionally, beginning on turn two, the British player draws a convoy counter from the container, and places it on the map (see 9.7). Dummy task forces that have been previously detected and removed from play, may also be returned to the map at this time (see section 6).
  2. Visibility Phase: The German player determines the visibility conditions for the current turn.
  3. Detection Phase: Both players may attempt to detect enemy task forces located in the same hex. Shadowed task forces do not require detection.
  4. Surface Combat Phase: Surface combat occurs only if the detecting player desires. In order to engage in surface combat, the opposing task forces must be in the same hex as one another.
  5. Air Attack Phase: Land-Based Bombers and Torpedo Planes may attack enemy task forces detected or shadowed this turn, that are in range.
  6. Shadow Phase: The British player may select one air unit or task force for normal shadow, per hex. Task forces or air units desiring to maintain shadowing (either normal or high speed) from the previous turn(s) also attempt at this time.
  7. German Movement Plot Phase: The German player now plots the movement for each task force and recon aircraft he desires to move, using either the Movement Log or Plotting Sheet. Shadowed German task forces are physically moved at this time, instead of in Phase Nine.
  8. British Movement Phase: The British player now physically moves each task force, convoy, and recon aircraft desired.
  9. German Movement Phase: The German player now physically moves each recon aircraft and each unshadowed task force, in accordance with the plotted moves recorded in Phase Seven. The British player may attempt detection and high speed shadow against each German task force moving through a British occupied hex. Conversely, the German player may attempt detection of task forces and convoys for each hex he moves through.

5.0 Visibility

5.1 There are three levels of visibility in the game: Good, Fair (Average), and Poor. During Phase Two of each game turn, the German player rolls a single die to determine the visibility for the current turn using the Visibility Table found on the Charts and Tables Card.

5.2 Visibility can have an effect on detection and shadowing attempts made each game turn, as explained in section 10.2, and on the Shadowing Table.

6.0 Task Forces

6.1 "REAL" Task Forces

6.11 There are two markers for each Task Force in the game. One Marker is used on the mapsheet, the other on the Task Force Cards. Individual ship markers or counters are never placed on the mapsheet. A Task force can consist of one or more ships. There is no limit to the number of ships which may be in a single Task Force. A task force can also contain no ships; these are referred to as Dummy Task Forces, and will be explained later.

6.12 Most task forces in the game are organized as they were historically. However, during the course of play they may combine or split-up in any manner the players wish. Task forces are organized using the Task Force Cards. To designate ships operating together in a task force, place the ship markers, face-up, in any unused box on the Task Force Card. To identify this task force, a Task Force Marker is placed, face-down, directly above the box in use (players may prefer to keep the Task Force Cards hidden). Only the owning player knows the identity and composition of each task force, unless it is detected. The British player is limited to thirteen task forces which may be in play at any one time; the German player is limited to four (these limitations may vary by scenario). The limitation on the number of task forces includes both "real" and Dummy task forces.

6.13 Task force markers are moved during the appropriate player's Movement Phase. Each task force moves on the map, at a maximum speed of the slowest ship in the task force. No more than four friendly task forces can occupy a single hex at any one time.

6.14 Task forces located in the same hex may combine or split only during Phase One of each turn (exception: see 11.5). Shadowed German task forces may not split-up, unless engaged in surface combat.

6.15 Task forces consisting of certain numbers of ships are awarded bonus modifiers in all detection attempts. These are explained in section 10.2, and are listed on the Detection Table.

6.2 Dummy Task Forces

6.21 Dummy task forces and preplotted German movement, together, make-up the essential element of "fog of war." Dummies are basically used to confuse the enemy as to the location of the "real" task forces.

6.22 Each player may introduce a limited number of Dummies in the game. The British player may have no more than two Dummies, the German player three (these limits may vary by scenario).

6.23 There are no limitations on the movement of Dummies. However, if a Dummy moves too fast, or somehow operates differently from a real task force, the opposing player may notice the difference.

6.24 Since Dummies contain no ships they may not attempt detection or conduct combat. If a Dummy task force is detected, the owning player simply reveals it is a Dummy and removes it from play. Detected Dummy Task Forces may be reintroduced during Phase One on the following turn.

6.25 Dummies may be used to allow a player to pretend to split his force into two separate task forces, with only one, of course, being real. This ploy may be useful during the game, because the enemy player cannot know if the new task force is real, or not.

6.26 Dummies may be removed from play at any time and reenter the game during Phase One by placing them in any desired hex on the map. (Exception: The German player cannot place Dummies in the same hex as a shadowed task force.) For example, if the true location of all German ships has been revealed to the British player, it will be obvious than any remaining German task forces are Dummies. It will behoove the German player, in this situation, to remove the Dummies from the map, and replace them during Phase One. (The obvious course is to place them with existing real task forces, then split these at the first opportunity—leaving the British player wondering whether the German vessels have been reallocated to new task force markers).

6.27 Dummy task forces, as organized on the Task Force Cards, will of course contain no ships in the holding boxes.

7.0 Movement

7.1 General Task Force Movement

7.11 A player may move all, some or none of his task forces on the map in a single turn. A player is never required to move any of his task forces.

7.12 A task force can move at any speed up to its maximum, or not at all. It is never required to move.

7.13 When moving, each hex entered must be adjacent to the hex being exited. Hexes may never be skipped during the course of movement. Task forces can never enter an unnumbered sea hex, or a full land hex. British task forces may never move off the map; German task forces, are permitted to exit the southern edge of the mapsheet, but once they do so they may never return into play.

7.14 Damage sustained during combat, as stated in section 12.15, also affects a ship's mapsheet speed as follows:

Evasion RatingMaximum Speed
30-244
24-293
15-232
8-141
1-7Moves 1 hex on even numbered turns only.

The Evasion Rating ranges are transcribed as printed in the source table (its first two rows, 30-24 and 24-29, both include 24).

7.2 German Task Force Movement

7.21 During Phase Seven of each turn, the German player secretly plots the movement of each task force (and Recon aircraft) he desires to move, using either the Movement Log or Plotting Sheet.

7.22 When plotting the movement of a task force using the Movement Log, the German player must write the hex number(s), in order, that each task force moves through each turn.

7.23 When using the Plotting Sheet, a line must be traced through each hex for each task force that moved during the turn. At the end of the plot line, identify the task force with a circled number corresponding to the task force number.

7.24 After the German player secretly plots his moves in Phase Seven, the British player physically moves all desired units in Phase Eight. In Phase Nine the German player moves all his task forces and Recon aircraft in accordance with his plot.

7.25 Only the German player may enter ports in Norway, German Occupied Europe, and El Ferrol, Spain. German task forces may never enter "Restricted" sea hexes (see the Terrain Effects Chart on the map).

7.3 British Task Force Movement

7.31 During Phase Eight of each turn, the British player physically moves each task force (and Recon Aircraft) desired. The British player is also responsible for the movement of all convoys during this Phase.

7.32 The British player may also move during Phase Nine, if successful at Detection, and High Speed Shadowing, but only if the Shadowing ship has sufficient movement points remaining in the current turn.

7.33 Only the British player may enter ports in Great Britain, Iceland, Gibraltar, St. Johns, and Londonderry.

8.0 Air Unit Movement

8.1 Types of Air Units

8.11 There are two types of air units in the game, Reconnaissance (Recon) and Attack. Recon aircraft are used only for the detection of enemy task forces, never to attack. Conversely, Attack aircraft can only be used to attack enemy task forces, never to detect. Recon aircraft move in the same phase as task forces. Attack aircraft move only during the Air Attack Phase (they can attack only detected or shadowed enemy task forces within range, and must return to base at the end of the Phase).

8.2 Air Unit Movement

8.21 A player can move all, some or none of his air units in a turn. A player is never required to move, or to attack with, any of his air units.

8.22 On each aircraft counter is printed the maximum number of hexes, or radius, that it can fly from its homebase.

8.23 No German air unit may move through any land hex of Great Britain, though German Land-Based Bombers may attack British task forces in the port of Plymouth. There are no restrictions on British air movement. Any number of air units may enter or pass through the same hex. The movement of air units has no effect on ship movement, nor vise versa. Air units cannot move off the map. Attack Air units must be returned to their homebase or aircraft carrier after conducting any attacks. If an aircraft carrier is sunk, its air complement is also considered destroyed.

8.24 Air units may fly each and every turn if the owning player so desires.

8.25 During Phase Seven of each turn, the German Player secretly plots the movement of each recon aircraft he desires to move. If using the Movement Log, only the last hex need be noted. German recon aircraft are physically moved during Phase Nine.

8.26 The British player moves his recon aircraft during Phase Eight, along with his task forces.

8.27 Attack aircraft can attack any detected enemy task force within range, during the Air Attack Phase of each turn. Each attack aircraft counter can attack only once per turn.

8.28 Recon aircraft counters remain permanently on the map, within flying distance (radius) of their homebase (they represent each base's ability to fly sorties, rather than individual aircraft).

9.0 Convoys

9.1 Convoys are individually represented by pink colored convoy counters. Convoys are moved by the British Player. All convoys move at a speed of one hex per turn on the mapsheet.

9.2 Convoys begin the game on the mapsheet, or are introduced during the course of play. Scenario instructions specify the exact location of all convoys at the start of play. Each convoy counter has a designator (e.g., HX), which identifies the general course of movement and destination. Place the convoy counters for each designator in discrete piles face up (i.e., with their values hidden). The convoys placed on the map prior to play, are drawn randomly from each designator group (see scenario instructions).

9.3 On the reverse side of each convoy counter is printed the number of victory points awarded to the German player if the Convoy is destroyed. These values are kept secret by the British player, until destroyed (during play of the game be careful not to turn the convoy counters over). Also, note that some convoys are dummies, and of course have no value. The British player receives no victory points for dummies which survive the game.

9.4 After the initial placement of convoy counters on the mapsheet, all remaining convoys are placed in an opaque container. Starting on the second turn of play, during Phase One, a convoy counter is drawn from the container and placed on the mapsheet according to section 9.7.

9.5 There may never be more than 12 convoy counters (real and dummy) on the map at any one time. No more than 4 convoy counters can be stacked in the same hex, after movement in Phase Eight.

9.6 Located on the mapsheet are two convoy tracks labeled ATLANTIC and AFRICAN. Each track also specifies the convoys that travel on each track. Convoys must be moved or may stray no further than four hexes from each assigned track.

9.7 HX, SC, ON, and ONS convoys travel on the Atlantic Convoy track. HX and SC convoys enter play in hex 1319 (St. Johns). ON and ONS convoys enter play in hex 3716 (The Clyde). SL, WS, and OG convoys use the African convoy track; only WS and OG convoys are permitted to exit the map using this track. OG convoys also enter play in hex 3716 (The Clyde); SL convoys in 2838. Convoys exiting the map on the African convoy track may do so no more than four hexes from the track. Convoys must always move at their one hex speed until they reach their destination.

9.8 Convoys move during Phase Eight, along with British task forces and Recon aircraft. Convoys must always move in such a way that they never move further from their destination. However, Convoys may move to maintain the same distance from their destination port.

9.9 Convoys and their escorts are automatically detected by German task forces located in the same hex, if the German player so desires (exception: German dummies cannot detect anything). Convoys cannot detect German task forces, unless the latter attacks the convoy. This applies even to convoys being escorted. This gives German ships the ability to run or fight based on the convoy's escort. Recon aircraft can detect convoys (see section 10). Dummy convoys, once detected, are removed permanently from the game. If a real convoy is detected, only the fact that it is real is revealed, not its victory point value.

9.10 If the German player elects to, he may attack and attempt to destroy any convoy he detects with his task forces. Destruction of unescorted convoys is automatic. Convoys escorted by British task forces may not be destroyed unless all escorting task forces have been sunk. Escorting British task force counters are placed underneath convoy counters; non-escorting task forces which are located in the same hex as a convoy are placed on top of convoy counters. The escorting or non-escorting status of a task force located in the same hex as a convoy, is accomplished only during Phase Eight. Escorting task forces may not disengage from surface combat. Convoy destruction of unescorted convoys takes place during Phase Nine; escorted convoys during Phase Four. German Land-Based Bombers may not destroy convoys.

9.11 German task forces electing to destroy convoys are automatically detected. When making an attack the German player must tell the British player the number, and types of ships completing the destruction.

9.12 If a German task force, during the course of a pre-plotted move, passes through a hex containing a convoy, the German task force may stop, detect, and destroy it if he desires. If the German task force chooses to destroy the convoy, movement for the turn ends in that hex (despite the plot).

10.0 Detection

10.1 A task force must be detected before it can be attacked by ships or aircraft. Each real task force and recon aircraft may attempt detection each game turn. Detection attempts can be made during Phase Three against enemy task forces located in the same hex as a friendly task force and/or recon aircraft. Additionally, detection can be attempted during Phase Nine as German task forces move through hexes occupied by British units. Air units cannot be detected.

10.2 The Detection Table, located on the Charts and Tables Card, is used to resolve all attempts at Detection. All detection die rolls are made secretly by the player attempting to Detect.

Modifiers for Detection attempts are as follows:

ModifierValue
Visibility for the turn is: Good+1
Visibility for the turn is: Poor and/or Night-2
Recon aircraft attempting detection during the Day+3
The task force attempting detection contains: 3 or 4 ships+1
The task force attempting detection contains: 5 or 6 ships+2
The task force attempting detection contains: 7 or more ships+3
The task force attempting detection contains: aircraft carrier+2

Note: DD Flotillas for the purposes of this rule count as one ship.

10.3 Detection may not be attempted in hexes containing fog. Shadowing may not be conducted in fog hexes unless the shadowing ship(s) are equipped with effective search radars. These ships are identified on the Shadowing Table, on the Charts and Tables Card.

10.4 Once a task force is detected, a Detection Marker is placed directly on it, and the owning player must reveal the numbers and general types (battleship, carrier, cruiser, or destroyers) of ships that make up the task force. For example, the owning player might say "One battleship, one cruiser, and one DD flotilla present," it is not necessary to name the ships.

10.5 If more than one enemy task force is located in the same hex, friendly detection attempts must be made separately for each enemy task force. Consequently, it is possible to have both detected and undetected enemy task forces in the same hex. Similarly, if more than one friendly task force is in the same hex, each friendly task force may attempt detection individually (they may not combine for one favorable roll on the Detection Table).

10.6 Once a task force is detected, it may be attacked during the current turn by any or all opposing task forces located in the same hex. Additionally, air attacks may be made against a detected or shadowed task force if it is within range, during the Air Attack Phase of the turn. A task force must have a Detection or Shadowed Marker on it before it may be attacked. Detection Markers are removed from all task forces during Phase Ten.

10.7 Task forces moving into a coastal hex are automatically detected if the coastline is enemy occupied territory. German task forces are detected if located in a coastal hex of Great Britain, Ireland, Iceland, Newfoundland, and Gibraltar. British task forces are detected if located in a coastal hex of Norway or German Occupied Europe.

10.8 A recon air unit may attempt detection only in the hex it occupies at the start of Phase Three: it cannot search any of the hexes through which it moves during Phase Eight (British) or Nine (German).

10.9 Ships in port cannot be detected by task forces, only by air units.

10.10 Dummy task forces cannot attempt detection. The German player may therefore decide on occasion not to attempt detection with one of his real task forces, in order not to betray its "real" nature to the enemy.

11.0 Shadowing

  • 11.1 Shadowing is naval tactic that allows friendly units to maintain contact with the enemy by following them, thus allowing numerous, heavier units (hopefully!) to bear. Only the British player may Shadow. He may shadow opposing task forces (never air units) detected in the current turn, or those that were shadowed on the previous turn. Both task forces and recon aircraft can Shadow. There are two types of Shadowing in the game: Normal and High Speed. Normal Shadowing is attempted only against German task forces located in the same hex during Phase Six. High Speed Shadowing is performed when a German task force moves through a hex occupied by a British unit during Phase Nine, and was successfully detected by the British. The British player can select only one task force or recon air unit, per hex, to shadow during Phases Six and Nine.

11.2 Shadowed German task forces do not have their move secretly plotted, but are instead physically moved across the map during Phase Seven (this allows the shadowing British task force to be moved into the same hex as the shadowed German task force).

11.3 The Shadowing Table is used to determine the success or failure of all Shadow attempts. The Shadow attempt die roll may be modified by visibility, type of unit, or whether the ship(s) are equipped with effective search radars. Shadowed Markers are provided to identify Shadowed German task forces.

11.4 Once a German task force is Shadowed (either Normal or High Speed), the Shadowing British task force is moved in the same hex as the shadowed German task force. The shadowing British task force is no longer required to redetect, only maintain Shadowing during Phase Six (roll a die, and consult the Shadowing Table).

11.5 A British player detecting a German task force, may split up the detecting task force into two or more forces, using only some of his ships for the purpose of shadowing (whether normal or high speed).

11.6 If a task force desires to shadow an enemy, the slowest ship in the shadowing force must have a current Evasion Rating equal to or greater than the current Evasion Rating of the slowest ship in the shadowed German task force. Air units do not check Evasion Ratings. British Air units may not shadow if the German task force is located more than four hexes from the air unit's homebase.

11.7 The British player must reaffirm all Shadow contacts each turn. If the effort to maintain Shadowing fails, then the Shadowing Marker is removed from the German task force.

11.8 Shadowed German task forces may neither detect nor destroy convoys.

11.9 Once a German task force is successfully Shadowed, the British player must tell the German player the number and types of ships in the task force performing the shadowing. Combat may take place between shadowing and shadowed task forces, but only if the British player elects. If the Shadowing British task force is sunk, the German task force is no longer considered Shadowed and the marker is removed. Shadowing British task forces are considered detected, and should have a detection marker placed on them.

11.10 High Speed Shadowing is initiated during the physical movement of German task forces during Phase Nine. It is initiated against a German task force moving through a British occupied hex, if the German task force is detected when doing so. To perform High Speed Shadowing, the British unit selected must meet the criteria of 11.6, and have movement points remaining in the current turn to allow it to follow the German task force to the completion of its plotted move. (In playtesting, players have been able to keep track of the number of movement points remaining to each task force, without difficulty. You can always keep track on a piece of paper, but this should not in practice prove necessary).

11.11 Shadowing is not permitted in fog hexes, unless the task force has at least one ship equipped with effective search radar. A listing of these ships can be found on the Shadowing Table.

12.0 Combat

12.1 Surface Combat

12.11 Surface Combat can occur only after an enemy task force is detected, and only between units located in the same hex as one another. The detecting player has the choice whether to engage in combat. If both players detect, then combat takes place if either of the players so desires. If combat does take place, all task forces located in the same hex (exception: see 11.9), both enemy and friendly participate (including any previously undetected forces). At least one round of combat must take place before a player can attempt to disengage. Ships in port may not participate in surface combat.

12.12 Surface combat is conducted on any clear, flat surface. Select, from the pile of surface combat ship counters, all vessels which are to be involved in the combat (i.e., all ships in all of the task forces in the hex in question). Place the German ships in a line, facing a line of British ships. The German player fires first in each round, followed by the British player. However, combat is considered simultaneous, and both players apply damage at the end of each round. (Thus a British ship might be sunk by German fire, but could still return fire in the same round, just as if the damage had not been inflicted; both the sinking and any results of the British fire would be applied at the end of the round). Immediately before a player fires, the firing player must announce which ships are firing at which targets, and with what weapons (main and secondary batteries and torpedoes). Once targets have been announced, it is not possible to switch fire to another target during the upcoming round of combat. Combat is resolved by rounds. During the first, second, and third rounds, only ships with a Gun Range of "A" may fire. In the fourth, fifth, and sixth rounds, only ships with a Range of "A" or "B" may fire. In the seventh and subsequent rounds, ships with a Range of "A," "B," or "C" may fire. Combat continues at "C" range, until all ships on one side are sunk or have disengaged. Keep track of gun range, and combat rounds by using the Surface Combat Indicators found on the mapsheet.

12.13 Ships may only fire once per round, and may only fire at one ship (the combat strength cannot be split). Combat is simultaneous and damage is assessed at the end of each round. Combat is resolved by using the Damage Point Table on the Charts and Tables Card. Each attack is accomplished as follows: refer to the attack strength of the firing ship. Roll one ten sided die, cross reference the result with the attack strength. This will yield either no result (-), a specified number of damage points, or a "5X" result. A "5X" result indicates that five damage points are inflicted on the targeted ship, additionally, if the target is any ship other than a battleship (BB), roll the die again - on a roll of 9 or 10 the ship explodes, and is considered sunk. Modified die rolls greater than ten (10) are treated as a ten; modified rolls less than one (1) are treated as a no result.

The die roll for each attack may be modified as follows:

ModifierValue
Two or more ships are firing at the same ship-1
The firing ship is the Prince of Wales-1
The firing ships are German. Note: This modifier is awarded only to German ships that have not been "flipped over" due to damage.+1
Combat is at Night-1
BB/BC firing at a target at "C" range+1
The target ship's defensive modifiervaries
The target ship's Evasion Rating is 10 or less+1

12.14 Damage is recorded by placing the appropriate damage point counter under the ships that sustained the damage. Once damage equals its damage capacity, the ship counter is flipped over. Counters flipped over revealing the word "sunk" are removed from play at the end of the round. Flipped over counters revealing new, reduced values remain in play, but fight at a reduced capability. Ships flipped over are considered sunk when the number of damage points equals or exceeds the damage capacity of the ship on the flipped over side. Damage points inflicted beyond the damage capacity of ships still showing the front side are superfluous, and are ignored, during a round.

12.15 For BB/BCs, the Evasion Rating is reduced by one for every two damage points inflicted. For all other ships classes, the Evasion Rating is reduced by two for each damage point inflicted. For purposes of this rule, treat the Scheer as a CA.

12.16 Surviving Destroyer Flotillas may conduct one torpedo attack once the battle reaches "C" range. Each flotilla may conduct only one torpedo attack per battle. The only modifiers used in Torpedo combat are the target ship's defensive modifier and the evasion rating modifier.

12.17 Each BB/BC is also armed with secondary batteries which may attack one CA, CL, CV, or DD Flotilla, at "C" range, per round. However, once a BB/BC is "flipped over" due to damage, it may no longer use secondary batteries. The secondary battery attack value is "5."

12.18 Aircraft Carriers may not be fired upon in surface combat until all friendly ships have been sunk or have at least 1 Damage Point inflicted on them. During day turns, aircraft Carriers caught in surface combat may use their aircraft to attack German ships once during a battle (even if they are not actually being fired at). Aircraft can attack only ships not being fired at with guns in the current round of surface combat. Carrier aircraft that attack during the Surface Combat Phase may not conduct any air attack during Phase Five.

12.19 After all combat is concluded, damage markers and the present damage status of ships are transferred from the Surface Combat Ship Counters to the Ship Markers found on the Task Force Cards.

12.2 Disengaging

12.21 A player may attempt to disengage only after at least one round of combat has been fought. Attempts to disengage are made at the end of each round of combat. A player desiring to disengage must attempt to do so with his entire force, or not at all. The disengaging player may split his force into any number of disengaging groups (they do not have to coincide with the task forces they were grouped with before combat). Each group disengages at the maximum Evasion Rating of the slowest ship in the group.

12.22 The opposing player has the option to pursue, or to allow a ship(s) to disengage. To pursue a disengaging group, the pursuing ship(s) must have an Evasion Rating equal to, or greater than the disengaging group. Disengaging ships or groups automatically disengage if they are not pursued. Pursuing and disengaging ships continue rounds of combat at the last range of regular combat. Disengagement is successful for each pursued group if a die roll of 9 or 10 is achieved at the end of a round (the die is rolled separately for each disengaging group), or if the pursuing ships break off the chase either willingly or due to damage (see 12.15). Disengaging ships or groups remain in the same task force and hex that combat was conducted in. Task forces escorting convoys may neither disengage from combat, nor pursue disengaging ships.

12.23 Cruisers and destroyers in surface combat must still go through "A" ranges, if a player wants to disengage. "A" ranges may be skipped if both players want to engage in surface combat.

12.3 Air Combat

12.31 Attack aircraft conduct combat (a maximum of one attack per air unit, per turn), during Phase Five of the Turn (exception: see 12.18). Attack aircraft come in two types: Torpedo Planes, which are found only on aircraft carriers; and Bombers, which are Land-Based.

12.32 Attacks may only be made on opposing task forces, never on opposing air units or convoys. Attacks can only be made against detected or shadowed task forces. Attacks can only be launched against enemy task forces within the aircraft's flying range (radius). Enemy task forces can be attacked in port, but must be detected before doing so.

12.33 Air combat is conducted using the Damage Point Table, with damage assessed immediately upon the conclusion of combat. The Attack Strength of an air unit may be split in any manner the player wishes. However, a ship can only be attacked once by a single aircraft counter, repeated attacks from the same counter is not permitted. The Attacking player simply designates the ship(s) he desires to attack. The only modifiers used in air combat are the ship's defensive modifier and the evasion rating modifier (+1 if evasion rating is 10 or less). Air Attacks cannot be repulsed. Aircraft carriers with two or more Damage Points may not launch air attacks.

12.34 Air attacks from different bases may not combine their attack strengths for one large attack, but must instead be rolled for separately.

13.0 Damage Control

13.1 Ships may attempt to repair damage during the Tenth Phase of the Turn. One die is rolled for each damaged ship. On a roll of 7-9, one Damage Point is removed from the ship; on a roll of 10, two Damage Points are removed. On a roll of 1-6 there is no change in the Damage Points of the ships. All German ships receive a (+1) modifier for each repair attempt. Every damaged ship can attempt repair each and every turn.

13.2 Ships may attempt to repair damage regardless of their condition. However, once a ship counter is flipped over, it may never be returned to its original "face up" condition: it remains flipped. Remember, aircraft carriers with two Damage Points cannot launch air attacks.

14.0 Time

14.1 Night

14.11 Ships involved in surface combat during a night turn, initiate combat at "B" range. A (-1) modifier is imposed on all ships participating in surface combat during night turns. Air attacks cannot be conducted at night. However, recon aircraft may attempt to detect during night turns.

14.2 Time Record

14.21 Each turn in the game represents eight hours of real time. After all phases of a turn have been completed, the turn is over and the turn marker is moved one box along the Turn Record Track on the mapsheet, to record the completion of a game-turn.

15.0 Victory Conditions

15.1 The game ends when one of the following situations occur:

  1. All game-turns have been completed;
  2. The German player has amassed more points than it is possible for the British player to achieve;
  3. The Bismarck is sunk;
  4. The Bismarck enters one of the following ports: Bergen, Brest, St. Nazaire, El Ferrol, and Trondheim;
  5. The Bismarck exits the southern map edge.

Note: Scenario instructions may specify additional situations when the game may end.

15.2 At the end of play, both players total up the number of Victory Points they have achieved, as listed on the Victory Point Schedule below. The player with the higher total is the winner. In the unlikely event that both players have the same number of Victory Points, the German player wins if he destroyed at least one Convoy; the British player wins if no convoys were destroyed.

15.3 British VP Schedule

EventVPs
Sinking the Bismarck40
Sinking the Scharnhorst, Gneisenau (each)25
Sinking the Scheer15
Sinking the Prinz Eugen10
Each convoy that reaches the Clyde, St. Johns, or exits the southern map edge, or is still at sea when the game ends3

Note: Points are not awarded for Dummy Convoy Counters.

15.4 German VP Schedule

EventVPs
Sinking an Aircraft Carrier (CV), (each)20
Sinking the King George V, Prince of Wales, Hood, Rodney, or Nelson (each)15
Sinking the Repulse, Renown, Revenge, or Ramillies (each)12
Sinking a (CA)6
Sinking a (CL)4
Sinking a DD Flotilla8
Destroying a convoy: (varies by convoy, see reverse side of convoy counters)—
Exiting a ship with an Evasion Rating of at least 21 off the southern map edge5

16.0 The Scenarios

  • Each Scenario is a game in itself. The Historical Scenario (16.1) order of battle and set-up instructions are used in all scenarios, unless specified otherwise. Set-up instructions for the Historical Scenario list the ships contained in a particular task force, with the hex location on the map in parentheses. To speed set-up of the game, national symbols are printed on the map where task forces are located at the start of play. Convoy locations are also printed on the map with the designators listed in parentheses. The German player sets up his forces, and organizes his task forces first before any British forces are deployed on the map. Players are reminded that only task force markers are placed on the map, not the ship counters.

16.1 Scenario 1: The Historical Scenario

I. British Deployment

Task Forces:

  1. Hood, Prince of Wales, and One DD Flotilla (3010).
  2. Victorious, Repulse, King George V, Galatea, Kenya, Hermione, Aurora, and one DD Flotilla (3613).
  3. Ark Royal, Renown, Sheffield, and one DD Flotilla (3728).*
  4. Ramillies (1718).
  5. Dorsetshire (2530).
  6. Rodney, Exeter, one DD Flotilla (3515).
  7. Edinburgh (2925).

Task Forces, either real or dummy, must be placed in the following hexes: 2905, 3308, 3309, and 3410, using the following:

  • Two Dummy task forces;
  • Norfolk, Suffolk, Arethusa, Manchester, and Birmingham.

Excess task forces (real or dummy) may be placed anywhere, except directly adjacent to a German task force. Maximum total of British task forces: 13.

  • Note: Task force denoted with an "*" cannot move until Bismarck is detected. In scenarios 2, 3 and 5 the German player must tell the British player when the Bismarck is detected.

Air Units:

  1. At Hvalfiord: 1 Recon
  2. At St. Johns: 1 Recon
  3. At Scapa Flow: 1 Recon, 1 Bomber
  4. At Gibraltar: 1 Recon
  5. At Plymouth: 1 Recon, 1 Bomber
  6. In Ireland: 1 Recon, 1 Bomber
  7. On Ark Royal: 1 Torpedo Bomber
  8. On Victorious: 1 Torpedo Bomber

II. German Deployment

Task Forces:

  1. Bismarck and Prinz Eugen in one of the following hexes: 3204, 3508, 3810, and 3912.
  2. Three dummy task forces in the remaining vacant hexes not used by Bismarck and Prinz Eugen. Maximum total of German task forces: 4.

Air Units:

  1. At Trondheim: 1 Recon
  2. At Bergen: 1 Bomber
  3. At Brest: 1 Bomber
  4. At Bordeaux: 1 Recon

III. Convoy Deployment

A total of Eight Convoys are placed on the map prior to play. Convoy locations are as follows:

  1. HX Convoy (1718)
  2. SC Convoy (2511)
  3. ONS Convoy (2912)
  4. WS8B Convoy (3515)
  5. HX Convoy (2811)
  6. ON Convoy (3314)
  7. OG Convoy (3615)
  8. SL Convoy (2530)

➤ Note: Convoy set-up is explained further in section 9.0.

IV. Reinforcements

British:

  1. Revenge, Turn 7 in hex (1319);
  2. London, escorting first SL Convoy entering play after turn 1.

16.2 Scenario 2: Planned Rheinubung

Same as Scenario 16.1 plus the following additional units and conditions:

British Player

  • Nelson, escorting any convoy on the map, the British player desires.

German Player

Scharnhorst and Gneisenau start in Brest (3721) on turn 1.

British task force restrictions are the same as scenario 16.1. Germans may have a maximum of Eight Task Forces, which includes no more than Five Dummies. Three Dummies must start as outlined in 16.1; the remaining two start in Brest. Scenario terminates as stated in 15.1; additionally, scenario ends if both Scharnhorst and Gneisenau are sunk.

16.3 Scenario 3: The Gneisenau

Same as Scenario 16.2, except that the additional task forces the German player gets consist only of Gneisenau and Four Dummies. Scenario ends as stated in 15.1.

16.4 Scenario 4: Convoy Escort

Same as Scenario 16.1; additionally, the British player receives the Nelson and London which may be placed together or separately with any convoy located on the map.

16.5 Scenario 5: The Breakout

Same as Scenario 16.1; additionally, the German player receives the Scheer, which may be placed with the Bismarck task force or in one of the three remaining deployment hexes. If the Scheer deploys in another hex, the third dummy task force is not used on turn one, but may be used on subsequent turns.

17.0 Fuel Expenditure (Optional)

17.1 This rule adds a crucial element that heavily influenced events during the actual campaign. It should only be used after mastering the basic game. Each ship in the game is assigned a certain number of fuel factors. One fuel factor is expended each time a ship moves at its maximum speed on the mapsheet. Fuel expenditure is recorded individually for each ship in the game by using the Fuel Expenditure Record Sheet which can be found in the back of this rules booklet.

17.11 Once a ship uses up all of its fuel factors, the ship is restricted to the movement of one hex per turn.

17.12 Ships may replenish fuel during the game. British ships may refuel from any friendly port (only). German ships may refuel in any friendly port, or from tankers out at sea. Prior to play, the German player secretly identifies any three hexes on the map where tankers are located, and makes a written note of them on the Fuel Expenditure Record Sheet. For purposes of the same, tankers may not move, nor be detected or sunk. Two complete turns are required to replenish a ship's fuel factors completely. During these two turns the task force must remain stationary in a hex containing a tanker. For example, suppose a German task force moved into a tanker occupied hex on turn 12. To completely refuel, the German task force must remain stationary, in that hex, on turns 13 and 14. On turn 15 the task force may move as normal. If the task force engages in combat of any kind during a refueling turn, the refueling for that turn is cancelled. The two turns spent refueling need not be consecutive, nor need the two turns be spent in the same tanker-occupied hex. Note that refueling for a single turn confers no immediate benefit.

17.14 If using this rule, the German ships will have expended fuel factors, depending on their location, prior to play. If German ships start in hex 3204, four Fuel Factors will have been used by each ship; in hex 3508 two Fuel Factors; in hex 3810 one Fuel Factor, and in hex 3912 no Fuel Factors will have been expended. Scharnhorst and Gneisenau (if present) have expended no Fuel Factors prior to play.

18.0 Designer's Notes

Sink the Bismarck! was an extremely fun game to design and playtest. The first objective in designing the game was to make it both playable and realistic. I also wanted it to be played on one map, not two. Lastly, I wanted the game to appeal to all segments of the hobby, by being low to moderate in complexity.

The key element of the game is the skillful use of dummy task forces markers. Dummies are especially important for the German player, for if properly used they will keep the British player from concentrating his forces for the kill. On the other side of the coin, keeping the Bismarck task force shadowed is crucial for the British Player, because it does allow him to concentrate his limited forces. The British player should use his Dummies to confuse the German player as to the actual identity of the Hood and King George task forces as soon as possible. As you see, or will soon see, Dummies give both players almost limitless options for strategy.

The system for Surface Combat was the only element of the game that I struggled with. I wanted it to be simple, because the game is operational in scope. I did not want an overly tactical system of resolving combat, such as that in Avalon Hill's Bismarck. Wargamers who play operational/strategic level land games like Russian Campaign and A House Divided are content to eliminate whole divisions with the roll of a single die; so why not devise an equally simple method of combat resolution for this game? The final effort was a system similar to that used in 3W's earlier game, The Far Seas.

Unlike other games that portrayed this campaign, I wanted convoys to play a more important, active role, with actual convoys counters moving across the map. The complex Allied Convoy system has been simplified, somewhat in this game. Still, with the present game system, players are given a good "feel" of the scale, scope, and vulnerability of the Allied Convoy system in the Atlantic.

This leads me to another point, when a Convoy is "destroyed" it does not necessarily mean the whole convoy was sunk; it simply means that a large percentage of the merchant ships in the convoy were sunk. Why don't U-boats and aircraft play a more prominent role in the destruction of convoys? Simple—despite their deadliness, U-boats and aircraft rarely destroyed over half of a convoy. On the other hand, surface raiders, had the potential to destroy large portions of a convoy, especially when being escorted only by ASW escorts. That is why the Scharnhorst and Gneisenau's cruise in early 1941, and the Bismarck and Prinz Eugen's in May created so much excitement, and anxiety. The only effective defense a convoy had against powerful surface raiders was either a battleship, or cruiser/carrier escort.

The strategy you adopt should vary from opponent to opponent, just as in any other game. As the German player you are faced with the same difficult decision that faced Admiral Lutgens, with four possible routes by which to break into the Atlantic. As the British player, you must allocate your forces to guard all four. If the Bismarck does break out undetected, along with one or two Dummies, the British will have a tough time hunting her down. There are plenty of convoys for the German player to destroy, and this is how the Germans score big points. However, half of all the convoys are Dummies, so if the Bismarck does break out, and if you are the British player, hope and pray most of the convoys she detects are Dummies.

The burden of victory in the game lies with the German player. Victory points assigned to both players are based on the relative value of ships and convoys in the British and German navies. The loss of the Bismarck was devastating, due in part because the Germans had so few battleships, that is why she is worth 40 points and the Rodney only 15 points. Some may wonder why most British warships are worth less than convoys. Simple, convoys were the life blood of England, and the reason why the Bismarck Campaign was fought.

To win the game, the German player must avoid surface combat with a force that is equal to, or greater in strength. Resist any temptation to sink a solitary battleship with the Bismarck. The reason is simple, such an engagement will probably result in the Bismarck being "flipped over," and if this happens it's curtains for the German player. Obviously, as the British player, this is exactly what you want to do.

If after playing a while you find that detection is either too difficult or too easy, change the table. The beauty of this game is that experienced players can modify certain elements of the game to their liking. If this game proves to be popular, other games using this system can be produced. The cruise of the Graf Spee and Deutschland in 1939, Operation Berlin, and the pursuit of the Goeben in 1914, are possibilities. If you want them, tell Keith; I will be happy to oblige.

—Michael S. Smith

19.0 Errata

The Map

  1. The port of Plymouth on the map is on the southern side of Great Britain, and can only be entered from hexes 3620 and 3720.
  2. The port Hvalfiord can only be entered through hexes 2907 and 3007 (southern portion).
  3. Brest and St. Johns should have airfield symbols.

The Plotting Sheet

  1. Hex 1217 should be shaded to indicate that German task forces may not enter or move through.
  2. Hex 3721 (Brest) should have the port and airfield symbol in it, vice hex 3821.
  3. Hex 4706 (Trondheim), should have a port symbol in it.

The Counters

The convoy counters are scheduled to be reprinted by 3W along with the heavy cruiser Exeter. The counters will be available in June, 1993 and can be obtained by contacting 3W.

[The source's advertising for other games and the publisher's ordering address are omitted.]

Fuel Expenditure Record Sheet

Photocopy before play. This is a record form for the optional Fuel Expenditure rule (17.0); its boxes are one per fuel factor. The fuel factors printed for each ship are transcribed below.

German Checkoff List

ShipFuel factors (boxes)
BB Bismarck13
BB Scharnhorst13
BB Gneisenau13
BB Scheer13
CA Prinz Eugen10

Tanker Location: Tanker Group 1, Tanker Group 2, Tanker Group 3 (blanks to write the hexes of the three tankers).

Note: the source's German list gives Scheer as a battleship (BB) with 13 fuel factors. Rule 12.15 treats the Scheer as a CA, and the companion Fuel Consumption & Damage Control Sheet (below) lists "Adm. Scheer" with 10 maximum fuel. The printed values are kept as they appear here; the discrepancy is not resolved by the source.

British Checkoff List

ShipFuel factors (boxes)
BB King George V10
BB Prince of Wales10
BB Revenge10
BB Ramillies10
BB Rodney10
BB Nelson10
CA Norfolk10
CA Suffolk10
CA Dorsetshire10
CA London10
CA Exeter*10

* Exeter can be found in the Sink the Bismarck! replacement/variant counters mentioned in the errata on page 10.

German Movement Log

Photocopy before play. This is a blank grid form for plotting German movement (see 2.35 and 7.2): rows for TF #1 through TF #8, and one row each for Recon (Trondheim) and Recon (Bordeaux), with turn-number columns. The form has no printed rules text and is not reproduced as a grid.

Fuel Consumption and Damage Control Sheets

Two record sheets, one for the German ships and one for the British ships. Each lists the ship, its maximum fuel, and blank columns for Fuel Consumption, Damage Taken and Evasion Rating. The restated notes printed on each sheet are transcribed below.

German Ship's Fuel Consumption & Damage Control Sheet

NameMax. Fuel
Bismarck13
Prinz Eugen10
Scharnhorst13
Gneisenau13
Adm. Scheer10

British Ship's Fuel Consumption & Damage Control Sheet

NameMax. Fuel
Victorious17
Ark Royal17
Hood9
Renown9
Repulse9
Prince of Wales10
King George V10
Nelson10
Rodney10
Ramillies10
Revenge10
Dorsetshire

Notes printed on both sheets:

  • Evasion Rating: BBs lose 1 point evasion rating for 2 damage points inflicted. All other ships lose 2 points evasion rating for 1 damage point inflicted.
  • Damage Repairs: On a roll of 7-9 one damage point is removed. On a roll of 10 two damage points are removed. All German ships get a +1 drm on all repair attempts.

Extended Rules

The scan includes a separate one-page sheet headed "Sink the Bismarck - Extended Rules." Its author is not named on the sheet, and it is not part of the designer's rules text above. It is transcribed here as printed, as an optional supplement. Where it differs from the designer's rules, the designer's rules are the base text.

1) Aircraft

a) Air Detection/Shadowing revised

Contrary to rule 10.8, recon air units may also attempt detection during Phase 8 (English) or Phase 9 (German), and may also attempt shadowing in case of a successful detection.

b) Air Attacks against British Convoys

German Bomber air units may attack detected British convoys [rule 9.10]. By doing so they may roll on the Damage Point Table as usual.

Any hits scored are subtracted from the convoy's value.

If all value points of a convoy are destroyed by air attacks, the convoy is eliminated.

Dummies cannot be attacked, as they are already removed from play following any successful detection by German recon planes.

c) Revised Air Combat

No Ship's Defensive Modifiers are used [thus any air attacks become increasingly dangerous]!

On any "5X" result resulting from an air attack, no ship will explode, but the target will receive a "rudder hit" (see below).

[Optional]: Any land based attack air units receive positive modifiers for decreasing strike distance between their base and their target.

  • +1 for a distance of 3 hexes,
  • +2 for a distance of 2 hexes,
  • +3 for a distance of 1 hex.

[The purpose of this rule is to reflect the increasing danger of closing towards enemy bases. Otherwise the British or German naval units may cruise quite close to any enemy bases without a major risk of suffering substantial damage, which would be historically incorrect].

2) Ships

a) Rudder hit

Any ship suffering a rudder hit must remain in its current hex, regardless of its speed (running circles).

Each turn a repair attempt may be made. On a roll of "9" or "10" the rudder is successfully repaired and the ship may continue its operation (Beware: No positive German modifier).

b) British CV Fuel Consumption

Any British CV uses 1 fuel factor per attack flown with its aircraft (aside any normal fuel consumption).

[This reflects the fact that these aircraft also perform a variety of additional tasks, such as recon, ASW patrol or CAP].

c) German Tankers [optional]

The German player may elect to plot secretly for any of his 3 tankers instead of simply noting their position [rule 17.13].

By doing so, any German tanker must be revealed when a British task force enters a tanker's hex, or ends its movement in a hex containing a tanker.

Any sunk German tanker is worth 10 VP for the British player.

Any German attempt to refuel from a tanker may only happen during daytime hours!

No German attempt to refuel may be made during poor weather.

3) Surface Combat

a) Surface Combat (Clarification of rule 12.12)

The first three rounds of combat are always fought on range A, followed by three rounds on range B, followed by combat on range C.

At night any surface combat starts at range B instead, followed by combat at range C after three combat rounds.

[Optional]: Faster ships may attempt to increase the fighting distance after every three rounds of combat by performing a successful disengaging check.

By doing so, any disengaging from combat may only happen at combat range A.

b) Disengaging from any Surface Combat

Any disengaging attempts are still successful on a modified roll (see rule 12.22) of a "9" or "10".

Disengaging is dependent on the relative difference between both sides' evasion ratings. For speed checks always only refer to the slowest ship of a task force.

Check for both sides' maximum speed on the operational map. The side attempting to disengage receives a positive modifier equalling the number of speed increments being faster than the other side, or a negative modifier equalling the number of speed increments being slower than the other side.

[E.g. BB Bismarck (speed 3) will receive a +1 modifier attempting to disengage from any battle with BB Nelson (speed 2)].

Always recalculate the operational speed according to any damage received during combat.

c) Disengaging from any Convoy Combat

Contrary to rule 9.10 British escorting task forces may elect to disengage from a convoy battle.

By doing so the VPs scored for the convoy by the German player are doubled (as a result of the prestige loss for the Royal Navy)!

4) Victory Points

Any German ships entering a German port (Trondheim, Bergen, Brest; St. Nazaire or Bordeaux), but not El Ferrol, are worth 5 VP each for the German player (as if exiting the map on its southern edge).

Any damaged German ships at the end of a scenario (even when already being in a German port) are worth 1 VP per damage point per ship for the English player.

Any damaged English ships at the end of a scenario (even when already being in an English port) are worth ½ VP per damage point per ship for the German player.

5) Additional German Ships

Once in a game the German player may attempt to roll for any additional German ships (Scharnhorst and/or Gneisenau in Brest or Adm. Scheer in Germany/Norway).

The German player must secretly write down the turn in which he will roll for this attempt 3 turns in advance. The English player may check this after the end of the game. If he manages to prove any German cheating, the German player is considered to have lost the game (shame on you!).

The die roll is announced, but is made secretly. There's no need to inform the English player about the result.

Die Roll:

  • 1: Admiral Scheer (starting in Bergen or Trondheim)
  • 2-5: nothing
  • 6,7: Scharnhorst (Brest)
  • 8,9: Gneisenau (Brest)
  • 10: Scharnhorst & Gneisenau (Brest)

In case of a die roll of 1, 6, 7, 8, 9 or 10 the German player receives 1 additional Dummy counter.

No more attempts may be made for the remainder of the game.

The attempt may be made during any Ship and Convoy Availability Phase.

6) Additional British Ships

During every turn's Ship and Convoy Availability Phase the British player may roll 1d10 to check for BB Nelson & CA London.

On a roll of "10" both ships become available at Clyde [3716].

  • Damage Control Phase: Both players now attempt to repair damaged ships. Detection Markers are removed from all task forces; Shadow Markers are retained.
  • BC Hood9
    BC Repulse9
    BC Renown9
    CV Ark Royal17
    CV Victorious17
    CL Galatea10
    CL Kenya10
    CL Hermione10
    CL Aurora10
    CL Sheffield10
    CL Edinburgh10
    CL Arethusa10
    CL Manchester10
    CL Birmingham10
    DD Flot 16
    DD Flot 26
    DD Flot 36
    DD Flot 46
    10
    Norfolk10
    Suffolk10
    London10
    Manchester10
    Kenya10
    Edinburgh10
    Hermione10
    Arethusa10
    Sheffield10
    Birmingham10
    Aurora10
    Galatea10
    DD-Flotilla 16
    DD-Flotilla 26
    DD-Flotilla 36
    DD-Flotilla 46