Sixth Fleet: Modern Naval Combat in the Mediterranean
Sixth Fleet: Modern Naval Combat in the Mediterranean Rulebook
Table of Contents
Table of Contents
- Basic Game Rules
- Advanced Game Rules
- 16.0 Random Events
- 17.0 Invasions
- 18.0 Logistics (Optional)
- 18.1 The Logistics Rosters
- 18.2 Surface Units and Ammunition Expenditure
- 18.3 Submarines and Ammunition Expenditure
- 18.4 Air Units and Ammunition Expenditure
- 18.5 Movement and Logistics
- 18.6 Base Hexes and Replenishment Units
- 18.7 Replenishment
- 18.8 Out of Fuel/Ammo Markers
- 18.9 Attacking Base Hexes
- 19.0 Tactical Nuclear Warfare (Optional)
- 20.0 Optional Rules
1.0 Introduction
Sixth Fleet is a simulation of contemporary operational naval warfare in the Mediterranean Basin. In turns representing eight hours of real time, the players maneuver surface warships, submarines, squadrons of combat aircraft, and amphibious assault groups on a 1:5,100,000 map of the Mediterranean. A hexagonal grid has been superimposed over the map, and each hex represents about 50 nautical miles.
Sections 4.0 through 14.0 include the rules for the Basic Game of Sixth Fleet. The four Introductory Scenarios in section 15.0 teach players the basics of movement and combat. Sections 16.0 through 20.0 contain the rules for the Advanced Game and optional rules. The Intermediate Scenarios in section 21.0 can be played using the Basic Game rules or with some additions from the Advanced Game. Section 22.0 describes how to set up and play the Advanced Game and Section 23.0 contains the backgrounds for the six Advanced (or campaign) Scenarios, which illustrate the complex strategic questions involved in a naval campaign in an area as large as the Mediterranean Basin.
Each player has a two-fold objective in the game: 1) to seek out and destroy the enemy fleet; and 2) to seize key geographic positions that support a larger grand strategy.
2.0 Game Equipment
2.1 Game Components
A complete game of Sixth Fleet contains these items:
- One Rules Booklet
- Two 32-inch by 22-inch Mapsheets
- Two Sets of 192 ⅝-inch Playing Pieces (Counters)
- One Set of 230 ½-inch Game Markers
- Two Pads of Logistics Rosters
- Three Deployment/Reinforcement Cards
- One 6-sided Die
2.2 Game Questions
If you have any questions about the rules to Sixth Fleet, please feel free to send in your questions, written so they can be answered with a simple one-word response when possible. Be sure to enclose a stamped, self-addressed envelope. Mail your questions to:
Sixth Fleet Questions Victory Games, Inc. 43 West 33rd Street New York, NY 10001
2.3 Playing Pieces
The playing pieces (or counters) include military forces from sixteen nations. The US and allied NATO counters all have green borders, and each has a different interior color or type color. The Soviet and most likely allied nations have a red border, and each has a different interior color. The other non-aligned nations have a tan border, and each has a different interior color or type color. In addition to the colors on the counters, each nation's forces can be distinguished by the two-letter abbreviation printed on the counter.
The backs of the counters are printed with a starburst design and reduced values, indicating that these units have been damaged. Note that certain units (cargo ships, minesweepers and some air units) are not backprinted. When these units are damaged, they are destroyed or sunk.
The half-inch markers included with the game are printed in green, red and tan. The green markers are used by the US player, the red markers by the Soviet player, and the tan markers are neutral and can be used by either player.
Summary of Counter Types — Surface Units. Each surface-unit counter (Front and, except for Minesweepers, a reduced-value damaged Back) shows: Defense Value, Nationality, Movement Allowance, SSM Range, Silhouette, SSM Attack Value, Name, Gunnery Value, ASW Value, Area/Anti-Air Value, Type, and Close Anti-Air Value. The counter types illustrated are: Aircraft Carrier (CV), Cruiser (CG), Destroyer (DD), Frigate (FF), Battleship (BB), Patrol Combatant (PC), Amphibious Assault (AA), Minesweeper (MS, not backprinted), Tanker (TK), Ammunition Carrier (AM), Submarine Tender (ST), Combat Stores (CS), and Cargo Ship (CR, not backprinted; its back reads "US Unloaded").
Summary of Counter Types — Submarine Units. Each submarine counter shows Defense Value, Nationality, Movement Allowance, SSM Range, Silhouette, SSM Attack Value, Name, Torpedo Value, ASW Value (always "N" for Anti-Air), and Type. The types illustrated are Nuclear Submarine (SN) and Diesel Submarine (SS).
Summary of Counter Types — Air Units. Each air-unit counter shows Movement Allowance, Nationality, SSM Attack Value, All-Weather Indication, SSM Range, Silhouette, Bombing Value, Name, Anti-Air Value, ASW Value, and Type. Air units do not have Defense Values; their Movement Allowance is either a two- or three-digit number. An air unit with an "N" for its SSM or ASW values indicates it cannot perform these combat functions. The types illustrated are: Interceptor (INT), Attack (ATK), Reconnaissance (RCN), Anti-Submarine Warfare (ASW), Airborne Early Warning (AEW), and Electronic Warfare (EW).
Summary of Game Markers. CAP Mission (backprinted "CAP & AEW" for US CAP markers, indicating the CAP mission contains an AEW unit — see 14.3); Mine (front only); Out of Ammo (backprinted "Out of Fuel & Ammo"); Out of Fuel (backprinted "Out of Fuel & Ammo"); Armistice (blank back); Game Turn (blank back); Detection — fronts printed "Detect Soviet" are used by the US player, backs printed "Detect US" are used by the Soviet player; Task Force (blank back); Marine (also carries a printed number — see 17.2 for details; front "Marine 1," back "Marine 2"); Parachute (also carries a printed number); Commando (also carries a printed number).
Note: An "N" in place of the SSM, Gunnery, ASW, or Anti-Air values on a counter indicates that the unit cannot perform that form of combat. If a unit has a Close Anti-Air or Area Anti-Air value, but not both, a "0" indicates which value it cannot use. A submarine unit always has an "N" for its Anti-Air value.
2.4 Abbreviations
The following abbreviations are used in the game:
Surface Units: AA: Amphibious Assault. AM: Ammunition Carrier. BB: Battleship. CG: Missile Cruiser. CR: Cargo Ship. CS: Combat Stores. CV: Aircraft Carrier. DD: Destroyer. FF: Frigate. MS: Minesweeper. PC: Patrol Combatant. PCS: Patrol Combatant Squadron. ST: Submarine Tender. TK: Tanker.
Submarine Units: SN: Nuclear Submarine. SS: Diesel Submarine.
Air Units: AEW: Airborne Early Warning. ASW: Anti-Submarine Warfare. ATK: Attack. EW: Electronic Warfare. INT: Interceptor. RCN: Reconnaissance.
Countries: AL: Algeria. EG: Egypt. FR: France. GR: Greece. IS: Israel. IT: Italy. LB: Libya. MO: Morocco. SO: Soviet Union. SP: Spain. SY: Syria. TN: Tunisia. TU: Turkey. UK: United Kingdom. US: United States. YU: Yugoslavia.
Sea Zones: AD: Adriatic Sea. AG: Aegean Sea. AT: Atlantic. BS: Black Sea. CM: Central Mediterranean. EM: Eastern Mediterranean. TY: Tyrrhenian Sea. WM: Western Mediterranean.
Game Terms: AAA: Area Anti-Air. AA: Anti-Air Value. AP: Ammunition Point. ASW: Anti-Submarine Warfare. CAP: Combat Air Patrol. FP: Fuel Point. ORD: Ordnance. SSM: Surface-to-Surface Missile. TORP: Torpedo.
Ship Names. Note: Only ships whose names have been abbreviated on the counters are included in this list.
Egypt: FAYOD (FF): Fayoud. INTSR (SS): Intisar.
French: ACONT (DD): Aconit. MNTCM (DD): Montcalm. TRVIL (DD): Tourville. DUPLX (DD): Dupleix. SUFRN (DD): Suffren. BLASN (FF): Blaison. MOULN (FF): Moulin. PRTET (FF): Protet. DROGU (FF): Drogou. PIMDN (FF): Pimodan. ERIDN (MS): Eridan. AGOST (SS): Agosta. REQUN (SS): Requin. DPHNE (SS): Daphne.
Greek: KANAR (DD): Kanaris. GLAUK (SS): Glaukos. PONTS (SS): Pontos. TOMBZ (DD): Toumbazis. NERES (SS): Nereus. TRITN (SS): Triton.
Italian: GARBL (CG): Garibaldi. ARDIT (DD): Ardito. INTRP (DD): Intrepido. ALPNO (FF): Alpino. PERSO (FF): Perseo. LERIC (MS): Lerici. DAVIN (SS): Da Vinci. DANDL (SS): Dandolo. VESUV (TK): Vesuvio. VENET (CG): Veneto. IMPVD (DD): Impavido. GRECL (FF): Grecale. VIEST (MS): Vieste. MARCN (SS): Marconi.
Libya: ASAWR (FF): Asawari. ALBDR (SS): Albadr.
Morocco: ERHAM (FF): Erhamani.
Soviet Union: BATUM (AA): Batumi. TRTSV (AA): Tortsev. VORNZ (AM): Voronezh. GOLVK (CG): Golovko. LENIN (CG): Leningrad. OCHKV (CG): Ochakov. DIKSN (CR): Dikson. BERZN (CS): Berezina. BEDVY (DD): Bedovy. OGNVY (DD): Ognevoy. SKRMN (DD): Skromny. SOVRM (DD): Sovremeny. ROPCH (AA): Ropucha. VILKV (AA): Vilkov. GRZNY (CG): Grozny. MOSKV (CG): Moskva. KULKV (DD): Kulakov. OTLCH (DD): Otlichny. SLVNY (DD): Slavny. SPSBN (DD): Sposobny. STRGY (DD): Strogy. KONDL (FF): Kondol. PRSHN (MS): Pershin. BYTSH (SN): Bytosh. IBRES (SN): Ibresi. NEZHN (SN): Nezhin. HOVLY (SS): Hovlya. TYUMN (SS): Tyumen. GALKN (ST): Galkin. BUBNV (TK): Bubnov. ZAKHR (DD): Zakharov. RETVY (FF): Retivy. SNYPR (MS): Snayper. DRABV (SN): Drabov. LIPTS (SN): Lipitsy. SYZRN (SN): Syzran. PRNIN (SN): Pronin. YELNA (TK): Yelnya.
Turkey: ADATP (DD): Adatepe. GAYRT (DD): Gayret. SAMSN (MS): Samsun. ATILY (SS): Atilay. TITRY (SS): Titiray. ANITP (DD): Anitepe. BATRY (SS): Batiray. YILDR (SS): Yilderay.
United Kingdom: FERLS (AA): Fearless. AROYL (CV): Ark Royal. CARDF (DD): Cardiff. AMAZN (FF): Amazon. TORBY (SN): Torbay. EXETR (DD): Exeter. BRAZN (FF): Brazen.
United States: CAYUG (AA): Cayuga. FRESN (AA): Fresno. PRTLD (AA): Portland. SAIPN (AA): Saipan. WHDBY (AA): Whidbey. NJRSY (BB): New Jersey. BIDDL (CG): Biddle. HALSY (CG): Halsey. WNWRT (CG): Wainwright. BUTTN (CR): Button. MERCR (CR): Mercury. DETRT (CS): Detroit. WCHTA (CS): Wichita. FRSTL (CV): Forrestal. NIMTZ (CV): Nimitz. BARNY (DD): Barney. DEGRS (DD): De Grasse. SEMMS (DD): Semmes. AYLWN (FF): Aylwin. RAMSY (FF): Ramsey. VALDZ (FF): Valdez. BALTM (SN): Baltimore. CAVAL (SN): Cavalla. PERMT (SN): Permit. DULTH (AA): Duluth. PEORA (AA): Peoria. RALGH (AA): Raleigh. SUMTR (AA): Sumter. CALIF (CG): California. TICON (CG): Ticonderoga. YRKTN (CG): Yorktown. JUPIT (CR): Jupiter. SPITF (CR): Spitfire. WABSH (CS): Wabash. KENDY (CV): Kennedy. CUSHG (DD): Cushing. MERRL (DD): Merrill. TOWRS (DD): Towers. BRWTN (FF): Brewton. SMPSN (FF): Simpson. BOSTN (SN): Boston. MEMPH (SN): Memphis. NEOSH (TK): Neosho. CIMRN (TK): Cimarron. PLATT (TK): Platte.
3.0 Sequence of Play
All actions that occur in a Game Turn take place in a strict Sequence of Play. The Game Turn is composed of a number of Phases, which in turn can be composed of a number of Segments, that must be performed in the order listed below. Players cannot go back to a previous Phase or Segment once they have started a new Phase or Segment.
A day of real time is represented by three Game Turns — an AM turn, a PM turn, and a Night turn — each of which is 8 hours of real time. Some Phases in the Sequence of Play take place only in an AM or Night turns and are ignored in other turns. Players keep track of the turn in progress by moving the Game Turn marker along the Game Turn Track on the map.
Strategic Cycle (AM Game Turns only)
A. Political Events Phase (Advanced Game). The die is rolled and players consult the Political Events Table. The marker on the Armistice Track may be advanced due to a Political Event, or the players may need to consult the Special Events Table (22.1). If the Armistice marker is moved on the Armistice Track, the players determine the Victory Points they receive for control of Victory Point hexes and (for the Soviet player) for "sea denial" (22.6).
B. Random Events Phase (Advanced Game). The players roll the die several times and consult the Random Events Table to determine what events occur during the next three Game Turns (16.0).
- Weather: The first roll determines the current weather status across the Mediterranean. If a squall or storm results, the players roll the die again to determine which zones are affected (16.1).
- Command-Control: The next die roll determines if the US (or allied) or Soviet (or allied) air units are unable to undertake strategic air missions in the Strategic Air Phase of this cycle. If either player suffers loss of Command-Control, the player affected rolls the die to determine in which zones this occurs (16.2).
- Satellite Reconnaissance: Each player rolls the die once to determine how many Detection markers he receives during the cycle. These Detection markers must immediately be placed on enemy surface units (or stacks) or individual submarines (16.3).
C. Reinforcement Phase (Advanced Game). Each player consults the Reinforcement Chart for the US and Soviet forces and for their allies to determine which (if any) reinforcements are due this Game Turn (22.4). These units are immediately placed on the map.
D. Strategic Air Phase
- Allocation Segment: Both players secretly allocate air units to air missions on their Strategic Air Displays (7.1). After these units are placed, the players reveal their units' missions to each other.
- Interception Segment: Opposing air units on Interception missions within the same zones undertake Air-to-Air Combat (7.2).
- Bounce Segment: Surviving air units on Interception missions may "bounce" enemy air units on other strategic missions within their assigned zone (7.2).
- Mine Segment: Air units on Mining missions can place Mine markers on the map (12.1).
E. Detection Phase. Players now place Detection markers on surface and submarine units that occupy Limited or Extended Detection Zones (9.0). In addition, for each air unit on a strategic Reconnaissance mission in a zone, the owning player can place one Detection marker on an enemy submarine or up to two markers on surface units (or stacks).
F. Invasion Phase (Advanced Game)
- Availability Segment: Both players roll a die twice and consult the Parachute/Commando Table to determine how many of each type they receive this turn (17.3 and 17.4).
- US Invasion Segment: The US player can place any and all available Ground Force (Marine, Parachute and Commando) markers in Victory Point hexes, and can unload cargo (CR) units in these hexes (17.0).
- Soviet Invasion Segment: The Soviet player can place any and all available Ground Force (Marine, Parachute and Commando) markers in Victory Point hexes, and can unload cargo (CR) units in these hexes (17.0).
G. Task Force Phase. Both players can create Task Forces from their stacks of surface units (6.2). Units forming a Task Force are removed from the map and placed on the Task Force Display; a Task Force marker is put in the hex from which the units were taken.
Activity Cycle (All Game Turns)
H. CAP Phase. Both players can assign any or all INT, ATK and AEW air units not on strategic air missions to CAP missions (8.0). After the CAP missions are formed, the units forming a mission are removed from the map and placed on the CAP Display; a CAP marker is put in the hex from which the air units were taken.
I. Minesweeping Phase. Starting with the US player, both players can attempt to remove Mine markers on the map (12.3 and 12.4).
J. Replenishment Phase (Advanced Game only). If using the Logistics options (18.0), both players can perform at-sea and in-port replenishment.
K. Action Phase
- First Action Segment: A die is rolled to determine the "first" player; on an even roll, the US player is first, and on an odd die roll, the Soviet player is first. This player announces which type of units he will activate this segment: surface, submarine, or air. After the first player has finished all actions with the units of the type he chose, the second player selects a type of unit to be activated and carries out all actions with these units (4.0).
- Second Action Segment: A die is rolled to determine the "first" player in this segment. This player announces the type of units that will become active this segment; he cannot select the type he chose for the First Action Segment. After the first player's units have performed all their actions, the second player chooses which type of units he will activate (he may not activate the type he selected in the First Action Segment), and carries out all actions with this type.
- Third Action Segment: A die is rolled to determine the "first" player in this segment. This player activates the remaining type of units not activated so far, and completes all actions with them. The second player then activates his last type of units and completes all actions with them.
L. CAP Landing Phase. All units on CAP missions are now returned to the base hex or aircraft carrier from which they started (8.4).
Terminal Cycle (Night Game Turns only)
M. Fuel Phase (Advanced Game only). If the Logistics option is being used, fuel expenditure for all units is recorded on the Logistics Rosters (18.5).
N. Strategic Air Mission Termination Phase. Air units on the Strategic Air Display are returned to their parent aircraft carrier or to a base hex in the zone from which they started (7.6).
O. Detection Removal Phase. Surface and submarine units that are not in enemy Detection Zones have their Detection markers removed (9.5).
Game Turn Indication
The Game Turn is now over. The Game Turn marker is advanced one space along the Game Turn Track. Players now go to the Strategic Cycle, if the next turn is an AM turn, or to the Activity Cycle, if the next turn is a PM or Night turn. This process is repeated until the game ends or an armistice is declared (22.1).
Basic Game Rules
4.0 The Action Phase
Most of the activities that are performed during the game take place during the Action Phase, which is composed of three Action Segments. During each Action Segment a player moves and performs combat with all the units of a particular type — submarine, surface or air — and with none of the units of the other two types. A player must announce when he has finished activating all units of the type he selected.
Designer's Notes: The structure of the Action Phase reflects a trade-off between realism and playability. An utterly realistic operational naval simulation would, of course, necessitate simultaneous activities on the part of the players. Without extensive record-keeping or hidden movement of units (techniques that were rejected because of their debilitating effects on solitaire play), such an approach is impossible. The sequence of actions abstracts simultaneity to some extent; however, there is a certain degree of uncertainty in the determination of the "first" player in an Action Segment that reflects the critical concept of initiative in military operations.
4.1 The Action Segments
The players determine who goes first in each Action Segment by rolling a die. If the result is an even number, the US player activates his units first in that segment; on an odd number, the Soviet player activates his units first. The die is rolled at the beginning of each of the three Action Segments.
During the First Action Segment, the first player announces which type of units he will move that segment — submarine, surface, or air. He then moves and performs combat with any and all of the units of that type on the map during the segment. The second player then announces which type of units he wishes to activate in the segment. The second player can activate any unit type and does not have to activate the same type of units activated by the first player.
In the Second Action Segment, after the first player is determined by the die roll, each player can activate a second type of unit. Neither player can choose the type of unit activated in the First Action Segment, and they can choose to activate different unit types. In the Third Action Segment, the players, after determining who will go first, activate the third unit type.
A player can never activate a unit he selected in an earlier Action Segment during a later segment. Should a player not have all three types of units on the map, he can activate only as many types as he has available. A player can elect to pass in an Action Segment if he does not have as many unit types as his opponent. Thus, a player with no submarines would have only two Action Segments, and he would do nothing during one of the other player's Action Segments; he can elect to pass in any one Action Segment of his choice.
Notable Exception: Units on a CAP mission can be activated out of turn for Air-to-Air Combat during the other player's air unit Action Segment. As long as they do not have to return to base, units on a CAP mission can be activated several times for this purpose (see 8.2).
Example of Activation: At the beginning of the First Action Segment, a "3" is rolled, and so the Soviet player goes "first." He announces "Air" and then moves and performs combat with all his air units not on strategic or CAP missions. The US player announces "Surface" and proceeds to move and perform combat with all his surface units.
A "4" is rolled at the start of the Second Action Segment, thus making the US player "first." He has already activated his surface units and so must select either air or submarine as his choice. He announces "Submarine" and activates his submarine units. The Soviet player also announces "Submarine" and performs actions with his submarine units.
A roll of "1" at the beginning of the Third Action Segment makes the Soviet player "first" again, and since he moved his air and submarine units, he must announce "Surface." After the Soviet surface units end their actions, the US player must announce "Air" and activate his air units. The Action Phase now ends and the players move to the next phase.
4.2 Unit Activation
To be eligible for activation, a unit must be of the unit type the player selects for that segment (surface, submarine, or air) and it cannot have been activated previously in that segment. Thus, if the player announced "Air" at the beginning of an Action Segment, he can only move air units for the rest of the segment, and he must complete the actions of each air unit or stack of units before activating another unit or stack. To keep track of which units have already moved in a segment, players can rotate the counter 90 degrees after each unit or stack has completed its actions. At the end of the Action Segment, the counters should be rotated to their normal position.
Air units on aircraft carriers are normally maintained off-map on the Aircraft Carrier Display. If these units are activated during an Action Segment, they are considered to occupy the same hex as their "parent" aircraft carrier. Movement of air units between the map and the Aircraft Carrier Display can occur only when they are activated in a player's air unit Action Segment.
4.3 Limitations on Activation
Units occupying different hexes cannot be activated together. Air, submarine, and surface units in the same hex must be activated separately by type of unit. Air or surface units occupying a hex must be the same nationality to be activated together. Air or surface units of different nationalities occupying a hex must be activated separately.
Surface Units: A player can activate any or all surface units of the same nationality that occupy the same hex at the beginning on an Action Segment. All surface units within a hex do not have to be activated at the same time. For instance, a player can choose to activate some surface units in a hex at the beginning of a segment and then activate other units at another time. However, all units that are activated together must perform their activities together as a stack (see 6.0).
Submarines: Submarine units are always activated individually. The actions of a submarine unit must be completed before another unit is activated.
Air Units: A player can activate up to four air units of the same nationality that are together in the same hex. All air units in a hex do not have to be activated at the same time.
Air units deployed on an aircraft carrier are considered stacked together. These units can be activated individually or as stacks up to a limit of 4 per activation. If two or more aircraft carriers of the same nationality are together in the same hex, the air units from the different aircraft carriers can be activated as part of the same force.
4.4 What Activated Units Can Do
Once a player has announced which type of units will be activated in an Action Segment, he may move and perform combat with each unit or stack of units of that type. A unit or stack must complete its activities before any other unit or stack is activated, and it can be activated only once in the segment. When an active unit or stack is moving or attacking, no other unit — friendly or enemy — can move or attack.
Notable Exception: Units on CAP missions can attack enemy air units (see 8.2).
Surface or air units that are stacked together and activated as a single force are considered one unit for activation purposes. Once activated together, they cannot split up and they must perform the same kinds of attacks. If an attack is made, not all the units in the stack must participate in the attack.
Surface Units: A surface unit or stack can move and/or attack in an Action Segment according the following guidelines:
- It can move and not attack;
- It can move and perform one or two attacks;
- It can perform one or two attacks and then move;
- It can perform one or two attacks and not move;
- It can perform one attack, move, and then perform a second attack.
A surface unit that performs Gunnery combat cannot perform a second attack of any kind in the same segment. A unit can never perform two attacks of the same type in the same segment. A unit performing two attacks in the same segment can perform ASW and SSM Combat only.
Submarines: Each submarine unit is activated individually. A submarine can move and perform one attack, in any order, during an Action Segment.
Air Units: An air unit or stack can move and perform one attack at any time during its movement. Air units are the only ones that can interrupt their movement to attack. However, air units must always begin and end their active status on a base hex of the same nationality as the units (or on an aircraft carrier of the same nationality, within stacking limits for the carrier).
Example: The US player has an F14 air unit in Naples (hex 1726), Texas and Aylwn (surface units) in Gaeta (hex 1825), Deyo (surface unit) in Maddalena (hex 1821), and Drum (submarine) in Sigonella (hex 1126). The Soviet player has Ibres (submarine) in hex 1824, Grzny and Yelan (surface ships) in hex 1324, and a T22 air unit in Tartus (hex 0849; not shown in the example).
During the First Action Segment, the US player goes first and announces "Surface"; he decides to activate Texas and Aylwn together. He performs an ASW attack against the adjacent, detected Soviet Ibres, damaging it. The US units move to hex 1524 and perform an SSM attack against Grzny and Yelan, sinking Yelan and not damaging Grzny. He decides not to move Deyo at all. Since he has no more surface units, his First Action Segment is over.
The Soviet player announces "Submarine," and moves Ibres to hex 1623 and performs a Torpedo attack against Texas, damaging it. He has no more submarines, and so his Action Segment is over.
In the Second Action Segment, the Soviet player goes first and announces "Air." He decides to move the T22 from Tartus to Benghazi, performing no attack along the way. The US player also announces "Air" and moves the F14 from Naples to Sigonella, also performing no combat. The Second Action Segment is now over.
In the Third Action Segment, the US player is first again and must announce "Submarine." He decides to move Drum to hex 1224 and performs a Torpedo attack against Grzny, sinking it. The Soviet player has no more surface units and so must pass in this segment, ending the Action Phase.
5.0 Movement
Units that are activated move across the map hex by hex. The three different types of units — surface, submarine, and air — have different capabilities and restrictions as described below. Note that the map is overprinted with a hexagonal grid to regulate movement. When an active unit is moving, the owning player moves it from hex to contiguous hex on the map.
There are three types of hexes on the map. Land hexes are composed entirely of land. Coastal hexes contain a combination of land and water and include all hexes containing islands; note that, except for Torrejon (hex 2109), all base hexes are coastal hexes. Sea hexes are composed entirely of water.
Designer's Notes: The Movement Allowance of a surface or submarine unit is a reflection of its speed; the Movement Allowance of an air unit represents its range while carrying an average payload of ordnance or electronic equipment. It should be noted that surface and submarine Movement Allowances do not reflect these units' maximum speed; operating on full power for long periods of time consumes vast amounts of fuel and is not a common practice, except when under direct attack by enemy aircraft or submarines. Sustained speeds five to ten knots below maximum speed are more normal. Moreover, some ship sensors — particularly sonar — are not effective when a ship is operating at high speeds.
It is interesting to note that, when compared to the enormous improvements in naval electronics and weaponry developed since the end of the Second World War, the speed of contemporary surface warships has remained relatively constant. In fact, some US destroyers and frigates are slower than their World War Two counterparts. On the other hand, advancements in submarine technology since the 1940's have increased the underwater speed of submarines (particularly nuclear submarines) considerably. A hypothetical counter representing a typical German U-boat from World War Two would have a Movement Allowance of only one. A glance at the Soviet Alfa-class of submarines (Tinsk and Nezhin) illustrates the vast changes that have taken place in submarine technology since the end of the Second World War.
5.1 How Units Move
Each unit has its Movement Allowance printed on its counter. The Movement Allowance is the maximum number of hexes the unit can move when activated. A unit can move less than its printed Movement Allowance but never more. Note that some units are prohibited from entering or moving through certain hexes.
Surface units or air units in a stack, when activated together, can move a number of hexes equal to the lowest Movement Allowance of a unit in the stack. A stack of units moved together cannot drop off a unit with a low Movement Allowance and continue moving; the stack must move, attack and stop together.
5.2 Surface Unit Movement
A surface unit can enter any sea or coastal hex; it can never enter or move through a land hex. During movement, surface units can move through hexes occupied by friendly or enemy units. Similarly, they can move through enemy base hexes without restriction.
The following restrictions apply to surface unit movement:
- They can never end their active status stacked in the same hex with any enemy unit.
Notable Exception: See "Double Coastline Hexes," below.
- They can never end their active status in an enemy base hex.
- They can never enter a hex by crossing a hex or hexside that is entirely composed of a land feature (see "Double Coastline Hexes," below).
Nationality and Movement: US, Soviet, British, French and Italian surface units can move anywhere on the map. Surface units of other nationalities can move to a maximum of 10 hexes away from the nearest base of their nationality.
Double Coastline Hexes: Some of the hexes on the map have double coastlines (such as hex 0846 in Cyprus). A surface unit must be designated by the owning player as occupying a specific coastline of such a hex. A unit can move freely into and out of this hex as long as the movement is directly from or into another hex on the same side of the coast. It cannot move into hexes that would require it to cross a land feature. Also, players should position their counters on the map to indicate on which coast a unit ends its active status; it must begin its next active status on the same coast.
It is possible for opposing surface units to end their active status in the same hex, as long as the hex has a double coastline and the opposing units are on separate coasts. Players should use common sense when faced with this situation, prohibiting clearly unrealistic movement across land features and completion of the active status of opposing units on the same coast.
Opposing surface and submarine units in double coastline hexes cannot perform SSM, ASW, Gunnery or Torpedo Combat against enemy units in the same hex, since they are separated from the enemy units by all-land features (see 10.0).
Note that these restrictions do not apply to hexes containing entire islands (such as Malta in hex 1025). Movement through a hex containing an island is equivalent to moving through a coastal hex, and opposing surface units can never end their active status stacked in the hex.
Example of a Double Coastline Hex: A surface unit entering hex 0846 (Cyprus) from hex 0946 or 0947 to the north would not be able to move directly into hex 0845, 0746, 0747, or 0847. Assuming the unit ends its active status in 0846, it can only move back into hex 0946 or 0947 when it is next activated. An enemy surface unit could end its active status for that turn in hex 0846 (with the opposing unit) as long as it entered that hex from hex 0746, 0747, or 0847.
Notes on the Maps: Izmir (hex 1438) is considered a Turkish hex at all times. A surface or submarine unit occupying Istanbul (hex 1741) can move directly into any of the six adjacent hexes. The following hexes are not separated by a land feature and movement between them is not limited: 1126 to 1127; 1227 to 1327; 1034 to 1135; 1235 to 1236; and 1438 to 1538.
5.3 Submarine Unit Movement
Submarines are subject to the same movement restrictions as surface units. Unlike surface units, however, all submarine units can move anywhere on the map; they are not subject to the 10 hex range limit from a base hex of their nationality. Remember that submarines must be activated individually and cannot be members of a multi-unit active force.
5.4 Air Unit Movement
Air units can enter and move through any hex on the map, regardless of terrain or the presence of friendly or enemy units. They can freely enter enemy base hexes. All air units can move anywhere on the map and, unlike surface units, are not subject to the 10 hex range limit from a base hex of their nationality.
Air units have only one movement restriction: They must begin and end their active status in a base hex or on an aircraft carrier belonging to their nationality. It is not necessary that an air unit end its active status in the base hex it began; it can change bases at the end of its active status, as long as the new base is of the same nationality and the unit does not exceed its Movement Allowance to reach the new base.
Air units only can interrupt their movement to make an attack and then resume movement.
Aircraft Carrier Based Air Units: Air units beginning the game on an aircraft carrier (CV) must remain with the carrier they started on. US air units cannot be exchanged between US aircraft carriers.
In Introductory, Intermediate and Advanced (of Short or Medium length) Scenarios, all air units assigned to an aircraft carrier are considered destroyed if their parent carrier is sunk, and they count for Victory Points for the opposing player in Advanced Scenarios.
In Advanced Scenarios of Long length only, air units assigned to an aircraft carrier that are on strategic or CAP missions are not destroyed when their parent carrier is sunk. Instead, these air units are placed on the Game Turn Track twelve spaces ahead of the current Game Turn. During the air unit Action Segment of that future Game Turn, the air units are removed from the Game Turn Track and are placed on any base hex of their nationality; they can be activated from that base hex normally. If the Logistics option is being used, the air units draw ammunition from that base hex normally (see 18.4).
Air units not assigned to a carrier at the beginning of a game can never end their active status on a carrier.
5.5 Special Movement Restrictions
The scenarios included with the Sixth Fleet game occasionally list additional movement restrictions. These restrictions have precedence over any others described in this section.
6.0 Stacking
A maximum of 12 friendly surface combat units (CV, CG, DD, FF, BB, and PC) can end the surface unit Action Segment stacked together in the same hex. Any number of other surface unit types can be in a hex with a stack of surface combat units, and do not count toward the 12 unit maximum. Friendly Task Forces (see 6.2) can end an Action Segment in the same hex, but the limit of 12 surface combat units must be observed.
Any number of submarine and air units can be stacked together in the same hex. These units never count toward the surface combat unit maximum.
A stack can contain units of friendly allied nations, although the 12 surface combat unit maximum per hex is still in effect. The units of each allied nation must be activated separately during the appropriate Action Segment. Opposing units, however, can never occupy the same hex (except double coastline hexes) at the beginning of an Action Segment. A Task Force is considered a stack, but it has special limitations and benefits applied to it (see 6.2).
Notable Exception: If the Tactical Nuclear Combat option (see 19.0) is used in conjunction with the Logistics option (18.0), players can ignore the stacking restrictions in this section. Players can then stack as many surface combat units as they wish in a hex, although a large number of ships in a hex may be a tempting target for a tactical nuclear attack. This option is used in the Advanced Game only.
Designer's Notes: The restrictions concerning the maximum number of combatant ships that may occupy the same hex is a reflection of the increasing tendency in contemporary naval operations to emphasize dispersion. In fleet actions of a bygone age, such as Jutland in 1916, entire battle fleets would engage one another in an area no more than five miles from side to side. The advent of the nuclear age — and particularly the development of small, readily deliverable nuclear weapons that can be used at sea — has necessitated the abandonment of concentrated battle tactics in favor of small, dispersed groups of warships. The stacking rules in Sixth Fleet are based on the maximum force the US Navy would typically concentrate in a single surface force: two aircraft carrier battle groups, or about twelve combatants. The game emphasizes the defensive advantages of these small groups, or task forces, for warships grouped together in a tactically sensible formation enhance the survivability of the whole.
Submarines, on the other hand, are considered to be operating individually because of the inherent philosophy of submarine warfare that favors stealth over communications and control. It is extremely difficult for a submarine to coordinate military operations with friendly surface and air forces while "lying low."
It should be noted that restrictions preventing friendly warships of different countries from operating together is not strictly accurate; NATO warships, for example, regularly train together. However, it is assumed that political, doctrinal, electronics, and language problems hinder the coordination of multi-national forces sufficiently to minimize their effect on the game.
6.1 Stacking Restrictions
Movement: A player can activate any or all surface units in a hex as a stack. Up to four air units can be activated from a hex at one time. Submarines are always activated individually. A player can activate surface units and air units individually or in stacks, but each unit or stack must complete its activation before another is activated.
Units activated as a stack can move a number of hexes equal to the lowest Movement Allowance of any unit in the stack. Once a player begins to move a stack of units together, he must keep the units in the same stack. A player cannot drop off slower moving units from the stack and continue moving units with a higher Movement Allowance.
Position: The position of an air unit within a stack of active air units is irrelevant. When attacked by enemy units on CAP missions, the whole stack of friendly air units is attacked at the same time.
The position of surface units within a stack is irrelevant until the opposing player announces either a Bombing or SSM Combat against the stack. The player owning the stack can rearrange his surface units in the stack until combat begins; after combat is initiated, he can no longer adjust the ships' position until the combat is completed.
6.2 Task Forces
Creating Task Forces: During the Task Force Phase (occurring during AM Game Turns only), both players can create Task Forces from stacks of surface units. A Task Force consists of a minimum of four units of the same nationality, though it can contain as many units of the same nationality as the player wishes (up to the maximum number of 12 surface combat units allowed in a hex). In order to create a Task Force, a player picks up any or all eligible stacks of surface units and places them on the Task Force Display in one of the available columns. The Task Force marker corresponding to this column is removed from the display and is placed in the hex from which the units were taken.
Creating Task Forces is totally voluntary, and a player can create as many Task Forces from eligible stacks as he wishes during the Task Force Phase. It is not mandatory for a player to include every surface unit in a hex in a Task Force. The only restrictions on creating Task Forces are that the surface units begin the phase in the same hex and that each Task Force contain at least four units (but no more than the permissible limit for surface combat units).
If at any point during a turn, the number of units in a Task Force falls below four, the Task Force marker is removed from the map and the units that comprised the Task Force are taken from the display and are placed back on the map.
Task Force Display: When surface units belonging to a Task Force are deployed on the Task Force Display, they must be placed in the column corresponding to the Task Force marker that is deployed on the map in their place. One unit is placed per box on the display. The order of placement is considered to be the order in which the surface ships are stacked — the first box is considered the top of the stack and the last box the bottom of the stack.
The number of columns on the Task Force Display does not limit the number of Task Forces that can be made. A player is allowed to create more than the thirteen Task Forces printed on the display; the additional Task Forces should be kept near the Task Force Display, and the player should make a new Task Force marker from one of the blank markers.
Note that the first three columns for Task Forces on the display have space for 15 units and that the other ten columns have room for 7 units. The number of boxes in a column is not a limitation to the number of surface units that can be part of a Task Force. A Task Force can consist of 12 surface combat units and any number of other surface units. If a Task Force contains more units than there are boxes for them on the display, simply place the extra counters next to the correct Task Force column. It is suggested that players use the first three columns for their largest Task Forces and the other columns for smaller Task Forces.
Movement: A Task Force marker deployed on the map functions as a surface unit in all respects. It can move a number of hexes equal to the lowest Movement Allowance of any unit in the Task Force. A Task Force marker stacked with other units (Task Forces or individual surface units) must be activated by itself; the other units in the hex are activated normally.
During a given Action Segment, individual units or stacks of units within a Task Force can be separated from it and activated independently, as long as the Task Force they belong to has not yet been activated. Units that separate from a Task Force cannot form a new one (even if four or more units separate as a stack) or join an existing Task Force until the next Task Force Phase.
Defense Combat Benefit: Units in a Task Force being attacked by Torpedo, SSM, or Bombing Combat receive a +2 modifier to their defensive combat die rolls (see 10.1 for more details).
Limitations: Once a Task Force is formed, no additional surface units can be assigned to it until the next Task Force Phase. Thus, surface units that enter a hex containing a Task Force cannot join the Task Force or receive its defense benefit unless they become part of it during the next Task Force Phase. Also, individual surface units that leave a Task Force must wait until the next Task Force Phase before becoming part of another Task Force. A hex can contain several Task Forces of the same nationality or allied nationalities. Task Forces of different nationalties can never be combined, and there can never be more than 12 surface combat units in a hex at the conclusion of an Action Segment.
7.0 Strategic Air Missions
Air units can be assigned to strategic missions during the Strategic Air Phase, which occurs during AM Game Turns. A unit assigned to a strategic mission cannot be activated during the next three Action Phases (AM, PM, and Night). When performing strategic missions, the air units are placed on the Strategic Air Display.
Designer's Notes: As the 20th century has progressed, air power has played an increasingly significant role in military operations, both on land and sea. Air superiority over a particular region has usually been a prerequisite for the initiation of a dynamic military campaign; witness the decisive effect on the course of the Second World War caused by the defeat of the Luftwaffe in the Battle of Britain. Although Sixth Fleet is an operational simulation, the strategic implications of air superiority over the Mediterranean are vast. Control of the air allows a naval commander to achieve and maintain initiative due to the fact that his ability to locate and attack the enemy is enhanced while at the same time the enemy's search and combat capabilities will deteriorate. Because of their strategic effect on the course of the game, strategic air missions are performed at a slightly higher level than normal — namely, once per day rather than the standard pace of three tactical air missions per day.
7.1 Mission Eligibility
There are four possible strategic air missions to which air units can be assigned:
- Interception;
- Mining;
- Reconnaissance;
- Tactical Coordination.
Strategic Air Mission Eligibility Chart: This chart, printed for each player on the map, determines the kinds of strategic missions each air unit type can undertake. There are six types of air units: Interceptor (INT), Attack (ATK), Reconnaissance (RCN), Anti-Submarine Warfare (ASW), Electronic Warfare (EW), and Airborne Early Warning (AEW). Some air types are prohibited from undertaking certain strategic air missions; for example, an Interceptor (INT) air unit can never be assigned to a Mining mission.
Strategic Air Display: Each player has a Strategic Air Display on the map where air units on strategic missions are placed. The display is divided into eight zones, each of which is labeled (for example, Aegean Sea Zone). Each zone is also delineated on the map with borders corresponding to the configuration of the Strategic Air Display. Each zone on the display has four boxes, corresponding to the four strategic missions, plus four "Return to Base" boxes (see 7.6).
During the Allocation Segment of the Strategic Air Phase, each player secretly assigns any or all eligible air units to strategic missions. Once the units are assigned, they are placed on the Strategic Air Display in the correct mission boxes. To assign a given air unit to a strategic mission:
- Decide the type of mission the unit will perform;
- Decide the zone in which it will be placed;
- Pick up the air unit from its base hex or aircraft carrier and place it in the correct mission box on the Strategic Air Display.
Damaged air units can perform strategic missions normally.
Nationality of Air Units: Air units of allied nationalities can be placed in the same strategic air mission box within a given zone. In fact, allied air units must be joined together as a single force in the Interception Segment and may perform Tactical Coordination missions together. Reconnaissance and Mining missions are always performed individually by air units.
Zone Range of Air Units: An air unit is considered to occupy the zone in which either its base hex or aircraft carrier is situated on the map. However, air units can perform strategic missions at extended ranges. The Movement Allowance of an air unit determines the range (in zones) in which it can perform a strategic air mission.
| Movement Allowance | Range |
|---|---|
| 60 or more | 3 zones |
| 40-59 | 2 zones |
| 20-39 | 1 zone |
| 19 or less | Only in zone occupied |
Example: Two Greek air units occupy the base of Suda (hex 0835) in the Aegean Sea Zone. One is an A7 ATK air unit (Movement Allowance: 18) and the other an RF4 RCN unit (Movement Allowance: 28). The US player decides to use both air units on strategic missions. The A7 ATK unit can be assigned to either a Reconnaissance or Intercept mission and can operate only in the Aegean Sea Zone (since its Movement Allowance is less than 19, it can operate only in the zone it occupies). The RF4 RCN unit can be assigned to either Reconnaissance (although an RF4 cannot be used to detect submarines) or Tactical Coordination, and can operate either the Adriatic, Central Mediterranean, Eastern Mediterranean, Black Sea, or Aegean Sea Zone (since its Movement Allowance is between 20-39, it can operate up to one zone away from the one it occupies).
The US player decides to assign the A7 to an Intercept mission in the Aegean Sea Zone and the RF4 to a Reconnaissance mission in the Central Mediterranean Zone. Once he has decided on strategic missions for his air units, he places the air units on the Strategic Air Display.
Notable Exception: The Black Sea Zone is not considered adjacent to the Adriatic Zone. To assign a Soviet air unit in the Black Sea Zone to a strategic mission in the Adriatic Zone requires the air unit to have a Movement Allowance of 40 or more (giving it at least a range of two zones). Likewise, a US or allied air unit in the Adriatic Zone must have a Movement Allowance of 40 or more to perform a strategic mission in the Black Sea Zone.
Ending Strategic Air Missions: An air unit remains on its assigned strategic mission until it is destroyed by an enemy unit on an Intercept mission, is forced to "Return to Base" (see 7.6), or until the Strategic Air Mission Termination Phase of the next Night Game Turn.
7.2 Interception Missions
Air units on Interception missions are used to attack enemy air units on strategic air missions. First, Air-to-Air Combat is resolved between opposing units on Interception missions, and then any surviving air units can be used to attack enemy air units on Reconnaissance, Mining or Tactical Coordination missions.
Interception Segment: During this segment of the Strategic Air Phase, opposing air units on Interception missions within the same zone must perform Air-to-Air Combat against one another. First, the players should check each other's Strategic Air Displays, zone by zone; a single Air-to-Air Combat must take place within a given zone if both players have assigned air units to Interception missions within that zone. If only one (or neither) player has assigned air units to Interception missions within that zone, Air-to-Air Combat does not take place in that zone during the Interception Segment. Thus, from zero to eight Air-to-Air Combats can take place during this segment. When performing Air-to-Air Combat during this segment, a player's air units on Interception must be combined into a single force for combat, including allied air units of different nationalities. See 10.8 for an explanation of how to perform Air-to-Air Combat.
It is not permissible for a player to withhold air units on Interception missions from combat during this segment. However, after Air-to-Air Combat has taken place in the Interception Segment, any air units that are allowed to continue their mission (that is, they are not obligated to return to base) can proceed to initiate Air-to-Air Combats in the ensuing Bounce Segment.
Air units that receive an "r" result in Air-to-Air Combat in this segment are placed in one of the "Return to Base" boxes in the zone they occupy (see 7.6).
Bounce Segment: During this segment, air units still on Interception missions can initiate Air-to-Air Combat against enemy air units on Reconnaissance, Tactical Coordination and Mining missions in the same zone. The owning player can attack one enemy strategic air mission (that is, one box containing enemy air units) per friendly air unit on an Interception mission.
The attacks by Intercepting units are made one at a time. The attacking player selects one box containing enemy air units within the same zone and announces one of his Intercepting units that will attack it. All enemy air units in the box being attacked must take part in the Air-to-Air Combat. An air unit can attack an enemy strategic mission box only once, but each mission box can be attacked several times during this segment.
If an air unit functioning as an Interceptor (INT) is initiating Air-to-Air Combat in this segment, it never suffers step losses (see 10.8). However, it can suffer an "r" result from combat. All air units defending in Air-to-Air Combat in the Bounce Segment suffer step losses and "r" results normally, regardless of type.
A unit that survives Air-to-Air Combat but suffers an "r" result must be placed in one of the "Return to Base" boxes in the zone it occupies (see 7.6). Also, at the end of the Bounce Segment, all units on Interception missions are automatically placed in one of the "Return to Base" boxes.
Example: During the Strategic Air Phase, the US player secretly allocates one US and one Greek air unit to an Interception mission within the Aegean Sea Zone. At the same time, the Soviet player allocates one air unit to Interception, one air unit to Reconnaissance, and one air unit to Mining in the same zone. During the Interception Segment, Air-to-Air Combat takes place between the US/Greek air units and the single Soviet air unit on Interception. Assume the US player wins this combat and that his two air units remain on Interception, while the Soviet air unit is forced to return to base.
During the Bounce segment, the US player has a choice: He can have each of his air units attack a separate Soviet mission, or he can attack one Soviet mission with one air unit and, depending on the result, attack the same mission again with his other air unit. He cannot have both air units join together in a single attack against one Soviet mission.
7.3 Mining Missions
For each air unit on a Mining mission, the owning player can place one Mine marker in any coastal hex (including base hexes) within the zone in which the mission takes place. Placement of mines occurs during the Mining Segment of the Strategic Air Phase. See 12.0 for an explanation of the use of mines. At the end of the Mining Segment, all air units on Mining missions are placed in one of the "Return to Base" boxes in the zone they occupy (see 7.6).
7.4 Reconnaissance Missions
Air units on Reconnaissance missions affect the detection of enemy units, which occurs during the Detection Phase in AM Game Turns (see 9.0). At the end of the Detection Phase, all air units on Reconnaissance missions are placed in one of the "Return to Base" boxes in the zone they occupy (see 7.6).
7.5 Tactical Coordination Missions
Air units on Tactical Coordination missions are used to enhance attacks on enemy units during any of the three segments (AM, PM, or Night) of the Action Phase. For each air unit assigned to a Tactical Coordination mission, the owning player adds one to any die roll made during an attack (except Air-to-Air Combat) by his units against an enemy unit or stack occupying the zone in which the Tactical Coordination mission takes place. Up to three air units can contribute to this bonus for any one attack, meaning that a maximum of three can be added to the attack die roll. After an air unit has been used for a Tactical Coordination mission, it is placed in one of the "Return to Base" boxes in the zone it occupies (see 7.6).
7.6 Returning to Base
Air units that receive an "r" result in Air-to-Air Combat during the Strategic Air Phase are immediately placed in one of the "Return to Base" boxes in the zone they occupy on the Strategic Air Display. A unit in one of these boxes can perform no other functions until the Strategic Air Mission Termination Phase (Night Game Turns), at which time each unit is returned to a base hex in the zone from which it started or to its parent aircraft carrier.
Return to Base Boxes: There are four Return to Base boxes in each zone on the Strategic Air Display. Each box corresponds to the zone from which an air unit was moved to perform the strategic mission. Units that began a mission in the zone they occupy are placed in the "Occupy" Return to Base box; units that were moved one zone are placed in the "1 Zone" Return to Base box; and units that were moved two or three zones are placed in the "2 Zones" or "3 Zones" Return to Base box, respectively. Each of these four boxes includes the initials of the zone in which the air unit began; when an air unit is placed in one of these Return to Base boxes, turn the counter so that its top points in the direction of the initials of the zone from which it came.
Interception and Mining missions are resolved during the Strategic Air Phase and Reconnaissance missions during the Detection Phase; players should be able to remember where air units on these missions began. Air units on Tactical Coordination missions contribute their combat bonus during the Action Phase; players having difficulty remembering in which zones air units on these missions began may wish to write down the zones on their Player Records or on a piece of paper.
Strategic Air Mission Termination Phase: During this phase, which takes place during Night Game Turns, all air units on the Strategic Air Display, including any left in Tactical Coordination boxes, are placed back on a base hex on the map or on the Aircraft Carrier Display, as appropriate. Air units that initiated their strategic air mission from a base hex can be placed on any base hex of their nationality within the same zone from which they began their mission. Air units that began a strategic air mission from an aircraft carrier must be returned to the same Aircraft Carrier Display from which they began (the parent carrier can move to another zone without affecting the ability of the air units to return from their strategic air missions to the same carrier).
Notable Exception: Air units on an aircraft carrier assigned to strategic missions are considered destroyed if their parent carrier is sunk; this holds true for all scenarios except Advanced Scenarios of Long length (see 5.4).
Example: A US air unit based in Naples (in the Tyrrhenian Sea Zone) is assigned to execute a Mining mission in the Aegean Sea Zone. Assuming the unit completes its mission, it is placed in the "2 Zone" Return to Base box in the Aegean Sea Zone with the top of the counter pointing to the initials "TY" at the end of the Mining Segment. During the Strategic Air Mission Termination Phase, the air unit can be based on any US base hex in the Tyrrhenian Zone (it could not, however, be placed on an aircraft carrier in that zone).
8.0 Combat Air Patrol (CAP)
CAP is a special function for air units, allowing them to "stand guard" over a base or aircraft carrier and to aid in defense against enemy air or SSM attacks. Air units are assigned to CAP missions during the CAP Phase, which occurs every Game Turn, and are returned to their base hex or aircraft carrier during the CAP Landing Phase, which also occurs every Game Turn.
Designer's Notes: The US Navy's sensitivity about its precious aircraft carriers has established the combat air patrol (CAP) as a standard technique, even in peacetime. The basis of CAP tactics dates back to the Second World War, although its effectiveness has vastly increased since that time — particularly due to the refinement of airborne early warning techniques. Sixth Fleet simulates two different types of CAP. The first is the continuous patrol maintained over carrier battle groups at sea. The second is land-based CAP, which is an all-encompassing representation of a nation's radar and early warning facilities as well as national air defense capabilities, including the actual air units used in the game as well as abstracted land-based anti-aircraft systems. For these reasons, land-based CAP is superior to sea-based CAP in the game.
8.1 How to Perform CAP
During the CAP Phase, players can assign any or all air units that do not occupy the Strategic Air Display to CAP missions. Only Interceptor (INT), Attack (ATK), and Airborne Early Warning (AEW) air units can be assigned to CAP missions. Once placed on CAP missions, these air units cannot be activated during the Action Phase.
Up to three air units can be assigned to a CAP mission per hex. If a hex contains two or more aircraft carriers (including allied units), a maximum of five air units can be assigned to the CAP mission in that hex. In the event that one or more aircraft carriers are in a base hex of the same nationality or in one of an ally, up to five units from the carrier and the base can be combined to form one CAP mission. It is possible for allied air units to be part of the same CAP mission (for example, when a US aircraft carrier is in the base hex of an allied nation containing air units).
Notable Exception: If an aircraft carrier with a CAP mission containing three air units moves into a hex with another carrier or into a base hex containing a CAP mission with three air units, the owning player immediately combines the two CAP missions into one. He must take one of the air units from one of the aircraft carriers or from the base hex and place it in the "Return to Base" for that CAP mission (see 8.4). There can never be more than five air units on a CAP mission per hex.
CAP markers on base hexes can never be moved. CAP markers on aircraft carriers are moved as the carriers are moved. Should two or more carriers move to different hexes, the air units on the CAP mission over the carriers are divided up, and separate CAP markers are placed on each carrier.
CAP Display: Each player has a CAP Display printed on the map for maintaining air units on CAP missions. This display consists of a series of numbered boxes, and CAP markers are provided that correspond with the numbered boxes. The air units on a CAP mission are removed from the map and are placed in one of the boxes on the display, and the CAP marker corresponding to that box is placed on the map in the hex from which the air units were removed. A hex can contain only one CAP marker.
The front of the CAP markers for the US player are printed like the Soviet markers. Note that on the back, however, the US CAP markers say "CAP & AEW," indicating that CAP mission contains an AEW air unit (see 8.2).
Note that the number of CAP boxes on the CAP Display is not a limitation. A player who wishes to have more than eight CAP missions should place the extra stacks of air units near the CAP Display and should use the blank counters to create more CAP markers.
8.2 CAP and Air-to-Air Combat
A CAP mission allows friendly air units to interfere with the movement of enemy air units during the Action Phase. Air units on CAP missions can engage in Air-to-Air Combat with the moving enemy air units before those units continue their movement.
The US player has Airborne Early Warning (AEW) units assigned to his aircraft carriers. If a CAP mission from an aircraft carrier contains an AEW air unit, use the "CAP & AEW" side of the CAP marker.
Range of CAP Missions: A CAP mission has a range of four hexes (exclusive of the hex the CAP marker occupies). When an active enemy air unit or stack moves into a hex that is within the range of the CAP mission, the movement of the enemy unit or stack must temporarily cease. The player possessing the CAP mission has a choice: He can engage the enemy air units in Air-to-Air Combat in that hex, or he can do nothing. In the first instance, Air-to-Air Combat between all the units in the attacking CAP mission and all the defending enemy units is immediately resolved (see 10.8). In the second instance, no combat takes place and the enemy air units can continue their movement.
The player with the CAP mission can choose to attack enemy air units any time the enemy units are within its range. Thus, if it did not attack at a range of four hexes, it could attack at a range of three, two or one hexes. The CAP mission cannot attack enemy air units in the hex the CAP marker occupies.
The ranges of friendly CAP missions can overlap. If enemy air units enter a hex within range of two or more friendly CAP missions, the player owning the CAP missions can attack the enemy air units with each CAP mission separately. Different CAP missions can never combine their Anti-Air values into a single combat. Enemy air units can be attacked an unlimited number of times by CAP missions in a segment of the Action Phase, but they can be attacked by a given CAP mission only once.
Friendly and enemy CAP mission ranges can overlap without affecting each other. Each player's CAP mission affects only those enemy air units moving through its range, never the enemy CAP mission.
Limitations to CAP Attacks: A CAP mission can initiate an unlimited number of Air-to-Air Combats against different active enemy air units or stacks during the Action Phase, as long as the CAP mission does not suffer an "r" (Return to Base) result in combat. Units in a Return to Base box of the CAP Display can never initiate combat.
Air-to-Air Combat between a CAP mission and enemy air units is resolved before the enemy units initiate any combat in the hex into which they just moved. If the enemy air units survive the Air-to-Air Combat, they can initiate an attack from that hex or can continue moving and then attack.
CAP Combat Values: Air units on CAP missions over base hexes use their full Anti-Air (AA) Value when initiating Air-to-Air Combat against enemy air units at any range.
Air units on CAP missions over aircraft carriers can have their AA values modified. There are two factors that affect the AA values: the range from the carrier at which the CAP mission initiates Air-to-Air Combat against enemy air units, and the presence of an AEW air unit in the CAP mission. The Aircraft Carrier CAP Chart on the map lists the modifications to the AA values of the air units on CAP missions assigned to aircraft carriers.
Notable Exception: If an aircraft carrier is in a base hex (of its own nationality or of an ally), and a CAP mission in the hex contains air units from the carrier and the base, then the CAP air units use their normal AA value at any range. If the CAP mission in a base hex is comprised only of air units from the aircraft carrier, then the AA values are modified according to the Aircraft Carrier CAP Chart.
The minimum AA value of air units on a CAP mission is one, even if this value would normally be modified to zero by the Aircraft Carrier CAP Chart.
Example: The US player has a CAP marker in hex A (a base hex). The Soviet player activates an air unit in hex F and moves it into hex E. Since this hex is within the range of the CAP mission, the unit's movement is halted and the US player has his choice of attacking the Soviet unit or not. The US player decides not to attack, so the unit can continue to move. The air unit is moved into hex C, and the US player again has his choice to attack. Again, he decides not to attack. The Soviet player moves the unit into hex B, and this time the US player decides to attack. Air-to-Air Combat is resolved in hex B. After the combat is resolved, the Soviet player, if his unit survives, has the option to continue moving or to initiate an attack.
Now assume that hex A is not a base; instead, it contains an aircraft carrier with a CAP marker on it and that the combined AA value is 19, plus there is an AEW unit with the CAP mission. If the US player engages the enemy air unit at a four hex range, the modified AA value of the CAP mission is 5 (19 × ¼ = 5, rounding up); if the CAP mission did not contain the AEW unit, it would have a combined AA value of 3 (19 × ⅛ = 3, rounding up).
If the CAP mission attacked at a three hex range, the combined AA value would be 10 (19 × ½ = 10, rounding up) or 5 (19 × ¼ = 5, rounding up), depending respectively on whether the CAP mission included an AEW unit or not. At a two hex range the CAP mission would attack at full strength (19 × 1 = 19) with the AEW unit and at 10 (19 × ½ = 10, rounding up) without the AEW unit. At one hex range, the CAP mission would attack at full strength whether an AEW unit was with the CAP mission or not.
8.3 CAP and SSM Combat
If a CAP marker is stacked in the same hex as a surface unit that is being attacked by an enemy Surface-to-Surface Missile (SSM) Combat, the air units on that CAP mission can contribute to the defense of that surface unit (see 10.4 for full details). This contribution takes place as long as the units on the CAP mission have not been forced to return to base; the CAP mission can participate in Air-to-Air Combat at some point earlier in the Action Phase.
8.4 Returning to Base
Air units that are attacked by a CAP mission and suffer an "r" result are immediately returned to the base hex or the Aircraft Carrier Display from which they started. If these units have moved half their Movement Allowance or less, the owning player simply picks up the air units and returns them to the base hex or Aircraft Carrier Display. These units cannot be activated for the rest of the Action Phase.
If a unit or stack from a base hex has moved more than half its Movement Allowance before suffering an "r" result due to an enemy CAP mission, the owning player must be able to reach a base hex of the same nationality that is within the range of the remaining Movement Allowance; otherwise, the air unit or stack is destroyed. Air units from an aircraft carrier that move more than half their Movement Allowance to a target will not be able to reach their parent carrier again and so are destroyed. Remember that a stack of air units uses the lowest Movement Allowance of any unit in the stack.
If the units on a CAP mission suffer an "r" (Return to Base) result in Air-to-Air Combat, all the air units comprising that mission are immediately placed in the "Return to Base" box on the CAP Display, directly underneath the CAP box in which the units were maintained while on CAP. Units occupying the "Return to Base" box can perform no functions whatsoever during the remainder of the Action Phase (including aiding in SSM attacks).
Effects of Interceptor Units: If enemy air units that are attacked by a CAP mission do not contain at least one air unit acting as an Interceptor (INT) unit (see 10.2), any negative results that would normally be applied toward the air units on the CAP mission are ignored. Thus, any result that calls for step losses or "Return to Base" for the air units on the CAP mission are ignored in this instance, and only results applying to the enemy air units are applied (see 10.8).
CAP Landing Phase: During this phase, all air units on the CAP Display, including those in the "Return to Base" boxes, are placed back on the base hex or aircraft carrier in which the CAP markers are located. The CAP markers are removed from the map and are placed on the CAP Display.
Notable Exception: Like air units on strategic air missions, units on a CAP mission from an aircraft carrier that is sunk are considered destroyed, except in Advanced Scenarios of Long length (see 5.4).
9.0 Detection
Detection is a means of pinpointing the location of enemy surface or submarine units so that they can subsequently be attacked. Air units and base hexes do not need to be detected. A unit or stack that has been detected has a Detection marker placed on it.
Designer's Notes: The positions of units are always visible to both players during the game. This fact keeps the play mechanics simple, and more importantly, allows the game to be readily played solitaire. There is also a rationale for the open visibility of units; satellites and AWACS aircraft are considered in constant use throughout the game, although their effects are abstracted. Admittedly, these surveillance systems are not perfect in actual practice, and certainly it is impossible that everything afloat in the Mediterranean Sea will actually be detected. However, it is assumed that satellites and AWACS are not pinpointing the positions of enemy units; they are instead considered to be providing continuous information concerning the approximate positions of units at sea.
In order to attack these units, however, more specific detection is required. Hence, no unit may be attacked in the game unless it possesses a Detection marker. Detection markers are placed in three ways: the first and most important is by air reconnaissance; second, individual surface units and submarines can detect with their own radar, sonar, or helicopters; third, satellites can detect enemy units. Ships possessing effective helicopters have better ASW values, and as a result they possess Extended Detection Zones, making them more effective search platforms.
9.1 Detection Zones
There are two types of Detection Zones: Limited Detection Zones, consisting of the six hexes immediately surrounding a unit; and Extended Detection Zones, consisting of the twelve additional hexes surrounding the Limited Detection Zone. Only surface and submarine units have Detection Zones; air units, bases and markers (excluding Task Force markers) never have Detection Zones.
Example: In the diagram, unit A has a Limited Detection Zone in the lightly shaded hexes around it, and an Extended Detection Zone in the twelve darker shaded hexes around them.
Determining Detection Zones: All submarines exert Limited Detection Zones. Surface units or stacks of units with a combined ASW value of three or less exert Limited Detection Zones. Surface units or stacks of units with a combined ASW value of four or more have both a Limited Detection Zone and an Extended Detection Zone.
9.2 Placement of Detection Markers
Detection markers are printed with "Detect US" on one side and "Detect Soviet" on the other. Detected US and allied units have the red "Detect US" side of the marker put on them, and detected Soviet and allied units have the green "Detect Soviet" side put on them.
Once a Detection marker is placed on an enemy unit, it stays on the unit and moves with it wherever it goes until the Detection Removal Phase, which occurs during Night Game Turns only (see 9.5).
Detection Phase: There are two methods for placing Detection markers on enemy surface and submarine units in this phase, which takes place in AM Game Turns. Enemy surface and submarine units can be detected by means of Detection Zones of friendly surface and submarine units and by friendly air units on strategic Reconnaissance missions.
- A Detection marker is placed on each enemy surface unit or stack of units that occupies the Limited or Extended Detection Zone of a friendly surface unit or stack, or the Limited Detection Zone of a submarine unit at the beginning of the Detection Phase.
- At the beginning of the Detection Phase, a Detection marker is placed on each enemy submarine that occupies a Limited Detection Zone, and the friendly surface unit(s) and/or submarine unit(s) exerting this Limited Detection Zone have a combined ASW value of 4 or more. No Detection marker is placed on the enemy submarine if the surface unit(s) and/or submarine unit(s) exerting the Limited Detection Zone have a combined ASW value of 3 or less. Submarines in the same hex with surface units add in their ASW values when determining the combined ASW value of the friendly surface units in a hex. Note that all units exerting a Limited Detection Zone into a hex containing enemy submarine units combine their ASW values when detecting the submarines.
- For each air unit currently on a Reconnaissance mission within a given zone (see 7.0), the owning player has a choice during the Detection Phase:
- He can place one Detection marker on a single enemy submarine unit occupying the zone in which the Reconnaissance mission takes place.
- He can place two Detection markers on any enemy surface units or stacks of units occupying the zone in which the Reconnaissance mission takes place.
Once the air unit has placed the Detection marker, it is placed in one of the "Return to Base" boxes in the zone it occupies on the Strategic Air Display. Remember to point the top of the counter to the correct strategic zone from which it began the mission.
Notable Exceptions: An INT or ATK air unit on Reconnaissance mission can never place a Detection marker on an enemy submarine unit. Also, RF4 and RF5 RCN air units cannot detect enemy submarine units.
Action Phase: At the moment an enemy surface unit or stack of units performs Gunnery, ASW, or SSM combat against a friendly unit, a single Detection marker is placed on the enemy unit or stack. An enemy submarine performing Torpedo, ASW, or SSM combat against a friendly unit has a Detection marker placed on it.
At the moment an enemy surface unit or stack moves directly from one Limited or Extended Detection Zone hex exerted by friendly units into another Limited or Extended Detection Zone hex exerted by the same units, a Detection marker is placed on the enemy unit or stack. If an enemy submarine moves from one Limited Detection Zone hex exerted by friendly units with a combined ASW value of 4 or more to another Limited Detection Zone hex exerted by the same units, a Detection marker is placed on the enemy submarine.
Satellite Detection: In the Random Events Phase of Advanced Games, Detection markers may be placed on enemy units by satellite reconnaissance (see 16.3 for more details).
9.3 Detection Restrictions
Submarines: The detection status of enemy submarine units is determined individually. If several enemy submarines within the same hex are detected, they must each be assigned a Detection marker. Undetected submarines entering a hex with detected submarines remain undetected. Thus, it is possible for a hex to contain both detected and undetected submarines. A submarine unit can never have more than one Detection marker placed on it. If it already has a Detection marker on it and would normally receive another one because of the factors outlined above, ignore the second marker completely.
Surface Units: The detection of enemy surface units is determined by hex. As soon as a Detection marker is placed on an enemy surface unit because of the factors described in 9.2, all surface units in the hex are immediately detected. Thus, the placement of a Detection marker on any unit in a hex indicates that every surface unit in the hex is detected. This is true even if only a single surface unit within a stack initiates an attack from a hex while other units do not.
If a surface unit or stack of units that is not detected ends an Action Segment in the same hex as a detected surface unit or stack, the undetected unit or stack is immediately detected. The reverse also holds true; a detected unit or stack ending an Action Segment in the same hex as an undetected unit or stack causes that unit or stack to be detected. If a stack of detected surface units is activated into separate forces, all the units in the separate forces are still detected, and Detection markers are placed in all hexes where the detected units move.
Undetected surface units that move into a hex with a detected submarine unit are not detected. The detection status of submarine units does not affect surface units, nor does the detection status of surface units affect submarine units.
Task Force markers are considered normal surface units for detection purposes. If a Task Force is detected, all units that belong to it (and any other surface units in the same hex) are detected.
A surface unit or stack of units can never have more than one Detection marker placed on it. Ignore any other markers that would be placed on the unit or stack according to the factors in 9.2.
There can be Detection markers on each submarine in a hex, but only one Detection marker for the surface units in the hex.
Base Hexes: Base hexes are automatically detected at all times. However, submarine or surface units occupying the hex must be detected normally in order for them to be attacked.
9.4 Effects of Detection
Surface or submarine units must have a Detection marker on them before they can be attacked. It is possible for a detected submarine to be in a hex with undetected submarines, but only the detected submarine can be attacked. As long as one surface unit in a hex is detected, all surface units in that hex are detected and can be attacked.
9.5 Removing Detection Markers
Detection markers are removed from units during the Detection Removal Phase, which occurs in Night Game Turns only. Except for the limitations described below, all Detection markers are removed from surface and submarine units during this phase.
Surface Units: Enemy surface units or stacks within the Limited or Extended Detection Zone of a friendly unit during the Detection Removal Phase do not have their Detection markers removed.
Submarines: Enemy submarine units within the Limited Detection Zone exerted by friendly units with a combined ASW value of 4 or more do not have their Detection markers removed during the Detection Removal Phase.
Example of Detection: Unit A is a US surface unit with an ASW value of 6 and thus has a Limited and an Extended Detection Zone. Unit B is a US submarine unit (ASW value: 3) and thus has a Limited Detection Zone. Both US units have already been detected by the Soviet player. Units C through I are Soviet surface and submarine units in the positions indicated. This example does not use satellite reconnaissance for detecting units.
During the Detection Phase, Detection markers are placed on Soviet surface unit C, since it is within the Extended Detection Zone of US unit A, and on Soviet surface unit D, since it is in the Limited Detection Zone of US unit B. No Detection marker is placed on Soviet submarine unit E, since the US submarine unit B has an ASW value of 3.
Assume the US player assigns a single P3 RCN air unit to a Reconnaissance mission in this zone during the Strategic Air Phase. In the Detection Phase, he has a choice of placing one Detection marker on either Soviet submarine unit E, F or H, or he can place two Detection markers on the Soviet surface units G and I. In this example, he decides to place one Detection marker on Soviet submarine unit H.
During the ensuing Action Phase, the Soviet surface unit G moves in the indicated path. It is not detected when it enters hex 1, but it is detected when in moves into hex 2, since it moved directly from one hex in unit A's Extended Detection Zone into another. Similarly, the Soviet submarine unit F is moved along the indicated path. It is not detected at all during its movement, even though it moved from one Limited Detection Zone hex to another, because unit B has an ASW value of only 3 (if another unit in the same hex — surface or submarine — had been able to add its ASW value for a combined ASW value of 4 or more, the Soviet submarine would have been detected).
Soviet surface unit I moves along its indicated path. It is not detected during its movement, since it moved into one hex in the Extended Detection Zone of US unit A and into one hex in the Limited Detection Zone of US unit B. In neither case did it move through two Detection Zones of the same unit, and so it remains undetected.
Soviet surface unit I now attacks the US unit B with ASW Combat. Unit I is now detected because it initiated combat and so it has a Detection marker placed on it.
10.0 Combat
There are six kinds of combat that can occur in the game:
- Torpedo
- Surface-to-Surface Missile (SSM)
- Bombing
- Anti-Submarine Warfare (ASW)
- Gunnery
- Air-to-Air
The first five kinds of combat are resolved using the Combat Results Table and the last kind on the Air-to-Air Combat Results Table (both printed on the map for each player). The methods by which these combats are resolved are described in the following rules.
Designer's Notes: The combat values of individual ships, submarines, and aircraft are based on careful estimates and comparisons of weapons systems and shipboard electronics. It is worthwhile to note a few special considerations taken into account in the compilation of these values:
1. The ASW value of surface units is based primarily on helicopter strength; hence, aircraft carriers have powerful ASW values even though for the most part they do not possess ASW weapons per se. (The Italian cruisers Garibaldi and Veneto are really helicopter carriers, which explains their high ASW values.) One of the most revolutionary elements of modern naval technology is the ability of a surface ship to engage an enemy submarine at a great distance from its position. Even the best of the World War Two escort vessels would have no more than an ASW value of one in this game.
2. Gunnery Combat is an activity that actually encompasses more than just gunfire. Some contemporary surface warships, particularly Soviet vessels, are capable of launching torpedoes at enemy surface ships. This capability is reflected in their Gunnery values. Additionally, some helicopters are capable of firing short-ranged missiles during close combat, another technique that is reflected in the gunnery procedure. However, Sixth Fleet assumes that Gunnery Combat is a technique that will, for the most part, be avoided by the players as it would be in reality.
3. Each PCS (patrol combatant squadron) unit actually represents four patrol craft.
4. Restrictions on the roles of Interceptor (INT) and attack (ATK) aircraft are in effect because, in reality, an aircraft is very limited in terms of what it can carry; should it be configured to attack enemy ships, it will have very little capability to protect itself in air-to-air combat. Similarly, a combat aircraft fitted with air-to-air weapons will have virtually no capability against enemy shipping.
10.1 Initiating Combat
Only an active unit or stack can initiate combat. To do so, the owning player states the type of attack being made and the enemy units that are the targets of the attack. If different types of enemy units (that is, surface, submarine and air units) occupy the same hex, only one type of unit can be attacked by any one kind of combat.
Surface Units: Enemy surface units and stacks must have Detection markers placed on them before they can be attacked. Once a friendly surface unit or stack initiates combat, a Detection marker is placed on it.
Surface units activated together as a single force are considered a single unit for combat purposes. It is not permissible for one unit within a stack to initiate one form of combat and, at the same time, to have another unit initiate a different kind of combat. Surface units can initiate ASW and SSM Combat at different times in the same Action Segment, however. Note that it is not mandatory for all units in a hex to be activated together. They can be activated individually or as stacks.
Surface units are allowed to perform one Gunnery attack in an Action Phase, or to perform one ASW and/or one SSM attack in the same segment. If the surface units have performed either ASW or SSM Combat in a segment, they cannot then perform a Gunnery attack.
Since units of different nationalities cannot be activated together, they can never initiate combat together. However, surface units of different nationalities that are stacked in the same hex can defend as part of the same force if attacked (remember that units of different nationalities cannot belong to the same Task Force).
Submarines: An enemy submarine unit must have a Detection marker on it to be attacked. A friendly submarine unit has a Detection marker placed on it as soon as it initiates combat. Each submarine attacks and is attacked separately.
Air Units: Air units never have Detection markers placed on them. During the Action Phase, air units can be attacked by defensive fire in Bombing Combat and by enemy air units on CAP missions.
Base Hexes: Base hexes never have Detection markers placed on them. They can be attacked by Bombing, SSM, or Gunnery Combat at any time. However, surface and submarine units in a base hex must be detected before they can be attacked, and they can be attacked by any applicable form of combat.
Notable Exception: Surface units cannot be attacked by Torpedo Combat in a base hex. In the Advanced Game, however, surface units in the Tangier and Tetuan base hexes can be attacked by Torpedo Combat (see 22.2).
Double Coastline Hexes: Opposing surface and submarine units can occupy the same hex if it is a double coastline hex (see 5.2). However, combat can never occur between opposing surface and/or submarine units in the same hex, since it would have to be performed over a land feature.
Combat Bonuses: Two forms of bonuses are applied to combat:
- Tactical Coordination: For each air unit assigned to a Tactical Coordination mission in a zone, the owning player can add one to any attack die roll (except Air-to-Air Combat) up to a maximum of three per combat (see 7.5).
- Task Forces: Units in a Task Force that are the targets of Torpedo, SSM, or Bombing attacks receive a +2 to all defense die rolls. As long as one unit in a Task Force is a target of an attack, all units stacked in the hex with the Task Force receive this bonus; if no unit in the Task Force is attacked, the other ships in the hex do not receive this bonus.
10.2 Combat Values
Printed on the surface, submarine and air units are the various numbers representing their movement, defense, and attack values. All units have a movement value. All units except air units have a defense value. The combat values vary according to the abilities of each unit. The values are described below:
Movement Allowance: The maximum number of hexes a unit can move during its active status.
Defense Value: A measure of the unit's ability to withstand damage from enemy attacks.
SSM Value: A quantification of the unit's capability in SSM attacks. A unit is also given an SSM Range, which is the number of hexes a unit can be removed from the target unit and conduct SSM Combat. The hex the attacking unit occupies is not counted as part of the SSM Range.
ASW Value: A quantification of the unit's capability in ASW attacks.
AA Value: A quantification of the unit's capability in anti-aircraft warfare. A surface unit's AA value consists of two numbers: the Close AA value and Area AA value. An air unit's AA value is simply one digit.
Special Value: A quantification of a unit's capabilities in a type of warfare unique to its type. Air units are given a Bombing value, surface units a Gunnery value, and submarines a Torpedo value.
If a unit has an "N" on its counter for a combat value, it means the unit cannot perform this kind of combat. Note that surface units can have either an Area or Close AA value of 0, if they have the other AA value.
Interceptor and Attack Air Units: Interceptor (INT) and Attack (ATK) air units have special restrictions regarding the use of their combat values. In effect, these units can reverse their roles during the Action Phase. Before activating an INT or ATK unit, the owning player must indicate which role, INT or ATK, the unit will undertake when activated. The values for Bombing, SSM, and AA printed on these counters are modified as described below:
- An air unit used as an Interceptor (INT) always has Bombing and SSM values of 0, but it employs its printed AA value.
- An air unit used as an Attack (ATK) unit always employs the Bombing and SSM values printed on the counter, but it has an AA value of 1.
INT and ATK air units never use all the values printed on their counters in one Action Segment. A player can choose to reverse the roles of the air units immediately before he activates them.
10.3 Torpedo Combat
Torpedo Combat can be performed under the following circumstances:
- The attacking unit is an active submarine;
- The unit being attacked must be a detected enemy surface unit or stack;
- The attacking submarine must be adjacent to the target unit (or stack);
- The attacking submarine can attack only one hex, even if it is adjacent to several hexes containing enemy surface units.
Notable Exception: A surface unit in a base hex can never be attacked by Torpedo Combat (except in the Tetuan and Tangier base hexes in the Advanced Game; see 22.2). Also, a unit cannot be attacked if it is separated from the attacking submarine by a hex or hexside composed fully of a land feature.
Resolving Torpedo Combat: Follow the combat procedure outlined below to resolve Torpedo Combat.
Preparing for Attack
- The attacking player determines the Torpedo value of the attacking submarine.
- The attacking player can choose one or two surface units in the hex as his targets. He must declare which units will be attacked. Note that a unit can be attacked only once by a submarine per Torpedo Combat.
- The attacking player can split up the Torpedo value in any way he sees fit. He then tells the defending player how many points of the Torpedo value he will apply against each target. If one unit is the target of the attack, the complete Torpedo value is applied against it.
Defense Die Roll
- The defending player selects up to five units in the target hex (including submarines, if any) and adds together the ASW values of the units he has chosen.
- The defending player rolls the die and consults the Combat Results Table, cross-referencing this die result in the "Defense" column with the "Combat Value" column corresponding to the combined ASW value calculated in step 4. If one of the targets chosen by the attacking player in step 2 belongs to a Task Force, the defending player adds two to the die roll before checking the result (thus, a roll of 4 would become a 6). A number from 1 to 10 will be found. This is the Defense modifier and should be noted for later use in resolving the combat.
Resolving Attacks
- The attacking player announces the individual target unit for the attack and the number of points from the Torpedo value used in the attack as declared in step 3. He rolls the die and subtracts the Defense modifier calculated in step 5 from the die roll. (Note that this Defense modifier is applicable to every die roll made by the attacking player during the Torpedo Combat, not just to the first attack.) If the attacking player wishes, he can add one (up to a maximum of three) to the attack for each air unit on a Tactical Coordination mission in that zone. The attacking player cross-references the modified die roll on the "Attack" column with the "Combat Value" column corresponding to the number of points applied to the attack. The combat result will be a number from 0 to 10.
- Compare the combat result with the Defense value of the target unit. Damage or destruction of a unit is applied immediately (see 11.0).
Note: The attacking player performs steps 6 and 7 for each target he declared in step 2.
- After all targets declared in step 2 have been attacked, the Torpedo Combat is over.
Example of Torpedo Combat: The Soviet nuclear submarine Sumy (Torpedo Value: 22) is involved in Torpedo Combat against a detected stack of US units consisting of Nimtz (Defense Value: 9; ASW Value: 5), Voge (Defense Value: 2; ASW Value: 4), and Deyo (Defense Value: 3; ASW Value: 9). Sumy selects Nimtz and Voge as the targets, allocating 1 point against Voge and 21 points against Nimtz (1 + 21 = 22, the full Torpedo value of Sumy.)
The US player adds up the combined ASW values of his three units (18 total) in the target hex and rolls the die, obtaining a 4. Since the three ships were not capable of forming a Task Force, there is no Task Force modifier applied to the Defense die roll. Using the "Defense" column and cross-referencing with the 15-20 "Combat Value" column, he finds the Defense modifier is 4. Sumy now attacks Voge with 1 point from her Torpedo value. The Soviet player rolls a 3. The Defense modifier of 4 is immediately subtracted from this roll (the Soviet player does not have any air units on Tactical Coordination missions, which could be used to increase the final die result), so the final result is −1. Cross-referencing the −1 on the "Attack" column with the 1-2 "Combat Value" column yields a result of 0. Thus, Voge is not damaged. Nimtz is now attacked with 21 points from Sumy's Torpedo value. The die is rolled and the result is a 5. Subtracting the Defense modifier of 4 from the result yields 1. Cross-referencing 1 on the "Attack" column with the 21-27 "Combat Value" column indicates a final result of 3. Thus, Nimtz suffers no damage and the combat is over.
10.4 Surface-to-Surface Missile (SSM) Combat
SSM Combat can be performed under the following circumstances:
- The initiating force is an active surface, submarine, or air unit (or stack of surface or air units);
- The target of the attack is a detected enemy surface unit (or stack) or a base hex;
- The target of the attack must be within the SSM Range (in hexes) of the attacking unit;
- Submarine and surface units cannot attack across a hex or hexside that is composed entirely of a land feature. Air units are exempt from this restriction.
- The unit (or stack) performing the SSM Combat can attack targets in one hex only. If a stack of surface or air units performs SSM Combat, not all the units within the stack need participate in the combat.
Positioning of Defending Units: Immediately before SSM Combat against a hex is resolved, the defending player is allowed to adjust the positions of his units within the defending stack in any way he wishes. Once SSM Combat begins, however, the defending player can no longer reposition his units.
Resolving SSM Combat: The procedure to resolve SSM Combat is outlined below.
Preparing for Attack
- The attacking player determines the combined SSM value of all units participating in the attack and announces the hex he will attack.
- The defending player can reposition the surface units in the hex that is to be attacked.
- The attacking player can choose any or all surface units in a hex as his targets. He then tells the defending player which units will be attacked.
- The attacking player splits up the SSM value in any way he sees fit and tells the defending player how many SSM points will be directed against each target. If there is only one target, the whole SSM value is applied against it. A given target can be attacked only once per SSM Combat, but it can be attacked several times by different enemy units in the same Action Segment.
Defense Die Roll
- The defending player combines the AA values of his units that will defend against the SSM attacks. The following factors should be combined:
A. Add together the Area AA values of all units in the hex;
B. Add together the Close AA values of all surface units that are targets of the SSM attacks (as determined in step 3);
C. Add the Close AA values of the units stacked directly beneath the target units;
Notable Exception: If a unit beneath another target unit is also a target, do not add in its Close AA value. A unit's Close AA value can be added in only once per SSM Combat. A unit at the bottom of the stack obviously has no other unit beneath it.
D. If there is a CAP mission in the target hex, add 2 to the total if the CAP mission contains one or more F14 air units; otherwise, add 1 for any CAP mission that does not contain an F14 air unit.
E. Add in the Area AA values of any friendly surface units in hexes the SSM attack passed through on its way to the target hex. This addition can happen only if the SSM attack was initiated at a range of greater than one hex and if the path of hexes from the attacking unit (or stack) transits a hex occupied by enemy surface units.
- The defending player combines the values from step 5. He then rolls the die and consults the Combat Results Table, cross-referencing the die roll in the "Defense" column with the "Combat Value" column corresponding to the combined sum from step 5. If any of the target units belong to a Task Force, add two the die roll result. The number found is the Defense modifier and is applied to each SSM attack in step 7. The Defense modifier number should be noted down for future use.
Resolving Attacks
- The attacking player now resolves the SSM attacks one at a time (as declared in step 4). For each attack, he rolls the die and immediately subtracts the Defense modifier from the result. He consults the Combat Results Table, cross-referencing the modified die roll in the "Attack" column with the "Combat Value" column corresponding to the number of points from the SSM value applied to the attack. The combat result will be a number from 0 to 10.
- There are two possible modifiers to the die roll that the attacking player must take into account when resolving SSM attacks as outlined in step 7:
A. If the attacking player has air units on Tactical Coordination missions in the zone in which the attack occurs, he can add one to the die roll for each air unit (up to a maximum of three). The air unit is then put in one of the "Return to Base" boxes in that zone, with the top of the counter pointing to the zone from which it started.
B. If, at the moment an SSM attack is initiated, there are no surface units owned by the attacking player in a hex adjacent to the target hex, two is subtracted from all SSM attack die rolls. Surface units initiating SSM Combat against an enemy in another hex can be used to satisfy this requirement.
Notable Exception: SSM attacks initiated against base hexes ignore the subtraction mentioned in step 8B, above. Surface units in a base hex that are attacked by SSM Combat do have the subtraction applied, if appropriate.
- Compare the result from the Combat Results Table with the Defense value of the target unit. Damage or sinking is immediately inflicted (see 11.0).
- The attacking player performs steps 7, 8, and 9 once for each target he declared in step 3. After all targets declared in step 3 have been attacked, the SSM Combat is over.
Example of SSM Combat: US destroyers Merrl, Cushg, and Kidd (each with an SSM Attack value of 8 and an SSM Range of 2) are situated two hexes away from a detected Soviet stack of units consisting of the cruiser Kirov (Area AA: 6; Close AA: 5; Defense Value: 6) and the destroyer Skory (Area AA: 2; Close AA: 2; Defense Value: 3). The US player declares an SSM attack against the stack of Soviet units.
The combined SSM value of the US units is 24, and the US player decides to attack Kirov with 21 points and Skory with 3 (21 + 3 = 24, the combined SSM value of the US units). There is no CAP mission with the Soviet units. The combined Area AA value for the Soviet units is 8, and the Close AA value is 7. Thus, the Soviet player's combined value in Defense combat is 15. (Note that, since both Soviet units are targets, their Close AA values are simply added together. There are no units not being attacked that can be stacked beneath the target units, and so there is no enhancement of the Soviet units' Close AA values.) The Soviet player rolls the die and gets a 2. Cross-referencing this result on the "Defense" column with the 15-20 "Combat Value" column gives a Defense modifier of 3.
The US player now attacks Kirov with 21 points. He rolls the die and gets a 6. The Defense modifier of 3 is immediately subtracted from the die result, and an additional 2 is subtracted from the result because no US surface unit is adjacent to the Soviet units (see step 8B of the combat procedure). Also, the US player has no air units on Tactical Coordination missions in the zone. The final die result is 1 (6 − 5 = 1). Cross-referencing 1 on the "Attack" column with the 21-27 "Combat Value" column yields a combat result of 3. Kirov is immediately damaged and it is flipped over (see 11.0).
Skory is now attacked with 3 points. The US player rolls the die and gets a 1. Subtracting 5 from the die roll results in a −4. The US player cross-references the −4 in the "Attack" column with the 3-5 "Combat Value" column and obtains a result of 0. Skory is undamaged. The SSM Combat is over.
10.5 Bombing Combat
Bombing Combat can be performed under the following circumstances:
- The initiating force is an active air unit or stack;
- The target of the attack is a detected enemy surface unit (or stack) or a base hex;
- The attacking air unit must be in the same hex as the target unit (or stack) or base hex;
- The attacking unit or stack can initiate Bombing Combat against one hex only. It cannot split its Bombing value to attack different hexes. If a stack of units initiates Bombing Combat, not all units in the stack need participate in the combat.
Once the air unit or stack has completed it Bombing Combat, it must continue moving to a base hex of its nationality or back to its parent carrier. If it does not have the Movement Allowance to reach a base hex or its carrier, the air unit is destroyed.
Positioning Defending Units: Immediately before Bombing Combat takes place, the defending player can adjust the positions of the units within a stack in any way he wishes. Once combat begins, however, he can no longer reposition his units.
Resolving Bombing Combat: The procedure to resolve Bombing Combat is outlined below.
Preparing for Attack
- The attacking player determines the combined Bombing value of all units participating in the attack and announces the hex that will be attacked.
- The defending player can reposition his surface units in the hex that will be attacked.
- The attacking player can choose any or all of the surface units in a hex as his targets. He then tells the defending player which units will be attacked.
- The attacking player splits up the Bombing value in any way he sees fit and tells the defending player how many Bombing points will be directed against each target. If there is only one target, the whole Bombing value is applied against it. A given target can be attacked only once per Bombing Combat.
Defense Die Roll
- The defending player combines the AA values of his units that will defend against the Bombing attacks. The following factors should be combined:
A. Add together the Area AA value of all units in the hex;
B. Add together the Close AA values of all surface units that are targets of the Bombing attacks (as determined in step 3);
C. Add the Close AA values of the units stacked directly beneath the target units;
Notable Exception: If a unit beneath another target unit is also a target, do not add in its Close AA value. A unit's Close AA value can be added in only once per Bombing Combat. A unit at the bottom of the stack has no other unit beneath it.
D. Add in the Area AA values of any friendly surface units in hexes the attacking air units passed through on their way to the target hex.
- The defending player combines the values from step 5. He then rolls the die and consults the Combat Results Table, cross-referencing the die roll in the "Defense" column with the "Combat Value" column corresponding to the combined sum from step 5. If any of the target units belong to a Task Force, add two to the die roll result. The number found will be from 0 to 10. In addition to being the Defense modifier (the number should be noted down for later reference), this result may damage the attacking air units:
A. If the number is between 0 and 4 (inclusive), nothing happens.
B. If the number is between 5 and 7 (inclusive), one air unit within the attacking stack of the owning player's choice is immediately damaged. Flip the air unit over to its damaged side. It is not mandatory that the damaged unit be one actually participating in the attack, but it must be in the stack with the attacking units.
C. If the number is between 8 and 10 (inclusive), two attacking units of the owning player's choice are immediately damaged and flipped over. The units damaged do not have to be participating in the attack, but they must be stacked with the attacking units. If only one unit is attacking, it is destroyed.
Resolving Attacks
- The attacking player now resolves the Bombing attacks he declared one at a time (as declared in step 4). For each attack, he rolls the die and immediately subtracts the Defense modifier from the result. He consults the Combat Results Table, cross-referencing the modified die roll in the "Attack" column with the "Combat Value" column corresponding to the number of points from the Bombing value applied to the attack. The combat result will be a number from 0 to 10.
Notable Exception: If an attacking unit or units are damaged due to the Defense die roll (see step 6), the attacking player must adjust the number of points allocated against each target in step 3 in order to reflect the reduction in Bombing value. In effect, the attacking player can reallocate the remaining Bombing points against the target units, but he must attack the same units he declared in step 3. If the units damaged in step 6 are not actually participating in the Bombing Combat, no adjustment is necessary.
- Compare the result from the Combat Results Table with the Defense value of the target unit. Damage or sinking is immediately inflicted (see 11.0).
- The attacking player performs steps 7 and 8 for each target he declared in step 3. After all targets in step 3 have been attacked, the Bombing Combat is over.
Example of Bombing Combat: A stack of three US air units consisting of two F18's and one A6 (each with a Bombing value of 50) initiates Bombing Combat against a detected Soviet Task Force consisting of (from top to bottom): Lazo (Area AA: 0; Close AA: 2; Defense Value: 2), Kulkv (Area AA: 0; Close AA: 5; Defense Value: 3), Kirov (Area AA: 6; Close AA: 5; Defense Value: 6) and Minsk (Area AA: 5; Close AA: 5; Defense Value: 6). The combined Bombing value of the US units is 150. The US player states he will attack Lazo with 60 points and Minsk with 90 (60 + 90 = 150, the combined Bombing value of the US units).
The combined Area AA value of the Soviet force is 11. The Close AA value of Lazo (2) is augmented by Kulkv's Close AA value (5), since Kulkv is stacked directly beneath a target. Minsk does not receive any augmentation since it is at the bottom of the stack, but it does add in its Close AA value (5). The combined AA value of the Soviet stack is 23 (11 + 2 + 5 + 5 = 23). The Soviet player rolls the die and gets a 5; he adds 2 to this result because his units are in a Task Force, for a modified die roll result of 7. He cross-references the 7 in the "Defense" column with the 21-27 "Combat Value" column, yielding a result of 6. Immediately one of the US units is damaged and flipped over.
The US player decides to flip over one of his F18 units (the new Bombing value is 25). He must now adjust the number of points allocated against the targets in step 4 to reflect the reduction in his combined Bombing value by 25. He decides to continue allocating 90 points against Minsk, but he must now reduce the attack against Lazo from 60 to 35 points.
The attack against Lazo is resolved first. He rolls the die and gets a 3. The Defense modifier of 6 is subtracted, yielding −3. Cross-referencing the −3 in the "Attack" column with the 28-35 "Combat Value" column gives a combat result of 1. Lazo is immediately damaged and the counter flipped over (see 11.0). Now Minsk is attacked. The US player rolls the die and gets a 6. Subtracting the Defense modifier of 6 yields a 0. Cross-referencing the 0 in the "Attack" column with the 90 or more "Combat Value" column yields a combat result of 5. Minsk is also damaged and its counter flipped over. The Bombing Combat is now over.
10.6 Anti-Submarine Warfare (ASW) Combat
ASW Combat can be performed under the following circumstances:
- The initiating force is an active surface, submarine, or air unit (or stack of air or surface units);
- The target of the attack is a detected submarine unit;
- An attacking submarine or surface unit (or stack) must be in a hex that is adjacent to the target submarine. The attacking unit (or stack) cannot be separated from the target by a land feature;
- An attacking air unit (or stack) must be in the same hex as the target submarine;
- A unit (or stack) performing ASW Combat can attack only one hex;
- A given submarine unit can be attacked only once by ASW Combat during an Action Segment in which enemy surface units are activated. Once attacked by any surface unit (or stack), it cannot be attacked again during the surface unit Action Segment. A given submarine can be attacked an unlimited number of times by ASW Combat in the enemy player's air and submarine unit Action Segments.
Resolving ASW Combat: The procedure to resolve ASW Combat is outlined below.
Preparing for Attack
- The attacking player can select up to five surface units, four air units or one submarine to attack, and then determines the combined ASW value of the units participating in the attack.
- The attacking player can choose any or all detected submarine units in a hex as his targets. He then tells the defending player which units will be attacked. Note that detected submarines must be attacked separately.
- The attacking player splits up the ASW value in any way he sees fit and tells the defending player how many ASW points will be directed against each target. If there is only one target, the whole ASW value is applied against it. A given target can be attacked only once per ASW Combat.
Defense Die Roll
There is no Defense die roll for ASW Combat.
Resolving Attacks
- The attacking player now resolves the ASW attacks he declared one at a time (as declared in step 3). For each attack, he rolls the die and consults the Combat Results Table, cross-referencing the die roll in the "Attack" column with the "Combat Value" column corresponding to the number of points from the ASW value applied to the attack. Each air unit on a Tactical Coordination mission in that zone assigned to assist in the attack adds one to the die roll (up to three). The combat result will be a number from 0 to 10.
- Compare the result from the Combat Results Table with the Defense value of the target unit. Damage or sinking is immediately inflicted (see 11.0).
- The attacking player performs steps 4 and 5 once for each target he declared in step 3. After all targets declared in step 3 have been attacked, the ASW Combat is over.
Example of ASW Combat: The US nuclear submarine Bostn (ASW Value: 9) initiates an ASW attack against the detected Soviet diesel submarine Perm (Defense Value: 6). The ASW value is 9, and since Perm is the only Soviet submarine in the target hex, these 9 points are allocated against it. The US player also has three air units on Tactical Coordination missions in this zone and decides to allocate all three units to aid in his attack. He rolls one die and gets a 6. Three is added to the result, because of the air units, for a total of 9. The US player cross-references 9 on the "Attack" column with the 9-14 "Combat Value" column, yielding a combat result of 6. Perm is immediately sunk (see 11.0), and the ASW Combat is over. The three air units are placed in one of the "Return to Base" boxes on the Strategic Air Display, with the tops of the counters pointing to the zones in which they started.
10.7 Gunnery Combat
Gunnery Combat can be performed under the following circumstances:
- The initiating unit is an active surface unit (or stack) that has not yet performed an attack during its active status. If Gunnery Combat is performed, the surface unit or stack can perform no other combat during the Action Segment;
- The target unit is a detected surface unit (or stack) or a base hex;
- The attacking unit must be in a hex that is adjacent to the target unit. The target unit cannot be attacked if it is separated from the attacking unit by a land feature;
- The attacking unit (or stack) can use Gunnery Combat against one hex only.
Resolving Gunnery Combat: The procedure to resolve Gunnery Combat is outlined below.
Preparing for Attack
- The attacking player determines the combined Gunnery value of all units participating in the attack.
- The attacking player can choose any or all units in a hex as his targets. He then tells the defending player which units will be attacked.
- The attacking player splits up the Gunnery value in any way he sees fit and tells the defending player how many Gunnery points will be directed against each target. If there is only one target, the whole Gunnery value is applied against it. A given target can be attacked only once per Gunnery Combat.
Defense Die Roll
There is no Defense die roll in Gunnery Combat.
Resolving Attacks
- The attacking player now resolves the Gunnery attacks he declared one at a time (as declared in step 3). For each attack, he rolls the die and automatically subtracts four from the result (this subtraction is done for each Gunnery attack). He consults the Combat Results Table, cross-referencing the modified die roll in the "Attack" column with the "Combat Value" column corresponding to the number of points from the Gunnery value applied to the attack. The combat result will be a number from 0 to 10.
- Compare the result from the Combat Results Table with the Defense value of the target unit. Damage or sinking is immediately inflicted (see 11.0).
- The attacking player performs steps 4 and 5 once for each target he declared in step 3. After all targets declared in step 3 have been attacked, the Gunnery Combat is over.
Example of Gunnery Combat: A force of US surface units consisting of the battleship NJrsy (Gunnery Value: 8) and the destroyers Kidd (Gunnery Value: 1) and Deyo (Gunnery Value: 1) initiates Gunnery Combat against a detected force of Soviet surface units consisting of Skory (Defense Value: 3) and Boget (Defense Value: 2). The combined Gunnery value of the US units is 10. The US player decides to attack both enemy surface units, allocating 6 points against Skory and 4 points against Boget (6 + 4 = 10, the combined Gunnery value of the US units).
In the attack on Skory, the US player rolls a 2, which is modified to −2 due to the subtraction of 4 applied to all Gunnery Combat die rolls. Cross-referencing the −2 on the "Attack" column with the 6-8 "Combat Value" column on the Combat Results Table, a result of 0 is obtained. Thus, Skory is undamaged. In the attack on Boget, the US player rolls a 6, which after the subtraction of 4 gives a modified roll of 2. Cross-referencing 2 on the "Attack" column with the 3-5 "Combat Value" column yields a combat result of 1. Boget is damaged and its counter is flipped over (see 11.0).
10.8 Air-to-Air Combat
Air-to-Air Combat can be undertaken only between opposing air units. This form of combat is resolved on the Air-to-Air Combat Results Table. Air-to-Air Combat can occur at three times during a Game Turn:
Interception Segment: In this segment, which occurs during the Strategic Air Phase in AM Game Turns, Air-to-Air Combat must take place between opposing air units on Interception missions in the same zone (see 7.2). To determine who is the attacker in this segment, roll the die once for each zone in which combat occurs. On an even die roll, the US player is the attacker, and on an odd die roll, the Soviet player is the attacker.
Bounce Segment: This segment occurs immediately after the Interception Segment. Surviving air units on Interception missions can initiate Air-to-Air Combat against any enemy air units occupying Reconnaissance, Tactical Coordination, or Mining boxes in the same zone (see 7.2). The attacking player can attack the enemy air units in any box one at a time with his Intercepting air units. A box holding enemy air units can be attacked several times in this segment, but each attacking air unit can make only one attack (each air unit attacks individually). All units occupying the box being attacked must defend in the combat as an integral whole. The player with the units on the Interception mission is always the attacker, and the other player is the defender. Note that attacking INT units never suffer step losses from Air-to-Air Combat in this segment, although they can suffer an "r" result (see 7.2).
Action Phase: Air units on CAP missions can interrupt the movement of enemy air units that move within range to initiate Air-to-Air Combat (see 8.2). In this case, the units on the CAP mission are always the attackers, and the enemy units are the defenders. Note that there must be at least one unit in an Interceptor (INT) role among the enemy air units for the units on the CAP mission to suffer any negative result from combat (see 8.4).
Resolving Air-to-Air Combat: The procedure to resolve Air-to-Air Combat is outlined below.
- Combine the Anti-Air (AA) values of all air units in the attacking force. No units can be withheld from this combat.
- Combine the AA values of all the air units in the defending force. No units can be withheld from this combat.
- Compare the sum from step 1 with the sum from step 2 and express this as a ratio: the attacker's AA value to the defender's AA value. Round this ratio down in favor of the defender to conform to one of the simplified ratio columns on the Air-to-Air Combat Results Table. Note that there are two rows of ratios listed on the table. The "Interception" row is used in Air-to-Air Combat that takes place during the Interception Segment. The "CAP/Bounce" row is used during combat in the Bounce Segment or during combat initiated by air units on CAP missions.
- The attacking player rolls the die and cross-references the die result with the ratio column determined in step 3. The combat result is divided by a slash. Results to the left of the slash are applied to the attacker; results to the right of the slash are applied to the defender. Each result will have a number, and some results also have an "r."
- Numbered combat results indicate the number of "steps" of damage suffered by the affected player's air units. For each step of damage, one air unit is damaged and its counter flipped over (see 11.0); an air unit that does not possess a reverse side is destroyed when it suffers one step loss. An air unit that is already damaged is destroyed when it suffers a second step loss. All air units with a front and back side are destroyed if they take two step losses. If a stack suffers one or more steps of damage, the owning player decides which units will take the damage. He can split up the steps of damage any way he wishes among those units that took part in the combat.
- If there is an "r" with the numbered combat result, the remaining air units must "Return to Base." Otherwise, they are allowed to continue their mission. (See below for more details.)
Notable Exception: If no INT unit (or an ATK unit acting as an INT unit) is present with enemy air units being attacked by a friendly CAP mission, the CAP mission does not suffer step losses or "return to base" results in Air-to-Air Combat. Also, INT units on Interception missions never suffer step losses during the Bounce Segment, although they can be forced to return to base.
- After the results have been applied to the units participating in the combat, the Air-to-Air Combat is over.
Returning to Base: An "r" result on the Air-to-Air Combat Results Table means the air unit or stack must "Return to Base." This result can have several meanings, depending on when the Air-to-Air Combat occurred.
- Strategic Air Phase: Units on the Strategic Display are immediately placed in one of the "Return to Base" boxes in the zone they occupy. Place the unit in the box corresponding to the zone in which it began, with the top of the counter pointing to the initials of the correct zone.
- Action Phase: Units on a CAP mission that receive this result must immediately be placed in the "Return to Base" box on the CAP Display. An active unit or stack whose movement was interrupted by a CAP mission and receives an "r" result in Air-to-Air Combat must immediately be returned to the base hex or aircraft carrier from which it began, if the unit or stack has expended half its Movement Allowance or less. The owning player picks up the counters from the map and places them on the base or carrier where the units started. If the unit or stack has used over half its Movement Allowance, it must reach a base hex of its nationality that is within range of the rest of its Movement Allowance, or the unit or stack is destroyed. Air units that receive an "r" result can never be activated again for the duration of the Action Phase.
Continuing a Mission: Results on the Air-to-Air Combat Results Table that do not have an "r" mean the air unit or stack can continue its mission. What the unit can continue to do depends on when the Air-to-Air Combat occurred.
- Strategic Air Phase: Units on strategic air missions remain in the mission box they occupied before the initiation of Air-to-Air Combat.
- Action Phase: Units on CAP missions remain where they are and can initiate Air-to-Air Combat again as appropriate. Units whose movement was interrupted by units on a CAP mission can continue their movement from the point where they were interrupted. These units cannot be attacked in Air-to-Air Combat by the same CAP marker for the duration of the current Action Segment.
Example of Air-to-Air Combat: On his Strategic Air Display, the US player has two F14 units (each with an AA value of 9) in the Interception box of the Eastern Mediterranean Zone. In the same zone on his display, the Soviet player has two M23 units based in Tartus (each with an AA value of 6) on Interception; and a T26 (with an AA value of 1) on Reconnaissance and two T16's based in Sevastopol (each with an AA value of 1) on Mining.
During the Interception Segment of the Strategic Air Phase, Air-to-Air Combat must take place between the F14's and the M23's. The die is rolled, and the result is 3, meaning the Soviet units are the attackers. The combined AA value is 12 for the Soviet units and 18 for the US units. The ratio of 12 to 18 rounds off in favor of the defender to a ratio of 1-2. The Soviet player rolls the die and obtains a 1. Cross-referencing this die roll with the 1-2 ratio column in the "Interception" row on the Air-to-Air Combat Results Table, a result of "2r/0" is obtained. Thus, the US player's F14's suffer no losses and remain in the Interception box. The M23's, however, suffer two steps of losses and must be placed in the "Occupy" Return to Base box of the Eastern Mediterranean Zone. The Soviet player decides that each unit will take one step of damage and flips the counters over (see 11.0).
During the immediately following Bounce Segment, each F14 can attack the Soviet air units in the Reconnaissance or Mining boxes of the Eastern Mediterranean Zone. The US player decides to attack the T26 on Reconnaissance with one F14 and the two T16's on Mining with the other F14. In the attack against the T16's, the combat ratio is 9-2, or 4-1 (the US player is the attacker). The US player rolls the die and gets a 6. Cross-referencing this die result with the 3-1 column (the highest ratio column possible) of the "CAP/Bounce" row on the Air-to-Air Combat Results Table, the result is "0/4r." Thus, the Soviet units take four steps of damage, which is enough to destroy them both. In this case, the "r" result is ignored. The US unit is placed in the "Occupy" Return to Base box in the Eastern Mediterranean Zone at the end of the Bounce Segment.
In the attack against the single T26 in the Reconnaissance box, the combat ratio is 9-1 (the US player is the attacker). The US player rolls the die and obtains a 2. Cross-referencing this die result with the 3-1 column of the "CAP/Bounce" row gives a result of "0/1r." The US unit is undamaged, and the Soviet unit must take one step of damage. The Soviet player flips it over, and, in addition, he must put it in the "1 Zone" Return to Base box in the Eastern Mediterranean Zone (with the top of the counter pointing to the initials "BS") at the end of the segment.
10.9 Combat and Base Hexes
Base hexes can be attacked by Bombing, SSM, or Gunnery Combat subject to the normal rules of these attacks. Base hexes are always detected and thus can be attacked at any time.
Active units executing Bombing, SSM, or Gunnery Combat against a base hex cannot combine this attack with an attack on surface units that currently occupy the base hex. An attack on a base hex is separate and distinct from all other attacks. An active force can attack a base hex only once during its active status. However, a base hex can be attacked an unlimited number of times in an Action Segment.
A player attacking a base hex can use air units on Tactical Coordination missions in the same zone to better his Attack die roll (see 7.5).
Close AA Value: Each base hex has a Close AA value printed in its hex on the map. When attacked by Bombing or SSM Combat, the Close AA value is used for the Defense die roll to determine the Defense modifier. Surface units stacked in a base hex at the moment of combat can never contribute their Area or Close AA value when determining the Defense die roll. However, air units on a CAP mission in the hex can contribute to the Defense die roll for the base hex during SSM Combat (never for Bombing). If an F14 is in the CAP mission, add 2 to the total; otherwise, add 1 to the total for the CAP mission. Base hexes do not have a Defense die roll against Gunnery Combat.
A base hex can contribute its Close AA value to surface units occupying that hex that are the targets of Bombing or SSM Combat. Add this Close AA value to the Close AA value of the surface units that are the targets of the attack when determining the Defense die roll.
Damage to Air Units: If a combat result number of between 5 and 9 (inclusive) is obtained against the base hex, one air unit that currently occupies the base hex (air units on CAP mission or on the Strategic Air Display are not counted) is immediately damaged (see 11.0). If the unit is already damaged, it is destroyed instead. If there is more than one air unit on the base hex, the owning player decides which air unit is damaged.
If the combat result number against the base hex is 10, all air units occupying that base hex are destroyed. Units on CAP and strategic air missions are not destroyed, however, and can use the base hex normally.
11.0 Damage
Damage may occur to units due to combat. Each unit begins a scenario using the undamaged side of the counter. Damage causes the counter to be flipped over to the side with a starburst, indicating it is damaged. A damaged unit has a lower Movement Allowance and decreased combat values. Note that some units (minesweepers, cargo ships, and a few air units) do not have damaged sides. These units are sunk or destroyed if they suffer a damage result through combat.
Designer's Notes: The Defense value of surface units is based primarily on displacement; generally, the larger the ship, the more difficult it is to destroy. Exceptions to this rule include non-military vessels, such as cargo ships and tankers, which are considered to be deficient in damage control and poor in compartmentilization. Similarly, amphibious assault ships are relatively easy to sink despite their large size. The Defense value of submarines is based on entirely different criteria. Relatively high Defense values for submarines are the norm, because the inherent capability of the boat to hide is the primary means it uses to protect itself. Slight variations in submarine Defense values are based on size and speed while submerged.
The effects of damage on warship operations is a difficult question to assess. Many modern warships have been labeled "eggshells armed with hammers" and even the slightest damage can drastically curtail operations. Witness the destruction of HMS Sheffield in the Falklands (Malvinas) War of 1982 due to a single Exocet hit. However, proper damage control and firefighting can considerably reduce the effects of damage. Only a few weeks after Sheffield was sunk, HMS Glamorgan received an Exocet hit and was operational again in a few hours. The US Navy is considered adept at damage control. One of the major reasons for this is that every seaman is trained as a firefighter.
11.1 How Damage Occurs
Numbered combat results obtained due to attacks are always compared with the Defense value of the target unit. There are three possible results that arise from attacks:
- No Effect: If the combat result number is less than one-half the target unit's Defense value, the attack is unsuccessful and the target unit is unaffected.
- Damage: If the combat result number is equal to or greater than one-half the target unit's Defense value, but less than the full Defense value, the target unit is damaged (see 11.2).
- Sunk (Destroyed): If the combat value number is equal to or greater than the target unit's Defense value, the target unit is destroyed.
Note that damage against air units occurs in "steps," with each step equal to one air unit being damaged (see 10.8).
11.2 Effects of Damage
Units begin a game with their full-strength (undamaged) side up. When a unit is damaged, it is flipped over to the side with the starburst. If a flipped-over unit receives another damage result, the unit is sunk or destroyed and is removed from the map. A unit that is sunk or destroyed is immediately removed from the map.
Units that do not have a backprinted side with a starburst are sunk or destroyed as soon as they receive a damage result.
A damaged unit can never be repaired.
Example of Damage: The US aircraft carrier Nimtz (Defense Value: 9) suffers a combat result of 5 during an attack. Because this number is greater than one-half Nimtz' Defense value, the carrier is damaged and its counter is flipped over. If Nimtz suffers another combat result of 5 or greater at some future time, it would be destroyed.
The US destroyer Mahan (Defense Value: 3) suffers a combat result of 3 during an attack. Because this number is equal to Mahan's Defense value, the ship is immediately sunk and its counter is removed from the map.
11.3 Air Unit Damage in Bombing Attacks
Air units participating in Bombing Combat can be damaged or destroyed as a result of the Defense die roll undertaken for the surface units that are the target of the attack (see 10.5).
12.0 Mines
Each air unit on a Mining mission on the Strategic Air Display can place a single Mine marker in any coastal hex (including base hexes and hexes occupied by units) within the zone the air unit occupies. Placement of mines occurs during the Mine Segment of the Strategic Air Phase, which occurs during AM Game Turns only.
Designer's Notes: Despite the extensive use of mines in all the major naval conflicts of the 20th century, mine warfare is still generally overlooked as a fundamental aspect of naval warfare, especially in the US Navy. Since the end of the Second World War, the sophistication of mines as well as the means of laying them have been considerably enhanced. Similarly, major advances have been made in the field of mine-countermeasures. Western European navies are universally strong in surface minesweepers, a concept almost completely rejected by the US Navy, which places its faith in aerial minesweeping. In the Red Sea mine clearing operations in the summer of 1984, both methods of sweeping were used. The mysterious force behind the mine-laying in the Red Sea focused world attention on the offensive capabilities of mines in naval warfare; in restricted waterways or in enemy harbors, minefields can bring shipping to a virtual standstill. Mines are probably the most effective method for small navies to counteract the vast superiority in ships and planes of the superpowers. Incidentally, minesweepers are the only counters in the game other than patrol combatants to represent more than one ship; each counter represents a squadron.
12.1 Mine Placement
Air units on Mining missions must place the Mine markers during the Mine Segment of the Strategic Air Phase; they cannot delay placing the mines until later in the Game Turn. Once an air unit has placed a mine, it is placed in one of the "Return to Base" boxes on the Strategic Air Display in the zone it occupies, with the top of the counter pointing to the initials of the zone from which it started.
A maximum of four Mine markers can be placed in one hex. Note that the number of Mine markers provided in the game is a strict limitation. If all the Mine markers are placed on the map, no more markers can deployed. However, as Mine markers are removed from the map due to minesweeping (see 12.3 and 12.4), they again become available to either player for placement in the next Strategic Air Phase.
Mine markers are neutral. They affect both players' units the same way, no matter who placed them on the map. The mines can attack an unlimited number of times during the Action Phase, as long as units of either player exit the hex in which the Mine marker is placed. Mine markers stay in a hex until removed by minesweepers (see 12.3) or by special US surface units (see 12.4); minesweeping occurs during the Minesweeping Phase, which occurs in all Game Turns.
12.2 Effects of Mines
Units can freely enter hexes occupied by Mine markers with no detrimental effect. However, at the moment an active surface unit (or stack) or submarine unit exits a hex with at least one Mine marker in it, the movement of that unit (or stack) must temporarily be halted while the effects of the mines are resolved.
The player controlling the active force rolls one die and compares the die result with the number of Mine markers in the hex. If the die roll is greater than the number of Mine markers in the hex, the mines have no effect and the active force resumes its movement. If the die roll is less than or equal to the number of Mine markers in the hex, one or more of the active units is damaged.
Damage from Mines: The die roll described above determines how many active units are damaged by the mine(s). Determine the difference between the die roll result and the number of Mine markers in the hex; this difference is equal to the number of active units damaged by the mines. In the event the die roll is equal to the number of Mine markers, one active unit is damaged. In the event the difference between the die roll result and number of Mine markers is greater than the number of active units in the force, each unit in the force is damaged.
A unit damaged by mines is flipped over to its damaged side (a minesweeper or cargo unit is destroyed). A unit previously damaged that is damaged by the mines is sunk. A unit can be damaged only once in an Action Segment by a Mine marker, although the unit can be damaged again if it exits another hex containing a different Mine marker.
If a force that is attacked by mines contains more than one surface unit, a die is rolled to determine which units suffer damage (the owning player rolls the die). On a result of 1, 2, 3 or 4, the owning player assigns the damage to his ships as he wishes; on a roll or 5 or 6, the opposing player decides which units will suffer damage.
Example of Mines: A stack of US surface units consisting of Nimtz, Deyo, Thach, Texas, and Merrl is activated in a hex that contains three Mine markers. The US player attempts to have his units leave the hex. First he must check for mines.
In this case, the US player rolls a die and gets a 1. Because this result is two less than the number of Mine markers, two US units are damaged. The US player rolls the die again and obtains a 6. Thus, the Soviet player decides which US units will be damaged, and he selects Nimtz and Texas. These units are flipped over to their damaged sides, and the US player can resume moving his units.
12.3 Minesweepers
Minesweepers (MS) are surface units that have the capability to remove Mine markers. Attempts to remove Mine markers occur during the Minesweeping Phase. One or more minesweeper units must occupy a hex containing a Mine marker at the beginning of the Minesweeping Phase (the minesweepers can be stacked with other friendly units). The US player makes his minesweeping attempts first in the phase, followed by the Soviet player.
To attempt to remove Mine markers, a player rolls the die and compares the die roll result with the number of minesweepers that currently occupy the hex. If the die roll result is greater than the number of minesweepers in the hex, the attempt is unsuccessful and the Mine marker(s) remains in the hex. If the die roll result and number of minesweepers is equal, a single Mine marker is removed. If the die roll result is less than the number of Mine markers, a number of Mine markers equal to the difference is removed.
Each player can make one minesweeping attempt per hex during a single Minesweeping Phase.
12.4 US Aerial Minesweeping
The US Navy's minesweeping capabilities are unusual in that they rely on aircraft rather than surface vessels. The Navy operates a few squadrons of RH-53D Sea Stallion minesweeping helicopters, which may be deployed onboard one aircraft carrier (CV) or amphibious assault (AA) ship. The US player should note down on the Player Record or on a piece of paper which aircraft carrier or amphibious assault unit has been assigned the Sea Stallion helicopters. In addition, each US base hex can perform aerial minesweeping.
During the Minesweeping Phase, the US player can attempt to remove Mine markers that are in or adjacent to the hex containing the aircraft carrier or AA unit with the Sea Stallions or to any US base hex. The US player can make a single aerial minesweeping attempt per Minesweeping Phase. He selects any one hex containing one or more Mine markers and then rolls one die. On a result of 1 or 2, a single Mine marker is removed from the hex. If the die roll is greater than 2, the aerial minesweeping attempt fails, and the Mine marker stays in the hex. Aerial minesweeping and normal minesweeping attempts can be made against the same hex during a given Minesweeping Phase.
13.0 Night Game Turns
Every third Game Turn (3, 6, 9, and so on) is a Night Game Turn. The Terminal Cycle, including the Fuel Phase (Advanced Games only), the Strategic Air Termination Phase, and the Detection Removal Phase, takes place during Night Game Turns. There are two special effects for movement and combat during Night Game Turns.
Designer's Notes: The debilitating effects of darkness on naval operations has become less and less significant since the turn of the century. In the night action at the Battle of Jutland in 1916, a confused melee at close quarters was triggered almost accidentally, and neither side really had any idea of what was happening. With the development of radar and early night-sighting devices in the Second World War, surface engagements occurred regularly at night, although confusion and disorganization still reigned supreme. Since that time, however, the sophistication of radars and, more importantly, the development of guided weapons that make daylight or darkness irrelevant, have pushed contemporary naval warfare into an unceasing 24-hour per day operation.
13.1 Activation of Air Units
Land-based air units can be activated normally at night. Only air units assigned to US aircraft carriers (CV) can be activated at night. British, French and Soviet air units on carriers can never be activated during Night Game Turns.
13.2 Restrictions on Air Unit Combat
Only US "All-weather" air units (assigned to carriers) can perform Bombing Combat during Night Game Turns. Air units on base hexes and other US air units on carriers can perform SSM and ASW Combats during Night Game Turns normally.
14.0 Special Units
14.1 Aircraft Carriers
Aircraft carriers (CV) are mobile base hexes from which air units operate as the carrier moves. Air units are assigned to specific carriers at the beginning of a game and must stay with that carrier. Air units beginning the game in a base hex can never be assigned to an aircraft carrier.
Deployment of Air Units on a Carrier: Air units assigned to a carrier are not deployed on the map. Each player has an Aircraft Carrier Display on the map, and his carrier-based air units are normally kept on this display. Even though the air units are kept on the display, they are considered to occupy the same hex as their parent carrier. Printed on the Aircraft Carrier Display is the maximum number of units that the carrier can carry.
Air units on a carrier can be activated separately or in stacks of up to four units. Air units on an undamaged carrier can perform CAP and strategic missions with no restrictions.
Damaged Carriers: If an aircraft carrier is damaged, the air units based on it suffer the following restrictions:
- A maximum of two of its units can be assigned to a CAP mission during the CAP Phase.
- A maximum of one of its units can be assigned to a strategic air mission.
- A maximum of two of its units can become active during the Action Phase (these two units can be activated separately or together).
If an aircraft carrier is destroyed, all its air units are immediately destroyed. In Advanced Scenarios of Long length only, air units on CAP and strategic missions from a carrier that is sunk can be used later in the game (see 5.4).
14.2 All-Weather Air Units
All-weather air units are assigned only to the US player and are based on US carriers. An All-weather air unit has a small box (■) printed on its counter. These units have the following special properties:
- They are the only air units that can perform Bombing Combat during Night Game Turns.
- In Advanced Games only, they are the only carrier-based units that can be activated when their parent carrier occupies a Squall hex (see 16.1).
14.3 Airborne Early Warning (AEW) Air Units
When assigned to a CAP mission over an aircraft carrier, AEW air units enhance the capabilities of the CAP mission in Air-to-Air Combat (see 8.2). AEW air units never enhance the capabilities of CAP missions over base hexes. A maximum of one AEW air unit can be assigned to a CAP mission, even if several aircraft carriers occupy the same hex. When an AEW air unit is with a CAP mission, use the "CAP & AEW" side of the US CAP marker.
14.4 Electronic Warfare (EW) Air Units
When activated with friendly air units, EW air units enhance the capabilities of those air units in Air-to-Air, Bombing, or SSM Combat.
Restrictions on EW Air Units: EW units can never perform CAP or strategic air missions. Only one EW unit can be activated as part of a stack of air units.
Attacks by CAP Missions: If an EW is stacked with air units attacked by enemy CAP missions, its presence reduces by two the combined Anti-Air (AA) value of the enemy CAP mission. If the enemy CAP mission is assigned to a carrier, this reduction takes place before any further modifications are applied due to the Aircraft Carrier CAP Chart.
Bombing and SSM Combat: If an EW air unit is part of a stack of active air units executing Bombing or SSM Combat against enemy surface units, the Area AA value of each enemy surface unit within the target hex is reduced by one for the combat.
If an EW air unit is part of a stack of active air units executing Bombing or SSM Combat against an enemy base hex, the Close AA value of the base hex (printed on the map) is reduced by one for the combat.
15.0 Introductory Scenarios
It is recommended that players try the following scenarios to familiarize themselves with the Basic Rules. Each of these scenarios can be played in a short time and utilize only a handful of units. Once players have become familiar with the basic mechanics of the game, they can go on to the Intermediate Scenarios (21.0).
15.1 Scenario 1: Anti-Submarine Warfare in the Western Med
Background: To ensure the safe passage of NATO merchant shipping through the Strait of Gibraltar and on to Israel, EUCOM (European Command) has ordered the US 6th Fleet to conduct high-tempo ASW operations against Soviet submarines in the western Mediterranean. With most of 6th Fleet's forces committed in the Aegean Sea, COMSIXTHFLT (Commander, 6th Fleet) currently possesses only two subs with which to commence this sweep; a single Los Angeles-class boat (USS Baltimore, SSN-704) off the coast of Italy and a Sturgeon-class sub (USS Drum, SSN-677), just entering the Mediterranean through the Strait of Gibraltar. Supporting this operation is a squadron of P-3C Orion patrol aircraft, hastily deployed to bases in Spain, Sardinia, and Italy in small detachments from their airfields in Florida.
Meanwhile, the Soviet Black Sea Fleet has received intelligence that the US submarine strength in the western Mediterranean is weak. With four submarines currently on station in this area, Commander, Black Sea Fleet has ordered the US submarines to be hunted down immediately and destroyed. Lacking US ASW protection, NATO merchant shipping in the area would become an inviting target for roaming Soviet wolfpacks.
Deployment
United States: Baltm (SN) 1824. Drum (SN) 1505. P3 (RCN) 1126 (Sigonella). P3 (RCN) 1603 (Rota). P3 (RCN) 1821 (Maddalena). P3 (RCN) 1726 (Naples).
Soviet: Drabv (SN) 1616. Sumy (SN) 1420. Nezhn (SN) 1123. Byngi (SS) 1512. T16 (RCN) 1218 (Annaba).
Special Rules:
- No unit can use its SSM value.
- Base hexes cannot be attacked.
- Submarine units can never enter a base hex, friendly or enemy.
- Units can never enter the Atlantic or Central Mediterranean Zones.
- Air units can move into and through hexes of all countries.
- Air units cannot be placed on strategic Interception or Mining missions.
- There can be a maximum of two Action Segments per Action Phase. If a player has all his air units on strategic missions, he is allowed only one Action Segment (for his submarines).
Game Length: The game lasts 9 Game Turns or until all of one player's submarines are destroyed, whichever comes first.
Victory Conditions: A player wins if he destroys all his opponent's submarines. If the game ends and both players still have submarines on the map, the game ends in a draw.
15.2 Scenario 2: Convoy to Naples
Background: The 6th Fleet is heavily engaged in the eastern Mediterranean. Its two carrier battle groups are critically short of ammunition and fuel. To rectify the situation, LANTCOM (Atlantic Command) has ordered the 2nd Fleet to transfer the needed supplies to the Mediterranean. Eight cargo vessels have been gathered and have been ordered to sail as rapidly as possible to the US naval base at Naples, where the supplies will be transferred to combat stores ships. Waiting at Cartagena for escorts are the new Rapid Deployment Force container ships, Bobo, Lopez, and Button, each carrying over 500 containers of ammunition, stores, and fuel. In Rota are the cargo ships Jupiter, Lyra, Spitfire, and Mercury, plus the new SL-7 fast cargo ship Algol, capable of 33 knots. Assigned to escort the Naples-bound convoys are the Oliver Hazard Perry-class frigates Simpson (FFG-56), Rentz (FFG-46), Stark (FFG-31), and Reid (FFG-30); Stark and Reid are manned by Naval Reserve crews, and they lack LAMPS III helicopters. In addition, COMSIXTHFLT has ordered two Spruance-class destroyers, De Grasse (DD-974) and Merrill (DD-976), currently replenishing in Naples to sail westward immediately in support of the convoys. A single squadron of P-3C Orions (VP-5, "The Mad Foxes") is being deployed to airfields in the western Mediterranean for anti-submarine reconnaissance.
Meanwhile, the Soviet Black Sea Fleet has received critical intelligence reports from RORSAT satellites of the US shipping building up in Spanish ports. Soviet submarines currently on station in the western Mediterranean have been ordered to intercept and sink any US or NATO merchant shipping attempting to reach US bases in Italy. By interdicting shipping lanes in the western Mediterranean, the Soviet high command hopes to force the US carrier battle groups to withdraw from the east, thereby giving Soviet surface and submarine forces free rein in the Aegean and eastern Mediterranean. Available for this operation are four elderly Foxtrot diesel submarines and a single Alfa nuclear attack sub, capable of over 40 knots while submerged.
Deployment
United States: Stark (FF), Smpsn (FF), Bobo (CR), Lopez (CR), Buttn (CR) — 1610 (Cartagena). Rentz (FF), Reid (FF), Algol (CR), Mercr (CR), Jupit (CR), Lyra (CR), Spitf (CR) — 1603 (Rota). DeGrs (DD), Merrl (DD) — 1725. P3 (RCN) 1821 (Maddalena). P3 (RCN) 1726 (Naples). P3 (RCN) 1126 (Sigonella).
Soviet: Nezhn (SN) 1408. Prnin (SS) 1516. Pskov (SS) 1916. Hovly (SS) 1420. Shuya (SS) 2221.
Special Rules:
- No unit can use its SSM value.
- Base hexes cannot be attacked. Surface units in base hexes can be attacked.
- With the exception of Naples, US units occupying base hexes can be attacked by Torpedo Combat.
- Air units can move into and through hexes of all countries.
- If a cargo (CR) unit is damaged, treat this as a destroyed (sunk) result.
- As soon as a US unit enters the Naples base hex, it must be removed from the map. It cannot become active for the remainder of the game.
- The Soviet player is allowed only one Action Segment (for submarines), since he has no surface or air units. The US player has two Action Segments for his surface and air units.
Game Length: 10 Game Turns.
Victory Conditions: Use the chart below to determine the winner and the level of victory. Victory depends on the number of US cargo (CR) units that reach Naples.
| Number of CR Units in Naples | Victory Level |
|---|---|
| 8 units | Decisive US victory |
| 6-7 units | Substantive US victory |
| 4-5 units | Marginal US victory |
| 3 units | Marginal Soviet victory |
| 2 units | Substantive Soviet victory |
| 0-1 unit | Decisive Soviet victory |
15.3 Scenario 3: Surface Action in the Mediterranean
Background: With the exception of a single flattop undergoing repairs at Naples, the US Navy currently has no aircraft carriers in the Mediterranean. In fact, due to the crisis in the Persian Gulf, a major withdrawal of 6th Fleet combatants from the Mediterranean has been underway for three weeks. A meager force of two surface action groups (SAG's) has been left to patrol the central and eastern Mediterranean shipping lanes. Task Group 60.6, consisting of the cruiser Wainwright (CG-28, flagship) and the destroyers Cushing (DD-985) and Mahan (DDG-42), is currently stationed off the coast of Malta; Task Group 60.7, consisting of the cruiser Halsey (CG-23, flagship) and the destroyers Deyo (DD-989) and Semmes (DDG-18), is patrolling off the coast of Egypt near the Libyan border. The frigate Stark (FFG-31), which has just completed a mission escorting a tanker to Athens, has been ordered to join Task Group 60.7 as soon as possible. A small detachment of P-3C Orions from VP-16 ("Eagles") is performing reconnaissance over the central and eastern Mediterranean.
Receiving news of a Soviet invasion of Yugoslavia, COMSIXTHFLT has ordered the two Task Groups to hunt down and destroy two Soviet SAG's that are posed to prey on NATO shipping in the central Mediterranean. One SAG, consisting of the super-cruiser Kirov and the destroyers Otlichny and Kulakov, is just completing a port visit to Benghazi in Libya. The other SAG, consisting of the new cruiser Slava and the destroyers Sovremeny and Bedovy, is patrolling off the coast of Syria. In addition, a handful of fast Osa patrol craft are performing exercises off the Greek island of Rhodes. A detachment of Badger-D reconnaissance aircraft is currently stationed in Tripoli. US radio intercepts have learned that these two SAG's have been ordered to clear the central Mediterranean of US warships to facilitate the passage of amphibious assault ships into the Adriatic for a potential invasion of the Yugoslav coast.
Deployment
United States: Wnwrt (CG), Cushg (DD), Mahan (DD) — 1126 (Sigonella). Halsy (CG), Semms (DD), Deyo (DD) — 0239 (Matruh). Stark (DD) — 1235 (Athens). P3 (RCN) — 1821 (Maddalena).
Soviet: Kirov (CG), Otlch (DD), Kulkv (DD) — 0431 (Benghazi). Slava (CG), Sovrm (DD), Bedvy (DD) — 0949 (Latakia). PCS2 (PC) — 0941. T16 (RCN) — 0523 (Tripoli).
Special Rules:
- Air units can move into and through hexes of all countries.
- The US P3 air unit cannot use its SSM value.
- Soviet surface units are allowed to end their movement only in those base hexes that are Syrian, Soviet or Libyan. US surface units can end their movement in all base hexes, except for Syrian, Soviet or Libyan base hexes.
- All base hexes have a Close AA value of 0 in this scenario.
- Since there are no submarines in this scenario, each player has only two Action Segments (for air and surface units) in the Action Phase.
Game Length: 6 Game Turns.
Victory Conditions: Players receive Victory Points for enemy surface units that are sunk. The player who has the most Victory Points at the end of the scenario wins. If both players have the same number of Victory Points or neither player has any Victory Points, the game ends in a draw. Use the chart below to determine the number of Victory Points for the surface units sunk.
| Surface Unit | Victory Points |
|---|---|
| Kirov | 3 points for the US player |
| Slava | 2 points for the US player |
| Deyo | 2 points for the Soviet player |
| Wnwrt | 2 points for the Soviet player |
| All other surface units | 1 point for either player |
15.4 Scenario 4: Aircraft Carrier Operations
Background: The Soviet Union and Syria have attacked Turkey. The Soviet 103rd and 105th Guards Airborne Divisions have been dropped around Istanbul, and heavy fighting is reported in and around the city. Meanwhile, a combined Syrian-Soviet assault into southeastern Turkey has met light resistance and is pushing westward along the southern Turkish coast. The Soviet 5th Eskadra has been calling in detachments from all over the Mediterranean in support of the invasion. A heavily laden convoy of five merchant ships has formed off Rhodes, carrying critical war supplies to Syrian ports. At the same time, a major amphibious assault group, including the 13,000 ton Ivan Rogov (carrying a battalion of infantry), has assembled in the central Mediterranean and is sailing for the Dardenelles to land troops on the Gallipoli peninsula. Currently in position to support these convoys is a large SAG in Benghazi, including the aircraft carrier Minsk and the nuclear cruiser Kirov; a smaller SAG in Tartus, including the powerful cruiser Slava; and more than a dozen Osa and Nanuchka patrol craft in the Aegean.
Meanwhile, EUCOM has received instructions from the National Security Council in Washington: The Soviet convoys are to be hunted down, attacked, and destroyed before they can off-load their troops and cargo. EUCOM has hurriedly passed on these orders to COMSIXTHFLT in Naples. Upon studying the position of his forces in the Mediterranean, COMSIXTHFLT has determined that only Task Group 60.1, currently on a port visit in Matruh, Egypt, is in a position to intercept the Soviet convoys before they reach their destination. This Task Group consists of the aircraft carrier John F. Kennedy (CV-67), the cruisers Halsey (CG-23) and Biddle (CG-34), and the destroyers Cushing (DD-985) and Towers (DDG-9). Currently attached to Kennedy is Carrier Air Wing 1, consisting of two F-14 Tomcat squadrons (VF-14 "Tophatters" and VF-32 "Swordsmen"), two F-18 Hornet squadrons (VA-46 "Clansmen" and VA-72 "Blue Hawks"), one A-6 Intruder squadron (VA-34 "Blue Blasters"), one EA-6 Prowler squadron (VAQ-138 "Yellowjackets"), and one E-2C Hawkeye squadron (VAW-126 "Sea Hawks"). Supporting this operation is a detachment of P-3C Orions from VP-5 ("Mad Foxes"), operating out of Maddalena, Sardinia.
Deployment
United States: Kendy (CV) — 0239 (Matruh); Halsy (CG), Biddl (CG), Cushg (DD), Towrs (DD) also at 0239. Attached to Kendy: F14 (INT) ×2, F18 (ATK) ×2, A6 (ATK), EA6 (EW), E2 (AEW). P3 (RCN) — 1821 (Maddalena).
Soviet: Slava (CG), Kerch (CG), Bedvy (DD) — 0849 (Tartus). Minsk (CV), Kirov (CG), Golvk (CG), Grzny (CG), Ognvy (DD), Slvny (DD) — 0431 (Benghazi). Skrmn (DD), Lisa (FF), Ladny (FF), Berzn (CS) — 1332. PCS1 (PC), PCS2 (PC), PCS3 (PC) — 0938. T16 (RCN) — 0849 (Tartus). Also present in the SAG's: Yelan (FF), Rogov (AA), Ropch (AA), Vilkv (AA), Lazo (AA), Trtsv (AA), Batum (AA), Gagra (AA), Otlch (DD), Zakhr (DD), Svir (CR), Megra (CR), Diksn (CR), Yamal (CR), Insar (CR) — 1040 and 0932 as indicated on the map.
Special Rules:
- Air units cannot be placed on strategic Interception or Mining missions.
- US P3 air units cannot use their SSM values.
- Air units can move into and through hexes of all countries.
- Surface units cannot perform Gunnery Combat.
- Base hexes cannot be attacked. All base hexes have a Close AA value of 0 in this scenario.
- Benghazi and Tartus are the only base hexes in which Soviet surface units can end their movement. US surface units can end their movement in any base hex except Benghazi or Tartus.
- Ignore the effects of Night Game Turns in this scenario.
- As soon as any Soviet surface unit enters any Turkish Straits hex (hexes 1638, 1639, 1640, 1740, and 1741) or the Tartus base hex (0849), it is removed from the map. It is not used for the remainder of the game.
- There are only two Action Segments (for surface and air units) available in the Action Phase, since there are no submarines in this scenario.
- If a Soviet cargo (CR) unit is damaged, treat this as a destroyed (sunk) result.
Game Length: 5 Game Turns.
Victory Conditions: If, at the end of the game, the Soviet player has achieved 11 or more Victory Points, he wins the game. If he has achieved less than 11 Victory Points, the US player wins. The Soviet player receives Victory Points according to the chart below:
| Condition | Victory Points |
|---|---|
| Kendy is damaged, or | 2 points |
| Kendy is sunk | 6 points |
| US air unit destroyed | No points |
| If Bernz enters Turkish Straits hex | 3 points |
| If Rogov enters Turkish Straits hex | 2 points |
| For each other AA unit that enters Turkish Straits hex | 1 point |
| For each CR unit that enters the Tartus base hex | 1 point |
Note that the Soviet player receives Victory Points at the end of the game for either damaging or sinking Kendy, not for both.
Advanced Game Rules
16.0 Random Events
During the Random Events Phase of the Strategic Cycle (which occurs during AM Game Turns only), a series of die rolls must be made to determine the effects of weather, command-control, and satellite reconnaissance.
Designer's Notes: There are certain factors in military operations over which commanders have little or no control. The most significant among these factors is the weather. However, in the same manner that the increasing sophistication of naval technology has made the effects of darkness less and less significant, bad weather is proving to be less of a hindrance to naval operations today than in the past. Almost all modern aircraft are capable of flying in adverse weather — particularly US aircraft, which are able to take-off and land on carriers even in heavy seas. New generations of surface warships are establishing similar methods by which shipboard helicopters can operate in rough ocean conditions. However, naval architecture will probably never be able to produce a ship that is stable in heavy seas; as a result, even the newest classes of surface warships are significantly affected by poor weather, particularly in sonar and radar operations.
Another random event in military operations is failure of communications or command. There are many naval observers who argue that the increasing dependence on high technology in contemporary naval operations has made command systems fragile; failure of electronics or computer systems due to damage or malfunction could easily prevent someone from doing his job, which in turn would hinder the coordination of fleet operations considerably.
16.1 Weather
The first die roll made during the Random Events Phase determines the weather for the next three turns (AM, PM, and Night). Either player rolls the die and consults the Weather column of the Random Events Table, which is printed on the map. There are three possible results: Clear, Squall, or Storm. If the result is Clear, nothing further is done and the weather has no effect on any game functions for the next three Game Turns.
If the result is Squall or Storm, another die must be rolled and the Weather Zone column of the Random Events Table must be consulted. This column determines the zones on the map that are affected by the Squall or Storm result. Players should note down on their Player Records the zones affected by the Squall or Storm. All hexes within these zones are affected by this result for the next three Game Turns. Zones that are not affected by a Squall or Storm result are considered Clear.
Squalls: Squalls have the following effects:
- Surface units that are activated in a hex within a Squall zone have their Movement Allowances halved (round fractions down). This penalty applies for the rest of the turn even if the units move out of the Squall zone during their active status. Surface units entering a Squall zone from a Clear zone move their normal Movement Allowance for that turn.
- Surface units occupying a hex in a Squall zone can only have Limited Detection Zones (see 9.1), regardless of their ASW values. No Detection markers due to satellite reconnaissance can be placed on units in a Squall zone (see 16.3).
- A submarine's Movement Allowance is not affected by Squalls.
- If an aircraft carrier occupies a hex in a Squall zone, only All-weather air units based on the carrier (see 14.2) can become active, perform strategic missions, or initiate a CAP mission. Air units occupying base hexes in a Squall zone are unaffected.
- Invasions can never take place in Squall zones (see 17.0).
- If the Logistics option is used, no at-sea replenishment can take place in a Squall zone (see 18.7).
Storms: Storms have the following effects:
- Surface units that are activated in a hex within a Storm zone have a Movement Allowance of one, regardless of their printed Movement Allowances. This penalty applies for the rest of the turn even if the surface unit moves out of the Storm zone during its active status. Surface units entering a Storm zone from a Clear zone move their normal Movement Allowance for that turn.
- The Movement Allowance for a submarine unit is not affected by Storm zones.
- No air unit in a Storm zone, on a base hex or on an aircraft carrier, can be activated, perform a strategic air mission, or initiate a CAP mission.
- No strategic air missions can be performed in a Storm zone, even by air units that began the Strategic Air Phase in a Clear or Squall zone.
- All Detection markers on surface and submarine units in a Storm zone are removed. No Detection markers due to satellite reconnaissance can be placed on units in Storm zones (see 16.3).
- No attacks can be initiated by any unit in a Storm zone, even if that unit started its active status within a Clear or Squall zone.
- Surface and submarine units in a Storm zone never have Detection Zones (see 9.1).
- Invasions can never take place in Storm zones (see 17.0).
- If the Logistics option is being used, no at-sea replenishment can occur in Storm zones (see 18.7).
16.2 Command-Control
After weather has been determined, either player rolls a die and consults the Command-Control column of the Random Events Table. There are five possible results: US, Soviet, US Allies, Soviet Allies, or No Effect. These results indicate the air units that are affected by loss of Command-Control in the ensuing Strategic Air Phase.
Surface and submarine units are never affected by loss of Command-Control.
On any Command-Control result other than "No Effect," the player affected rolls another die and consults the Command-Control Zone column of the Random Events Table to determine the zones on the map that are affected by Command-Control loss. Only forces of the nationality determined by the first Command-Control die roll that occupy the indicated zones are affected by Command-Control loss.
Effects of Command-Control Loss: Air units of the nationality determined by the first die roll that occupy base hexes or aircraft carriers within a zone determined by the second die roll cannot be assigned to strategic air missions in the ensuing Strategic Air Phase. These units can be activated and perform CAP missions normally. Air units occupying a zone not affected by Command-Control loss can perform strategic missions in any zone, even one that suffers Command-Control loss.
Example of Command-Control Loss: A 3 is rolled when determining Command-Control. Checking the Random Events Table, the result is "US Allies." The US player rolls the die to determine which zones are affected by Command-Control loss. He rolls a 4 and checks the Command-Control Zone column. The following zones are affected: Atlantic, Western Mediterranean, Aegean Sea, and Black Sea. One United Kingdom air unit currently occupies Gibraltar (Atlantic Zone) and two Greek units currently occupy Suda (Aegean Sea Zone). These three air units cannot perform strategic air missions anywhere on the map during the Strategic Air Phase.
16.3 Satellite Reconnaissance
After Command-Control effects have been determined, first the US player and then the Soviet player roll the die and consult the Satellite column of the Random Events Table. Each player will obtain a result of 0, 1, 2, or 3. This is the number of Detection markers gained by the player for free placement on enemy units.
The Detection markers are immediately placed on any enemy surface units (or stacks) or submarines on the map. Remember that submarine units must be detected individually. Detection markers gained from Satellite reconnaissance cannot be placed in hexes within Squall or Storm zones or on units that already possess Detection markers.
17.0 Invasions
During the Invasion Phase of the Strategic Cycle (which occurs in AM Game Turns), first the US player and then the Soviet player can place Ground Force markers on the map. There are three types of Ground Force markers: Marine, Parachute, and Commando. Ground Force markers are placed in Victory Point hexes according to the rules of this section.
Designer's Notes: One of the most important lessons of Sixth Fleet is that naval affairs can never be viewed independently from what is happening on land. Throughout military history, naval operations have almost never been initiated solely for the purpose of destroying the enemy fleet; instead, navies went to sea to initiate or support land operations — be it to land troops ashore or prevent the enemy from doing the same, in the manner of the US Pacific strategy in the Second World War; or to prevent or protect the movement of shipping carrying supplies vital to the war on land, in the manner of the Battles of the Atlantic in both the First and Second World Wars.
Thus, the players of Sixth Fleet control more than just naval forces and, in turn, they must establish more than just a purely naval strategy. Critical land objectives will be the focus of naval operations, for marines, paratroopers, and commandos landed or dropped must be supported and protected from the enemy. The United States has placed heavy emphasis on amphibious warfare since the 1930's, and the contemporary US Marine Corps is far and away the most capable and sophisticated "naval infantry" force in the world. The Soviets have instead emphasized airborne operations and are probably capable of dropping up to two airborne divisions within the Mediterranean Basin in the time period covered by the game. NATO (including the US) is strong in special forces and commandos, the value of which was revealed by the British use of the Special Air Service (SAS) forces in the Falklands (Malvinas) War of 1982.
17.1 Victory Point Hexes
Ground Force markers can be placed only in Victory Point hexes. There are 17 Victory Point hexes on the map, each indicated by a star (★).
Depending on the scenario being played and the alignment of each country as pro-US, pro-Soviet, or neutral (see 22.2), Ground Force markers are sometimes prohibited from being placed in certain Victory Point hexes because a country is neutral. The Victory Point Hex Chart, printed on the map, indicates the conditions which must exist before the hex can be invaded, and the number of Victory Points the hex is worth to each player in each Advanced Scenario.
Ground Force markers can be placed in eligible Victory Point hexes by both players an unlimited number of times per game, even if a hex already contains enemy or friendly markers. However, once a Ground Force marker is placed in a Victory Point hex, it must remain there for the rest of the game. The presence of Ground Force markers in a Victory Point hex determines control of that hex at the end of the game (see 17.6).
The presence of Ground Force markers, friendly or enemy, in a Victory Point hex (except for Tangier and Istanbul, see 17.7) has no effect over the movement or combat capabilities of any active surface, submarine, or air unit.
17.2 Marine Counters (Amphibious Assaults)
During the US and Soviet Invasion Segments, both players can place Marine markers in any eligible Victory Point hex that is occupied by or adjacent to at least one Amphibious Assault (AA) surface unit of the same nationality as (or allied with) the player performing the invasion. The Victory Point hex in which a Marine marker is placed can be occupied by enemy or friendly units, including other Ground Force markers.
Amphibious assaults cannot take place against Victory Point hexes that are situated within Squall or Storm zones.
Conducting Amphibious Assaults: The owning player indicates which Victory Point hex he will invade and states which AA units in the hex or adjacent to it are participating in the invasion. He then places a Marine marker of the appropriate value in the Victory Point hex or augments his Marine marker already in the hex. The AA unit used in the invasion and the hex invaded should be noted down on the Player Record, since the unit cannot perform another amphibious assault for the rest of the game.
An amphibious assault is completely voluntary. If there are several AA units in a Victory Point hex or adjacent to it, the owning player decides how many units will take part in the assault. AA units can be withheld from an assault and used against another Victory Point hex at a later time, but each unit can be used only once. An AA unit that has taken part in an amphibious assault can move and participate in combat normally.
Marine Markers: Each player has his own set of Marine markers in the game. The US player uses the green Marine markers for all amphibious invasions performed by US or allied forces. The Soviet player uses the red Marine markers for his invasions.
Marine markers have numbers printed on them. Only one Marine marker per player ever occupies a Victory Point hex at any time. If a player commits more amphibious assaults to a hex already containing a Marine marker, simply add up the total number of Marine forces in the hex and replace the Marine marker in the hex with a new one reflecting its augmented value.
Values of AA Units: The chart below determines the value of the Marine marker placed in a Victory Point hex due to the AA unit used in the assault. If more than one AA unit participates in an invasion, combine their values and use a single Marine marker.
| Unit (Nationality) | Marine Marker Value |
|---|---|
| Guam (US) | 4 |
| Saipn (US) | 4 |
| Ponce (US) | 2 |
| Ralgh (US) | 2 |
| Dulth (US) | 2 |
| Ferls (UK) | 2 |
| Rogov (SO) | 2 |
| All other AA units | 1 |
Saipan: If the US unit Saipan (SAIPN) participates in an amphibious assault, the US player immediately places the "AV8" ATK air unit in the Victory Point hex that was the target of the invasion. This air unit operates from this hex for the rest of the game as if it were a normal base hex, even if there are enemy Ground Force markers in the hex.
The newly created base hex in this Victory Point hex has a Close AA value of 9 if attacked by Soviet Bombing or SSM Combat. If the Logistics option is being used (see 18.0), the AV8 unit does not expend any ammunition when it performs combat; it is considered to have an unlimited supply. No other friendly air units can be moved to or activated from the base hex which the AV8 unit occupies.
Notable Exception: In the event the Saipn is placed either in the Tangier or Istanbul hex (both of which are Victory Point hexes), the AV8 unit is still placed in the hex but operates separately from any Moroccan or Turkish air units in the hex it occupies. The AV8 unit is not affected by the presence of Soviet Ground Force markers in the hex (see 17.7).
Example of Amphibious Assault: The US player has a Marine marker with a value of 4 in Malta (hex 1025), and he has the AA units Saipn, Guam, Ponce, and Fresn in a hex adjacent to Malta. During the Invasion Phase, the US player decides to commit all his AA units except Saipn to an amphibious assault against Malta. He counts up the value of the AA units (Guam: 4; Ponce: 2; Fresn: 1) for a total of 7. Since the Malta hex already contains a Marine marker worth 4, the US player takes a Marine marker worth 11 (4 + 7) and replaces the Marine marker in Malta with the new one.
Finally, the US player notes down the names of the three units that participated in the amphibious assault on his Player Record, since they cannot be used for this purpose for the rest of the game.
17.3 Parachute Assaults
Players can also attempt to gain control of Victory Point hexes through Parachute markers, which read "PARA 4." The Soviet player uses the red Parachute markers, and the US player uses the green markers. All Parachute markers have a value of four. Parachute markers help determine control of a Victory Point hex at the end of a game (see 17.6).
Parachute markers can be put in any Victory Point hex, even one containing other Ground Force markers (both friendly and enemy). Unlike the Marine markers, the Parachute markers are placed individually. A hex can contain several Parachute markers plus other Ground Force markers.
Parachute markers can never be placed in Victory Point hexes that are situated within Squall and Storm zones.
Parachute/Commando Table: At the beginning of the game, each player rolls a die and consults the "At Start" column of his Parachute/Commando Table (printed on the map) to determine how many Parachute markers he receives at the game's outset. During the Availability Segment of the Invasion Phase, each player rolls a die and consults the "Remainder" column of the same table to determine how many new Parachute markers he receives for the current turn. The number to the left of the slash on this table is for Parachute markers. Note that the US player modifies his die rolls if the United Kingdom, Italy, and/or France are allies.
When a player receives Parachute markers from the Parachute/Commando Table, he places these markers aside for future use. The markers do not have to be placed in the same turn they are received. They can be saved by the owning player and then used at any time during the game as the player desires, although once placed in a Victory Point hex, they cannot be moved again.
Placement of Parachute Markers: Parachute markers can be placed on the map only during the US and Soviet Invasion Segments of the Invasion Phase. To place a Parachute marker, the Victory Point hex where the marker is to be placed must be no more than 10 hexes from at least one friendly Interceptor (INT) or Attack (ATK) air unit in a base hex or aircraft carrier (the air unit can be damaged). The hex the air unit occupies is excluded from the 10 hex range.
Once the Parachute markers have been placed on the map, the owning player takes the INT or ATK air unit and places it in the "Occupy" Return to Base box on the Strategic Air Display in the zone in which the air unit is based. The air unit can perform no other function for the next three Game Turns (AM, PM, and Night). In effect, placement of Parachute markers is equivalent to a strategic air mission, although a Parachute assault can never be attacked by enemy air units on a strategic Interception mission. The air unit is placed back on the hex from which it started during the Strategic Air Termination Phase of the next Night Game Turn.
An air unit can be used to place Parachute markers on any number of Victory Point hexes, but all the hexes must be within the 10 hex range. A player can also use several INT or ATK air units for placement of Parachute markers, but all air units so used must be put in the "Occupy" Return to Base boxes on the Strategic Air Display.
17.4 Commando Assaults
The players can use Commando markers, which read "CMNDO 1," to assault Victory Point hexes. The Soviet player uses the red Commando markers, and the US player uses the green markers. All Commando markers have a value of one. Commando markers help determine control of a Victory Point hex at the end of the game (see 17.6).
Like other Ground Force markers, Commando markers can be put in any Victory Point hex, even one containing other Ground Force markers (both friendly and enemy). The Commando markers are placed individually, and a hex can contain several Commando markers plus other Ground Force markers.
Commando markers can never be placed in Victory Point hexes that are situated within Squall or Storm zones.
Parachute/Commando Table: At the beginning of the game, each player rolls a die and consults the "At Start" column of his Parachute/Commando Table (printed on the map) to determine how many Commando markers he receives at the outset. During the Availability Segment of the Invasion Phase, each player rolls a die and consults the "Remainder" column of the same table to determine how many new Commando markers he receives for the current turn. Use the number to the right of the slash to determine Commando availability. Note that the US player modifies his die rolls if the United Kingdom, Italy, and/or France are allies.
Example of Parachute Assault: The Soviet player currently has seven Parachute markers available. During the Invasion Segment of Game Turn 10, he decides to place three of these markers in Malta (hex 1025). He states his intention and points to a single M23 INT unit occupying Benghazi (hex 0431), nine hexes away from Malta. He places the three Parachute markers in Malta, and then takes the M23 unit and places it in the "Occupy" Return to Base box of the Central Mediterranean Zone on the Strategic Air Display.
During the same Invasion Segment, the Soviet player also decides to place two Parachute markers in Beirut (hex 0749), which is occupied by US Marine and Parachute markers. The Soviet player points to the Y36 INT air unit currently aboard the carrier Minsk (located in hex 0540), which is within 10 hexes of Beirut. He puts the two Parachute markers on the map and then places the Y36 air unit in the "Occupy" Return to Base box in the Eastern Mediterranean Zone of the Strategic Air Display. The Soviet player decides not to use the remaining two Parachute markers at the moment in order to save them for later in the game.
Note that the Soviet player could have placed his two Parachute markers in Rashid (hex 0245) or Famagusta (hex 0847) instead of Beirut, since these Victory Point hexes are within 10 hexes of Minsk. He could also have divided up his remaining Parachute markers and placed them in several of these Victory Point hexes. The Soviet player could not have used the Parachute markers against Mersin (hex 1148), however, since it is more than 10 hexes from the one containing Minsk.
When a player receives Commando markers from the Parachute/Commando Table, he places these markers aside for future use. The markers do not have to be placed in the same turn they are received. They can be saved by the owning player and then used at any time during the game as the player desires.
Placement of Commando Markers: Commando markers can be placed on the map only during the US and Soviet Invasion Segments of the Invasion Phase. To place a Commando marker, a friendly submarine unit must be in a Victory Point hex or adjacent to it. Each friendly submarine unit can place one Commando marker per Invasion Phase, but each submarine can place an unlimited number of markers over the course of a game. A player can place as many Commando markers in a Victory Point hex as he wishes in an Invasion Segment, but each Commando unit must be placed by a different submarine.
Note: The US Player Record Sheet (printed on page 32) provides tracking boxes for the current scenario number, length, and preparedness level; allies; the Victory Point hex assigned to each Amphibious Assault (AA) unit that has performed an invasion; which AA unit is assigned aerial minesweeping duty; which ships are Cruise Missile-equipped; the Game Turn and zones affected by Squalls and Storms; a general Notes area; and a Victory Points worksheet covering Victory Point hexes controlled at Armistice and units destroyed (by type, with their point multiples). Victory Games grants permission to photocopy this sheet for personal use.
The Soviet Player Record Sheet (page 33) is laid out similarly, with tracking boxes for scenario number, length, and preparedness level; allies; AA units and their Victory Point hexes; Cruise Missile-equipped ships; the Game Turn and zones affected by Squalls and Storms; a Notes area; and a Victory Points worksheet covering Victory Point hexes controlled at Armistice, Sea Denial by sea zone, and units destroyed by type with their point multiples. Victory Games grants permission to photocopy this sheet for personal use.
17.5 Cargo (CR) Units
Each player has cargo (CR) surface units available to him. These units function as normal surface units in all respects, but they have the added capability of enhancing the invasion of a Victory Point hex.
During the US and Soviet Invasion Segments, both players can "unload" CR units in eligible Victory Point hexes. In order to be eligible to unload, the CR unit must occupy the Victory Point hex and there must be at least one friendly Marine or Parachute marker in the hex (the hex can also contain enemy Ground Force markers).
To unload the CR unit, the player flips the counter over. On the back of the counter is printed "US/Soviet Unloaded 2," indicating the unit belongs to one player or the other. Once flipped over to this side, the CR unit can neither be activated nor attacked for the rest of the game. The unit remains in the Victory Point hex until the end of the game (see 17.6). Each CR unit has a value of 2.
Each player can unload as many CR units in a given Victory Point hex as he desires. The presence of enemy Ground Force markers in the hex has no effect on unloading the unit.
CR units cannot be unloaded in a Victory Point hex that occupies a Squall or Storm zone.
CR units do not have a "damaged" counterside. If a CR unit suffers a damage result because of combat, it is sunk.
17.6 Control of Victory Point Hexes
Control of a Victory Point hex is determined at the end of the game. Control of a hex depends how many Ground Force and cargo markers occupy it. The Victory Point Hex Chart, printed on the map, indicates how many Victory Points a player receives for controlling a hex.
If there are no Ground Force markers in a Victory Point hex, neither player controls it and no Victory Points are awarded either player.
If only one player has Ground Force markers in a Victory Point hex, he controls it and gains the number of Victory Points indicated on the Victory Point Hex Chart. The number of Victory Points gained by a player depends on the scenario number being played.
If both players have Ground Force markers in a Victory Point hex, each adds up the combined values of all his Marine, Parachute, Commando, and unloaded CR units in the hex. The two sums are then compared. A player controls the hex if he has at least twice the sum of the other player. If one player does not have at least twice the sum as the other player, then neither player controls the hex and neither gains any Victory Points.
Example of Victory Point Hex Control: In Malta (hex 1025), the US player has a Marine marker with a value of 12, two Parachute markers (each with a value of 4), one Commando marker (with a value of 1), and two unloaded CR units (each with a value of 2). His combined sum is 25 (12 + 8 + 1 + 4 = 25).
The Soviet player has a Marine marker with a value of 3, six Parachute markers (each worth 4), three Commando units (each worth 1), and four unloaded CR units (each worth 2) in Malta. His combined sum is 38 (3 + 24 + 3 + 8 = 38). Since the Soviet player does not have twice the sum of the US player, neither controls the hex nor receives any Victory Points.
17.7 Istanbul and Tangier
Istanbul and Tangier are the only base hexes that are also Victory Point hexes. If an enemy Marine or Parachute marker occupies either of these hexes, all friendly air units currently occupying that base are immediately destroyed. In addition, no air units can occupy that base hex for the remainder of the game.
Notable Exception: The US AV8 ATK air unit can be placed in and be activated from Tangier or Istanbul even if the hex is occupied by Soviet Ground Force markers.
If the Logistics option is being used (see 18.0), that base hex cannot provide in-port replenishment for the rest of the game.
Note that Tangier can be invaded only if Morocco is a US ally and that Istanbul can be invaded only if Turkey is a US ally.
18.0 Logistics (Optional)
The use of logistics makes Sixth Fleet more realistic, but it does lengthen playing time as well as necessitating record-keeping. The logistics option should never be used with the Introductory Scenarios (15.0) or Intermediate Scenarios (21.0), but it is recommended for the Advanced Scenarios (23.0).
Designer's Notes: All warships are heavily dependent on sources of supply. Food, fuel, and ammunition restrictions limit the time a warship can remain at sea as well as the distance it can steam from friendly supply sources. Considering the bulk of modern shipboard weaponry and the limited space in which to store it, ammunition is probably the most precious commodity in modern warships. Similarly, small ships (particularly frigates and older destroyers) can carry only limited amounts of fuel; the commanders of these ships must almost constantly be thinking of where their next refueling will take place.
One of the vital considerations in the minds of naval commanders is the establishment of an inviolable base of supply. Such a base is the foundation of any coherent fleet operation; the loss of individual ships will probably not cause the cessation of that operation, but the destruction of a supply base is like a stab to the heart — its loss will cause all the components of that operation to wither away. In the game, a Fuel Point represents one day of average steaming. Ammunition Points represent salvos of missiles or enough ordnance for a single air strike.
18.1 The Logistics Rosters
There are two pads of Logistics Rosters included in Sixth Fleet. One pad contains the rosters for the United States, Israel, and the United Kingdom (on one side), and Italy, France, Egypt, and Morocco (on the back). The other pad contains rosters for the Soviet Union and Libya (on one side), and Spain, Yugoslavia, Turkey, Algeria, Greece, Tunisia, and Syria (on the back). Depending on the allies on each side, the US player may need to use two sheets, but the Soviet player will only need to use one.
Victory Games, Inc., grants permission to players to make photocopies of these rosters if they run out of those provided in the game.
Units on the rosters are listed by country and are subdivided into five categories: Surface, Carrier, Submarines, Replenishment, and Bases. Each unit or base listed on the rosters has a series of boxes on which ammunition and fuel expenditure are recorded. A unit can never have more fuel or ammunition than the number of boxes provided for it on the roster. Checks on the Logistics Rosters should be made in pencil, since information on the rosters will change as the game progresses.
The following units are never listed on the Logistics Rosters: minesweepers (MS), amphibious units (AA), cargo units (CR), and all air units. Note, however, that when air units attack, their parent base hex or aircraft carrier is affected (see 18.4).
The information displayed on the Logistics Rosters is open to both players at all times.
18.2 Surface Units and Ammunition Expenditure
Surface units (except aircraft carriers and replenishment units) can have three types of ammunition boxes listed on the rosters: Surface-to-Surface Missile (SSM), Anti-Submarine Warfare (ASW), and Area Anti-Air (AAA). If there are no boxes for one of these ammunition types printed on the roster, the surface unit can never perform that kind of combat.
As a surface unit expends ammunition in various attacks or defenses, boxes of the appropriate type are checked off. When a surface unit has no more unchecked boxes in one of the ammunition categories, it can no longer employ the value corresponding to that ammunition type. A unit that runs out of an ammunition type can be replenished (see 18.7).
A surface unit that has run out of at least one kind of ammunition has an "Out of Ammo" marker placed on it (see 18.8). When the unit is replenished, this marker is removed.
A surface unit's Detection Zone is never affected by expenditure of ASW ammunition.
Example: A player has checked off all the AAA boxes for a unit. That unit cannot use its AAA value in Defensive combat until it is replenished. If the unit also had all its ASW boxes checked off, it could not use its ASW value for ASW Combat or in Defensive combat against Torpedo attacks (the unit's Detection Zone is not affected by the checking off of all its ASW boxes).
SSM Ammunition: When a unit participates in SSM Combat, one of the SSM boxes is checked off. If SSM Combat is performed by several surface units, each unit that participated in the attack has an SSM box checked off.
Some surface units have a star (★) next to the SSM boxes. This means the unit can replenish its SSM's only in-port, never at sea (see 18.7).
Intensive SSM Attacks: If surface units are participating in SSM Combat, the owning player can state that any or all of his participating units are making an "intensive" attack. If so, the SSM Attack value for the units participating in the attack is multiplied by 1½ (round fractions down). However, check off two SSM boxes for each unit that participated in the "intensive" attack. A player can combine an SSM attack with some units using "intensive" attacks and others using normal attacks.
Special SSM Ammunition: Some surface units have two series of SSM boxes printed on the rosters. This means the unit is armed with two different kinds of SSM's: one kind of SSM is represented by the SSM values printed on the counter and the other is represented by SSM values in parentheses on the Logistics Roster (this second type also has a gray band over it). The number to the right of the slash in parentheses is the SSM Attack value of the second SSM type, and the number to the left is the SSM Range.
If a unit with two types of SSM's participates in SSM Combat, the owning player must indicate which of the two SSM's is being used in an attack (both types cannot be used in the same attack). The player checks off the box of the appropriate SSM type after an attack. Upon replenishment (see 18.7), both types of SSM's return to full capacity.
Example: The US cruiser Texas has a printed SSM Attack value of 8 and an SSM Range of 5. Four boxes are provided for this type of SSM on the Logistics Roster. However, it also has four additional SSM boxes on the roster for a second type of SSM (an SSM Attack value of 8 and an SSM Range of 2).
ASW Ammunition: If a surface unit participates in ASW Combat, the player checks off one of the unit's ASW boxes. A unit using its ASW value in defense against a Torpedo attack does not have one of its ASW boxes checked off. However, once the unit has all its ASW boxes checked off, it can no longer use its ASW value in defense against Torpedo attacks.
AAA Ammunition: As soon as a unit employs its Area AA value in defense against an enemy SSM or Bombing attack, the owning player checks off one of the unit's AAA boxes. If the unit uses only its Close AA value in defense, the owning player does not check off a box.
Aircraft Carriers: If an aircraft carrier employs its SSM, ASW, or AAA values in combat, this expenditure is recorded in the same manner as for normal surface units. However, if air units assigned to that carrier conduct attacks, this expenditure is recorded differently (see 18.4).
18.3 Submarines and Ammunition Expenditure
There are two types of ammunition a submarine unit can have: SSM and Torpedo (TORP). All submarines have Torpedoes, but many are not armed with SSM's. The boxes for these types of ammunition are checked off as indicated below, and when all boxes of a type are checked off, the submarine can no longer use the value corresponding to that type of ammunition until it is replenished (see 18.7).
When a submarine has run out of one kind of ammunition, place an "Out of Ammo" marker on it (see 18.8). This marker is removed when the submarine is replenished.
SSM Ammunition: When a submarine conducts SSM Combat, one of it SSM boxes is checked off. Submarines always attack individually. Submarines can perform "intensive" SSM attacks (see 18.2); check off two SSM boxes when a submarine makes such an attack.
Torpedo Ammunition: As soon as a submarine participates in either Torpedo or ASW Combat, the owning player checks off one of the TORP boxes on the roster. Like surface units, submarines using their ASW value in defense against an enemy Torpedo attack do not expend TORP ammunition, although once the submarine has all its ASW boxes checked off, it can no longer use its ASW value in defense against Torpedo attacks.
Intensive Torpedo Attack: At the owning player's choice, he can declare a submarine is making an "intensive" Torpedo attack. The unit's Torpedo value is multiplied by 1½ for the attack, but the owning player must check off two TORP boxes on the roster.
18.4 Air Units and Ammunition Expenditure
Air units are not listed on the Logistics Rosters. Air units participating in SSM or Bombing Combat expend ammunition from the base hex or aircraft carrier from which they began their attack. However, air units participating in ASW and Air-to-Air Combat never expend ammunition. Air units can always perform strategic and CAP missions regardless of ammunition expenditure.
Whenever air units initiating SSM or Bombing Combat are forced to Return to Base after Air-to-Air Combat with enemy air units on a CAP mission, these units are considered to have jettisoned their ammunition during their activation. The owning player must check off one AP box or one ORD box for the air units' base hex or aircraft carrier, respectively, on the Logistics Roster.
Aircraft Carriers: In addition to boxes for SSM, ASW, and AAA ammunition, aircraft carriers also have an Ordnance (ORD) section of boxes. These boxes are checked off as air units assigned to the carrier perform Bombing or SSM Combat. For each Action Phase in which the air units from a carrier perform any of these forms of combat, one ORD box is checked off on the Logistics Roster. A maximum of one ORD box is checked off on an aircraft carrier per air unit Action Segment, even if the air units based on that carrier performed more than one Bombing/SSM Combat.
When all ORD boxes are checked off for a carrier, the air units assigned to it can no longer perform SSM or Bombing Combat until the carrier is replenished (see 18.7).
Base Hexes: Base hexes record ammunition expenditure by air units in the Ammunition Point (AP) boxes. Air units starting from a base hex that participate in Bombing or SSM Combat expend a maximum of one AP box per air unit Action Segment. Some air units can be sent on Bombing attacks and others on SSM attacks, but only one AP box is checked off for that Action Segment.
When a base hex has expended all its AP boxes, no air unit from this base can perform SSM or Bombing Combat. Base hexes can never be replenished.
18.5 Movement and Logistics
All combat units whose names appear on the Logistics Rosters must record the expenditure of fuel. These units have Fuel boxes which are checked off as fuel is expended. Nuclear-powered vessels can operate indefinitely without refueling and do not require the owning player to record the expenditure of fuel (these units are labeled on the Logistic Rosters with "UNLIM" — unlimited — in the units' Fuel section). Replenishment units, cargo units, and AA units do not expend fuel.
Fuel Expenditure: During the Fuel Phase of the Terminal Cycle (which takes place in Night Game Turns), all units, except nuclear-powered vessels, replenishment units, cargo units, and AA units, have one Fuel box checked off. This check is made regardless of the location of the unit or how far it moved in the preceding Action Phases (it may not have moved at all). As long as the unit is on the map, one of its Fuel boxes is checked off.
Optional Fuel Expenditure: The game does not reflect low levels of fuel expenditure for ships moving slowly or not at all during a turn. If players wish to keep more detailed records of fuel expenditure, they can agree not to check off Fuel boxes for units that do not move or that move no more than one hex during each of the AM, PM, and Night Game Turns.
To keep track of which units moved how far, put a slash (/) in a Fuel box if the unit moves more than one hex in any of the three Action Phases of the AM, PM, and Night Game Turns. If the unit does not move or moves only one hex, do not put any check in a Fuel box. During the Fuel Phase, a unit with a slash in the Fuel box has this box checked off. A unit with a blank box does not have the box checked off. Players should agree to this option before starting play.
Running Out of Fuel: When all the Fuel boxes for a unit have been checked off, the unit has run out of fuel until it is replenished (see 18.7). A unit that has exhausted all it Fuel boxes has an "Out of Fuel" marker placed on it (see 18.8).
A unit that has exhausted its fuel has the following restrictions applied to it:
- Its Movement Allowance is reduced to one.
- Its Defense value is reduced by one (to a minimum of one).
- If the unit is an aircraft carrier, none of the air units based on it can become active or perform strategic air or CAP missions.
18.6 Base Hexes and Replenishment Units
Both base hexes and replenishment units can replenish combat units that have run out of fuel or ammunition. Replenishment units and base hexes have two sets of boxes on the Logistics Roster: one for Ammunition Points (AP) and one for Fuel Points (FP).
Base Hexes: Each base hex is listed on the Logistics Rosters under the country to which it belongs. During replenishment (see 18.7), base hexes can transfer AP's and FP's to friendly combat units. All base hexes have the same characteristics in terms of replenishment.
Replenishment Units: There are four types of replenishment units: combat stores (CS), tankers (TK), ammunition (AM), and submarine tenders (ST). Replenishment units can possess AP's, FP's or both. What a replenishment unit can do depends on its type (see 18.7 for more details).
18.7 Replenishment
In order to regain full ammunition and fuel capacities as listed on the Logistics Rosters, units must "replenish." There are two types of replenishment: a unit that replenishes in a base uses in-port replenishment, and unit that replenishes from a replenishment unit uses at-sea replenishment.
A unit can replenish its fuel and ammunition at any time. It does not have to wait until all its fuel and ammunition boxes are checked off.
Any unit that replenishes cannot become active in the Action Phase immediately following the Replenishment Phase. Players may wish to alter the alignment of the counter by rotating it 180 degrees after replenishing to remind themselves the unit cannot be activated. Air units assigned to an aircraft carrier that is being replenished cannot be activated, but they can perform CAP and strategic missions. At the end of the Action Phase, the owning player should rotate the inverted counters to their normal position.
If a unit is attacked while it is being replenished (that is, its counter is rotated 180 degrees), its Defense value is reduced by one. This reduction is in addition to any penalties for the unit having run out of fuel (see 18.5).
In-Port Replenishment: To be replenished in-port, a unit must occupy a base hex of its nationality at the beginning of the Replenishment Phase, which takes place during the Activity Cycle of each Game Turn. In-port replenishment follows the procedure outlined below.
- By expending one Ammunition Point (AP) from the base hex, the owning player can do one of three things:
A. If the unit is a surface unit (except aircraft carriers), the player can erase all check marks in the unit's SSM, ASW, and AAA boxes.
B. If the unit is a submarine, the player can erase all check marks in the unit's TORP and SSM boxes.
C. If the unit is an aircraft carrier, the owning player can erase all checks in the unit's SSM, ASW, and AAA boxes, and one ORD box. For each additional AP expended by the base hex, the owning player can erase one more ORD box for the carrier.
As soon as the player has chosen one of these options, he checks off one of the AP boxes for that base hex.
- By expending three Fuel Points (FP's), the owning player can erase all checks in the Fuel boxes of a replenishing battleship or aircraft carrier unit. A player can replenish any other single surface or submarine unit by expending one FP. Once the player has replenished a unit, he checks off the appropriate number of FP's for the base hex.
A replenishment unit (CS, TK, AM, or ST) can also have its AP's and FP's replenished in-port, in a base hex of its nationality. For each AP or FP erased from the replenishment unit's boxes, the owning player checks off an AP or FP, respectively, from that base hex.
A base hex can expend a maximum of 10 AP's/FP's in one Replenishment Phase. Any number of units of the same nationality can be replenished in a base hex, up to the 10 AP/FP limit for that base.
If a US or Soviet base hex is in an allied or neutral country, replenishment from that hex takes place normally. In the event Algeria is an ally of the US player, the Soviet base in Annaba (hex 1218) becomes an Algerian base hex and cannot be used by the Soviet player for replenishment.
When a base hex has no more available AP or FP boxes, it can no longer transfer the type of supplies that have run out to a replenishing unit. Base hexes can never be replenished; they only transfer AP's or FP's to replenishing units.
Example of In-Port Replenishment: During the Replenishment Phase, the US units Nimtz (CV), Mahan (DD), Baltm (SN), Detrt (CS), and Mckee (ST) occupy the US base of Naples (hex 1726). The US player decides to transfer one AP and one FP from Naples to Mahan, two AP's to Mckee, one AP to Baltm, two AP's to Nimtz, and two FP's and one AP to Detrt. This expenditure of 10 AP's/FP's is the maximum Naples can transfer in one Replenishment Phase.
The player checks off seven AP's and three FP's from Naples' boxes on the Logistics Roster. He then erases all checked SSM, ASW, AAA and Fuel boxes for Mahan, all checked ASW boxes for Nimtz plus two of its ORD boxes, two checked AP boxes for McKee, and two checked boxes in the FP section and one box in the AP section for Detrt.
At-Sea Replenishment: Units can also be replenished by replenishment units of the same nationality (never by allied units) while at sea. There are four types of replenishment units: combat stores (CS), ammunition (AM), tanker (TK) and submarine tender (ST). Each replenishment unit is given boxes for AP's and/or FP's. Replenishing at-sea is equivalent to in-port replenishment, with the replenishment unit taking the place of the base hex.
To transfer an FP, the owning player erases all the Fuel boxes of the replenishing unit and checks off one FP box for the replenishment unit. To transfer an AP, the owning player erases the ammunition boxes for the replenishing unit and checks off one AP box for the replenishment unit. If the replenishing unit is an aircraft carrier, the expenditure of an AP also causes one ORD box for the carrier to be erased; in addition, a player can choose to transfer additional AP's and erase more ORD boxes for the carrier on a one-for-one basis. The procedure for transferring AP's and FP's in at-sea replenishment is exactly the same as for in-port replenishment described above. Note that some replenishment units possess only AP's or FP's, but not both. Replenishment units that do not possess AP's or FP's can never transfer the type they do not have.
At-sea replenishment has the following restrictions:
- Surface units can be replenished by CS, AM, and TK units (but not by ST units). The CS, AM, or TK unit can expend a maximum of 10 AP's/FP's per Replenishment Phase.
- Submarine units can be replenished by ST units only. An ST unit can expend a maximum of 4 AP's/FP's per Replenishment Phase.
- CS, AM, and TK units can be replenished at-sea by other CS, AM, or TK units of the same nationality. ST units can never be replenished at-sea. For each AP or FP transferred, erase one AP/FP for the replenishing unit and check off an AP or FP, respectively, for the replenishment unit.
- At-sea replenishment can not take place within a Squall or Storm zone. In-port replenishment can take place in any kind of weather.
18.8 Out of Fuel/Ammo Markers
Both players should check the Logistics Rosters every time a unit employs a combat value. If the unit runs out of some kind of supply, the owning player should place an "Out of Fuel" or "Out of Ammo" marker on that unit. If the unit runs out of both fuel and ammunition, flip the marker over to its "Out of Fuel & Ammo" side.
Players check the Fuel status of their units during the Fuel Phase of Night Game Turns. Any unit that has all its Fuel boxes checked off has an "Out of Fuel" marker placed on it.
An "Out of Ammo" marker is placed on a unit that has run out of any kind of ammunition; it does not necessarily mean the unit has run out of all its ammunition. The unit can still employ combat for the types of ammunition it has left.
18.9 Attacking Base Hexes
If a base hex is attacked by Bombing, SSM, or Gunnery Combat, the same combat result number that is used to assess damage against air units occupying that hex (see 10.9) is also used to assess damage against the base's replenishment capabilities. First, damage against the base is resolved. Then, the player subtracts two from the combat result number; the result is the damage that is applied to the base's FP and AP boxes. Divide this result by two; check off a number of FP boxes equal to the rounded up result and check off a number of AP boxes equal to the rounded down result.
Example of Base Damage: Naples is attacked by a Soviet SSM attack and a combat result number of 7 is obtained. After applying damage to the air units stationed in Naples (see 10.9), the US player subtracts 2 from the combat result number of 7. He must remove 5 AP's/FP's from Naples. He divides 5 by 2 (rounding up to 3 for FP's and rounding down to 2 for AP's). He must check off 3 FP and 2 AP boxes for Naples on his Logistics Roster.
19.0 Tactical Nuclear Warfare (Optional)
These rules should be used only upon mutual assent of both players and when the Logistics option (18.0) is being used. If this option is being used, ignore the stacking limitations of rules section 6.0. Any number of ships are allowed to be stacked together in a hex at the end of the surface unit Action Segment.
19.1 Availability of Nuclear Weapons
Only US and Soviet units can possess a nuclear capability. There are four kinds of nuclear capability: SSM, Bombing, ASW, and Area AA. To indicate that a unit possesses nuclear capability in one or more of these categories, place a small "N" in one of the boxes of the appropriate type of ammunition on the Logistics Roster. A unit can have only one box marked off for each type of ammunition that is nuclear-capable. If an air unit possesses nuclear capability, place one "N" in the AP box of the unit's base hex or in the ORD box of the unit's parent aircraft carrier. An aircraft carrier can have only one "N" assigned to an ORD box, though a base hex can have several AP boxes with "N's."
An air unit that uses a nuclear SSM or Bombing attack in the same air unit Action Segment with other air units using normal SSM or Bombing attacks would have only the AP or ORD box with the "N" in it checked off. The following US units are nuclear-capable:
SSM: All BB, CG, DD, and SN units with an SSM Range value of 5.
Bombing: All US ATK air units except the AV8 ATK unit. (Note that US ATK air units based on CV's are all nuclear-capable, although each CV has only one "N" box.)
ASW: All US CG, DD, SN, and FF units (with the exception of the frigates Smpsn, Reid, Stark, Thach, Boone, Doyle, and Rentz, which are not nuclear-capable). In addition, US P3 and S3 air units are nuclear-capable.
Area AA: Ticon (CG), Yrktn (CG), Biddl (CG), Wnwrt (CG), Kidd (DD).
The following Soviet units are nuclear-capable:
SSM: All CV, CG, SS, and SN with an SSM Range value of 5 or more; also, all Soviet ATK air units with SSM values.
Bombing: All Soviet ATK air units with a Bombing value.
ASW: Minsk (CV), Lenin (CG), Moskv (CG), Kerch (CG), Azov (CG), Ochkv (CG), Ladny (FF), Nezhn (SN), Tinsk (SN), Drabv (SN), Sumy (SN), Ibres (SN); all Soviet ASW air units.
Area AA: Minsk (CV), Kirov (CG), Slava (CG), Sovrm (DD), Otlch (DD).
Example of Nuclear Capability: The US player can assign three types of nuclear ammunition to Biddl (CG). It has an SSM Range value of 5, so it can be assigned one nuclear SSM. It can also have ASW and Area AA nuclear weapons. The US player would place an "N" in one SSM, one ASW, and one AAA box for Biddl on the Logistics Roster.
19.2 Use of Nuclear Weapons
At the moment a player initiates combat and one or more participating units are nuclear-capable in that type of combat, the owning player can declare that any or all of his nuclear-capable units are using nuclear weapons. The effects of nuclear weapons vary, depending on the type of combat being performed.
If a unit uses nuclear weapons, the owning player marks off the "N" box in the appropriate ammunition type for that unit. Once this "N" box has been marked off, the unit can never use nuclear weapons of this indicated ammunition type for the remainder of the game. The "N" box cannot be replenished either at-sea or in-port. Once the unit has used nuclear weapons of a particular type, it can be replenished at-sea or in-port with normal ammunition of the type. For example, a CG that has used its nuclear-capable SSM could have the "N" box erased and it could then use normal SSM ammunition.
Combat with nuclear weapons is resolved normally, with the following exceptions:
SSM Combat: The attacking player announces one enemy unit in a hex as the target unit for a nuclear attack for each friendly unit attacking with nuclear weapons; the attacking player can select as many targets for nuclear attacks as he has nuclear-capable units participating in the attack. Nuclear SSM attacks can be combined with normal SSM attacks.
Surface or submarine units that are using nuclear weapons have their SSM Attack value multiplied by five; air units using nuclear weapons have their SSM Attack value multiplied by three. If the target hex contains more than 12 surface units of any type, the combat result number obtained against the target of the nuclear attack is also applied against the two ships stacked directly above (if any) and the two ships directly below the target hex of the nuclear attack. If the target hex contains between 4 and 12 surface units (inclusive), the combat results number obtained against the target of the nuclear attack in the stack is also applied to the ship stacked directly above (if any) and the ship stacked directly below (if any) this target. If a target hex contains 3 or less surface units, only the target of the nuclear attack is affected by the combat result number. A unit that is stacked above or below the target of the nuclear attack and which is affected by a combat result against the target unit can also be declared a target in the same SSM attack, either by normal SSM or nuclear-capable SSM Combat.
Bombing Combat: The attacking player announces one enemy unit as the target for nuclear attack for each nuclear-attack ATK air unit participating in the attack; the attacking player can announce as many targets for nuclear attack as he has nuclear-capable ATK air units participating in the attack. Nuclear attacks can be combined with normal Bombing attacks.
ATK air units using nuclear weapons have their Bombing value multiplied by three. The same penalties applying to target hexes containing more than 3 enemy surface units described in nuclear SSM Combat (see above) are applied in nuclear Bombing Combat.
ASW Combat: Surface or submarine units that are using nuclear weapons have their ASW value multiplied by two. Air units using nuclear weapons have their ASW value multiplied by five. (This does not apply in Defensive combat against enemy torpedo attacks.)
Area AA Combat: In any Defensive combat against enemy SSM or Bombing attacks, a surface unit using nuclear weapons has its Area AA value multiplied by three.
Example of Nuclear SSM Attack: The US cruiser units Texas (SSM Range Value: 5; SSM Attack Value: 8) and Calif (SSM Range Value: 2; SSM Attack Value: 8) initiate a combined SSM attack against a stack of 14 enemy units in an adjacent hex. The US player decides to make this a nuclear SSM attack. Thus, Texas attacks at 40 (8 × 5) and Calif at 8, for a combined SSM Attack value of 48.
The US player announces Minsk (Defense Value: 6) in the middle of the stack as the target of the nuclear attack and assigns all 48 points against it. Assume the US player obtains a combat result of 5 against Minsk. Thus, Minsk is damaged. In addition, since the Soviet stack consists of more than 12 surface units, the combat result number of 5 is also applied against the two Soviet units stacked directly above Minsk and the two units stacked directly below her. Assuming these four units each have a Defense value of 4, they would all be sunk.
Note that in this example the US player could have chosen Minsk as the target of the nuclear SSM attack and other targets for normal SSM attacks. If he had two nuclear-capable units, he could have chosen two units in the Soviet stack as targets for nuclear attacks and could possibly have damaged or sunk up to ten Soviet units.
19.3 Restrictions on Nuclear Weapons
- A unit using nuclear weapons as part of an SSM attack cannot perform an "intensive" SSM attack (see 18.2).
- Nuclear attacks can never be made against base hexes.
- Once a unit's "N" box has been marked off, it can never use nuclear weapons of that ammunition type for the remainder of the game, although the box can be used for normal ammunition.
- The first use of nuclear weapons in the game is restricted (see 19.4).
19.4 First Use of Nuclear Weapons
The player who first uses nuclear weapons in any form of combat loses Victory Points and also triggers political events (see 19.5). Once one player has initiated the use of nuclear weapons, both he and his opponent can freely use nuclear weapons for the remainder of the game. However, the first use of nuclear weapons is subject to the following restrictions:
- Neither player can use nuclear weapons during the first three Game Turns of the game.
- If neither player has used nuclear weapons and the Armistice marker has advanced to the "Negotiations Progress" box on the Armistice Track, neither player can use nuclear weapons for the remainder of the game. However, if one player has initiated the use of nuclear weapons before the Armistice marker has reached this box, both players can use nuclear weapons freely for the remainder of the game.
19.5 Political Ramifications of Nuclear Weapons
Victory Points: If the US player is the first to use nuclear weapons in the game, the Soviet player receives 50 Victory Points. If the Soviet player is first to use nuclear weapons, the US player receives 40 Victory Points.
Political Events: The use of nuclear weapons may trigger realignment of allied forces on both sides. Once a player has initiated nuclear combat in any form, play stops immediately and the status of all allies and potential allies is made, using the Neutrality Chart. Once the status of allies is determined, play resumes. Note that the alignment check for allies described below is in addition to any other checks made due to overflights, before or after nuclear warfare is initiated (see 22.2).
US Player First Use: If the US player is the first to initiate nuclear combat, he checks the alignment of all his allies. Roll for each ally on the Neutrality Chart according to the rules of 22.2, but add one to each die roll (this is in addition to the modifier listed for the country on the Neutrality Chart). If the US player's roll for each ally is not a modified 1 or less, the country becomes neutral; all surface, submarine, and air units of the country are immediately removed from the map. If an allied country remains a US ally, its units remain in play. In addition, the US player can never receive new allies for the remainder of the game due to Soviet overflight over a country.
In the event that Italy becomes neutral or remains neutral, the US player retains use of only the Naples base hex (1726) in Italy. Other US base hexes in Italy are in effect closed to US units. During the next Action Phase, the US player must move all air units out of other US base hexes in Italy and reassign them to Naples. In-port replenishment for US units can be performed only in Naples. In addition, if Spain becomes neutral or remains neutral, all US base hexes in Spain are closed to US units. Air units that can reach another open US base hex in Italy must be moved to one in the next Action Phase; if an air unit cannot reach an Italian base hex, it is considered destroyed. No US units can replenish in Spain.
The Soviet player rolls for new allies from the following countries that are currently neutral: Yugoslavia, Syria, Tunisia, Libya, and Algeria. The Soviet player adds one to each of his die rolls for determining the new status of these countries. Units for new Soviet allies are immediately deployed on the map at the beginning of the next Game Turn according to the instructions on the Reinforcement/Deployment Card; use the same Preparedness Level at which other countries began the game (see 22.3).
Soviet Player First Use: If the Soviet player is the first to use nuclear weapons, he must check the status of his current allies. He must roll for each ally on the Neutrality Chart, applying a minus one to each roll in addition to the modifier listed for each country on the chart. Any allied country that becomes neutral has its surface, submarine, and air units removed from the map for the remainder of the game. In addition, the Soviet player can never receive new allies.
Soviet air units can no longer fly over coastal or land hexes of Bulgaria, Hungary, Romania, and Albania. In addition, only Soviet base hexes in countries that remain allied with the Soviets can be used for basing air units and for replenishment. Soviet units can no longer use base hexes in countries that become neutral for replenishment or for basing air units. Soviet air units that can reach another Soviet base hex (either in the Crimea or in a country that remains an ally) must be moved to one in the next air unit Action Segment; air units that cannot reach another base hex are considered destroyed.
The US player rolls for new allies for any of the following countries that are currently neutral: Algeria, Egypt, France, Greece, Italy, Israel, Morocco, Spain, Tunisia, Turkey, United Kingdom, and Yugoslavia. The US player subtracts one from each roll in addition to the modifier listed for that country on the Neutrality Chart. Units for new allies are deployed on the map at the beginning of the next Game Turn and at the Preparedness Level chosen for the game.
Notable Exception: The penalties outlined above apply only to the first player to initiate nuclear attacks. The player who is second to use nuclear weapons in the game does not suffer the penalties outlined above.
20.0 Optional Rules
The following rules can increase the complexity of the game, but they also add extra realism and reflect new military technology that may soon be in use. Players should agree to employ these optional rules before beginning play.
20.1 Cruise Missiles
Both the US and Soviet Navies employ (or soon will employ) land-attack cruise missiles on their warships. The US version is the strategic variant of the Tomahawk missile (BGM-109F); the Soviet version is the SSNX-21, a missile similar to the Tomahawk. Land-attack cruise missiles have far greater range and destructive power than their anti-ship sisters.
Cruise Missile Equipped Units: All US surface and submarine units with an SSM Range of 5 are Tomahawk-equipped. All Soviet submarines with an SSM Range of 6 are SSNX-21-equipped. Each of these units can make one cruise missile land attack per game. This is considered SSM Combat and expends SSM ammunition normally. Players should keep track of cruise missile attacks on their Player Records, since each unit can perform only one attack in a game.
Cruise Missile Attacks: Cruise missiles can be used only against enemy base hexes. These attacks are considered normal SSM Combat and the Close AA value (and CAP, if any) can be used for defense by the base hex (see 10.9).
All cruise missile attacks by an undamaged unit have an SSM Attack value of 50 and an SSM Range of 25. A damaged unit has an SSM Attack value of 40. US surface units that are Tomahawk-equipped can execute cruise missile attacks together if they are activated as part of the same force.
Subject to SSM ammunition supplies, US and Soviet units equipped with cruise missiles can continue to perform SSM Combat normally, using their printed SSM values, before or after making the cruise missile attack. A unit can use either its SSM value or a cruise missile attack in an Action Phase, never both.
20.2 B-52's
At the beginning of every Reinforcement Phase, the US player can attempt to bring his B-52 air unit into play. He rolls a die, and on the first result of 1, he places the B-52 air unit on the US base hex of Rota (hex 1603). The US player can use the B-52 as a normal air unit for the rest of the game. However, the B-52 must begin and end every Action Phase in the Rota base hex; it can never operate out of another base hex. If the Logistics option is being used, the B-52 unit expends Rota's AP supplies normally for each Bombing or SSM attack.
20.3 Alternate Air Wings on Aircraft Carriers
In 1983, the US Navy initiated tests of non-standard air wings onboard its aircraft carriers. USS John F. Kennedy (CV-67) was the first carrier to conduct these tests. Kennedy's mission was to evaluate the effectiveness of a "heavy" air wing in which no A-7 Corsair or F-18 Hornet aircraft were to be deployed, their place being taken by a second squadron of A-6 Intruders. In any Advanced Game scenario, the US player can have one of his aircraft carriers deploy a "heavy" air wing. Once the decision is made, it cannot be changed for the duration of the game. Remove the A7 and F18 air units from the carrier that will carry the "heavy" air wing and add a second A6 air unit (this extra counter is not included in the game, so the US player will have to make his own). Thus, the carrier would have two F14's, two A6's, and the normal complement of support aircraft.
20.4 Burke-Class Destroyers
The US Arleigh Burke (DDG-51) class of destroyers is not expected to enter service until the summer of 1989. For this reason, the Burke DD counter is not used in any of the scenarios. However, if both players agree, the US player can experiment with the capabilities of this warship by using it in place of any other DD unit in the starting set-up of the game.
20.5 Soviet Submarines and Mines
Soviet submarines have the capability to place mines. During the Mine Segment of the Strategic Cycle, the Soviet player rolls the die. On a result of 1 or 2, the Soviet player can place one Mine marker (subject to availability) in any coastal hex adjacent to a Soviet submarine unit. On any other die result, the Soviet player cannot place the Mine marker.
20.6 Soviet "Tattletales"
In peacetime, the Soviet Navy keeps a sharp look-out on US Navy vessels in the Mediterranean with "tattletales" (small intelligence-gathering vessels). To reflect this tactic, all US surface units are automatically detected throughout the first three Game Turns of the game in Advanced Scenarios only. Starting with Game Turn 4, all US surface units must be detected normally. This special rule does not apply to surface units belonging to US allies.
20.7 High Speeds
Any battleship (BB), aircraft carrier (CV), cruiser (CG), destroyer (DD), or frigate (FF) is allowed to increase its Movement Allowance by one during its active status. However, the owning player must immediately check off one of the Fuel boxes for that unit on the Logistics Roster. This check mark is in addition to the one placed during the Fuel Phase.
20.8 Increased Movement for Air Units
Extended Range: During the active status for any INT, ATK, or EW air unit, the owning player can state he is using his air unit at "extended range" (that is, sacrificing attack capability for carrying extra fuel). If so, the Movement Allowance of the air unit is increased by six. However, the Bombing, Anti-Air, and SSM Attack values of the air unit using this option is halved (round fractions down). A player can use the extended range option for as many eligible units as he wishes during an Action Segment.
Mid-Air Refueling: If the Logistics option is being used, the US player can increase the Movement Allowance of his INT, ATK, or EW air units based on aircraft carriers by stating he is using "mid-air refueling" at the moment one or more of these unit types is activated. Each undamaged US aircraft carrier is permitted one mid-air refueling option per turn.
This option can be chosen at the moment an INT, ATK, or EW air unit (or stack of such air units) is activated. If so, the Movement Allowance of that air unit (or stack) is increased by six. However, the US player must immediately check off one of the ORD boxes for each aircraft carrier using this option. This check mark is in addition to those marked off due to subsequent Bombing or SSM Combat made by the units employing mid-air refueling.
US carrier-based air units can use both extended range and mid-air refueling options during their active status. If so, their Movement Allowances are increased by 12, subject to the restrictions of the above rules.
20.9 Using Allied Bases
Under certain circumstances, US and Soviet air units can be based on and activated from allied air bases. When the status of allies is being determined by the Neutrality Table (see 22.2), the modified die roll to determine the alignment of any country on this table also determines if the US or Soviet player can use the country's air bases.
When the US Player rolls a modified die roll of −3 or −4 for a country on the Neutrality Table, that country is not only an ally of the US, but has also given US air units full basing rights in all its base hexes. The Soviet player must roll a modified 10 or 11 for the same result.
If either player receives basing rights in a country, all his air units can end their movement, and subsequently become activated, on any base hex within the allied country. If the air units based on an allied base hex perform Bombing or SSM Combat, one AP box from any US or Soviet base hex is marked off on the Logistics Roster. The check mark is not placed in an AP box for the allied base hex.
21.0 Intermediate Scenarios
The Intermediate Scenarios should be played several times using the Basic Game rules. They have more units on the map than the Introductory Scenarios and therefore require more time to play. After becoming familiar with these scenarios, players may wish to incorporate the following Advanced Game rules to test some of these rules sections. It is recommended that players incorporate the following rules:
- Weather (16.1) in all scenarios.
- Command-Control (16.2) in scenarios that include allies.
- Satellite Reconnaissance (16.3) in all scenarios.
- Tactical Nuclear Warfare (19.0), in any scenarios the players agree to use it in. Use the Logistics Rosters to keep track of which units are nuclear-capable.
- Optional rules (20.0) in any scenarios the players agree to use them in.
21.1 Scenario 5: Aegean Offensive
Background: A regiment of the Soviet 105th Guards Airborne Division has seized the island of Lemnos at the southern entrance to the Turkish Straits in the Aegean Sea. Fearing Soviet domination over the rest of the Aegean, the National Security Council has ordered COMSIXTHFLT to establish a strong US naval presence there immediately. In addition, the major airfield on Lemnos is to be destroyed by combined air, missile, and gunfire attacks in order to deny its use by Soviet aircraft.
Currently, COMSIXTHFLT has only meager forces in the central and eastern Mediterranean: the frigates Stark (FFG-31) and Thach (FFG-43), returning to Naples after escorting a tanker to Israel; and the attack submarines Baltimore (SSN-704) and Drum (SSN-677).
In the western Mediterranean, COMSIXTHFLT has readied Task Groups 60.2 and 60.4 for an eastward move into the Aegean. TG 60.2, currently replenishing in Naples, consists of the aircraft carrier Nimitz (CVN-68), the cruisers Texas (CGN-39) and California (CGN-36), and the destroyers Barney (DDG-6), Mahan (DDG-42), and Comte De Grasse (DD-974). Attached to Nimitz is Carrier Air Wing 8, consisting of two F-14 Tomcat squadrons (VF-41 "Black Aces" and VF-84 "Jolly Rogers"), two F-18 Hornet squadrons (VF-82 "Marauders" and VF-86 "Sidewinders"), one A-6 Intruder squadron (VA-35 "Black Panthers"), one EA-6 Prowler squadron (VAQ-134 "Garudas"), one E-2C Hawkeye squadron (VAW-112 "Golden Hawks"), and one S-3 Viking squadron (VS-24 "Duty Cats"). In addition, a squadron of US Air Force F-16 fighters is stationed in Sigonella.
TG 60.4 has just entered the Mediterranean and is currently on port visit to Cartagena, Spain. This force is a Surface Action Group (SAG), consisting of the battleship New Jersey (BB-62), the cruiser Biddle (CG-34), and the destroyers Semmes (DDG-18) and Merrill (DD-976).
In position to support these two Task Groups are two attack submarines, Permit (SSN-594, in Rota) and Boston (SSN-703, patrolling off Malta), and a single destroyer, Deyo (DD-989, currently attached to Naval On-Call Force, Mediterranean — NAVOCFORMED — and deployed in Toulon). Performing surveillance throughout the Mediterranean region is a squadron of P-3C Orions (VP-16 "Eagles").
The Soviet Black Sea Fleet has received intelligence of the impending US move and has withdrawn most of its surface forces from the western Mediterranean. Two strong SAG's have formed in the eastern Mediterranean to block the movement of US forces into the Aegean. The first SAG, currently refueling in Tartus, consists of the cruisers Kirov and Kerch, the destroyers Sovremeny and Kulakov, and the frigate Rezky. The second SAG, currently replenishing in Darnah, Libya, consists of the aircraft carrier Minsk (with an attached squadron of YAK-36 Forger-A VSTOL aircraft), the cruiser Azov, the destroyers Otlichny and Zakharov, and the frigate Retivy. In addition, a strong force of Osa fast patrol craft is performing shore patrol duty around Lemnos.
Six Soviet attack submarines are also under Black Sea Fleet HQ control and have been ordered to intercept US Task Forces in their eastward movement: one ultra-modern Oscar, with 24 SSN-19 missiles (each with a 300 mile range); one Charlie-II, with shorter-ranged SSN-9's; one 45-knot Alfa; one Victor-III; one Foxtrot; and one Tango. In addition, directly under Black Sea Fleet control in Sevastopol are three large squadrons of TU-16 Badger-G ship attack aircraft, plus numerous reconnaissance and electronic warfare support aircraft.
Deployment
United States: NJrsy (BB), Biddl (CG), Semms (DD), Merrl (DD) — 1610 (Cartagena). Nimtz (CV), Texas (CG), Calif (CG), Barny (DD), Mahan (DD), DeGrs (DD) — 1726 (Naples), attached: F14 (INT) ×2, F18 (ATK) ×2, A6 (ATK), E2 (AEW), EA6 (EW), S3 (ASW). Stark (FF), Thach (FF) — 0935. Deyo (DD) — 2218 (Toulon). Baltm (SN) — 0445. Drum (SN) — 1229. Bostn (SN) — 2015. Permt (SN) — 1603 (Rota). P3 (RCN) — 1821 (Maddalena). P3 (RCN) — 1825 (Gaeta). P3 (RCN) — 1126 (Sigonella). F16 (INT) — 1126 (Sigonella).
Soviets: Kirov (CG), Kerch (CG), Kulkv (DD), Sovrm (DD), Rezky (FF) — 0949 (Latakia). Minsk (CV), Azov (CG), Otlch (DD), Zakhr (DD), Retvy (FF) — 0335 (Darnah). PCS2 (PC), PCS3 (PC) — 1538. Svesa (SN) — 1619. Syzrn (SN) — 1044. Nezhn (SN) — 0640. Ibres (SS) — 1023. Ivdel (SS) — 0631. Pskov (SS) — 1415. Y36 (INT) — on Minsk. T16 (RCN) ×2 — 2347 (Fedosiya). T16 (ATK) ×3 — 2245 (Sevastopol). T16 (EW). T16 (RCN) — 0431 (Benghazi).
Special Rules:
- Air units can move into and through hexes of all countries.
- Soviet T16 (ATK) air units cannot activate from any hex except Sevastopol.
- All units can enter the Turkish Straits (hexes 1638, 1639, 1640, 1740, and 1741) without restriction.
- US and Soviet surface and submarine units can end their active status only in base hexes of their respective nationalities.
- Nimtz must enter the Central Mediterranean Zone by Game Turn 2 and can never re-enter the Tyrrhenian Sea Zone for the remainder of the game.
Game Length: 10 Game Turns.
Victory Conditions: The US player receives Victory Points for getting his surface units into the Aegean Sea Zone. NJrsy and Nimtz are worth two Victory Points and each other US surface unit is worth one Victory Point.
The US player receives double the amount of Victory Points for each surface unit that ends the last Game Turn in Lemnos (hex 1537) or the six hexes that surround it (hexes 1436, 1437, 1536, 1538, 1637, and 1638); he receives the normal amount of Victory Points for US surface units that end the last Game Turn in any other hexes within the Aegean Sea Zone (he receives only one of these Victory Point awards). At the end of the last Game Turn, the US player adds up his Victory Points and checks the chart below to determine the winner and the level of victory.
| Number of Victory Points | Level of Victory |
|---|---|
| 25 or more | US decisive victory |
| 19-24 | US substantial victory |
| 14-18 | US marginal victory |
| 9-13 | Soviet marginal victory |
| 5-8 | Soviet substantial victory |
| 4 or less | Soviet decisive victory |
21.2 Scenario 6: Libyan-American War
Background: The Libyan Foxtrot-class submarine Al Badr has torpedoed and sunk a US Navy LSD carrying elements of the 32nd Marine Amphibious Unit (MAU) to Beirut. Heavy loss of life has been reported. Meeting in emergency session, the National Security Council has ordered COMSIXTHFLT to retaliate by destroying Libyan port facilities, airfields, and military depots in Tripoli, Benghazi, and Darnah.
Task Group 60.1, consisting of the aircraft carrier Nimitz (CVN-68), the cruisers Texas (CGN-39) and California (CGN-36), the destroyers Cushing (DD-985) and Comte De Grasse (DD-974), and the frigate Ramsey (FFG-2), has been readied for action in Naples. Carrier Air Wing 8 is deployed on Nimitz, consisting of two F-14 Tomcat squadrons (VF-11 "Red Rippers" and VF-74 "Bedevillers"), two F-18 Hornet squadrons (VA-81 "Sunliners" and VF-83 "Rampagers"), one A-6 Intruder squadron (VA-85 "Black Falcons"), one EA-6 Prowler squadron (VAQ-133 "Wizards"), one E-2C Hawkeye squadron (VAW-125 "Tiger Tails"), one S-3 Viking squadron (VS-30 "Diamond Cutters").
The attack submarine Omaha (SSN-692) is attached to TG 60.1 for enhanced ASW protection. Stationed in the Gulf of Sirte is the attack submarine Drum (SSN-677), observing Libyan movements. Operating out of Italian airfields are detachments of P-3C Orions from VP-8 ("Tigers"), whose mission is to pinpoint the positions of Libyan submarines.
Colonel Mu'ammar al-Qaddafi, the Libyan dictator, is in the process of organizing his naval forces to meet the expected American retaliatory strikes. Three Foxtrot diesel submarines have been deployed to positions in the Tyrrhenian Sea where they can intercept US surface forces attempting to transit the Strait of Messina or the Sicily-Tunisia Gap. Additionally, a force of more than 20 small surface warships, each armed with a handful of sophisticated SSM's, has been activated in Libyan naval bases. Moreover, a force of six squadrons of combat aircraft has been recently deployed to airfields near the Libyan coast where they will be capable of attacking US naval forces throughout the central Mediterranean.
Deployment
United States: Nimtz (CV), Texas (CG), Calif (CG), Cushg (DD), DeGrs (DD), Ramsy (FF) — 1726 (Naples), attached: F14 (INT) ×2, F18 (ATK) ×2, A6 (ATK), EA6 (EW), E2 (AEW), S3 (ASW). Drum (SN) — 0628. Omaha (SN) — 1624. P3 (RCN) — 1821 (Maddalena). P3 (RCN) — 1825 (Gaeta). P3 (RCN) — 1126 (Sigonella).
Libyan: Asawr (FF) — 0523 (Tripoli). PCS1 (PC), PCS2 (PC). PCS3 (PC) — 0335 (Darnah). PCS4 (PC) — 0431 (Benghazi), PCS5 (PC). Albdr (SS) — 1522. Ahad (SS) — 1226. Fateh (SS) — 1323. M23 (INT), S20 (ATK) ×2 — 0523 (Tripoli). M23 (INT), S20 (ATK) — 0431 (Benghazi). M1R (RCN) — 0335 (Darnah).
Special Rules:
- No Mining missions can be performed.
- Movement is restricted to the Tyrrhenian Sea and Central Mediterranean zones.
- Air units can move into and through all hexes of all countries within the Tyrrhenian Sea and Central Mediterranean zones.
- US and Libyan surface and submarine units can end their movement only in a base hex of their respective nationalities (consider Benghazi a Libyan rather than a Soviet base).
- All US surface units are automatically detected throughout the game.
- The US cruiser Texas can make one cruise missile (CM) SSM attack (see 20.1) per game. A CM attack is considered normal SSM Combat, but the CM has an Attack value of 50 (40 if the Texas is damaged) and a Range of 25 hexes. A CM attack must be made against a base hex. Texas can use its printed SSM Attack and Range values in any Action Segment before or after its CM attack (but not in the same Action Segment). The US player should note down when the Texas uses up its one CM attack.
Game Length: 6 Game Turns.
Victory Conditions: The US player gains and loses Victory Points according to the following schedule:
- Each time a Libyan base hex (Tripoli, Benghazi, or Darnah) suffers a damage result, the US player receives Victory Points. These points should be noted down on a piece of paper.
A. The first time one of these bases is damaged, the US player receives 1 Victory Point. He continues to receive 1 Victory Point each time he damages a base until all three bases have received one damage result.
B. After all Libyan bases have been damaged at least once, the US player receives 2 Victory Points for damage to a base.
C. After all Libyan bases have been damaged at least twice, the US player receives 3 Victory Points for damage to a base.
For example, the US player has damaged Tripoli twice and Benghazi once; he receives three Victory Points. In his next turn he damages Darnah, now resulting in one damage result to each base, and Tripoli again; he receives one Victory Point for Darnah and two for Tripoli.
- The US player loses Victory Points at the end of the game for US surface and submarines sunk or damaged.
A. He loses one Victory Point if Ramsy is sunk.
B. He loses four Victory Points if Nimtz is damaged, or;
C. He loses five Victory Points if Nimtz is sunk. (The US player loses points for either B or C, not both.)
D. He loses two Victory Points for all other surface and submarine units sunk.
The US player receives no Victory Points for damaging or sinking Libyan units, and he loses no Victory Points for destroyed US air units.
The US player wins the game is he has 9 or more Victory Points at the end of the game. If he has less than 9 Victory Points, the Libyan player wins.
21.3 Scenario 7: Air Strikes Against the Crimea
Background: The Soviet surface fleet within the Mediterranean has been completely wiped out by US naval forces. Two US battle groups, TG 60.1 and 60.2, have been sailing at will in the eastern Mediterranean, securing the sea lines of communication (SLOC) from the Atlantic to Israel. However, these two groups have been continually attacked by large formations of Soviet Naval Aviation aircraft operating out of Crimean airfields. In a major escalatory decision, the National Security Council has ordered COMSIXTHFLT to destroy those airfields in the Crimea capable of operating long-range aircraft. Also, depots containing stocks of weaponry are to be pinpointed and destroyed.
TG 60.1 consists of the carrier Nimitz (CVN-68), the cruisers Texas (CGN-39) and California (CGN-36), and the destroyers Cushing (DD-985), Merrill (DD-976), and Mahan (DDG-42). Attached to Nimitz is Carrier Air Wing 8 (see Scenario 6 for a description of this wing). Providing an outer ASW screen for TG 60.1 is the attack submarine Boston (SSN-703), recently armed with BGM-109 Tomahawk cruise missiles.
TG 60.2 consists of the carrier John F. Kennedy (CV-67), the cruisers Yorktown (CG-48) and Halsey (CG-23), and the destroyers Deyo (DD-989), Comte De Grasse (DD-974), and Barney (DDG-6). Attached to Kennedy is Carrier Air Wing 1 (see the Introductory Scenario 4 for a description of this wing; in this scenario, however, two light attack squadrons of A-7 Corsairs have not yet been replaced by the new F-18 Hornets). Providing an outer ASW screen for TG 60.2 is the attack submarine Memphis (SSN-691), also armed with Tomahawks. Providing ASW patrols and ocean surveillance for the two groups are detachments of P-3C Orions from VP-8 ("Tigers").
The only naval force remaining at Black Sea Fleet's disposal to contest the movement of US Navy groups into the Aegean is a small pack of submarines hastily deployed in a line across the Aegean from Euboea to the Turkish coast. Two of these submarines are of the efficient Victor-class; the remaining boat is of the Foxtrot-class.
Meanwhile, the Soviet Naval Aviation squadrons in the Crimea have been heavily reinforced from the Northern Fleet. Two fresh squadrons of TU-26 Backfire-B bombers have just arrived from Murmansk to support the depleted force of TU-16 Badger-G's that have been engaged in constant combat for over a week. These aircraft have been ordered to attack and destroy US naval forces in the Aegean before they come within striking range of the Crimean airfields. Supporting this operation are detachments of TU-16 Badger-E reconnaissance and electronic warfare aircraft and four squadrons of MiG-23 Flogger fighters.
Deployment
United States: Nimtz (CV) — 0931, attached: F14 (INT) ×2, F18 (ATK) ×2, A6 (ATK), EA6 (EW), E2 (AEW), S3 (ASW). Texas (CG), Calif (CG), Cushg (DD), Mahan (DD), Merrl (DD) also at 0931. Bostn (SN) — 0934. Kendy (CV) — 0842, attached: F14 (INT) ×2, A7 (ATK) ×2, A6 (ATK), EA6 (EW), E2 (AEW), S3 (ASW). Halsy (CG), Yrktn (CG), Barny (DD), Deyo (DD), DeGrs (DD) also at 0842. Memph (SN) — 0839. P3 (RCN) — 0835 (Suda). P3 (RCN) — 0746 (Limassol).
Soviets: Ibres (SN) — 1236. Sumy (SN) — 1238. Pskov (SS) — 1237. M23 (INT) — 2542 (Odessa). M23 (INT) — 2245 (Sevastopol). M23 (INT) — 2444 (Yevpatoria). T16 (EW) — 2444 (Yevpatoria). T26 (ATK) ×2. M23 (INT) — 2345 (Saki). T16 (EW), T16 (ATK) ×2. T16 (RCN) ×2 — 2347 (Fedosiya).
Special Rules:
- Air units can move into and through hexes of all countries.
- US and Soviet surface and submarine units can freely move into the Turkish Straits (hexes 1638, 1639, 1640, 1740, and 1741). They can never end their movement in base hexes of any nationality.
- All of the US units are automatically detected throughout the game.
- The US P3 air units can operate out of Suda and Limassol base hexes as though they were US bases for the duration of the game.
- The US units Texas, Deyo, Bostn, and Memph can each make two cruise missile (CM) attacks per game (see 20.1). A CM attack is considered a normal SSM combat, but is has an Attack value of 50 (40 if the attacking unit is damaged) and a Range value of 25. CM attacks against base hexes are resolved like normal SSM attacks, making sure to take the base's Close AA value and CAP units (if any) into account in the Defensive die roll. If activated together, Texas and Deyo can combine their CM attacks into a single attack. These four units can use their printed SSM Attack and Range values in any Action Segment before or after their CM attacks (but not in the same Action Segment). The US player should note down on his Player Record as each unit makes its CM attacks, since each unit can perform only two such attacks.
Game Length: 6 Game Turns.
Victory Conditions: The US player receives Victory Points for damaging Soviet base hexes. He receives one Victory Point for each damage result against Saki, Yevpatoria and Fedosiya, and two Victory Points for each damage result against Odessa and Sevastopol. Each hex can be damaged an unlimited number of times in the game.
The US player loses Victory Points at the end of the game for US units damaged or sunk. He loses four Victory Points if an aircraft carrier unit is sunk; he loses one Victory Point if a carrier is damaged (only one of these penalties apply at the end of the game). He also loses one Victory Point for each other surface or submarine unit sunk. He loses no Victory Points for destroyed US air units.
The US player should keep track of his Victory Points on his Player Record. If he has 9 or more Victory Points at the end of the game, he wins. If the US player has less than 9 Victory Points, the Soviet player wins.
21.4 Scenario 8: Marines to Beirut
Background: The American University in Beirut has been seized by a horde of Moslem terrorists, reportedly trained and armed by Iranian Revolutionary Guards. Many Americans have apparently been taken hostage, and it is reported that there is fighting taking place between US Marine Guards from the US embassy and the terrorists. The National Security Council has met in emergency session and has ordered COMSIXTHFLT to immediately deploy the 22nd Marine Amphibious Unit (MAU) and elements of the 2nd Marine Air Wing to Beirut in order to establish a foothold for the future commitment of additional US troops from the Rapid Deployment Force (RDF) should the crisis worsen. In addition, COMSIXTHFLT has been ordered to rush military equipment and provisions to Beirut for potential use by an entire RDF division.
Sixth Fleet has been caught completely by surprise by the current crisis. The 22nd MAU is currently performing exercises off the Italian coast in tandem with Task Group 60.1, the only US battle group in the Mediterranean containing an aircraft carrier. The 22nd MAU consists of a reinforced Marine battalion (1st, 8th Marines), carried by four amphibious warfare ships: Saipan (LHA-2), Guam (LPH-9), Ponce (LPD-15), and Duluth (LPD-6). Task Group 60.1 consists of the aircraft carrier Nimitz (CVN-68), the cruisers Texas (CGN-38) and California (CGN-36), and the destroyers Deyo (DD-989), Comte De Grasse (DD-974), and Mahan (DDG-42). Attached to Nimitz is Carrier Air Wing 8 (see Scenario 6 for a description of this wing). Providing an ASW screen for this force is the nuclear-powered attack submarine Baltimore (SSN-704).
A small convoy of four cargo vessels has also assembled off the southern coast of Sardinia, each ship carrying provisions and equipment for potential use by the Marines in Beirut. Escorting this convoy are the frigates Simpson (FFG-56) and Rentz (FFG-46). Additionally, the 52,000 ton SL-7 containership Algol (T-AKR-287), capable of 33 knots, is being readied in Majorca for movement to Beirut, with the US destroyer Semmes (DDG-18) and the cruiser Yorktown (CG-48) as escorts.
Due to the current crisis, three RDF ships from the Indian Ocean are being transferred to COMSIXTHFLT's control. These ships have just passed into the Mediterranean through the Suez Canal. They are carrying enough equipment and ammunition to supply an entire Marine battalion, giving the President the option of flying in additional Marines should the situation warrant it. This force is being escorted by four frigates: Thach (FFG-43), Reid (FFG-30), Boone (FFG-28), and Stark (FFG-31). Also in the eastern Mediterranean are various US warships on detached duty: the destroyer Merrill (DD-976), visiting Cyprus; the frigates Aylwin (FF-1081) and Brewton (FF-1086), on port visits in Crete and Egypt, respectively; and the attack submarines Drum (SSN-677) and Omaha (SSN-692).
Detachments of a US Air Force F-16 Falcon wing from Torrejon, Spain, have been deployed to Naples and Israel in support of this operation. In addition, a US Marine attack squadron of F18 Hornets from the 2nd Marine Air Wing has been deployed to an Israeli airfield. Performing ASW patrols and ocean surveillance under the control of COMSIXTHFLT is a squadron of P-3C Orions (VP-16 "Eagles"), operating from western Mediterranean airfields.
Intelligence reports have concluded that the Soviet Mediterranean Fleet was caught just as much by surprise by the Beirut crisis as its US counterpart. Only a handful of Soviet surface forces are currently deployed in the Mediterranean, although the forces that are present are powerful. The nuclear cruiser Kirov and the frigate Boget are on a port visit to Malta; the destroyers Sovremeny and Kulakov are on ASW exercises in the Aegean; Slava, a new and potent cruiser, and an additional cruiser, Golovko, are on a port visit in Syria. Seven Soviet submarines are currently on station in the central and eastern Mediterranean, including a single Oscar cruise missile attack boat and two 45-knot Alfas. Also, Colonel Mu'ammar al-Qaddafi, the Libyan dictator, has promised the Soviets that a portion of the Libyan Navy will be committed against any US moves towards the eastern Mediterranean.
From Moscow, the Soviet Stavka (General Staff) has ordered the Black Sea Fleet to contest the movement of any US forces to Beirut. All available forces are to be concentrated for the purpose of preventing the establishment of a US foothold in Lebanon. Although caught by surprise, the Black Sea Fleet is capable of making this test of wills a costly one for the US Navy.
Deployment
United States: Yrktn (CG), Semms (DD), Algol (CR) — 1715. Lopez (CR), Buttn (CR) — 0245. Nimtz (CV), Texas (CG), Calif (CG), DeGrs (DD), Deyo (DD), Mahan (DD) — 1825 (Gaeta), attached: F14 (INT) ×2, F18 (ATK) ×2, A6 (ATK), EA6 (EW), E2 (AEW), S3 (ASW). Baltm (SN) — 1725. Drum (SN) — 1431. Omaha (SN) — 0445. Ponce (AA), Guam (AA), Saipn (AA), Dulth (AA) — 1419. Merrl (DD) — 0746 (Limassol). Brwtn (FF) — 0239 (Matruh). Aylwn (FF) — 0835 (Suda). Smpsn (FF), Rentz (FF), Spitf (CR), Lyra (CR), Jupit (CR), Mercr (CR) — 0245. Thach (FF), Reid (FF), Boone (FF), Stark (FF), Bobo (CR) — 0245. P3 (RCN) — 1603 (Rota). P3 (RCN) — 1821 (Maddalena). P3 (RCN) — 1825 (Gaeta). P3 (RCN) — 1126 (Sigonella). F16 (INT) — 1726 (Naples). F16 (INT) — 0549 (Haifa). F18 (ATK) — 0348 (Ashdod).
Soviets: Kirov (CG), Boget (FF) — 1025. Slava (CG), Golvk (CG) — 0949 (Latakia). Sovrm (DD), Kulkv (DD) — 1537. Nezhn (SN) — 1137. Tinsk (SN) — 0431 (Benghazi). Svesa (SN) — 0643. Sumy (SN) — 0523 (Tripoli). Ivdel (SS) — 0931. Perm (SS) — 0627. Pskov (SS) — 0923. T26 (ATK) — 2345 (Saki). M23 (INT), T16 (ATK) ×2 — 2245 (Sevastopol). T16 (RCN) — 2347 (Fedosiya). M23 (INT) — 0523 (Tripoli). T16 (RCN) — 0849 (Tartus). M23 (INT) — 0431 (Benghazi).
Libyan (controlled by Soviet player): PCS1 (PC) — 0431 (Benghazi). PCS2 (PC) — 0335 (Darnah).
Special Rules:
- Air units can move into and through hexes of all countries.
- US surface and submarine units cannot end their movement in a Libyan, Syrian, or Soviet base hex.
- Soviet and Libyan surface and submarine units cannot end their movement in an Israeli, Egyptian, Greek, UK, Italian, Turkish, or US base hex.
- Soviet M23 air units can be activated from any Soviet, Syrian, or Libyan base hex. However, all other Soviet air units can be activated only from the base hexes in which they start the game.
- All Israeli base hexes are considered to be US base hexes for the duration of the game.
- If a US CR unit suffers a damage result, it is immediately sunk.
- At the moment a US CR or AA unit enters the Beirut hex (0749), it is immediately removed from the map and placed aside. The US player receives Victory Points for these units.
Game Length: 14 Game Turns.
Victory Conditions: The US player receives Victory Points for getting US CR and AA units to Beirut (0749). Saipn (AA) and Guam (AA) have a base value of two Victory Points, and other CR and AA units have a base value of one. These Victory Point base values are enhanced, depending on the Game Turn in which the units enter the Beirut hex. If the US units enter the Beirut hex in Game Turn 11 or earlier, multiply the Victory Point base values by three; if they enter Beirut in Game Turn 12 or later, multiply the Victory Point base values by two. The US player should keep track of his Victory Points on his Player Record and add them up at the end of the game. The winner and level of victory is determined by the chart below. The US player does not lose Victory Points for destroyed US air units.
| Number of Victory Points | Level of Victory |
|---|---|
| 28 or more | US decisive victory |
| 22-27 | US substantial victory |
| 18-21 | US marginal victory |
| 14-17 | Soviet marginal victory |
| 10-13 | Soviet substantial victory |
| 9 or less | Soviet decisive victory |
22.0 Advanced Game
The six Advanced Scenarios are more complex than the Introductory or Intermediate Scenarios. They employ all the rules in the game and present players with numerous decisions as to selecting objectives and concentrating available forces. While the Advanced Scenarios can be played without the Logistics option (see 18.0), they are much more realistic when this option is used.
In the Advanced Scenarios, players are presented with various choices as to game length and level of preparedness. Because allies are determined by die rolls for each scenario, it is possible to play each scenario a number of times and have the starting forces change each game.
Players should follow the procedure outlined below when playing an Advanced Scenario:
- Choose Sides: One side must be the US player and the other side must be the Soviet player. The US player controls US units and all US allies. The Soviet player controls Soviet units and all Soviet allies. US and Soviet units always participate in the game.
- Pick a Scenario: There are six Advanced Scenarios included in Sixth Fleet. Players should agree which one to play. In addition, players should decide what optional rules (18.0, 19.0 and 20.0) will be used in the game.
- Choose Game Length: Depending on how much time the players wish to devote to a game, they can choose to make a scenario they are playing "Short," "Medium," or "Long."
- Determine Allies: Players consult the Neutrality Table in order to determine which countries will be US and Soviet allies and which will be neutral (see 22.2).
- Choose Preparedness Level: Depending on the amount of units the players wish each country to control at the beginning of the scenario, they can choose the Level of Preparedness for their units to be "Low," "Moderate," or "High." Players choose one Preparedness Level for all participants, not one for each country.
- Deploy Units: Both players consult the Deployment/Reinforcement Cards and, depending on the Preparedness Level, pick out the counters for the US/Soviet forces and respective allies. The naval and air units of all belligerents (not neutrals) are deployed on the map according to the instructions for each nation's Deployment Chart. The US player deploys all his units first, and then the Soviet player deploys his units. Players also have the option to deploy their units by type rather than by actual units (see 22.3).
- Begin the Game: Place the Game Turn marker on the first space of the Game Turn Track (printed on the map). Place the Armistice marker on the "Start" box of the Armistice Track (also printed on the map). Begin the Strategic Cycle of the first (AM) turn of the game and continue to follow the Sequence of Play (3.0).
Note that Player Records for the US and Soviet players are included on pages 32 and 33 of this booklet. These Player Records are used to keep track of the following game information during an Advanced Scenario: scenario number, length, preparedness level, allies, weather, AA units that have been unloaded in Victory Point hexes, cruise missile equipped units (if optional rule 20.1 is being used), which unit carries the Sea Stallion helicopters (for the US player), space to calculate Victory Points, and a section for notes. Victory Games, Inc., grants players permission to photocopy these records for personal use.
22.1 Game Length and Political Events
The game lasts until an Armistice is declared due to Political Events or until the end of the 36th Game Turn, whichever comes first. Players keep track of the Game Turn by advancing the Game Turn marker one space during the Game Turn Indication in the Sequence of Play. Moving the Game Turn marker one space on the Game Turn track indicates that current Game Turn is over and a new one is about to begin.
Once the game ends, either because of Armistice or when the 36th Game Turn has been completed, both players determine the Victory Points they have received to determine the winner (see 22.6).
Armistice: The game abstracts political events taking place during the course of the conflict (see "Political Events," below). At the beginning of the game, the Armistice marker is placed in the "Start" box on the Armistice Track. It is moved along the track during the Political Events Phase. When it reaches the "Armistice" box on the Armistice Track, the game immediately ends.
Political Events: During the Political Events Phase of the Strategic Cycle (which occurs during AM Game Turns only), the US player rolls a die and both players consult the Political Events Table (printed on the map). If the table calls for the Armistice marker to be advanced a space, this should be done immediately. The table may call for the players to check the Special Events Table (also on the map); if so, the US player rolls the die again, and the results on the Special Events Table are immediately applied.
Depending on the length of the scenario (Short, Medium, or Long), the die roll on the Political Events Tables is modified. For games of Short length, add two to all die rolls. For games of Medium length, add one to all die rolls. A maximum of two can be added to the Political Events die roll. There is no modification to the die roll for games of Long length.
Whenever the Armistice marker is moved along the Armistice Track, both players determine the number of Victory Points they receive in this phase for control of Victory Point hexes, and the Soviet player checks for additional Victory Points due for "sea denial" (see 22.6).
22.2 Neutrality
US and Soviet forces are always considered enemies of one another. In addition, units of nations allied to the US and Soviet Union are antagonistic to enemy forces. The forces of other countries appear in the game only if they are allies of the US or Soviet player.
Determining Allies: Before the start of play, the status of allies must be determined. Either player rolls the die for each of the countries listed on the Neutrality Table. There are six columns on this table, one for each of the Advanced Scenarios (9 through 14). Listed for each country according to the column is a modifier for the die roll to determine whether that country becomes an ally or not. As the die roll is made, apply this modifier to the die roll.
- If the modified die roll is 1 or less, the country is a US ally. Its forces are deployed according to the instructions on its Deployment/Reinforcement Card. The US player controls all these units.
- If the modified die roll is between 2 and 5 (inclusive), the country is neutral. Its forces are not deployed on the map at the beginning, although the country may become an active force during the game (see "Alignment Checks," below).
- If the modified die roll is 6 or more, the country is a Soviet ally. Its forces are deployed according to the instructions on its Deployment/Reinforcement Card.
If players are using optional rule 20.9, this die roll also determines if Soviet or US units can use an allied country's base hexes for basing Soviet or US air units. If the Tactical Nuclear Warfare option is being used, the procedure outlined above for determining allies is also used to determine political ramifications (see 19.5).
Alignment Checks: Surface units and submarines can move through and end their active status in coastal and base hexes of neutral countries without restrictions. They can also attack and be attacked by all types of combat in these locations. In addition, air units can always move freely through coastal and land hexes belonging to countries that are US or Soviet allies. However, at the moment an air unit moves into a coastal hex or land hex of a neutral country, the movement of that air unit is temporarily interrupted while the players determine if an "Alignment Check" must be made for that country. After the Alignment Check has been made, the air unit can continue its movement normally.
Players check the "Overflight" column on the Neutrality Chart to determine if an Alignment Check is necessary.
- If the Overflight column for a country on the Neutrality Table states "US," US (and allied) air units can freely move through the hexes of that country without triggering an Alignment Check. However, the first time Soviet air units enter a coastal or land hex belonging to this country, an Alignment Check is triggered.
Notable Exception: Greek and Turkish air units have special restrictions for overflight. See "Turkey and Greece," below.
- If the Overflight column for a country states "Soviet," Soviet (and allied) air units can move through coastal and land hexes of the country without triggering an Alignment Check. However, the first time a US air unit enters a coastal or land hex of the country, an Alignment Check must be made.
- If the Overflight column of the neutral country states "None," any air unit that enters a coastal or land hex of that country triggers an Alignment Check.
Once an Alignment Check must be made for a neutral country, either player rolls the die and consults the Neutrality Table again. The same procedure used at the beginning of the game is followed. An Alignment Check can be made for a country only once during the game due to overflight, but a second Alignment Check can be made if the Tactical Nuclear Warfare option is being used (see 19.0).
If, due to the Alignment Check, the country becomes a US or Soviet ally, all its forces are deployed on the map, at the same Preparedness Level as other countries, at the beginning of the next Game Turn, according to the instructions on its Reinforcement/Deployment Card. The country then acts as a normal ally and its forces are controlled by the appropriate player. If the country remains neutral after the Alignment Check, its forces never enter play (note that another Alignment Check can be made if the Tactical Nuclear Warfare option in section 19.0 is being used). Both players' air units can freely move into and through that country without restriction for the remainder of the game.
Turkey and Greece: Depending on their status as US allies, air units of Greece and Turkey may face restrictions concerning movement through coastal and land hexes belonging to the other nation. If both countries are US allies, Greek and Turkish air units can freely move through coastal and land hexes of the other nation. If one country is a US ally and the other is neutral, air units of the allied country cannot enter coastal or land hexes of the other nation. Note that Izmir (hex 1438) is considered a Turkish hex at all times.
Restricted Access Hexes: The Turkish Straits (Dardanelles and Bosporus) and the Strait of Gibraltar are critical chokepoints into the Mediterranean. The hexes comprising these straits are marked on the map with a dragontooth (Δ Δ) design and are considered Restricted Access hexes.
- Turkish Straits: Hexes 1638, 1639, 1640, 1740, and 1741 comprise the Turkish Straits. Note that Istanbul (hex 1741) is a coastal hex, allowing access between the Black Sea and the Aegean Sea. Depending on the status of Turkey, they have the following effects:
A. If Turkey is neutral, surface and submarine units of both players can freely enter these hexes. If a unit ends an Action Phase in a Turkish Straits hex, it cannot end the next Action Phase in any Turkish Straits hex. Units occupying a Turkish Straits hex can neither initiate combat nor be attacked. In addition, the Istanbul base hex (1741) is ignored; units can transit and end their active status in this hex.
B. If Turkey is a US ally, Soviet surface and submarine units can never enter a Turkish Straits hex unless Soviet Marine, Parachute, Commando, and unloaded cargo (CR) units with a combined value of at least 36 occupy the Istanbul Victory Point hex. If this requirement is met, then Soviet surface units and submarines can freely enter and exit Turkish Straits hexes. However, if the US player has US Marine, Parachute, Commando, and unloaded cargo units with a combined value of at least 20 currently occupying the Istanbul or Lemnos (1537) Victory Point hex, Soviet surface and submarine units can not enter the Turkish Straits hexes for the duration of the game.
- Strait of Gibraltar: Seven hexes (1403, 1404, 1503, 1504, 1505, 1603, and 1604) comprise the Strait of Gibraltar. These hexes are Restricted Access hexes and have the following effects during play:
A. If Morocco is a US ally, the US player can have US or allied units occupying a maximum of four of these seven hexes at the end of every Action Segment. If Morocco is neutral, the US player can occupy only three of these hexes at the end of an Action Segment.
B. The Soviet player can occupy only two of these same hexes at the end of an Action Segment, whether Morocco is a US ally or not.
C. The Moroccan base hexes of Tangier (hex 1504) and Tetuan (hex 1404) have special restrictions. Surface units occupying either of these base hexes can be attacked by Torpedo Combat. Also, Soviet surface and submarine units can end their active status stacked in the Tangier or Tetuan base hex, subject to normal movement and stacking restrictions.
22.3 Preparedness Levels and Deployment
Before the start of play, players must agree upon one of three Preparedness Levels: Low, Moderate, or High. These levels indicate how prepared the nations' forces are at the outbreak of war. A Low level indicates peacetime deployment of forces, a Medium level indicates the nations have built up their forces in the face of an impending crisis, and a High level indicates all nations are ready for a major outbreak of warfare.
After selecting the Preparedness Level, the US, Soviet, and respective allied forces must be deployed on the map according to the instructions for each nation on the Deployment/Reinforcement Cards. There are three such cards. One contains the Deployment and Reinforcement Charts for the Soviet and all potential allied forces. The other two cards contain the charts for the US and other nations that may become US allies. Players should make sure they use the proper Preparedness Level when consulting the Deployment Chart for each nation.
Deployment: Deployment is performed according to the following sequence:
- According to the instructions of the Deployment Charts, the US player sets up all US and US allied units in their indicated hexes. Those units listed under "Free Set-Up" are not deployed at this time.
- The Soviet player sets up all Soviet and Soviet allied units, except those listed under "Free Set-Up," according to the instructions of the Deployment Charts.
- The US player sets up all his US and allied forces listed under "Free Set-Up."
- The Soviet player sets up all his Soviet and allied forces listed under "Free Set-Up."
Restrictions to Free Set-Up: Units listed under "Free Set-Up" can be deployed on any coastal or sea hex on the map within the following restrictions:
- They cannot be deployed in the Turkish Straits or Strait of Gibraltar hexes.
- They cannot be deployed in or adjacent to any Victory Point hex.
- They cannot be deployed in a base hex.
- They cannot be deployed in or adjacent to any hex containing enemy units.
- They cannot be deployed in or adjacent to any hex containing friendly units that are not "Free Set-Up" units.
- US and allied units cannot be set up in the Black Sea Zone. Soviet and allied units cannot be set up in the Atlantic Zone.
Optional Deployment: For purposes of realism, the actual names of surface and submarine units are used in the deployment instructions. In order to facilitate scenario set-up and to allow players to experiment with the capabilities of their units, player may decide, before beginning play, to ignore the actual names of units and instead choose to set up any unit of the same type for deployment in the indicated hex. For example, under the listing "Texas (CG)," the US player, if using this option, would not be obligated to deploy Texas in the indicated hex, but he could instead choose any US cruiser (CG) unit to deploy.
22.4 Reinforcements
During the Reinforcement Phase of the Strategic Cycle (which occurs during AM Game Turns only), the players consult the Reinforcement Charts for the nations they control to determine if reinforcements are available and where they start. The Reinforcement Charts are printed on the Deployment/Reinforcement Cards.
The Reinforcement Charts have two sections: one for games of Low Preparedness Levels and the other for games of Moderate Preparedness Levels. Players should make sure they deploy units according to the right Preparedness Level. There are no reinforcements in games with High Preparedness Levels.
Reinforcements for each country are listed by name of reinforcing unit and arrival hex. Reinforcements are placed on the map subject to all normal movement and stacking rules. If the arrival hex for reinforcements is occupied by enemy units, the reinforcements can be placed in an empty or friendly-occupied hex within three hexes of the original arrival hex. Air unit reinforcements can be placed in base hexes that are currently occupied by enemy surface or submarine units.
Notable Exception: Moroccan and Turkish air units cannot be placed in Tangier or Istanbul, respectively, if the hex is occupied by Soviet Ground Force markers (see 17.7).
If the players are using Optional Deployment (see above), they can substitute units of the same type for those whose names are listed on the Reinforcement Chart.
If reinforcements are not placed on the map during the indicated Game Turn of their arrival, they can never enter play.
22.5 US First Game Turn Restrictions
On the first Game Turn of an Advanced Scenario, Air-to-Air Combat in the Interception and Bounce Segments of the Strategic Air Phase is the only kind of combat US units can freely initiate against Soviet units. During the Action Phase, no US unit can initiate an attack before at least one Soviet attack takes place. This restriction occurs only in the first Game Turn. From the second Game Turn on, there are no restrictions on combat initiation by either player.
22.6 Victory Points and Winning the Game
Both players can gain Victory Points during the course of a game. Whenever the Armistice marker is moved along the Armistice Track, both players immediately check to see what Victory Point hexes they control (see "Controlling Victory Point Hexes," below). In addition, the Soviet player checks if he has "sea denial" in any sea zones. Players note down on their Player Records any Victory Points received during the course of the game.
At the end of the game, both players calculate the number of Victory Points they have attained. The player with the larger total wins the game — the greater the difference between the totals, the more decisive the victory.
There are four methods of gaining Victory Points: 1) controlling Victory Point hexes, 2) sinking enemy surface/submarine units, 3) destroying enemy air units, and 4) "sea denial" (Soviet player only).
Controlling Victory Point Hexes: Whenever the Armistice marker is moved along the Armistice Track, both players receive Victory Points for controlling Victory Point hexes. They check the Victory Point Hex Chart printed on the map for the scenario being played and determine whether or not their Ground Forces control the Victory Point hexes (see 17.6). Victory Points received by players should be written down on their Player Records. Use the following guidelines to determine how many Victory Points each player receives for controlling a Victory Point hex.
- When the Armistice marker is moved to the "Negotiations Begin" box, both players multiply the Victory Points for the hexes they control by ⅓.
- When the Armistice marker is moved to the "Negotiations Progress" box, the Soviet player multiplies the Victory Points for hexes he controls by ½. The US player multiplies his Victory Points by ⅓.
- When the Armistice marker is moved to the "Armistice (End of Game)" box, the game immediately ends. Each player receives the normal amount of Victory Points for each Victory Point hex he controls according to the Victory Point Hex Chart.
A player can receive Victory Points for the same Victory Point hex up to three times per game.
Victory Point Hex Chart: This chart indicates the number of Victory Points a player receives for controlling a Victory Point hex. Players should make sure when checking this chart that they cross-reference the Victory Point hex with the correct scenario number column. Numbers to the left of the slash are Victory Points awarded to the US player at the end of the game, and numbers to the right are Victory Points awarded to the Soviet player.
Example: During the Political Events Phase of the 8th Game Turn, the Armistice marker is moved from the "Start" box to the "Negotiations Begin" box. Both players immediately check the Victory Point Hex Chart for the scenario being played to determine which hexes they control (assume it is scenario 11). The Soviet player finds he currently controls Vis and Istanbul (each worth 30 Victory Points). Multiplying this total of 60 Victory Points by ⅓ yields 12 Victory Points. The Soviet player marks down this total on his Player Record. The US player determines that he controls Lemnos (10 Victory Points) and Beirut (20 Victory Points). He multiplies this total of 30 by ⅓ and receives 6 Victory Points, which he marks down on his Player Record.
Sinking Enemy Units: When an enemy unit is sunk, it is placed aside. Both players receive Victory Points for the kind of enemy unit (including enemy allies) sunk. Use the charts below.
US Victory Points
| Type of Unit Sunk | Victory Points |
|---|---|
| For each AA (after placing Marine marker), MS, or PC unit | 2 |
| For each ST, AM, TK, CS, or FF unit | 4 |
| For each DD or CR unit | 6 |
| For each AA (before placing Marine marker), SS, or CG unit | 8 |
| For each SN or CV unit | 10 |
Soviet Victory Points
| Type of Unit Sunk | Victory Points |
|---|---|
| For each AA (after placing Marine marker), MS, or PC unit | 3 |
| For each ST, AM, TK, CS, or FF unit | 6 |
| For each DD or CR unit | 9 |
| For each AA (before placing Marine marker), CG, or SS unit | 12 |
| For each non-US CV unit | 15 |
| For each SN or BB unit | 18 |
| For each US CV unit | 30 |
Destroyed Air Units: When an air unit is destroyed, it is placed aside. The US and Soviet players receive Victory Points for these destroyed air units according to the following chart:
| Type of Air Unit Destroyed | Victory Points |
|---|---|
| For each Soviet (or allied) air unit destroyed | 2 for US player |
| For each US-allied air unit | 3 for Soviet player |
| For each US air unit | 4 for Soviet player |
Sea Denial: At the moment the Armistice marker advances to a new box on the Armistice track, the Soviet player checks to see if he receives Victory Points due to "sea denial." To receive Victory Points, the Soviet player must have Soviet (not allied) submarine units or Task Forces in non-base hexes within the Atlantic, Western Mediterranean, Tyrrhenian Sea, Central Mediterranean, or Eastern Mediterranean Zones. The Soviet player consults the Sea Denial Chart, below, for each zone to determine the number of Victory Points he receives. Note that the number of Victory Points awarded to the Soviet player for "sea denial" is affected by the length of the scenario, the number of US allies, and the box currently occupied by the Armistice marker. To use the Sea Denial Chart, follow this procedure:
- The Soviet player determines which of the five zones listed on the Sea Denial Chart is currently occupied by Soviet submarines or Task Force markers.
- For each occupied zone, the Soviet player consults the appropriate section of the Sea Denial Chart, cross-referencing the length of the scenario with the column corresponding to the number of US allies.
- The result will be one of three numbers. The first number (under the "NB" heading) is the number of Victory Points awarded to the Soviet player for each submarine unit or Task Force currently occupying the indicated zone at the moment the Armistice marker moves from the "Start" box to the "Negotiations Begin" box; the second number (under the "NP" heading) is the number of Victory Points awarded for each submarine unit or Task Force in the indicated zone at the moment the Armistice marker moves into the "Negotiations Progress" box; the third number (under the "A" heading) is the number of Victory Points awarded for each submarine unit or Task Force in the indicated zone at the moment the Armistice marker moves into the "Armistice" box (ending the game).
Sea Denial Chart
Atlantic Zone (US Allies code, see below):
| US Allies → | 1 | 2 | 3 |
|---|---|---|---|
| Scenario Length | NB / NP / A | NB / NP / A | NB / NP / A |
| Short | 1 / 2 / 3 | 2 / 2 / 3 | 2 / 3 / 4 |
| Medium | 2 / 2 / 3 | 2 / 3 / 4 | 3 / 3 / 4 |
| Long | 2 / 3 / 4 | 3 / 3 / 4 | 3 / 4 / 5 |
Western Mediterranean Zone:
| US Allies → | 1 | 4 | 5 |
|---|---|---|---|
| Scenario Length | NB / NP / A | NB / NP / A | NB / NP / A |
| Short | 1 / 2 / 3 | 2 / 2 / 3 | 2 / 3 / 4 |
| Medium | 2 / 2 / 3 | 2 / 3 / 4 | 3 / 3 / 4 |
| Long | 2 / 3 / 4 | 3 / 3 / 4 | 3 / 4 / 5 |
Tyrrhenian Sea Zone:
| US Allies → | 1 | 6 | 7 |
|---|---|---|---|
| Scenario Length | NB / NP / A | NB / NP / A | NB / NP / A |
| Short | 1 / 2 / 3 | 2 / 3 / 3 | 3 / 3 / 4 |
| Medium | 2 / 3 / 3 | 3 / 3 / 4 | 3 / 4 / 5 |
| Long | 3 / 3 / 4 | 3 / 4 / 5 | 4 / 5 / 5 |
Central Mediterranean Zone:
| US Allies → | 1 | 8 | 9 |
|---|---|---|---|
| Scenario Length | NB / NP / A | NB / NP / A | NB / NP / A |
| Short | 1 / 2 / 3 | 2 / 2 / 3 | 2 / 3 / 4 |
| Medium | 2 / 2 / 3 | 2 / 3 / 4 | 3 / 3 / 4 |
| Long | 2 / 3 / 4 | 3 / 3 / 4 | 3 / 4 / 5 |
Eastern Mediterranean Zone:
| US Allies → | 1 | 10 |
|---|---|---|
| Scenario Length | NB / NP / A | NB / NP / A |
| Short | 2 / 2 / 3 | 2 / 3 / 4 |
| Medium | 2 / 3 / 4 | 3 / 3 / 4 |
| Long | 3 / 3 / 4 | 3 / 4 / 4 |
Code (US Allies columns):
- Always use this column if the other columns within a given zone are not applicable.
- The United Kingdom or Spain is a US ally.
- The United Kingdom and Spain are US allies.
- Spain or France is a US ally.
- Spain and France are US allies.
- France or Italy is a US ally.
- France and Italy are US allies.
- Italy or Greece is a US ally.
- Italy and Greece are US allies.
- Greece and Turkey are US allies.
US Allies Explanation: The numerical code, above, is used with the Sea Denial Chart according to the current US allies in the scenario. The number of US allies will affect the Victory Points for the Soviet player having "sea denial" in a zone. When calculating the Soviet player's Victory Points, use the column that corresponds with the status of current US allies.
Example of Sea Denial: The Soviet player has two submarines and one Task Forces in the Atlantic Zone at the moment the Armistice marker enters the "Negotiations Begin" box. Assume a scenario of Medium length is being played and that there are no US allies. Consulting the Sea Denial Chart, the Soviet player finds he receives two Victory Points for each of his submarines and the Task Force in the Atlantic Zone, for a total of 6 Victory Points.
Levels of Victory: After adding up the Victory Points received during the game, the players consult the chart below to determine the winner and the level of victory. Drop all fractions.
| Level of Victory | Winner |
|---|---|
| Marginal | The player who has more Victory Points but less than 1½ times his opponent's Victory Points. |
| Substantial | The player who has between 1½ and 2 times his opponent's Victory Points. |
| Decisive | The player who has over 2 times his opponent's Victory Points. |
Example of Determining the Winner: The Soviet player has received the following Victory Points in a game using scenario 12 (Short length, no allies for either side):
Control of Victory Points Hexes: 35 Victory Points Total
- For controlling Corfu (10 Victory Points) and Istanbul (40 Victory Points) when the Armistice marker reaches the "Negotiations Begin" box: 10 (50 × ⅕).
- For controlling Iraklion (30 Victory Points) when the Armistice marker reaches the "Negotiations Progress" box: 15 (30 × ½).
- For controlling Rashid (10 Victory Points) at the end of the game: 10.
Sea Denial: 24 Victory Points Total
- For "sea denial" in Eastern Mediterranean Zone (3 submarines, 2 Task Forces) when the Armistice marker reaches the "Negotations Begin" box: 10 [(3 × 2) + (2 × 2) = 10]
- For "sea denial" in Tyrrhenian Sea Zone (1 submarine) and Central Mediterranean Zone (2 submarines, 1 Task Force) when the Armistice marker reaches the "Negotiations Progress" box: 8 [(1 × 2) + (2 × 2) + (1 × 2) = 8]
- For "sea denial" in Central Mediterranean Zone (1 submarine, 1 Task Force) at end of game: 6 [(1 × 3) + (1 × 3) = 6]
US Units Sunk and Destroyed: 181 Victory Points Total
| Units | Multiple | Total |
|---|---|---|
| AA unloaded (2) | ×3 | 6 |
| AM (1), TK (1), FF (6) | ×6 | 48 |
| DD (3), CR (2) | ×9 | 45 |
| AA loaded (2), CG (2) | ×12 | 48 |
| SN (1) | ×18 | 18 |
| Air units (4) | ×4 | 16 |
Total Soviet Victory Points: 240
The US player received the following Victory Points at the end of the game.
Victory Points Hexes: 70 Victory Points Total
| Hex | Victory Points |
|---|---|
| Hom | 10 |
| Tobruq | 20 |
| Famagusta | 20 |
| Beirut | 20 |
The US player controlled these hexes at the end of the game only. If he had controlled them when the Armistice marker had been moved along the Armistice Track, he would have received additional points.
Soviet Units Sunk and Destroyed: 348 Victory Points Total
| Units | Multiple | Total |
|---|---|---|
| AA unloaded (3), MS (2), PC (3) | ×2 | 16 |
| CS (1), TK (2), AM (2), FF (7) | ×4 | 48 |
| DD (8), CR (3) | ×6 | 66 |
| AA loaded (2), SS (6), CG (7) | ×8 | 120 |
| SN (7), CV (1) | ×10 | 80 |
| Air units (6) | ×2 | 18 |
Total US Player Victory Points: 418
The US player has more Victory Points than the Soviet player and is the winner. Because he has over 1½ times (240 × 1½ = 360) the Soviet player's total Victory Point total, the US player wins a substantial victory. If the US player had accumulated 480 points or more, he would have had a decisive victory.
23.0 Advanced Scenarios
There are six Advanced Scenarios, numbered 9 through 14, included with Sixth Fleet. The backgrounds for the scenarios are given below. As the opposing fleets clash at sea, the politicians are seeking to end the conflict at the bargaining table.
Units appearing in each scenario (see 22.0) are deployed according to the Deployment Chart of each country. The players can choose to set up the units for a scenario following the actual names listed on the Deployment Charts or by types of units (see 22.3).
Players should agree before beginning a game whether they will use the stacking restrictions described in 6.0 or use the Tactical Nuclear Warfare option in 19.0. Tactical Nuclear Warfare should only be used in conjunction with the Logistics section (18.0).
23.1 Scenario 9: Crisis in the Middle East
A major Syrian surprise attack against Israel has just occurred. Simultaneously, US embassies throughout the Middle East have been struck by terrorists, and it is reported that many American diplomats have been killed or taken hostage. Communications between Washington and Middle Eastern capitals is tenuous and the political situation is confused.
Soviet naval forces from the Black Sea Fleet have been deploying to the Mediterranean in large numbers, and over the past few weeks there have been a number of confrontations between US and Soviet naval forces on the high seas. In response to the destruction of three US Navy P-3C Orion reconnaissance aircraft by Soviet fighters over the Aegean Sea, the National Security Council has ordered COMSIXTHFLT to commence military operations against Soviet forces (and Soviet allies) in the Mediterranean. The primary goal of these operations is to keep open the sea lines of communications from the Atlantic to Israel.
23.2 Scenario 10: Confrontation in the Central Med
US naval units in the Gulf of Sirte, a body of water claimed by the Libyan dictator Colonel Mu'ammar al-Qaddafi, have been attacked by Libyan aircraft. Simultaneously, violent anti-American riots have been instigated by Qaddafi in Tripoli and Benghazi, and it is reported that many American nationals have been either killed or taken hostage after being labeled "CIA spies" by the Libyan government. FBI reports to the President have also implied that a handful of Libyan international terrorists are on the loose in the United States.
The National Security Council has ordered COMSIXTHFLT to commence military operations against Libya and any nation that actively supports Qaddafi. The Soviet Communist Party Chairman has stated that any attack against Libya will be considered an attack on the Soviet Union.
23.3 Scenario 11: Invasion of Yugoslavia
The Soviet Union has launched a major surprise attack against Yugoslavia through Hungary and Bulgaria. In Washington, the military situation in the Balkans appears confused, and few reports of Soviet progress are reaching the West.
In an emergency meeting of the National Security Council, the President has vowed to come to the aid of Yugoslavia and is urging NATO members to do the same. The Soviet Union has warned that any attempt by the United States or NATO nations to interfere in this affair will be regarded as a hostile act and will be resisted.
The President has ordered COMSIXTHFLT to commence military operations against Soviet naval units in the Mediterranean to deny them use of the Adriatic Sea. Additionally, any nation that actively supports the Soviet Union in its Yugoslavian campaign is to be regarded as a belligerent.
23.4 Scenario 12: Attack on Turkey
In an emergency meeting of the National Security Council, the CIA Director has reported an alarming development to the President: A Soviet surprise assault on Turkey, both in the Balkans and along the line of the Caucausus, is expected within the next two days. Over the past year, the Soviet Union and Turkey have frequently been at odds over the Soviet insistence on scrapping the 1921 Montreaux Convention, limiting the deployment of foreign warships through the narrow Turkish Straits. The CIA Director has received reports from his operatives that Turkish intransigence in this affair has led to the Soviet Union's preparation to attack.
COMSIXTHFLT has been ordered by the National Security Council to deploy US naval units in the Mediterranean in support of Turkish military forces. Soviet naval forces (and those of its allies) are to be regarded as hostile.
23.5 Scenario 13: Invasion of Western Europe
Soviet, East German, and supporting Warsaw Pact ground forces have initiated a major surprise assault into Western Europe along a broad front. Soviet parachute and amphibious assaults against north Norway have also been reported.
Soviet naval forces in the Atlantic are assuming attack positions athwart NATO shipping lanes, and the Black Sea Fleet has been moving into the Mediterranean in force, with the goal of protecting the southern flank of the central European thrust. In the Mediterranean, Soviet air and submarine units have initiated a series of attacks against US Navy warships. In response, the National Security Council has authorized COMSIXTHFLT to commence hostilities against Soviet forces and their allies.
23.6 Scenario 14: World War Three
US-Soviet diplomatic relations have been severed in the midst of several global crises. CIA agents have spotted Soviet SS-20 missiles in Cuba, and the President has insisted they be removed. In the Sea of Japan, Soviet warships have been supporting several North Korean incursions across the 38th parallel. In the Mediterranean, the Soviet Black Sea Fleet has been passing through the Turkish Straits into the Mediterranean in violation of the Montreaux Covention.
The Soviet Stavka (General Staff) has decided the time is ripe for the launching of major attacks on US global military installations. The Black Sea Fleet has been ordered to commence hostilities against the 6th Fleet and any US allies as soon as possible.
Situation Analysis
by Joseph M. Balkoski
The objective of this simulation is to introduce players to the fundamental principles of contemporary naval operations. It is important to emphasize the word "operations" in this objective, for Sixth Fleet attempts to bridge the gap between a purely tactical simulation and one in which grand strategic decisions predominate. Thus, the primary design decisions concerning map, time, and military unit scales — the first choices that are made in any game design process — were made with the objective of allowing the players to grasp both the basic elements of contemporary ship-to-ship combat as well as the essential aspects of theater-level strategy.
To achieve this goal, it was vital that the map portray an entire theater of war at a scale in which tactical subtleties could be effectively demonstrated. The Mediterranean Basin fit this bill nicely: All the Mediterranean could be portrayed on a map of manageable proportions, while the hex scale (50 nautical miles) was such that the varying characteristics of contemporary naval weaponry were recognizable. Similarly, the time scale of eight hours per turn was short enough to give the game a tactical feel but long enough to allow the game to simulate almost two weeks of war.
Perhaps the most interesting illustrative elements of the game are the ship and air units. These units allow the players to grasp the complex nature of contemporary ship and plane design. Naval warfare has become far more specialized since the end of the Second World War — the wide-ranging spectrum of ship capabilities in Sixth Fleet highlights this point. In fact, probably the best method by which players can learn the fundamental aspects of contemporary naval technology is to simply peruse the ship and air counters.
In addition to its attractive playability factors, the Mediterranean Basin was chosen as the theater for Sixth Fleet because it is the epitome of the US national strategy of forward deployment of military forces. There has been a continual presence of US naval units in the Mediterranean since the end of the Second World War. Over the past twenty years, this presence has been highly controversial because the Navy has permanently assigned at least one and most often two of its prized aircraft carrier battle groups to the Mediterranean. As the recent events in Lebanon and the Middle East have demonstrated, the Mediterranean Basin is in an almost constant state of upheaval. Although forward deployment of US military forces has been the stated policy of every administration since that of President Truman, the turmoil of the Middle East and the ever-changing political winds of southern Europe have brought many to the realization that there is a danger of the United States falling into an unwanted war in an unwanted place.
Strategic Importance of the Mediterranean
The Mediterranean is a region where Christian, Moslem, and Jewish faiths come together, not to mention the innumerable sub-cultures within each group. Throughout history, the sea has been a barrier to the advance of these cultures. When attempting to cross this barrier or to move around it, these cultures clashed, and the Mediterranean has been a battlefield on countless occasions over the past 4,000 years. The Mediterranean has probably been fought over more than any other body of water in the world.
Today, no fewer than fifteen nations border directly on the Mediterranean, and many more are situated within the limits of what is defined as the Mediterranean "Basin" — including the Soviet Union. The political alignment of the nations within the Mediterranean Basin is a critical factor in theater-level military planning within the area. As the Second World War demonstrated, the location of operable military airfields often is the sole determinant of the areas in which naval operations will take place — witness the US strategy of "island hopping" in World War Two. The use of friendly airfields or the seizure of enemy ones is probably the most critical factor in the planning of naval and amphibious operations. However, due to the unpredictable nature of both domestic and international politics in the Mediterranean Basin, firm friends are hard to come by for both the United States and the Soviet Union.
Even though many of the nations of southern Europe are members of NATO, there is very little assurance that any or all of these countries will come to the aid of a fellow NATO member who is attacked. Probably the most serious internal threat to NATO solidarity is the perpetual war of words between Greece and Turkey. Although both countries are NATO members, they have been on the verge of war with one another on more than a few occasions in the past thirty years. Taking into consideration Turkey's control of the only waterway by which the Soviet Black Sea Fleet can enter the Mediterranean, the political alignment of Turkey in any future war in the Mediterranean is a factor that is vital to the military planners of both sides.
The Soviet Union, however, is also faced with fickle friends — as was demonstrated so clearly by the Egyptian dismissal of the Soviet military presence from that country in the mid-1970's. The unstable domestic situation in many of the Mediterranean and Middle Eastern countries that support the Soviet party line may portend similar rejections of Soviet military aid in the near-future.
The geography of the Mediterranean Basin is, of course, also a critical factor in the planning of military operations within the area. Essentially, the Mediterranean Sea is a giant inland waterway. It has only a small outlet to the Atlantic Ocean at its western end and is dominated by land features that lay athwart its axis, such as the Italian peninsula and the huge islands of Sardinia, Corsica, Sicily, Crete, and Cyprus. It is impossible to be more than 300 miles away from land in the Mediterranean. In an era of changing naval tactics in which weapons are being designed with ever-increasing ranges — often far greater than 300 miles — the domination of the sea by land features is a significant factor affecting naval operations within the region. To familiarize Americans with the scale of the Mediterranean, the distance from Beirut to Gibraltar is just a little less than the distance from New York to Los Angeles. The distance from Tripoli to the toe of Italy, the average width of the Mediterranean, is about the distance between Boston and Baltimore.
Comparing Military Strategies
The rationale for the continued US and NATO naval presence in the Mediterranean is deterrence, clearly implying to the Soviet Union that the use of force in the achievement of political goals will be met by equal if not greater force. Should deterrence fail, however, NATO strategy is to deny the use of the Mediterranean to the Soviet Navy. The primary element of this strategy is the perpetual control of the Atlantic-to-Israel sea lane in order to ensure the survival of America's only firm ally in the Middle East. Secondarily, NATO control of the Mediterranean would deny the Soviets the use of the sea as a means of supporting land operations in southern Europe, the Middle East, or North Africa. Similarly, NATO domination of the Mediterranean would allow the naval forces of member nations to conduct amphibious operations against Soviet flanks, or — in the case of the US Navy — to undertake carrier air strikes against vulnerable military or economic targets.
To achieve control of the Mediterranean Sea, NATO strategy is simply to make it too dangerous for the Soviet Navy to venture far from port in strength. Alternatively, if the Soviet Black Sea Fleet has made a major commitment of forces into the Mediterranean at the commencement of war, NATO strategy is one of annihilation. Since there are few places for the Soviet naval forces to hide in the Mediterranean and because the exits to the Mediterranean can be readily sealed off by NATO forces at the opening of hostilities, cornering Soviet naval forces and destroying them in detail is NATO's primary objective.
Soviet strategy within the Mediterranean Basin is essentially a response to the geographical advantages possessed by NATO. Because the commitment of Soviet surface forces into the Mediterranean is virtually impossible in time of war, Soviet strategy emphasizes the use of submarines and air power in this region.
At any given time, a handful of submarines from the Northern Fleet (based in Murmansk) are assigned to patrols within the Mediterranean. In the event of war, the role of these submarines is to harass NATO shipping and to make life miserable for US Navy carrier battle groups. Because submarines are far more survivable than surface ships in a restricted sea like the Mediterranean, it is expected that the Soviet Navy will make a major effort to deploy as many submarines as possible into this theater before the outbreak of hostilities.
It is similarly anticipated that Soviet land-based air power will play a major role in Soviet strategy within the Mediterranean. Unlike their US counterpart, the Soviet Navy has invested major efforts into the development of land-based long-range strike aircraft, emphasizing the attack of enemy naval forces with air-to-surface missiles (ASM) rather than with conventional gravity bombs. The Soviet TU-26 Backfire bomber can cover virtually the entire Mediterranean when operating out of Crimean airfields, delivering ASM's against US task forces at ranges of over 200 miles. The Backfire threat is perhaps the greatest danger facing NATO naval forces in the Mediterranean.
Thus, Soviet Mediterranean strategy is essentially one of sea denial rather than sea control. By using large numbers of submarines and long-range aircraft, the Soviets will strive to make it too dangerous, at least temporarily, for NATO naval forces to operate in the Mediterranean. Because submarines are difficult to detect and attack and also because the airfields from which Backfires will be launched against NATO are situated within the Soviet Union, it will be both troublesome and escalatory for NATO to counter these threats. Meanwhile, if NATO's use of the Mediterranean is temporarily interrupted, the Soviet Navy will be able to use the sea for the support of land operations in southern Europe or the Middle East.
Changing Tactics
The primary objective of Sixth Fleet is to introduce the fundamental concepts of contemporary naval operations to the players. However, the comprehension of the strategic "big picture" is only half the story of naval operations. The other half is grasping the means by which battles are won: namely, tactics. Sixth Fleet was designed in the midst of a revolution in the world of naval tactics, an upheaval that has been in progress since the development of shipborne missile weapons during the 1950's.
It has only been recently, however, that these changes in naval tactics were proven to be permanent. It took the sinking of the British destroyer HMS Sheffield by an Exocet missile in the Falklands War of 1982 to open the eyes of the casual observers. Most naval experts, however, had been made aware of these changes a full fifteen years before the Falklands, when the elderly Israeli destroyer Eilat was sunk by an Egyptian Styx SSM off Port Said in 1967. SSM's have progressed dramatically since 1967. (There have even been vast improvements in SSM's since the Falklands.) Whether the progress of modern naval tactics has kept pace with the ever-increasing sophistication of modern naval weaponry is open to question.
An ironic fact of naval history is that early generation SSM's probably bore a closer relation to conventional shipborne guns of World War Two vintage than to the current generation of SSM's. The SSM that sank Eilat has a shorter range than a sixteen-inch shell fired from a battleship. Considering the fact that SSM's are far more expensive to produce than a shell, as well as the fact that warships can carry only a few SSM's due to their large bulk, it is not surprising that many navies were slow to adopt these weapons. The design of the US Navy's standard SSM, the Harpoon, was initiated fifteen years ago. Only in the 1980's did Harpoons begin to enter the fleet in large numbers. By this time, the 60-mile range of the Harpoon was already exceeded by a factor or more than four by comparable Soviet models, such as the SSN-12 or the SSN-19 (both with ranges of about 300 miles). Recognizing the threat, the US Navy commenced design work on a long-range SSM, the Tomahawk, in the mid-1970's. As of this writing (December, 1984), the Tomahawk is just now beginning to enter fleet service. Tomahawk is perhaps the most sophisticated weapon in the history of naval warfare; it is also the most expensive, at almost three million dollars per missile.
Clearly, SSM's allow even small warships to strike at the enemy at ranges never before thought possible in naval warfare. Moreover, the sophisticated guidance systems of modern SSM's permit the missiles to be used against even pin-point targets at extreme ranges. The land attack version of the US Navy's Tomahawk SSM, for example, uses a highly complex Terrain Contour Matching (TERCOM) guidance system in the missile's nose that enables it to fly at extremely low altitudes, reacting instantaneously to the contours of the terrain over which it is flying. A digital "picture" of the target stored in the missile's memory allows it to home in directly on this target, even at ranges of over 1,000 miles from the firing platform.
Aircraft Carrier Controversy
Since the debacle at Pearl Harbor in 1941, the US Navy has focused its offensive doctrine almost solely on the aircraft carrier. When one considers that a flattop can carry almost 100 combat aircraft, each with a range far in excess of virtually all early generation SSM's, it is not surprising that aircraft carrier doctrine was, until very recently, almost gospel within the ranks of the US Navy. However, the remarkable advances within the last decade in the sophistication, power, and range of SSM's has brought the whole concept of aircraft carrier operations into question.
The primary criticism of carriers is, of course, their expense. The new US nuclear carrier Theodore Roosevelt (CVN-71) will cost well over two billion dollars, and her complement of aircraft will cost only a little less. For an investment of four billion dollars, critics argue, a whole task force of small surface ships armed with sophisticated SSM's could be built. Additionally, the employment of SSM's does not require the training of highly skilled pilots and, perhaps most importantly, does not risk a man's life when the enemy is attacked. Moreover, the dispersion of SSM's among many small ships leads to greater survivability of US offensive power in the event of a strong Soviet attack. Due to the huge expense of carriers, only a handful exist. To sink one would be a major military-political triumph for the Soviet Navy and a major tactical loss for the United States.
The proponents of the aircraft carrier have not remained silent, however, pointing out some of the inherent advantages possessed by manned aircraft in comparison with SSM's. Their primary argument is that, no matter how advanced a missile's guidance system, there is no more sophisticated attack method than the eyes and brain of a skilled pilot. Moreover, manned aircraft have a greater range than most contemporary SSM's — especially in the US Navy, in which the practice of mid-air refueling has been refined into a sophisticated art. Aircraft are also more potent than missiles: A single A-6 Intruder, of which there are usually twelve on a US carrier, can carry up to thirty 450-pound bombs on an air strike. Considering that the warhead of a Harpoon is approximately 450 pounds, the A-6 can be considered thirty times more potent than a single Harpoon. Unless shot down, the A-6 is also retrievable and can be used on offensive missions indefinitely.
Although the debate between the proponents of the aircraft carrier and the advocates of smaller, cheaper warships is still raging, the US Navy has been undergoing a renaissance since the early 1980's which attempts to satisfy the wishes of both parties. Recognizing the effectiveness of both manned aircraft and modern SSM's, the Navy has decided to complement the existing force of aircraft carriers with surface warships that are potent offensive threats in themselves. The recommissioning of the Iowa-class battleships of World War Two vintage is the best example of this new doctrine. Each renovated battleship is scheduled to receive 32 Tomahawk and 16 Harpoon SSM's. In fact, the USS New Jersey (BB-62) was the first US Navy warship to go to sea with operational Tomahawks in her well-publicized deployment to Lebanon in 1983-84. The Iowa (BB-61) has also been renovated and will be stationed in Staten Island, New York.
The Navy's force of aircraft carriers is also being updated. Three new Nimitz-class carriers are under construction, while at any given time an older carrier of the Forrestal class is under a special two-year overhaul program to extend its service life another 20 to 30 years. In addition, a major new strike/interceptor aircraft, the F/A-18 Hornet, is just beginning to enter service on carriers.
Lessons of the Falklands
Probably the most important lesson brought to the attention of naval observers in the Falklands (Malvinas) War between Great Britain and Argentina was the potency of both manned aircraft and SSM's in modern war. The sinking of Sheffield by a single Exocet was not the only loss suffered by the Royal Navy in this war; in addition, the destroyer Coventry and the frigates Active and Antelope were all lost to bomb damage inflicted by intensive Argentine air attacks executed with A-4 Skyhawks, an aircraft of 1950's vintage. In fact, almost every Royal Navy warship in the Falklands Task Force was hit by bombs. (Many bombs, however, did not explode for reasons that are not yet clear.)
Upon examining the lessons of this war, it is clear that the offensive capabilities of naval forces have far exceeded the ability of the defender to protect himself. In the Royal Navy, warship defense against missile attack was primarily a passive technique, electronic jamming and blooming chaff being the standard procedures. "Hard kill" defensive methods, such as rapid-firing guns and point defense missiles, were almost non-existent. When faced with Argentine air attacks, the British sailors and Royal Marines were forced to man the decks with machineguns in order to compensate for the defensive deficiencies of Royal Navy warships.
By the time of the Falklands War, however, both the US and Soviet Navies had already developed and put into service sophisticated close defense weapons. The US version, labeled the Mark 15 Close-In Weapon System (CIWS) "Phalanx," is a fully-automated multi-barreled 20mm gun capable of firing 3,000 rounds per minute. Most US Navy combatants will receive two Phalanxes, although the capabilities of this weapon have never been tested in combat. Many critics have questioned its ability to repel coordinated air and missile attacks. For these reasons, many world navies are currently investing further time and money into still more sophisticated CIWS guns.
Another important, although less publicized lesson of the Falklands War was the powerful psychological effect exerted by submarines during the conflict, even though their actual physical effects were minimal. The ease with which the Royal Navy nuclear attack submarine HMS Conqueror engaged and sunk the Argentine cruiser General Belgrano had an immense effect on the Argentine Navy — never again did an Argentine surface vessel venture from port. Similarly, a single Argentine submarine (San Luis, only 1,000 tons displacement) operated for over one month in the midst of the Royal Navy Falklands Task Force. Although San Luis executed six unsuccessful attacks, major ASW efforts by the entire British Task Force could not pinpoint the position of the Argentine submarine and destroy it.
Submarines and Modern ASW Warfare
If San Luis was so difficult for the Royal Navy to detect, what will be the effect of twenty Soviet attack submarines operating in the vicinity of US Navy carrier battle groups in the Mediterranean? Since the end of the Second World War, submarine technology has advanced dramatically in terms of hull design, speed, and patrol range. Most significantly, a large number of the submarines in the world today are nuclear-powered (including virtually the entire US Navy submarine force). Most nuclear submarines are capable of submerged speeds at least three or four times as great as the typical German U-Boat of the Second World War. In fact, many modern nuclear boats are capable of traveling faster while submerged than most warships can move on the surface. The Soviet Alfa class of nuclear submarines has a reported speed of 45 knots. In addition, nuclear submarines have a virtually unlimited patrol radius.
Although outclassed in most performance characteristics by nuclear submarines, diesel boats are also capable of being potent offensive platforms. They even possess two advantages over nuclear submarines: First, they are more effective in shallow coastal waters or restricted seas, such as the Baltic or the Aegean; second, they are very quiet. Since a diesel submarine operates while submerged on battery power only, her engine noise is minimal and she is very difficult to pick up on passive (listening) sonar. This is the reason why San Luis was so much of a problem for the Royal Navy's ASW patrols in the Falklands War.
Despite the progress in submarine technology since the end of the Second World War, there has not been a commensurate advance in underwater weaponry. The primary means of sinking enemy surface ships is still the torpedo, albeit a longer-ranged and more sophisticated variety than those used in World War Two. It is interesting to note, however, that HMS Conqueror used World War Two-vintage torpedoes to sink General Belgrano during the Falklands War.
US Navy submarines are just now receiving a stand-off attack capability with the addition of Harpoon SSM's to their armament. Soviet submarines have possessed such a capability for many years, although many must surface in order to fire their missiles, thereby dramatically increasing their vulnerability to counterattack. Navies have been slow to adopt stand-off weapons in submarines because of the inherent problems in tracking a target at long range and the inability to communicate effectively with friendly warships, aircraft, or helicopters providing targeting for a prospective missile attack. Regardless of their weapons load, submarines will normally strive to close to a range at which they can use their most effective weapons — torpedoes.
Up until the time of the Falklands War, the Royal Navy was considered the premier ASW force in the world. However, the inability of the Falklands Task Force to sink or drive off San Luis revealed some of the inherent problems of ASW operations. The most important lesson is that successful ASW cannot be performed by surface warships alone. As the Second World War proved, submarine-hunting is most effectively performed by aircraft — in fact, the majority of German U-Boat losses in the Battle of the Atlantic were caused by air operations. The Falklands Task Force lacked ASW reconnaissance aircraft because there were no airfields within the effective operating range of British Nimrods.
The development of specialized ASW helicopters has been a critical factor in the capability of a surface force to detect and attack enemy submarines, a technique that is the foundation of ASW tactics in both the US and Royal Navies. Essentially, helicopters enlarge the detection range of a warship's sensors, enabling the ship or the helicopter to initiate an attack against an enemy submarine before the boat can close to torpedo range. Without fixed-wing ASW aircraft or helicopters, the detection range of shipboard sonars is not nearly enough to prevent an enemy submarine from maintaining the initiative in combat operations.
Logistics and Modern Warfare
A critical factor of naval operations that is often overlooked is logistics. Considering the fact that modern weaponry is both expensive and bulky, it is not surprising that warships are armed with very limited quantities of ammunition. In a furious half hour of combat, it is conceivable that a warship of destroyer or cruiser size could expend virtually her entire load of ASW, anti-surface, and anti-aircraft ammunition. Similarly, a US Navy aircraft carrier can carry only limited quantities of ordnance for its combat aircraft. A massive airstrike launched by five squadrons of aircraft from a flattop could conceivably carry almost 600,000 pounds of bombs, rockets, and missiles. Especially in the US Navy — which operates at considerable distances from friendly ports — the replenishment of ammunition, food, fuel, and water is a critical factor that affects the ability of a task force to execute its planned strategy.
Since the end of the Second World War, the US Navy has developed replenishment at sea into a sophisticated art. Combat stores ships, such as those of the Sacramento and Wichita classes, can carry all types of supplies and can replenish warships while making 15 knots. Although often ignored by naval observers, these types of warships are as vital, if not more so, than combatants. Without them, fleet operations undertaken at great distances from port facilities would be impossible.
It is hoped that by reading these notes the players will discover some of the thousands of rationales that went into the design decisions of Sixth Fleet. As mentioned earlier, this simulation can only attempt to introduce the players to the essential characteristics of the contemporary international naval balance. The trade-offs made in warship design, the theoretical performances of these ships in war, and the underrated effect of logistics are just a few of the many elements of naval operations with which the player should become familiar by playing the game.
Final Notes
It is important to clarify the purpose of this simulation and to emphasize the hope that nothing remotely similar to the events portrayed within this game will ever come true. This hope may appear to be out of place in a wargame dealing with the hypothetical events of a seemingly bleak future; however, it is clear that familiarization with modern military techniques and capabilities must re-double one's hopes that theory will not turn into practice. Upon playing the game, those familiar with military history will clearly see the geometric progression made by weaponry since the turn of the century, and especially since the end of World War Two.
Why, then, a game? Sixth Fleet makes no pretenses of being an utterly realistic simulation of reality. Such an accomplishment is probably impossible, especially in a commercial game using no classified information. Too many abstractions for the sake of comprehensibility and playability have been made in the game for it to approach this goal. However, abstractions are not necessarily bad; on the contrary, in fact, since they allow the essential factors of a hopelessly complex military-political situation to be grasped by the layman, I consider a broad approach to the subject desirable. It is only through a thorough understanding of these complex military-political issues that a person can formulate an educated opinion on the viability and morality of war. This is the essential purpose of the game.
Warship Classes
Note: This appendix lists the historical class notes printed for each warship counter in the game, organized by navy. Each entry gives the class name, number of ships in the class, displacement (in tons), crew, and year commissioned, followed by the designer's descriptive note on the class.
United States Navy
Aircraft Carriers (CV)
Nimitz
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Nimitz | 3 | 94,400 | 6286 | 1975 |
The three ships of this class are the largest warships ever built. They are also the very heart of US Navy tactical doctrine, the quintessential expression of American naval power and an amalgam of everything that the Navy has learned about aircraft carriers since the beginning of the Second World War. Although there was serious debate in the halls of Congress concerning the vast expense of these ships, their design has been considered so successful after almost ten years of operations that three more carriers of the same specifications were ordered by the Reagan Administration for service in the 1990's. (Theodore Roosevelt, the next Nimitz-class carrier, will reportedly be ready for service at the end of 1986.)
The offensive value of the Nimitz class lies completely in its attached air wing, consisting of almost 100 combat aircraft. Up to eight different types of aircraft are carried, although the heart of the air wing lies in the 60 interceptor and attack aircraft found onboard. These aircraft have a dual purpose: battle group defense (centered around F-14 Tomcats on CAP) and anti-surface attack (structured around three squadrons of F-18 Hornets and A-6 Intruders). Considering the fact that these aircraft have a longer range, greater payload, and more sophisticated guidance system than virtually all SSM's, it is not surprising that the Navy still places faith in the aircraft carrier concept. The carrier wing also carries strong ASW, electronic warfare, early warning, and mid-air refueling aircraft.
Due to their nuclear machinery and huge magazine storage spaces, the Nimitz-class carriers are far less dependent on at-sea replenishment during operations than any other US carrier. The major criticism of these ships deals primarily with their inability to protect themselves from enemy submarine, air, and SSM attacks — necessitating the continual presence of escorting warships. Additionally, these ships are difficult to hide, inviting attention wherever they sail.
Kennedy
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| John F. Kennedy | 1 | 81,086 | 5381 | 1968 |
Kennedy is the last conventionally powered aircraft carrier built for the US Navy. Although smaller than the Nimitz class, she generally carries the same number and types of aircraft in her attached air wing. However, Kennedy's ability to sustain high tempo air operations is far more restricted than Nimitz's due to her smaller magazine spaces.
Forrestal
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Forrestal | 4 | 78,200 | 4490 | 1955 |
The Forrestals represent the first truly modern US Navy aircraft carrier design. They were the first carriers to be built from blueprint to launch, implementing the lessons learned during aircraft carrier operations in the Second World War, utilizing such innovative features as the angled deck, armored deck protection, and scientific compartmentalization. Although smaller than both Nimitz and Kennedy, she can carry the same carrier air wing, although — like Kennedy — her logistical support facilities are more limited than those of the newest US Navy carriers.
Cruisers (CG)
Texas
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Virginia | 4 | 11,300 | 528 | 1976 |
This was the last class of nuclear cruisers built for the US Navy (although occasional talks of a new "nuclear strike cruiser" are continuing to surface in the Department of Defense authorization hearings). These warships were built specifically as escort vessels for the Nimitz-class carriers. Like Nimitz, they can operate for approximately ten years without refueling. Although originally designed primarily as long-range anti-air ships, the increasing interest within the ranks of the US Navy in anti-surface warfare has been felt as well. In the early 1980's, the short-range Harpoon SSM's were placed on board these ships. In the mid-1980's, they are also scheduled to receive long-range Tomahawk SSM's. (In Sixth Fleet, Texas is considered to possess Tomahawks already.) Complemented by two batteries of Standard SM-1 MR SAM's, ASROC ASW missiles, and a Sea Sprite ASW helicopter, Texas is one of the most well-balanced surface warships in the world.
California
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| California | 2 | 10,530 | 540 | 1974 |
These are slightly older and less powerful versions of the Virginia-class nuclear powered cruisers. Like their younger cousins, they were designed as an anti-aircraft escort for Nimitz-class carriers. They do not possess helicopter hangars.
Ticonderoga, Yorktown
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Ticonderoga | 3 | 9530 | 346 | 1983 |
These are perhaps the most heralded US Navy surface combatants ever built, with the exception of aircraft carriers. The vaunted SPY-1A "Aegis" phased array radar/weapon system has been the highest priority R&D item in the Navy for ten years; the commitment to build 29 of these vessels over the next decade corroborates the Navy's emphasis on carrier battle group protection. However, the acquisition process has been extremely slow. As of this writing — seven years after Ticonderoga's authorization in Fiscal Year 1978 — the bugs in the Aegis system are still being worked out. Moreover, at over one billion dollars apiece, each unit is extremely expensive.
The expectations of this class are high. The Aegis radars are expected to track hundreds of enemy missile or aircraft targets simultaneously, and the sophisticated fire control system is supposedly capable of controlling more than a dozen Standard SM-2 MR SAM's in flight — a vast improvement over the capabilities of older US cruisers. Since these ships employ the same hull and machinery as the Spruance-class destroyers, their ASW capabilities should also be high.
Halsey
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Leahy | 9 | 8200 | 397 | 1962 |
The Leahys were the US Navy's first highly capable anti-air warships. They have retained this capability until the present day, sacrificing a good deal of ASW effectiveness (they do not have a helicopter hangar) and anti-surface warfare (they are not equipped with guns) to specialize in long-range anti-air protection. In the near future, the Leahys will be the first US Navy warships to receive the new Standard SM-2 ER SAM's, a missile with twice the range of older US Navy SAM's.
Biddle, Wainwright
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Belknap | 9 | 8065 | 492 | 1964 |
The Belknaps are similar to the Leahy class, but are better balanced in terms of armament. Like their older cousins, they emphasize anti-air warfare; however, they each have the advantage of possessing a single Sea Sprite ASW helicopter and one five-inch gun. Like all US cruisers and destroyers, they have been recently back-fitted with eight Harpoon SSM's. Additionally, they are shortly scheduled to receive long-range Tomahawk SSM's.
Destroyers (DD)
Deyo, Merrill, Cushing, Comte De Grasse
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Spruance | 31 | 8040 | 250 | 1975 |
More Spruances have been built since the end of the Second World War than any other US destroyer. Despite the decision to build so many vessels of this class, the Spruances are controversial ships due to their lack of long-range SAM's. As a result, these destroyers are almost useless in a carrier battle group long-range air defense screen. However, they have evolved into probably the most effective ASW surface ships in the world due to their very quiet machinery and their ability to operate a single Sea King or two smaller Sea Sprite ASW helicopters. In Sixth Fleet, Deyo is considered to be equipped with two Seahawk LAMPS III helicopters, the US Navy's most vaunted anti-submarine chopper of the 1990's. Spruances are also powerful anti-surface warships, each possessing a normal load of eight Harpoons. (In Sixth Fleet, Deyo is also considered to be armed with Tomahawks.)
Kidd
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kidd | 4 | 9300 | 348 | 1981 |
The ships of this class were in the process of being built for Iran when the Iranian Revolution erupted and the deal was squashed by the Revolutionary Government. These vessels were based on the basic Spruance design, but were vastly improved by the addition of two Standard SM-1 MR SAM batteries. Many within the ranks of the US Navy questioned the wisdom of building a warship for a foreign navy that was superior to many of our warships of a similar design. Thus, when the deal for these warships fell through, the US Navy quickly snatched them up for its own use.
Barney, Semmes, Towers
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Charles F. Adams | 23 | 4825 | 339 | 1960 |
This class differs fundamentally from the Spruance design, both in appearance and in armament. Although built 15 years after the end of the Second World War, the Charles F. Adams class is similar in configuration to a World War Two destroyer. A single Standard SM-1 MR SAM battery was built onto these ships, allowing them to participate in long-range carrier battle group defense — even though they are half the size of a Spruance destroyer. However, their ASW capabilities and endurance characteristics do not come close to matching those of modern US Navy destroyers. Ships of this class are also used by the Australian and West German Navies.
Mahan
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Coontz | 10 | 5960 | 377 | 1960 |
The Coontz class dates from the same period as the Charles F. Adams destroyers and is very similar in design and armament. It is interesting to note that the Spruance-class destroyers are much larger than either of these two older classes but require far fewer sailors in the crew.
Barry
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Forrest Sherman | 14 | 4050 | 306 | 1955 |
This is a typical US Navy destroyer of the 1950's, very similar in design and configuration to US destroyers of the Second World War. With the lessons of this conflict in such recent memory, these destroyers were designed as ASW ships. In contemporary naval operations, these destroyers have very little value. Most are assigned to the Naval Reserve Force; in fact, Barry is currently a floating museum open to the public in the Washington D.C. Navy Yard, although it is still on the roster of the US Navy.
Arleigh Burke
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Arleigh Burke | 0 | 8400 | 339 | 1989 |
Burke was included in the game as an illustration of US Navy destroyer designs of the future. Although full details concerning the capabilities of this class are not yet known, it is fully expected that they will be effective in all three major areas of naval warfare: ASW, anti-air and anti-surface. This will be the first class of Navy warships to be designed with the Vertical Launch System (VLS), an apparatus employed by the Soviet Navy as early as 1980. VLS is a collection of up to 64 missile-launching cells situated below decks, enabling missiles of all types to be constantly ready for firing and thereby eliminating the need to reload the same missile launcher every time a shot is fired.
Frigates (FF)
Aylwin, Lang, Valdez, Brewton
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Knox | 46 | 4250 | 275 | 1969 |
Currently the US Navy's largest class of frigates, the Knox class is primarily oriented towards ASW. Even though these ships are small, they each have a helicopter hangar and can carry a single Sea Sprite LAMPS I chopper. (There are no plans to fit the Seahawk LAMPS III's into these vessels.) To give the Knox frigates a modest anti-surface capability, the eight-celled ASROC launcher was modified to accept Harpoon SSM's, a technique that is unique in the US Navy. As is the case with other US frigates, the primary shortcoming of the Knox-class vessels is their slow speed (about 27 knots). During high-speed carrier battle group operations exceeding 30 knots, a Knox frigate would not be able to keep pace with her larger cousins.
Voge
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Garcia | 10 | 3400 | 268 | 1964 |
The Garcia design is very similar to that of the Knox class. The primary mission of these ships is ASW. Unlike the Knox class, there has been no modification to these warships to enable them to fire Harpoon SSM's.
Ramsey
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Brooke | 6 | 3600 | 266 | 1966 |
The Brooke-class frigates are more well-rounded warships than the Knox and Garcia classes, due to the simple fact that a Standard SM-1 MR SAM launcher was placed onboard in lieu of a second five-inch gun. Thus, the Brookes are capable of taking their place in the outer screen of a battle group for defense against enemy air and missile attacks. Additionally, these frigates are well-suited for ASW operations. Like other US Navy frigates, however, they are too slow to keep up with carrier battle groups.
Doyle, Boone, Stark; Simpson, Rentz, Thach, Reid
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Oliver H. Perry | 33 | 3658 | 215 | 1977 |
These are the US Navy's newest frigates. Moreover, by 1986 they will also be the most numerous, as 18 additional ships are currently under construction. The unusual design of these ships has been controversial within the ranks of the US Navy since they have entered service. One naval observer has called the Perrys the Navy's "square peg" because there is confusion concerning the most effective role for these frigates in current US Navy doctrine. Essentially, the Perrys were designed as a low-cost ocean-going escort for merchant convoys, amphibious ready groups (ARG's), and underway replenishment groups (URG's).
With a single Standard SM-1 MR SAM launcher and two helicopter hangars capable of holding Seahawk LAMPS III's, the Perrys are suitable for both anti-air and anti-submarine defense. However, 27 of these frigates were built before the full landing and hangar requirements of the Seahawk helicopters were known; as a result, these 27 Perrys are incapable of handling Seahawks and will retain the Sea Sprites LAMPS I's, a far less effective helicopter. In fact, 15 of these early Perrys have already been transferred to the Naval Reserve Force. In Sixth Fleet, Thach, Simpson, and Rentz are considered to be operating Seahawks; Doyle, Boone, Reid, and Stark are considered early Perry variants, lacking LAMPS III.
Battleship (BB)
New Jersey
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Iowa | 4 | 57,675 | 1653 | 1943 |
A primary goal of the Reagan Administration was to increase the surface warfare capabilities of the US Navy as quickly as possible. In the 1970's, the idea of reactivating the four Iowa dreadnoughts, probably the most powerful battleships ever built, occasionally surfaced but was consistently rejected as unrealistic. With the US naval renaissance of the 1980's, however, the idea was gradually accepted for a variety of reasons. First, these warships, although built at the height of World War Two, saw relatively little steaming time throughout their brief careers and were judged to be in acceptable fighting trim. Second, their construction, although from a very different era of naval history, has ironically proven to be very suitable in the face of the latest array of naval weaponry. With armor up to 18 inches thick in some places, as well as plentiful room for the deployment of numerous SSM's, New Jersey will be able to "give and take" more effectively than any other Navy combatant. Finally, the nine sixteen-inch guns of this class are gladdening to the hearts of US Marines, who have been clamoring for increased fire support for amphibious operations for many years. Like aircraft carriers, however, the Iowas will be obligated to steam continuously with escorting warships in order to protect themselves from enemy submarine and long-range missile and air attacks.
Nuclear Submarines (SN)
Omaha, Boston, Memphis, Baltimore
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Los Angeles | 25 | 6927 | 127 | 1976 |
These submarines have been labeled "the finest ASW platforms now afloat." They are the largest class of US Navy attack submarines in existence, in terms of both size and quantity. (It is planned to place 62 in service.) Comparing crew size to offensive capability, the Los Angeles boats are probably the most cost-effective warships in the US Navy. They can operate for up to 13 years between refuelings of the nuclear reactor core. In addition to their ASW capabilities, the Los Angeles class is highly potent in anti-surface warfare as well, possessing three major offensive weapons: Tomahawk SSM (just beginning to enter service in the mid-1980's), Harpoon SSM, and Mark 48 torpedoes. In Los Angeles-class boats of the late 1980's, Tomahawks will be fired through special vertical launch cells instead of through the torpedo tubes, increasing the offensive flexibility of this class.
Drum, Cavalla
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Sturgeon | 37 | 4780 | 107 | 1967 |
Sturgeons were the mainstay of the US Navy attack submarine force of the 1970's. Since that time, however, the Los Angeles class has assumed that role, although Sturgeons are still highly effective submarines, particularly in ASW. They are slightly slower than their Los Angeles cousins. In addition, they are not as deep-diving. (Sturgeons can dive 400 meters; Los Angeles, 450.) It is not yet known whether or not the Sturgeon-class submarines will carry Tomahawk SSM's.
Permit
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Permit | 13 | 4465 | 106 | 1962 |
This is an elderly submarine, but still capable in ASW and anti-surface warfare. Although Harpoon SSM's are to be employed on Permit-class submarines, Sixth Fleet assumes that these missiles have not yet been fitted. USS Thresher (SSN-593), which was mysteriously destroyed at sea in 1963, was of the Permit class.
Amphibious Assault Ships (AA)
Saipan, Guam, Ponce, Raleigh, Peoria, Whidbey, Sumter, Fresno, Portland, Duluth, Cayuga
These ships are a varied collection of the US Navy's amphibious warfare vessels. Saipan and Guam are essentially aircraft carriers, although they generally operate only CH-46 Sea Knight and CH-53 Sea Stallion helicopters for troop transport or minesweeping duties. They may also operate AV-8 VSTOL aircraft, manned by Marine Corps pilots. However, the fundamental role of these ships is to carry Marines and to get them ashore as safely and simply as possible. Saipan can carry almost 2000 Marines, while smaller ships, such as the LST's (Sumter, for example), can carry only about 450. The Navy deploys these ships in amphibious ready groups (ARG's) of varying sizes: To carry one Marine Amphibious Unit (MAU, one of which is usually at sea in the Mediterranean at any given time) requires about three amphibious warfare ships — one of which is usually of the Saipan or Guam type; to carry a Marine Amphibious Brigade (MAB) requires about ten to twelve ships; to carry a Marine Amphibious Force (MAF, or division) would require almost as many amphibious warfare ships as there currently are in the US Navy. (However, a full division is almost never lifted in peacetime.)
Replenishment Ships
Detroit, Wabash, Wichita (CS); Flint, Nitro (AM); Cimarron, Platte, Neosho (TK); Mckee (ST)
These are the US Navy replenishment ships represented in Sixth Fleet, a varied collection of ship types and classes with diverse capabilities. Detroit, a "fast combat support ship," is perhaps the most important of these replenishment ships. This vessel is fast enough to operate on occasion with carrier battle groups and can perform at-sea replenishment for food, water, fuel, and ammunition while steaming at up to 15 knots. The supply capacity of Detroit is huge. Once fully stocked, it is capable of refueling, reprovisioning, and rearming a battle group two or three times before it must be replenished itself. Wichita and Wabash are similar in concept to Detroit, but are slightly smaller.
The other ships (with the exception of Mckee) are specialized ammunition carriers or tankers that are too slow to operate with a battle group. Instead, a single tanker, ammunition carrier, and stores ship (not represented in Sixth Fleet) usually operate together in an underway replenishment group (URG). Shuttling between US Navy bases and battle groups at sea, URG's are usually escorted by a handful of frigates. They may transfer supplies directly to warships or may off-load their cargo to a combat support ship, such as Detroit, for future transferral to a warship. Mckee is a submarine tender that is specifically oriented to the support of Los Angeles-class attack submarines, providing food, water, and ammunition to these boats at sea or in port.
Cargo Ships (CR)
Bobo, Lopez, Button, Algol; Mercury, Jupiter, Lyra, Spitfire
These ships are a representative collection of civilian and US Navy cargo vessels. Algol is a controversial and expensive SL-7 containership originally built for merchant use in the Netherlands. It was designed to revolutionize seaborne commerce by achieving a 33-knot speed with a huge cargo capacity. In practice, however, these ships proved too expensive for companies to operate, and they were purchased by the US Navy. Expensive modifications were required to convert them to military use. Three SL-7's are maintained in a fully prepared state on each coast for potential deployment to a crisis area. Bobo, Lopez, and Button are cargo vessels that are currently being built to meet the requirements of the Rapid Deployment Force (RDF). Although slow (18 knots), these ships are tailored to carry military equipment and supplies, and have an innovative "Roll-on/Roll-off" (RO/RO) design, allowing them to be fully unloaded in less than three days.
Soviet Navy
Aircraft Carrier (CV)
Minsk
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kiev | 4 | 37,100 | 1200 | 1975 |
Although labeled an aircraft carrier, Minsk is actually a highly capable cruiser with a strong complement of ASW helicopters and a restricted capability to operate small numbers of YAK-36 Forger VSTOL aircraft. Like many other modern Soviet Navy warships of cruiser size or larger, the Kiev class is well-balanced in terms of anti-air, ASW, and anti-surface warfare. These ships are armed with an SSM similar in range to the US Tomahawk, SAM batteries comparable to the US Standard SM-1 MR's, and ASW weapons similar to the US ASROC. Because these ships operate up to 17 Hormone ASW helicopters and 12 Forgers, they are potent platforms in all areas of naval operations.
Cruisers (CG)
Moskva, Leningrad
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Moskva | 2 | 17,000 | 850 | 1967 |
The Moskva class was the Soviet Navy's first major attempt to deploy aircraft at sea. The two ships of this class are capable of deploying 14 Hormone helicopters for ASW purposes, but have never operated fixed-wing aircraft. Although the Moskva class has a potent long-range anti-aircraft capability, its close defense weapons are poor and it is vulnerable to enemy air and missile attacks. These warships are also weak in anti-surface warfare.
Kirov
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kirov | 2 | 28,000 | 800 | 1980 |
Kirov was the Soviet Navy's first nuclear-powered surface warship. Without question, it is also one of the most powerful surface combatants afloat today. Kirov was the world's first warship to employ the highly vaunted Vertical Launching System (VLS) for both SSM's and SAM's. In addition to this launching advantage, these weapons are longer-ranged than comparable US models. Moreover, Kirov has an admirable ASW capability with three Helix ASW helicopters, a long-range ASW stand-off missile, and close-range ASW torpedoes and rocket launchers. This ship is also adept at self-protection, with eight automatic Gatling anti-aircraft guns. At 28,000 tons — larger than any US Navy combatant except for carriers and battleships — she will also be able to withstand severe damage.
Slava
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Slava | 3 | 12,500 | 720 | 1982 |
Slava is the Soviet Navy's newest class of cruiser. It is a well-rounded class of warship in terms of the three major areas of naval warfare, comparable in size and capabilities to the US Navy's Virginia class of cruisers. She has the advantage over her US counterpart of having more SSM rounds (16 as opposed to 8) and greater self-protection (6 automatic Gatling anti-aircraft guns). However, to achieve these advantages it is likely that the Slava class sacrifices endurance and sustainability characteristics.
Ochakov, Kerch, Azov
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kara | 7 | 9700 | 520 | 1973 |
The Kara cruiser is similar to US cruisers before the introduction of the Harpoon SSM, oriented primarily towards anti-air warfare and ASW. The anti-surface warfare capability of these ships is extremely limited, and they will probably be employed as part of a surface action group (SAG) containing an aircraft carrier or larger missile cruiser.
Grozny, Golovko
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kynda | 4 | 5500 | 375 | 1962 |
These ships are more accurately classified as destroyers due to their small size. The Kyndas are primarily anti-surface warships with a minimal long-range anti-air capability. Their ASW value is negligible.
Destroyers (DD)
Sovremeny, Otlichny
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Sovremeny | 5 | 7900 | 380 | 1981 |
Although classified as destroyers, these ships are larger and more capable than many Soviet cruisers. The Sovremenys are primarily anti-surface warships, being armed with an SSM (the SSN-22) that is reportedly one of the most advanced in the world. This SSM is a "sea skimmer" that travels at almost three times the speed of the US Harpoon. The Sovremenys are also armed with a modern battery of SAN-7 SAM's, comparable to the US Standard SM-1 ER. The two five-inch guns of this class are the largest guns ever to be placed on Soviet destroyers.
Kulakov, Zakharov
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Udaloy | 6 | 8200 | 300 | 1981 |
These ships are the Soviet versions of the US Spruance destroyers, being oriented almost entirely to ASW operations. They have two Helix helicopters, long-range ASW missiles, short-range ASW rockets, and eight ASW torpedo tubes.
Ognevoy, Slavny
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kashin Modified | 6 | 4950 | 280 | 1973 |
This class is more typical of Soviet destroyer design than the new classes, emphasizing anti-surface and anti-air warfare at the expense of ASW. There is no helicopter hangar and only short-range (about three miles) ASW weapons are onboard. At 35 knots, these ships are some of the fastest combatants above patrol craft size in the world today.
Skory, Strogy, Sposobny
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kashin | 12 | 4750 | 280 | 1963 |
The unmodified Kashin destroyers lack the anti-surface and self-defense enhancements that were added to six ships of this class in 1973. Even without these improvements, the Kashins have a moderate long-range anti-air capability.
Boiky, Gordy
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kanin | 8 | 4750 | 300 | 1958 |
These ships are very similar to the Kashins except they are just a bit slower.
Bedovy
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kildin Modified | 3 | 3700 | 300 | 1958 |
This is a fast destroyer (36 knots), armed with an antiquated SSM and not much else. Bedovy has 16 45mm anti-aircraft guns, all of which are operated manually.
Skromny
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kotlin SAM | 8 | 3600 | 300 | 1962 |
An example of a typical Soviet destroyer of the post-World War Two era, this class has been modified for use in the missile and air environment of the contemporary period. Despite the addition of a long-range battery, this class has been passed up by the current capabilities of most modern warships.
Frigates (FF)
Ladny, Retivy, Pylky, Rezky
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Krivak-I, II | 32 | 3700 | 200 | 1971 |
The Krivaks are the most powerful class of Soviet Navy frigates. Upon close examination, however, it becomes clear that the Soviet Navy has a strikingly different concept of frigate design than the US Navy. No Soviet frigate has a long-range SAM or an effective SSM. Although their equipment is oriented almost entirely towards ASW, they cannot carry helicopters — a fundamental failing in contemporary naval operations. Their use seems to be limited to coastal convoy protection or inner ASW defense of a small battle group. US frigates are more comparable to Soviet destroyers due to the well-balanced armament provided on US vessels.
Yelan, Boget
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Grisha-II, III | 57 | 1200 | 60 | 1968 |
These are very small frigates of similar concept to the Krivaks. However, they lack a long-range ASW missile.
Kondol, Lisa
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Petya-I, II | 33 | 1150 | 90 | 1961 |
The Petyas are very similar to the Grisha class.
Patrol Combatants (PC)
PCS1
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Nanuchka-I, III | 20 | 770 | 60 | 1969 |
In Sixth Fleet, this counter represents four Nanuchka-class corvettes, each armed with six SSN-9 SSM's.
PCS2, PCS3
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Osa-I, II | 105 | 245 | 30 | 1959 |
The venerable Osa-class boats have been in service for over 25 years. Although their SSN-2 SSM's are antiquated, they still remain a potent force due to their huge numbers. The Osas are most useful in coastal or restricted waterway operations due to their lack of endurance and poor sea-keeping qualities. Essentially, the Soviet Navy has adopted the patrol craft concept and developed it into a force to be reckoned with in contemporary naval operations. Meanwhile, the US Navy has almost completely ignored patrol combatants.
Nuclear Submarines (SN)
Svesa
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Oscar | 2 | 14,500 | 120 | 1982 |
This is the newest class of Soviet nuclear-powered cruise missile attack submarines. Although the Oscar is twice the size of the US Navy's Los Angeles class, it is reported to be as fast, if not faster, than anything in the US inventory. Each Oscar carries 24 long-ranged SSN-19 SSM's, which can be launched when the submarine is submerged from data provided by a friendly vessel or aircraft. Due to its large size and massive propulsion machinery, an Oscar is probably noisy; it is nevertheless a warship that threatens the very concept of US aircraft carrier operations. The ability to target a carrier at a range of 300 miles is an incalculable advantage for a submarine and one which the US Navy will be hard pressed to counter in the face of a large enemy force. The Oscar design and other new Soviet submarine innovations have opened the eyes of international naval observers. It is clear that the Soviet ability to build more powerful submarines at a faster pace than comparable Western classes is the greatest threat facing the free world navies today.
Syzran, Bytosh
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Charlie-I, II | 18 | 5000 | 110 | 1968 |
The Charlies are the mainstay of the Soviet Navy's cruise missile submarine fleet. Their SSM's are not nearly as effective as those on the Oscar, nor are the submarines as fast as their newer cousins.
Lipitsy, Tesha
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Echo-II | 28 | 6000 | 90 | 1960 |
Echo cruise missile attack submarines carry longer-ranged SSM's than the Charlies. However, the submarines of this class are both noisy and slow. Perhaps the gravest shortcoming of the Echo boats is the necessity to surface fully to launch their SSM's.
Nezhin, Tinsk
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Alfa | 6 | 3680 | 45 | 1979 |
These are the world's fastest (45 knots) and deepest-diving (900 meters) submarines. The innovative pressure hull, which is built with titanium, is currently beyond the scope of even the vaunted submarine designers in the United States, one of the few examples of Soviet technological superiority over the United States in the area of naval architecture. Thanks to their speed and diving capabilites, it will be extremely difficult to detect and subsequently destroy these submarines. Similarly, because the Alfas can travel faster than any surface battle group afloat, they will be able to choose the time and place of attack with impunity. However, it is rumored that, because of the innovative nature of the Alfa design, these submarines are both highly expensive (perhaps explaining their slow rate of production) and mechanically troublesome.
Drabov, Sumy, Ibresi
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Victor-I, II, III | 43 | 5100 | 80 | 1968 |
The Victor-class submarines are the Soviet Navy's version of the US Los Angeles class. Only slightly smaller and slower than their US Navy counterparts, the Victors' primary mission is to hunt down and sink enemy warships or merchant vessels with conventional torpedoes. They are also well-suited for ASW operations, although they do not rival the capabilities of US submarines in this area. Especially when complemented by cruise missile attack submarines, the Victors pose a definite threat to US carrier battle group operations in contested waters.
Diesel Submarines (SS)
Rzhev
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Juliett | 16 | 3750 | 80 | 1961 |
The Juliett class boats are slow diesel submarines that carry four SSN-3 SSM's with a range of 250 miles. Due to their slow speed, they will have difficulty avoiding detection and eventual destruction in the face of a determined ASW campaign.
Pronin, Pskov, Shuya, Hovlya
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Foxtrot | 54 | 2400 | 78 | 1957 |
The Foxtrots are diesel submarines that are essentially enhanced versions of the dreaded German U-Boats of 1944-45. The Foxtrots are the most prevalent submarines in the Soviet Navy. Additionally, dozens have been exported to such countries as India, Libya, and Cuba. Like all diesel submarines, the Foxtrots are slow and thus less able to intercept and attack a fast moving enemy surface force. For the same reason, the Foxtrots' contribution to ASW will also probably be low. However, these boats have exceptionally long ranges — up to 11,000 miles on an unrefueled patrol. Like most diesels, they are also very quiet and hard to detect passively.
Tyumen
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Whiskey | 57 | 1350 | 50 | 1949 |
For many years, Whiskey-class submarines were the mainstay of the Soviet Navy's submarine force. Over 250 have been built, including many in the People's Republic of China. The Soviets have been disposing of many Whiskeys or transferring them to client states over the past five years. The Whiskey submarines are similar to the Foxtrots in design, but are smaller, slower and have a shorter patrol endurance.
Perm, Ivdel
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Tango | 18 | 3700 | 72 | 1972 |
The Tango-class submarines are essentially updated Foxtrots, with a more streamlined hull and more powerful machinery. They are about 50% larger than the Foxtrots and are slightly faster than their older cousins. They can also remain submerged for longer periods of time and have a greater patrol range.
Byngi
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kilo | 4 | 3200 | 60 | 1982 |
The Kilos are the newest Soviet diesel submarines. They are unusual in that they are departures from the older Tango/Foxtrot/Whiskey designs. Their hulls are similar to contemporary western European submarines in that they are "tear-dropped" rather than long and sleek. The role of these submarines is not yet known. Most likely they will be oriented towards short-range patrols not too distant from friendly bases.
Minesweepers (MS)
Murom, Lysov, Snayper, Gafel, Pershin
A varied collection of Soviet Navy minesweepers are represented in Sixth Fleet.
Amphibious Assault Ships (AA)
Tortsev, Batumi, Gagra, Rogov, Ropucha, Vilkov, Lazo
These ships are a representative group of Soviet Navy amphibious warfare vessels of many different classes and types. For the most part, the Soviet Navy's abilities in this area lag far behind those of the United States. The Soviets place far less faith in amphibious warfare doctrine than the US Navy-Marine Corps team. As a result, they possess fewer amphibious warfare ships than the US Navy, and those they do possess are slower and carry fewer troops than comparable US designs. Their best amphibious warfare vessel is Ivan Rogov, capable of carrying a full marine battalion and all its vehicles. She can also launch air-cushioned assault boats (a capability that the US Marine Corps does not yet have). However, only two ships of the Rogov class currently exist.
Replenishment Ships
Bubnov, Dubna, Yelnya (TK); Kola, Tobol, Galkin (ST); Voronezh, Onda (AM); Berezina (CS)
These ships represent various Soviet Navy replenishment ships of different classes and types. The Soviets lag far behind the US Navy in their capability to replenish warships at sea. It has only been over the past ten years that the Soviet Navy has mastered the art of at-sea replenishment — something the US Navy has been practicing on a large scale since the Second World War. Efficient Soviet replenishment vessels are few, and those that exist do not meet the high standards of the US Navy. The Soviets have nothing that can match the capabilities of Detroit, Wichita, or Wabash. The only Soviet vessel that comes close to US standards is Berezina; however, there is only a single ship in this class. It is clear the Soviet Navy does not emphasize replenishment at sea because their doctrine does not demand continuous fleet presence in areas far from friendly port facilities. Rather, their strategy in time of war will be to deny critical sea lanes to NATO shipping, a task that can be undertaken with limited at-sea replenishment forces as long as client states with adequate port facilities are situated nearby.
Cargo Ships (CR)
Svir, Megra, Diksn, Yamal, Insar
Various Soviet merchant vessels are represented in Sixth Fleet.
French Navy
Aircraft Carrier (CV)
Foch
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Clemenceau | 2 | 27,307 | 1338 | 1961 |
Foch is the closest thing to a US Navy aircraft carrier possessed by a non-American navy. Although far smaller and less capable than a US carrier, it is nevertheless a potent warship due to its ability to launch non-VSTOL fixed-wing aircraft. Foch is capable of handling 16 long-range Super Etendard attack aircraft, which can carry Exocet SSM's or conventional bombs. In fact, during the Falklands War of 1982, Super Etendards were responsible for sinking HMS Sheffield. In addition, Foch carries a complement of fighters, ASW aircraft and helicopters.
It is interesting to note that carriers of this type were, until very recently, under serious consideration for the US Navy. During the incessant aircraft carrier debates in Congress in the late 1970's, many argued in favor of cheaper and smaller carriers for the Navy. In the end, the giant Nimitz won the debate, but something like the Clemenceau class would have been adopted had the results of the debate been different. Of further interest, the rationale of the French Navy is remarkably similar to that of the US Navy. With colonies and bases all over the world and international peace-keeping a major policy of the current government, the French have many of the same naval requirements as the United States — they must have the ability to project air power to remote areas of the world, the proficiency to protect the flow of oil from the Persian Gulf, and a nuclear deterrent force at sea. Essentially the French Navy is a microcosm of the US Navy. The French are even building a nuclear aircraft carrier for service in the 1990's.
Destroyers (DD)
Dupleix, Montcalm
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Georges Leygues | 4 | 4170 | 216 | 1979 |
This is the most effective French destroyer design. The ships of this class are primarily oriented towards ASW (they are one of only a few French surface designs with a helicopter hangar) and anti-surface warfare (they possess an updated version of the original Exocet SSM).
Tourville
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Tourville | 3 | 5800 | 288 | 1974 |
These are very large destroyers similar in concept to those of the Leygues class. In Sixth Fleet, the MM 40 SSM (the updated version of Exocet) is not considered to be in service in any ships except the Leygues class.
Suffren
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Suffren | 2 | 6090 | 355 | 1967 |
Despite the deployment of aircraft carrier battle groups within the French Navy, there has been little thought of long-range anti-aircraft and anti-missile protection for those groups. Suffren is one of the few French destroyers to be armed with a long-range SAM (Masurca). It should be noted, however, that the new C-70 destroyer class — which will enter service in the late 1980's — will be armed with the US Standard SM-1 MR SAM.
Aconit
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Aconit | 1 | 3840 | 232 | 1973 |
Aconit was the prototype for the Tourville class. It is, however, both slower and less capable than its newer cousin in ASW and self-defense.
Breze
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| D'Estrees | 5 | 3740 | 269 | 1957 |
This is a typical French destroyer of the 1950's. Due to the lack of helicopters, long-range SAM's, and SSM's, it has been passed up by the state of naval warship design.
Frigates (FF)
Drogou, Moulin, Blaison, Pimodan
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| D'Estienne d'Orves | 17 | 1250 | 105 | 1976 |
This class is the most modern French frigate design. However, the ships of this class are not truly oriented towards battle group operations due to their slow speed (24 knots) and weaknesses in armament. Only a handful of the frigates of this class carry Exocet SSM's and none have helicopters.
Bory, Protet
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Riviere | 8 | 2070 | 166 | 1962 |
These frigates are similar to the d'Orves class. However, even though they are far older, they are faster and more heavily armed than the newer class.
Patrol Combatant (PC)
PCS1
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Trident | 4 | 148 | 19 | 1976 |
The French Navy has not adopted the concept of powerful patrol combatants as have the Soviets and many NATO countries. The ships of this class are simple coast guard vessels, some of which are armed with an antiquated SSM. They cannot be compared to the Soviet Osas or the US Navy's Pegasus patrol craft.
Nuclear Submarine (SN)
Rubis
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Rubis | 2 | 2385 | 66 | 1982 |
Rubis is the French Navy's first nuclear-powered attack submarine. (The French have five nuclear-powered ballistic missile boats.) Rubis is small and slow for a nuclear submarine, and she does not carry Exocet, although later boats of this class will.
Diesel Submarines (SS)
Agosta
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Agosta | 4 | 1740 | 54 | 1977 |
This is the French Navy's latest diesel submarine design. The Agosta class is about two-thirds the size of the Soviet Foxtrot class.
Daphne, Junon, Venus
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Daphne | 9 | 1043 | 45 | 1964 |
Although small, the Daphne submarines were for many years the mainstay of the French Navy's attack submarine force. Their patrol radius is more limited than the Agosta class. They are reportedly very quiet when submerged.
Requin
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Narval | 4 | 1910 | 64 | 1958 |
These are old French diesel submarines, many of which are in the process of being scrapped.
Minesweepers (MS)
Eridan, Clio, Circe
Various French minesweepers are depicted in Sixth Fleet.
Amphibious Assault Ship (AA)
Orage
A typical French amphibious warfare vessel, Orage can carry about 360 marines.
Replenishment Ship
Meuse (TK)
This is a typical replenishment vessel.
Royal Navy
Aircraft Carrier (CV)
Ark Royal
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Invincible | 3 | 19,960 | 1318 | 1980 |
This is a very controversial class of ship and one that gained international recognition during the Falklands War of 1982. Invincibles are not true aircraft carriers in the US Navy's sense of the word because they do not have catapults and, as a result, they cannot employ non-VSTOL fixed-wing aircraft. In fact, these warships were once classified as cruisers. Despite their weaknesses as air platforms, they performed remarkably well during the Falklands War, maintaining a squadron of Sea Harrier fighters in perpetual combat operations for over one month. In addition, Invincible deployed a strong force of 11 Sea King helicopters to the Falklands.
This class is well-balanced in that it carries a battery of Sea Dart SAM launchers. Each ship can also deploy up to a battalion of Royal Marines for short periods.
Destroyers (DD)
Exeter, Cardiff
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Sheffield | 8 | 4100 | 299 | 1976 |
These are sisters to Sheffield, sunk in May, 1982 by Argentine Super Etendards. These ships were heavily criticized during the Falklands War for their lack of close defense armament. Since that time, however, it has been decided that most Royal Navy warships will be upgraded in this area, most likely with the Dutch "Goalkeeper" close defense gun. The damage control capabilities of these ships are also reportedly poor, as proven by the Sheffield's uncontrollable fire after a single Exocet hit. The endurance of this class, and many of the Royal Navy warships of destroyer and frigate size for that matter, is extremely poor. A US Charles F. Adams destroyer, a warship of comparable size to Sheffield, can steam almost three times the distance as its British counterpart at sustained speeds of 30 knots. It is interesting to note that an updated Sheffield class is being built with improved defense and endurance characteristics.
Frigates (FF)
Brazen
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Broadsword | 4 | 4400 | 223 | 1979 |
The Broadswords are actually of destroyer size and capability. They were the first Royal Navy warships to be armed with Sea Wolf, one of the most advanced close defense anti-aircraft missiles in the world. Sea Wolf was a critical factor in the Falklands War; as the Royal Navy became more tactically proficient as the war progressed, a Broadsword frigate was usually attached to a Sheffield-class destroyer for an effective long and short-range anti-aircraft combination. Sometimes a Broadsword frigate would "ride shotgun" (steam directly ahead or astern) for a British carrier. In 1984, Sea Wolf became the first missile to shoot down an SSM, when it successfully tracked and destroyed an Exocet during tests. These ships are also excellent ASW platforms. Their lack of guns, however, was a drawback during the Falklands campaign. Updated Broadswords, which are in the process of being built, will have improved endurance characteristics and an added 4.5-inch gun.
Amazon
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Amazon | 6 | 3250 | 177 | 1974 |
The ships of this class were put under tremendous strain by the arduous Falklands campaign, which entailed thousands of miles of steaming and extended operations in the South Atlantic winter. The hulls of some of the Amazon-class frigates cracked during the war because of the stress. Two ships of this class, Ardent and Antelope, were sunk by bombs during the conflict. Although most ships of this class can carry Exocet SSM's, Amazon does not. Each of these ships has a helicopter hangar and is a good ASW platform.
Naiad
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Leander | 24 | 2860 | 257 | 1963 |
Due to modifications since their commissioning, the ships of the Leander class are now subdivided into six separate classes, some emphasizing ASW, others close anti-aircraft defense, and still others surface warfare. Naiad is an "Ikara" Leander, named after the long-range ASW missile which it carries. Armed with a Wasp helicopter, Naiad is essentially an ASW warship.
Nuclear Submarine (SN)
Torbay
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Trafalgar | 2 | 4500 | 97 | 1983 |
These are the newest of the Royal Navy's nuclear-powered attack submarines, and are fast and quiet. Like the submarines of the US Navy, the primary mission of this class is ASW. However, the Trafalgars are also effective in anti-surface warfare. All in all, these are some of the most potent submarines in the world.
Amphibious Assault Ship (AA)
Fearless
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Fearless | 2 | 12,120 | 556 | 1965 |
Both ships of this class participated in the Falklands War and were instrumental in the highly successful amphibious operations undertaken during that conflict. They are similar in design to the US Austin-class LPD's (of which Ponce is a representative in Sixth Fleet.)
Italian Navy
Cruisers (CG)
Garibaldi
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Garibaldi | 1 | 13,370 | 560 | 1985 |
Garibaldi is similar to the Royal Navy's Invincible class, although the Italian Navy does not currently possess any VSTOL aircraft for potential use onboard. Garibaldi will also be a potent threat due to its Otomat II SSM armament, although its primary mission is ASW.
Veneto
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Vittorio Veneto | 1 | 8870 | 565 | 1969 |
Despite its age, this is a superb ship, in many ways superior to US Navy cruisers of comparable size. Veneto is armed with a long-range SSM (Otomat II), up to nine helicopters, long-range ASW weapons, and the US Standard SM-1 ER SAM. It is also capable of speeds over 30 knots. In many ways, Veneto is a microcosm of the Italian Navy — a vastly underrated force, possessing excellent warships of varied capabilities which are, ship for ship, comparable to the very best of the US Navy. The only possible shortcomings in the Italian Navy are poor leadership and crew inexperience. Nevertheless, Italy would be a most helpful ally to the US Navy in any conflict in the Mediterranean.
Destroyers (DD)
Ardito
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Audace | 2 | 4559 | 380 | 1972 |
Armed with 40 Standard SM-1 MR SAM's, Ardito is primarily an air defense warship. However, with the capability to deploy the superb Sea King ASW helicopter, she is also a very fine ASW ship. It should be noted here that the Italian Navy is armed with superlative guns for shore bombardment, anti-surface, and anti-aircraft purposes. Ardito has two five-inch rapid-fire guns and four automatic 76mm guns, each capable of one full minute of sustained anti-aircraft fire without reloading.
Impavido, Intrepido
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Impavido | 2 | 3990 | 334 | 1963 |
These ships are comparable to the US Coontz destroyers in their ASW and long-range anti-aircraft capabilities. However, they are not armed with SSM's.
Frigates (FF)
Grecale, Euro
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Maestrale | 8 | 3200 | 213 | 1982 |
This is the newest class of Italian frigates. Almost without question, they are on a par with, if not superior to, US frigates of comparable size. Certainly, they are superior to Soviet, French and British frigates. The Maestrales are armed with the superb Otomat II SSM, a weapon with greater range than the US Harpoons. In addition, two ASW helicopters are carried onboard. Most importantly, these frigates are fast — at 33 knots, they are five or six knots faster than US frigates.
Lupo, Orsa, Perseo
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Lupo | 4 | 2340 | 186 | 1977 |
These frigates are almost identical to the Maestrale class, sacrificing a single helicopter for increased SSM ammunition and greater speed (35 knots).
Alpino
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Alpino | 2 | 2700 | 264 | 1968 |
Alpino is an example of older Italian frigate design. Although not particularly capable in anti-surface or anti-air warfare, it is an effective ASW ship.
Patrol Combatant (PC)
PCS1
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Sparviero | 7 | 64 | 10 | 1974 |
This tiny hydrofoil is a potent ship, armed with a rapid-fire 76mm gun and two long-range Otomat II SSM's. It is capable of 50 knots in normal sea states. Again, this class is an example of the Italian Navy's innovative, low-cost, and effective warship designs.
Diesel Submarines (SS)
Sauro, Da Vinci, Marconi
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Nazario Sauro | 4 | 1641 | 45 | 1979 |
The Sauros are small diesel submarines of moderate endurance capabilities. They are well-suited for Mediterranean operations. For short periods of time, they can travel up to 20 knots while submerged — a relatively fast speed for a diesel boat. Future versions of the Sauros will carry the US Harpoon.
Toti, Dandolo
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Enrico Toti | 4 | 591 | 26 | 1968 |
These are tiny submarines of limited endurance and capability. They are probably most useful in coastal operations.
Minesweepers (MS)
Lerici, Sapri, Vieste, Greta
Various Italian minesweepers are represented in Sixth Fleet.
Amphibious Assault Ship (AA)
Grado
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| De Soto County | 2 | 7804 | 188 | 1957 |
This is an old US LST from the 1950's which can carry over 600 marines. It will be replaced by a new Italian design in the late 1980's.
Replenishment Ship
Vesuvio (TK)
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Stromboli | 2 | 8706 | 119 | 1975 |
A small replenishment ship, Vesuvio carries fuel, ammunition, and provisions for resupplying warships at sea.
Libyan Navy
Frigate (FF)
Asawari
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Dat Asawari | 1 | 1650 | 132 | 1973 |
This is a British frigate design that has been updated with modern Italian weaponry — most importantly, the Otomat II SSM, a weapon more powerful than the US Harpoon. This frigate is now a potent offensive threat, typical of the modern surface warships of the Libyan Navy which are intended primarily to counter surface vessels (specifically US carrier battle groups operating off Libyan shores). The remarkable expansion of the Libyan Navy over the past five years has produced a force that is a serious threat to US naval operations in the central Mediterranean. However, many naval experts question the Libyan Navy's ability to effectively man and operate the sophisticated ships and weapons that have been purchased in such large numbers. Since the Libyan Navy has only 3000 personnel (many of whom are most likely untrained in modern naval warfare), this is probably a valid point.
Patrol Combatants (PC)
PCS1, PCS2, PCS3, PCS4, PCS5
In Sixth Fleet, these counters represent the vast investment that Libya has made in small patrol combatants — all armed with modern SSM's. The Libyan Navy has over 30 warships of this type in five separate classes. The most powerful are probably the Soviet Nanuchka-class corvettes (represented by PCS3). The Wadi M'ragh class and the La Combattante II class (built in Italy and France, respectively) are also highly effective ships, both armed with Otomat I SSM's (represented by PCS1 and PCS2). The remainder of the Libyan Navy's patrol combatant force is composed of Soviet Osa and British Soloven boats (represented by PCS4 and PCS5).
Diesel Submarines (SS)
Ahad, Albadr, Fateh
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Foxtrot | 6 | 2400 | 78 | 1976 |
Purchased from the Soviet Union between 1976 and 1983, these boats are identical to Soviet Foxtrot diesel submarines.
Israeli Navy
Patrol Combatants (PC)
PCS1, PCS2, PCS3, PCS4
The Israeli Navy consists entirely of small surface warships, none of which is larger than 500 tons displacement. The record of the Israeli Navy has been virtually unblemished in four decades. Although Israeli warships are tiny, their weaponry is anything but puny — without question, Israeli warships pack more punch per ton than any combat vessel in the world. For example, the new Romat-class patrol boat carries eight US Harpoon SSM's, eight Israeli Gabriel SSM's, and a rapid-fire 76mm gun. The Aliyah-class craft carries a small helicopter in addition to the Harpoon and Gabriel. In Sixth Fleet, each Israeli PCS unit is considered to possess a single Romat or Aliyah boat. In addition, smaller Reshev and Sa'ar craft carry Harpoon and Gabriel, although in lesser quantities than do the Romats or Aliyahs. Each Israeli PCS unit is considered to possess one or two Reshevs and two or three Sa'ars. During the Yom Kippur War of 1973, the Sa'ar boats were responsible for the destruction of most of the Syrian Navy with devastating salvos of Gabriel SSM's (the Israelis did not yet have Harpoon). They suffered no damage at all from Syrian counterattacks during this conflict.
Diesel Submarines (SS)
Gal, Rahav
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Type 206 | 3 | 600 | 22 | 1976 |
The Israeli Navy made its entry into the submarine field in the mid-1970's when it purchased three Type 206 boats from West Germany. These submarines are tiny and have a limited patrol capability. They have also been built in large quantities for the West German Navy, which requires small, quiet submarines for use in the restricted waters of the Baltic Sea. The efficiency of these submarines in the more wide-open waters of the Mediterranean, however, has never been truly tested.
Greek Navy
Destroyers (DD)
Toumbazis, Kanaris
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Gearing | 6 | 3500 | 274 | 1945 |
These are US FRAM destroyers of Second World War vintage.
Frigate (FF)
Elli
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Kortenaer | 2 | 3786 | 199 | 1981 |
This is a Dutch frigate design with strong ASW and anti-surface capabilities.
Patrol Combatants (PC)
PCS1, PCS2, PCS3
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| La Combattante III | 10 | 425 | 42 | 1977 |
The Greek Navy has devoted much money and effort to its patrol combatants, a logical choice given the restricted waterways of the Aegean Sea. This effort has paid dividends. The La Combattante class, built both in France and in Greece, is a powerful anti-surface threat. Actually, this class should be subdivided into two categories: The ships built in France carry the Exocet SSM, and those built in Greece use the less capable Norwegian Penguin SSM. In Sixth Fleet, each Greek PC unit is considered to consist of one or two Exocet boats and two or three Penguin craft.
Diesel Submarines (SS)
Glaukos, Nereus, Triton, Pontos
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Type 209 | 8 | 1230 | 31 | 1971 |
This class is a German diesel submarine design oriented towards use in the shallow waters of the Baltic Sea. Not surprisingly, the Greek Navy was interested in a boat with similar characteristics for use in the restricted waters of the Aegean. Therefore, they purchased eight from the West German Navy. Interestingly, this is the same class as the San Luis, the Argentine submarine that caused such headaches for the Royal Navy Falklands Task Force.
Minesweeper (MS)
Dafni
This is a typical Greek minesweeper.
Spanish Navy
Destroyers (DD)
Lauria
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Roger de Lauria | 2 | 3785 | 255 | 1959 |
An elderly Spanish destroyer of limited value in all three areas of naval warfare, Lauria has actually been laid up in reserve since 1982.
Gravina
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Gearing | 5 | 3520 | 274 | 1945 |
Gravina is the ex-USS Furse (DD-882), built towards the end of World War Two and modernized in the Fleet Rehabilitation and Modernization (FRAM) program of the 1960's. With ASROC, Gravina has limited ASW capability — but little else.
Frigates (FF)
Murcia
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Oliver H. Perry | 3 | 3537 | 201 | 1985 |
Although lacking Seahawk LAMPS III helicopters, this class is otherwise identical to US Navy Perry frigates.
Diana, Elena, Cazadora
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Descubierta | 6 | 1479 | 116 | 1978 |
These are small patrol frigates. The Spanish Navy is gradually acquiring US Navy Harpoons for this class (and many others). In Sixth Fleet, only Diana and Cazadora are considered to possess these SSM's.
Asturias, Beleares
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Beleares | 5 | 4177 | 256 | 1973 |
The ships of this class are similar in appearance to the US Navy's Knox class. However, in lieu of a helicopter and close defense missile, each of these frigates is armed with a single Standard SM-1 MR SAM launcher.
Diesel Submarines (SS)
Siroco
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Agosta | 2 | 1750 | 50 | 1985 |
This boat is identical to the French Agosta class.
Delfin
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Daphne | 4 | 1042 | 47 | 1973 |
This boat is identical to the French Daphne class.
Minesweeper (MS)
Guadiana
This represents a typical Spanish minesweeper.
Turkish Navy
Destroyers (DD)
Gayret, Adatepe, Anitepe
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Gearing | 9 | 3600 | 274 | 1945 |
These are World War Two destroyers from the US that were modernized in the 1960's. Anitepe is actually a Carpenter-class destroyer, built immediately after the war.
Patrol Combatant (PC)
PCS1
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| FPB 57 | 5 | 398 | 38 | 1977 |
The Turks have not emphasized patrol combatants as much as the Greek Navy. However, the vessels they possess, purchased from West Germany, are extremely effective. They are armed with eight US Harpoon SSM's, a more powerful weapon than the Greek Exocets or Penguins. In Sixth Fleet, this counter represents four FPB 57's.
Diesel Submarines (SS)
Atilay, Batiray, Yilderay, Titiray
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Type 209 | 6 | 1290 | 33 | 1975 |
Based on a West German design, Type 209 submarines are identical to Greek submarines. Some were built in Turkey and others in West Germany.
Cerbe
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Guppy | 7 | 2440 | 85 | 1944 |
Purchased in 1972 from the US Navy, the Guppy class dates from the latter stage of the Second World War.
Minesweepers (MS)
Kozlu, Kemer, Samsun
These vessels are typical Turkish minesweepers.
Egyptian Navy
Destroyers (DD)
Fayoud, Qena
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Descubierta | 2 | 1479 | 116 | 1984 |
Identical to the Spanish Descubierta class, these warships were purchased from Spain in early 1984.
Patrol Combatants (PC)
PCS1, PCS2
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Ramadan | 6 | 312 | 31 | 1981 |
These patrol combatants are a British design, although they are armed with Italian SSM's and guns. In Sixth Fleet, each PCS is considered to possess three Ramadan craft and two smaller 6 October boats.
Diesel Submarines (SS)
Agami, Intisar
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Romeo | 10 | 1700 | 56 | 1966 |
Until the dismissal of the Soviet military presence in Egypt in the early 1970's, Egypt was regularly taking delivery of Soviet-built Romeo-class diesel submarines. Recently, however, the Egyptian Navy has purchased several Chinese Romeos, the latest of which was delivered in October, 1983. The Romeo design dates from the late 1950's as a potential successor to the Whiskey-class submarines in the Soviet Navy.
Minesweeper (MS)
Suhag
This is a typical Egyptian minesweeper.
Syrian Navy
Patrol Combatants (PC)
PCS1, PCS2, PCS3
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Osa | 14 | 240 | 30 | 1966 |
These boats are identical to the Soviet Osa class. Many Syrian Osas were sunk during the Yom Kippur War of 1973. Since the end of that conflict, however, the Soviets have transferred 8 additional Osas to Syria.
Yugoslavian Navy
Frigate (FF)
Split
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Koni | 2 | 1900 | 110 | 1980 |
A modern Soviet frigate design built mostly for export to client states, this class is armed with four Styx SSM's.
Patrol Combatants (PC)
PCS1, PCS2, PCS3
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Rade Koncar | 6 | 250 | 30 | 1977 |
These are Yugoslav-built patrol combatants, armed with two Styx SSM's apiece. In Sixth Fleet, each Yugoslav PCS unit is considered to possess two boats of this class and two or three Soviet-built Osa craft.
Diesel Submarines (SS)
Sava
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Sava | 2 | 964 | 35 | 1978 |
This is a tiny diesel submarine intended for use in the restricted waters of the Adriatic Sea.
Junak
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Heroj | 3 | 1350 | 36 | 1968 |
The boats of this class are very similar to the Savas, but they are slightly larger.
Minesweeper (MS)
Olib
This is a typical Yugoslav minesweeper.
Algerian Navy
Frigate (FF)
Rais
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Koni | 2 | 1900 | 130 | 1980 |
These vessels are identical to Soviet Koni-class frigates, which are also used by Yugoslavia. Rais is not armed with Styx SSM's.
Patrol Combatants (PC)
PCS1, PCS2, PCS3
In Sixth Fleet, each Algerian PCS unit is considered to have one Soviet-built Nanuchka corvette and three Osa patrol combatants.
Moroccan Navy
Frigate (FF)
Erhamani
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Descubierta | 1 | 1479 | 100 | 1983 |
Although armed with Exocet SSM's instead of Harpoons, this frigate is otherwise identical to the Spanish Descubierta class.
Patrol Combatants (PC)
PCS1
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| Lazaga | 4 | 420 | 41 | 1981 |
It is clear that the Moroccan Navy prefers shopping in the West for naval hardware, unlike its neighbor to the east, Algeria. These patrol craft are of Spanish design, effectively armed with four Exocet SSM's apiece, but rather slow for such small warships (29 knots).
Tunisian Navy
Patrol Combatant (PC)
PCS1
| Class | Number in Class | Displacement (tons) | Crew | Year |
|---|---|---|---|---|
| La Combattante III | 3 | 425 | 42 | 1983 |
This patrol boat is identical to the French-designed La Combattante III class, which is also used extensively by the Greek Navy. Ironically, the French Navy does not use this powerful patrol craft; it is built only for export.
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