The Hunted: Twilight of the U-Boats, 1943-45
The Hunted: Twilight of the U-Boats, 1943-45 Rulebook
Table of Contents
Table of Contents
- [1.0] Introduction
- [2.0] How to Play the Game
- [3.0] Game Equipment
- [4.0] Game Setup
- [5.0] How to Win the Game
- [6.0] Sequence of Play
- [7.0] Conducting Patrols
- [8.0] Patrol Encounters
- [9.0] Combat
[1.0] Introduction
The "Happy Times" for the U-Boats of Germany's Kriegsmarine ended in mid 1943. The Allies stemmed the tide in dramatic fashion thanks to counter measures that included convoy tactics, high frequency direction finding ("huff-duff"), radar, active sonar, and more. Suddenly, the U-Boat fleet was being decimated, as the Hunters became the Hunted and the Allies gained air superiority above the seas. German U-Boat losses alone tell the story. Through 1941, only 66 U-Boats were lost. During 1942, another 96 U-Boats would be lost. And then, in 1943, no less than 237 U-Boats were sunk or scuttled at sea.
The Hunted: Twilight of the U-Boats, 1943-45 is a solitaire, tactical level game placing you in command of a German U-Boat during the second (and most dangerous, for U-Boats) half of WWII. Your mission is to destroy as much Allied shipping and as many capital ships as possible, while advancing your crew quality and increasing your commander rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war progresses.
Players will find it extremely challenging to survive an entire tour from 1943 to 1945, at which time, if still alive, you will surrender at port, having done your part on the front lines. If desired, a player may start with a more advanced model of U-boat, which may actually increase their chances to survive. You may start at any month/year you wish, but notice that some U-Boats are available right away, while others are not available until later. Players may be reassigned to a newer model of U-boat under some circumstances, but typically will stay in the same boat until the end of game or until sunk.
The rules are numbered and presented in sets of major sections, each section divided into numerous major and secondary cases. The rules cross-reference other rules using (parentheses), so for example you will see, "If Repair of Fuel Tanks fails, the U-Boat must abort its patrol (10.9)," meaning Case 10.9 is related to this rule. The rules of this game have been arranged both for ease of comprehension on first reading and for ease of reference later.
Throughout the rules you will see numerous indented sections such as this one. These sections are filled with examples, clarifications, play hints, design notes and other assorted wisdom in order to help ease you along.
Online game support is available. There are several options to choose from:
Visit us on the Web:
- bit.ly/huntedproductpage (GMT product page)
- bit.ly/huntedbggpage (BoardGameGeek product page)
Contact us by email: [email protected]
General customer service and game parts support are provided by GMT Games (see rule 3.7).
We also recommend you visit the official game discussion topic on ConsimWorld for game support, to read after action reports, and to share your play experience with others. You will find The Hunted game topic by visiting talk.consimworld.com and navigating to the Global or Multi-Front individual game discussion area.
[2.0] How to Play the Game
Object of the Game
The object of the game is to conduct numerous patrols as a German U-Boat Kommandant and sink enemy ships. The success of each patrol is reflected by the total tonnage of ships sunk or any special mission completed, which can result in promotion and crew advancement—culminating in receiving the highly coveted award of the Knight's Cross. Your U-Boat and crew will face relentless risks as each patrol becomes more hazardous (including the Bay of Biscay and Gibraltar Passage). The ultimate success you achieve rests considerably on the decisions you make while conducting patrols during the course of your career.
Overall victory level is determined at the end of the game based on total tonnage sunk (which can also be determined posthumously if you as Kommandant are killed in action).
The key game components used to facilitate play are the U-Boat Display Mat to track the status of your U-Boat and crew along with tracks for each patrol assignment, the U-Boat Combat Mat to resolve ship encounters, and the Patrol Log Sheet to track the activity and success of each patrol. The various Player Aid Cards are used to resolve game functions.
General Overview
In general, play revolves around conducting numerous patrol assignments and resolving any encounters at sea until safely returning to port. Upon completion of each patrol, you assess the success achieved by consulting your log sheet, which may result in a promotion/award for yourself as Kommandant or possible crew advancement. Between patrol assignments, your U-Boat will be refitted for one or more months based upon damage incurred. You may also need time to recuperate from any personal injury before being able to conduct your next patrol.
Conducting Patrols
Your U-Boat Display Mat shows the overall status of your U-Boat and crew, including armaments. When conducting patrols, your U-Boat progresses through each Travel Box on the assigned Patrol Track, checking for possible encounters in each Travel Box entered, including the possibility of a random event. Typically encounters involve ship encounters or aircraft encounters. Ship encounters specify whether the enemy ships are under escort, which plays a significant role when engaging them, as your U-Boat may be detected and come under repeated depth charge attack. For each ship encounter you decide to engage in combat, you will make decisions to determine time of day, whether you will conduct surface or submerged combat, and at what range you will engage the target ships and fire your torpedoes. You will also record all ships you engage during combat on the log sheet, noting whether you damaged or sunk them. When conducting surface engagements against unescorted ships, you can also employ your deck guns.
As you conduct combat, you will roll for the amount of damage incurred against targeted ships with your torpedoes (as long as they were not duds) and/or deck gun fire. While unescorted ships are relatively easy targets, if you do not sink them quickly, you run the risk of escorts appearing on the scene when attempting additional rounds of combat to finish them off.
Combat engagements against escorted ships, typically when engaging a convoy, are fraught with risks—especially should you decide to engage at close range (in which case the escorts can attempt detection before you can fire any torpedo salvo). The escorts will have an opportunity to detect your U-Boat, and once detected, your U-Boat may come under repeated depth charge attacks until you are able to escape further detection. You may even attempt to exceed test depth to try and shake free of the escorts. Damage results, including crew injury, put you at greater risk while under attack and trying to escape escort detection.
Once you escape escort detection, you will attempt to repair any damaged systems, with failed repairs resulting in inoperable systems, which could potentially cause you to abort the patrol. Once an engagement ends against escorted ships, you have the option to automatically follow any damaged ships, or attempt to reengage the entire convoy.
Aircraft encounters put your U-Boat at immediate risk, as you attempt to crash dive to avoid imminent attack. Should an air attack be successful, you will engage your Flak gun(s) in the hope you can damage or take down the enemy aircraft. If you fail to damage or destroy the aircraft, you run the risk of undergoing additional air attacks, or even having escorts arrive on the scene to hunt you down.
U-Boat Refit
Once your U-Boat completes its patrol assignment by returning to base (after any possible encounter in the last Travel Box on the Patrol Track), it undergoes a refit. The length of refit depends on the amount of hull damage and inoperable systems requiring repair. Furthermore, convalescence for the U-Boat Kommandant can result in delays. The possibility exists that you may be assigned a newer U-Boat or lose some of your crew (as they need more time to recover from their injuries). During refit, you are also able to evaluate the relative success of your patrol, which can result in crew advancement or Kommandant promotion, including the Knight's Cross award. Following refit, before your U-Boat begins its next patrol assignment, all systems will be operational and you will be fully stocked with armaments and a full crew.
End Game
Once all patrol assignments have been carried out through May 1945, the game ends. Also, should you as Kommandant be killed in action or be captured, or should your U-Boat be sunk, scuttled, or captured, the game immediately ends. Whether you survive until your final patrol or not (ending after May 1945), tally the total tonnage of ships sunk to determine your level of victory achieved. Typically, to record an entire career, you will want to note all ships sunk (including any capital ships), your final rank, and any awards achieved. Of course, if you have gone down with your ship, any accolades and results are recognized posthumously.
[3.0] Game Equipment
[3.1] U-Boat Display Mat
The 14 U-Boat Display Mats provided correspond to each German U-Boat type available, along with named Patrol Tracks containing individual Travel Boxes to track the progress of your patrol. This mat helps track the status of your crew and systems, including available armaments at your disposal. Select the appropriate Display Mat corresponding to the U-Boat type you have selected for play. This mat is the centerpiece when conducting game play and carrying out patrol assignments. The use of this mat is explained in the appropriate rules section.
[3.2] U-Boat Combat Mat
The U-Boat Combat Mat [U4] is used to resolve combat against shipping targets and is typically set beside your U-Boat Display Mat during play. The use of this mat is explained in the appropriate rules section.
[3.3] The Playing Pieces
There are 222 playing pieces in two die-cut sheets included with The Hunted. These playing pieces are referred to as markers and are placed on either the U-Boat Display Mat to track status of your U-Boat and crew, or the U-Boat Combat Mat when resolving combat. Markers are provided for individual ships, aircraft, crew members, individual torpedoes, ammo rounds, random events, and the status of crew and systems.
Note: extra markers—34 total (additional torpedo markers, for example)—have been printed as spare parts should any become missing or damaged.
[3.3.1] How to Read the Markers
The Hunted counter mix provides markers to track the status of your U-Boat and for resolving engagements. These markers may include information, such as die-roll modifiers, to facilitate play. An explanation of each marker type is explained below.
[3.3.2] Game Markers
U-Boat: The U-Boat marker corresponds to the type you have selected and is placed on the U-Boat Display Mat to track progress of your assigned patrol. Each of the eight U-Boat markers lists its corresponding type and start date. Each marker shows the model and start date.
Officer Rank: Five numbered Officer Rank markers are provided (from 1, the lowest, to 5, the highest) to track your promotion level as U-Boat Kommandant. Each marker shows the officer rank and its numeric rank.
Medal & Rewards: The Knight's Cross may be bestowed on you based on your career success. You may also win modifications as additions to the Knight's Cross.
Crew Quality: Die roll modifiers. The crew quality corresponds to the experience and performance of your crew. Your crew begins at "Trained" level. Each marker shows its crew skill level.
Random Event: While most Random Events are resolved immediately, some can be used later during play and these markers should be placed on the U-Boat Display Mat until used.
Armaments: Markers are provided for torpedoes, ammo rounds, and special missions. Torpedo markers represent individual torpedoes by type: G7a (Steam) or G7e (Electric). Ammo markers track the number of rounds available for each Deck Gun. Additional markers include Mines and Secret Agent ("Abwehr") for special missions.
Damage: Markers are provided to track Hull Damage, Flooding Level, and any possible damage to Engines and other systems (front and back sides, showing System Damage). These markers are only placed on your U-Boat Display Mat when damage occurs.
Note: both named markers for specific systems are provided, as well as generic markers. We recommend you use the named damage markers to better track what system(s) are Damaged or Inoperable (which is helpful should your Display Mat accidentally be disturbed with markers becoming displaced).
Crew Status: Die Roll Modifier. Markers are provided for Light Wound, Serious Wound, Killed in Action, and Specialized Crew Member. Crew status markers are provided to track severity of injury or KIA results. Specialized crew members can also rise to "Experte" level (11.1) which provides certain benefits during play.
Combat Mat Markers (front and back): Ship type, Name, Capital Ship, Damage Capacity (3 or 4 based on tonnage value), Modifier. Markers are provided for the U-Boat Combat Mat [U4] when resolving encounters. These markers include Day/Night, range of engagement, Wolfpack patrols, type of ships targeted, and markers for Escort and Aircraft Quality. Please note that Torpedo and Ammo markers will be expended and moved from your U-Boat Display to the Combat Mat when resolving combat.
Mnemonic Aid for Markers—To facilitate play, some markers display one or more die-roll modifiers to serve as a reminder. The key below describes each modifier type. These modifiers are listed on the associated charts and tables.
| DRM | Description |
|---|---|
| A | Attack: modifier when conducting U-Boat Torpedo/Deck Gun Fire [U1] |
| D | Detection: modifier for Escort Detection [E2]; or Dive: modifier to avoid Aircraft Encounter [A1] |
| F | Flak Attack: modifier for Flak Attack vs. Aircraft [A2] |
| H | Hit: extra Hit scored when resolving Escort/Air Attack [E3] |
| R | Repairs: modifier when rolling for Repairs [E3] |
[3.4] Charts and Tables
Five 2-sided Player Aid Cards are provided to facilitate game play and resolve game functions. The use of these charts and displays are explained in the appropriate rules section. Specific charts and tables are referenced by their ID in [square brackets].
When a die roll is called for, each table specifies the die roll combination necessary, which in some cases may include each die representing a different place value. In such instances, use a colored die to distinguish place values. For example, for a roll of "1d10+1d10," the first d10 represents the tens' place value and the second d10 the ones' place value. Treat a result of "00" as "100," not "0."
[3.5] The Patrol Log Sheet
The Patrol Log Sheet is used to record for each game session your U-Boat type, ID, and Kommandant (Kmdt) name, along with individual patrol assignments, damaged or sunk ships, and length of refit following each patrol. Feel free to photocopy these sheets as needed.
[3.6] Game Scale
Each Travel Box on the U-Boat Display Mat represents four to six days on patrol. Generic crew boxes represent several crewmen of the approximately 50 total onboard. Select markers represent individual ships, aircraft, specific crew members, individual torpedoes, and ammo rounds.
[3.7] Parts Inventory
A complete game of The Hunted includes the following components:
- Two full-color counter sheets (174 x ½-inch counters and 48 x ¾-inch wide counters)
- One Rules Booklet with Designer's Notes
- Five Player Aid Cards, 2-sided
- One Patrol Log Sheet pad, 2-sided
- Seven U-Boat Display Mats, 2-sided
- Three Patrol maps
- Eight Kommandant cards
- One U-Boat Combat Mat
- Three 6-sided, one 20-sided, and two 10-sided dice
- One Game box
If any of these parts are missing or damaged, please contact our licensed publisher:
GMT Games LLC, PO Box 1308, Hanford, CA 93232, USA Phone: 800-523-6111 (US and Canada), or 559-583-1236 FAX: 559-582-7775 E-Mail: [email protected]
[4.0] Game Setup
General Rule
Game setup consists of selecting your U-Boat type, preparing your log sheet, and placing the corresponding Display Mat in front of you for initial marker placement prior to conducting your first patrol. You should also have the U-Boat Combat Mat [U4] set nearby, as it will be referenced when resolving engagements against enemy shipping.
[4.1] U-Boat Model Selection
Begin by selecting one of the fourteen U-Boat types that you wish to captain and place the corresponding Display Mat in front of you. Only one U-Boat type should be selected. See 4.2, Start Date, to see what U-Boat types are available at different dates. Earlier start dates allow for more patrols, but later start dates have more advanced U-Boats available. Game play consists of being Kommandant of a single U-Boat rather than simulating control of multiple U-Boats on patrol.
Note: you can start with a more advanced U-Boat model, such as the Type XXI, but it does not become available until April 1945, which means you will not have the early months of the war to rack up easier sinkings.
[4.2] Start Date
[4.2.1] Your first patrol will be in July 1943 unless you choose a Type not available until later in the war, or you are combining The Hunted with The Hunters, in which case you may start whenever the Type you have chosen became available.
[4.2.2] Available dates are given for the entire war for players who wish to combine The Hunted with The Hunters and are listed in chronological order for each U-Boat type:
| Type | Available Date |
|---|---|
| VIIB | September 1939 |
| VIIC | October 1940 |
| VIIC Flak | May 1943 |
| VIIC/41 | April 1944 |
| VIID | January 1942 |
| IXB | April 1940 |
| IXC | May 1941 |
| IXC/40 | September 1942 |
| IXD-2 | August 1942 |
| IXD/42 | March 1945 |
| XB | May 1942 |
| XII | August 1942 |
| XIV | November 1941 |
| XXI | April 1945 |
[4.2.3] You may be reassigned or elect to choose a newer model of U-Boat under some circumstances, but typically you will remain and captain the same boat until the end of game or until sunk.
[4.3] Prepare Patrol Log Sheet
[4.3.1] Prepare a narrative of your U-Boat career by recording the following information in the header of the Log Sheet:
- U-Boat Type: this is the U-Boat type you selected.
- ID: this is designated as "U-###."
- Kmdt: this is the name you select as Kommandant of the U-Boat.
Note: the ID and Kmdt name have no impact on game play other than building a narrative around your career to enhance your game session or after-action reports. Optional: see 14.4 for Historical Boat IDs.
[4.3.2] The Log Sheet is used to capture information about each patrol assignment, including which target ships may have become damaged or sunk, in helping determine your victory level (5.2).
[4.4] U-Boat Display Mat Setup
[4.4.1] Place in front of you the U-Boat Display Mat that corresponds to the U-Boat type selected (See example on the facing page). You will be referencing this display continuously while conducting patrols to record the status of your boat and crew.
[4.4.2] Place the following markers on your Display Mat:
- Place either the Olt zS (Oberleutnant zur See) or KptLt (Kapitänleutnant) marker in the Rank box. This is your starting rank (11.2.2).
- Place the Trained Crew Quality marker in the Crew Quality box. This is your starting Crew Quality.
- Place your U-Boat marker in the In Port (Refit) box (located in the upper right of the Patrols section).
- Place the appropriate Torpedo and Deck Gun Ammo markers in the armaments section of your Display Mat (4.5 and 4.6).
Initial setup for Type VIIC U-Boat. Note the Kommandant starting rank (11.2.2) and Crew Experience Level (4.4.2). The initial torpedo load is adhering to the initial torpedo load restriction (4.5.2) for G7e (electric) torpedoes. The Hull and Flooding damage markers are set aside and the Deck Gun Ammo markers have been placed. Finally, the U-Boat marker is positioned in the "In Port" box prior to rolling to determine the first patrol assignment for the game.
[4.5] Torpedo Load
Commentary: U-Boats normally carried a balanced mix of G7a (Steam) and G7e (Electric) torpedoes. The steams ran a bit faster, and were therefore a bit more accurate. The electrics were slower, and therefore a bit less likely hit at longer ranges, but left no telltale wake of steam bubbles to lead the escorts back to the U-Boat. This made them better for use during the day in order to decrease the possibility of detection by escort.
Additionally, both types of torpedoes could be fitted with "FaT" ladder pattern programming. This gave them a chance to hit a random convoy ship if the initial target was missed. Finally, the G7e "Falke" homing torpedo was available, followed by the improved G7es "Zaunkönig."
Procedure
- Consult the initial Torpedo Load information in the header section of your Display Mat (beside the Medal & Rewards box).
- Select a total number of torpedo markers that corresponds with the total torpedo load count.
- You may now alter the mix of G7a and G7e torpedo markers by up to 4, but may not take extra "Falke" or "Zaunkönig" torpedoes due to limited availability.
Example: Type VIIC carries a total load of 14 torpedoes. Of these, the starting mix by torpedo type before 8/43 is 8x G7e FaT, 4x G7a FaT, and 2x G7e "Falke" (starting in 8/43 the G7es "Zaunkönig" replace the G7e "Falke"). You have the option to adjust this mix of torpedoes, however. Simply select the torpedo type markers you wish to swap out and convert them to the other torpedo type. One could elect, for instance, to swap out 4 G7e markers, in which case the adjusted torpedo mix becomes 8x G7a FaT, 4x G7e FaT, and 2x G7e "Falke" torpedoes.
- Place the individual torpedo markers in the numbered Forward and Aft Torpedo Tube boxes. Only one torpedo marker may be placed per box.
- Place the remaining torpedo markers in the Forward and Aft Reloads Boxes. Note the total capacity for the Reloads Boxes and make sure the number of torpedo markers equals the capacity value.
- The total number of torpedoes loaded will always equal the boat's capacity. Exception: 7.4.2, Minelaying Special Mission.
- Torpedoes, once loaded and placed on the Display Mat, may never be swapped out or transferred between Forward and Aft positions. Only reloading is possible (4.5.1).
- Once torpedoes are fired from the Forward/Aft Tubes during combat, the tubes may be reloaded. Forward Torpedo Tubes are reloaded with torpedoes contained in the Forward Reloads Box. Likewise, the Aft Torpedo Tube is reloaded with torpedoes contained in the Aft Reloads Box.
Note: the Forward Reloads Box provides separate boxes by torpedo type for ease of identification.
Reloading can only occur if torpedo markers remain in the corresponding Reload Box. Once the Reload Box for a given section is spent, no reload is possible while out on patrol.
[4.6] Ammo Markers
[4.6.1] The Display Mat is used to track the total number of Ammo rounds available for the Deck Gun, up to its stated capacity.
[4.6.2] Initially place sufficient Ammo markers in the Ammo box for the Deck Gun so the point value equals the total Ammo capacity listed.
[4.6.3] Each Ammo marker point value represents one Ammo round for gunnery combat. Up to two Ammo points (or Ammo rounds) can be expended per combat round.
[4.6.4] Ammo markers are not used for Flak guns since they have unlimited ammunition supply (for game purposes).
Note: Flak guns do not have an Ammo box associated with them; only the status of the gun is tracked on the Display Mat.
[4.7] Basing
Players will be based at one of five bases throughout the game:
[4.7.1] France
All starting boats are considered to begin here in July 1943. Being stationed in France requires the player to roll for encounters in the first and last transit boxes as in the Bay of Biscay (instead of it being a normal transit box). The last patrols from France originate in August 1944. Anyone based in France who is out at sea and would return to France in September 1944 or later instead re-bases to Norway.
[4.7.2] Norway
Arctic boats are stationed here, and after the liberation of France, most other U-Boats.
[4.7.3] Germany
New boats start here (for example, if you upgrade to a new type, or your previous boat was wrecked so badly you had a 5 month refit, etc.). After performing your first patrol assignment, you finish the patrol in France (up until August 1944). After August 1944, you finish your patrol in Norway. If you start a career at a date past August 1944, you start with your new boat in Germany.
[4.7.4] The Med
Mediterranean Type VIIs are stationed in an Italian base (mainly La Spezia) until September 1944, when the Med ceases to be viable for U-Boat operations due to Allied bombing and Operation Dragoon, the invasion of Southern France. Any players still alive in the Med in September 1944 transfer to Germany and get a new boat after a one month delay. If your previous boat was not sunk, it is considered to have been scuttled.
[4.7.5] Penang
Penang is the German U-Boat base located in Malaysia on the far end of the Indian Ocean. It is, without question, the most distant major facility of the Third Reich (the term "major" is perhaps arguable.)
U-Boats going to the Indian Ocean may be assigned there, similar to the Arctic, on a 1d6 roll of 1-2.
Torpedo supply was always a huge problem in Penang. Accordingly, any patrol originating from Penang rolls 2d6 and starts with that many fewer torpedoes than their maximum load. Subtract from this penalty the number of torpedoes you return with. For example, if you roll a "9" you would lose 9 torpedoes when refitting, but if you returned for refit with 5 torpedoes, you would actually only be penalized 4 torpedoes. Obviously if you return to Penang for refit with 12 or more torpedoes, there would be no penalty at all (although your commander might have some pointed questions for you about just what you did on your patrol). There are no penalties for deck gun ammo. There is no possibility of U-Boat upgrade or equipment upgrade (Schnorchel or Balkon-Gerät, for example) while at Penang.
Due to limited supplies and limited dockyard facilities, the standard refit time at Penang is two months, not just one month. Any damage incurred would increase this refit time per the normal refit rules.
A U-boat assigned to Penang refits then rolls 1d6 for its next patrol:
| Roll | Patrol |
|---|---|
| 1-2 | Return to France (Indian Ocean patrol in reverse; if Sept 1944 or later, return to Norway) |
| 3 | Return to Norway (Indian Ocean patrol in reverse) |
| 4-5 | Patrol Indian Ocean |
| 6 | Patrol Australia |
The boat will continue this process until returned to a European port.
[4.7.6] Air Raids on Ports
Starting in Jan 1944, during Refit, you must check for air raid damage if assigned to a German, Norwegian, or Med port. Roll 2d6:
| Roll | Air Raid Result |
|---|---|
| 2 | Boat destroyed in an air raid. Spend one month to transfer to a new boat, then repeat procedure. |
| 3 | Boat heavily damaged in air raid. Add 2 months to current refit. |
| 4 | Boat damaged in an air raid. Add 1 month to current refit. |
| 5-12 | No effect |
Historical Note: You may wonder why there is no die roll for France. Despite all the hype about the "Tall Boy" bombs, the bunkers in France did a superb job of protection from bombing.
[5.0] How to Win the Game
General Rule
A full game consists of completing numerous patrols up to and through May 1945. The game may end early if your U-Boat is sunk, or if you as Kommandant are killed in action or taken prisoner after scuttling your U-Boat.
While the results of each patrol may result in promotion and crew advancement (or conversely, a drop in crew quality due to poor performance), the overall victory level is determined at the end of play based on total tonnage of ships sunk.
[5.1] Ending the Game
[5.1.1] The game ends upon completion of your final patrol leading up to or through May 1945—no patrol assignments are conducted after May 1945.
[5.1.2] If it is determined after calculating the Refit Period that your next patrol assignment would commence after May 1945, the game ends.
[5.1.3] The game immediately ends, regardless of date, should you as Kommandant be killed in action or taken prisoner.
[5.1.4] Once the game has ended, you can determine victory.
[5.2] Determining Victory
[5.2.1] Consult your log sheet at the end of play and add up the total tonnage of ships sunk during your career.
[5.2.2] Based on the total tonnage of enemy shipping sunk, your victory level and performance as U-Boat Kommandant can be determined below. Number ranges in parentheses are for a combined Hunters/Hunted campaign.
DEFEAT—0-9,999 (0-49,000) tons sunk or your U-Boat is captured due to unsuccessful scuttle attempt:
Note: the moment your U-Boat is captured due to unsuccessful scuttle attempt, this results in an automatic "Defeat," regardless of tonnage amount for ships sunk.
You are a disgrace to the Kriegsmarine, your family, and yourself. If you have survived, consider a career after the war on land. If your U-Boat was captured, you have delivered a working Enigma code machine and other secrets into Allied hands, possibly sabotaging the entire U-Boat campaign.
DRAW—10,000-19,999 (50,000-99,000) tons sunk:
You have fulfilled your obligations to the nation. Book and movie offers after the war are probably not in the cards, however.
MARGINAL VICTORY—20,000-49,999 (100,000-149,000) tons sunk:
You have enjoyed a modicum of success as a U-Boat commander. Your crew respects your abilities.
SUBSTANTIAL VICTORY—50,000-99,999 (150,000-199,000) tons sunk:
You are one of the Kriegsmarine's top U-Boat elite, and have gained the respect of your peers, your crew, and commanders. You are often mentioned in the nation's papers and are offered command of a Type XXI Electroboot in 1945.
DECISIVE VICTORY—100,000+ (200,000+) tons sunk:
You are the scourge of the seas and the pride of the entire Kriegsmarine. Your legendary exploits place you at the top of the U-Boat elite and are mentioned prominently in propaganda efforts. Your peers are amazed at your bold successes. You hopefully retire peacefully in what's left of Hamburg after the war.
[5.2.3] Should you be killed in action as Kommandant, you still (posthumously) determine your victory level. The same applies if you are taken prisoner.
[6.0] Sequence of Play
General Rule
The Hunted adheres to a discrete sequence of play for conducting numerous U-Boat patrols. At its most abstract level, the sequence revolves around conducting patrols with a Refit action at the end of each patrol. While there are no discretely numbered "game turns" as with other turn-based systems, game play is broken down into monthly increments of time, as reflected by the Log Sheet. The game begins on the availability date of the U-Boat type selected (first patrol assignment) and patrols are carried out up through 5/45. Each patrol takes at least one month to complete, while the number of months required to complete refit can vary by circumstance (U-Boat damage and/or crew injury).
The following game play outline begins once a U-Boat has been selected and the corresponding Display Mat has all markers placed (4.0, Game Setup).
[6.1] Game Play Outline
-
DETERMINE PATROL ASSIGNMENT
- A. Consult U-Boat Patrol Assignment Table [P1] (7.0) (Exception 4.7.5 Penang)
- B. Enter patrol assignment on Log Sheet (on row corresponding to patrol start date)
- C. Place U-Boat Marker on Display Mat beside first Travel Box of assigned patrol
-
CONDUCT PATROL
-
A. Check for encounters for Travel Box occupied by consulting Encounter Chart (8.0) [E1]. If no encounter occurs, repeat this step for next Travel Box entered. If encounter is rolled, follow steps below:
RESOLVE ENCOUNTER
- a. Determine Random Event (if rolled, 12.0), or resolve Air or Ship Encounter (8.0). Engaging enemy ships in combat is always voluntary (8.1.5).
- b. You may perform additional rounds of combat as necessary against unescorted ships (9.4.3) or attempt to "Follow" escorted ships or Convoys (9.7) until the encounter is completed, reloading torpedoes between instances.
- c. Additional rounds of combat may also occur should your U-Boat be detected and undergo repeated depth charge attacks. This cycle repeats automatically until your U-Boat escapes Escort Detection.
- d. Attempt to Repair any Damaged U-Boat systems once all combat rounds are completed (10.8).
Note: Following is still allowed once you escape detection.
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B. Proceed to next Travel Box and repeat until U-Boat enters and resolves any possible encounter for final Travel Box (7.5). Upon completion, place U-Boat marker in the In Port (Refit) Box.
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REFIT U-BOAT
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A. Assess U-Boat damage and duration required (10.11) to complete all repairs. If 1/44 or later, also roll for possible Air Raid damage (4.7.6). Record Refit duration on Log Sheet to determine when next patrol will begin.
Note: if the next patrol start date is after 5/45, the game ends.
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B. Check for Crew Recovery and possible replacement (10.12).
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C. Check for Crew Advancement (11.1).
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D. Check for Kommandant Promotion and/or Knight's Cross Award (11.2 and 11.3).
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E. Check for possible U-Boat Reassignment (11.4).
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F. Replenish and set Torpedo Loads (4.5) and replenish Ammo markers (4.6) in anticipation of next patrol. All damage and crew injury markers should be removed from the U-Boat Display Mat in anticipation of next patrol assignment.
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G. Check for possible Deck Gun Removal (10.11.8).
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Game play is conducted per the above sequence and is repeated until the game ends (5.1, Ending the Game), at which time victory can be determined (5.2, Determining Victory). The precise activities performed as outlined above are covered in the appropriate rules sections.
[7.0] Conducting Patrols
Commentary: patrols are assigned mainly as a function of time, with the patrol zones shifting as the war progresses. The highly lucrative North American patrols begin in January 1942 as part of the historical "Operation Drumbeat." Despite the fact that mostly Type IX boats (with the longer range) were used in North American waters, many Type VIIs were sent as well, although they mainly patrolled near Canada. North American missions presuppose some type of refueling.
General Rule
You will be assigned numerous patrol assignments as U-Boat Kommandant during the course of your career, with the goal of completing each patrol successfully and surviving the war. Successful patrols may increase your rank or lead to advancement of your crew. Patrols may comprise Special Missions or be altered based on U-Boat type or other restrictions as noted in this section. Each patrol assignment is represented on the U-Boat Display Mat with individually named Patrol Tracks, each consisting of multiple Travel Boxes that the U-Boat will travel through. Patrols are conducted by placing and advancing your U-Boat marker on the Track corresponding to your patrol assignment, and checking for any possible encounters for each Travel Box entered until returning to base.
Procedure
Consult the U-Boat Patrol Assignment Table [P1] and roll 2d6 under the appropriate Date column for when the patrol assignment will commence. The resulting patrol assignment should be written on your Log Sheet in the row corresponding to the start date. Patrols are conducted by placing the U-Boat marker on the corresponding Track for the patrol and checking for possible encounters for each Travel Box entered. Certain exceptions or restrictions may apply when determining the patrol assignment.
[7.1] Patrol Assignment Preparation
[7.1.1] Enter your patrol assignment on your Log Sheet in the row corresponding to the start date of the patrol.
[7.1.2] Locate the Patrol Assignment in the Patrols section of your Display Mat and place your U-Boat marker beside the first Travel Box (the Transit Box) that will be entered once your patrol begins.
[7.1.3] Confirm the U-Boat Display Mat has all markers properly placed on it (4.0, Game Setup) to begin your patrol assignment.
[7.2] Wolfpack Patrols
Commentary: U-Boats often attacked convoys in coordinated groups called Wolfpacks. A U-Boat sighting a convoy would radio its position to the Befehlshaber der Unterseeboote (Commander of U-Boats) who in turn would direct other U-Boats in the area to the position so that the convoy could be attacked with greater effect.
[7.2.1] Some patrols in the Atlantic have a (W) designation. This indicates that the boat is assigned to be part of a Wolfpack operation.
[7.2.2] When engaging a Convoy during a Wolfpack patrol, roll 1d6 to determine the status of the Convoy escorts. On a roll of 1-5, the Convoy escorts are busy with other boats attacking the Convoy, resulting in a favorable -1 die roll modifier when checking for Escort Detection [E2]. Conversely, on a roll of 6, the Convoy escorts are focused in your vicinity, resulting in an unfavorable +1 die roll modifier, increasing the likelihood you may be detected. Place the Busy/Focused marker with the proper side up in the Wolfpack box of the U-Boat Combat Mat [U4].
[7.2.3] This modifier applies for all rounds of combat against the Convoy; do not roll separately for each combat round. You do re-roll if you successfully follow and reengage a convoy (9.7). This modifier does not apply if the U-Boat has an inoperable Radio.
[7.2.4] Only Convoy engagements carry this special modifier. Ignore for all other types of encounters.
[7.3] Patrol Restrictions
Certain restrictions and special cases may apply for the patrol assignment you will carry out, per the U-Boat Patrol Assignment Table [P1], as noted below.
[7.3.1] Type IX Restrictions
Type IX U-Boats treat "Mediterranean" and "Arctic" results as "West African Coast."
Historical Note: due to their long range, compared to the Type VIIs, this would have been a gross misuse of their capabilities, and they were not sent to those areas.
[7.3.2] Type VII Restrictions
Type VII U-Boats treat "Caribbean," "Brazilian Coast," "Indian Ocean," and "West African Coast" results as "Atlantic." Type VII-Flak U-Boats are not allowed in the Mediterranean (but are allowed in the Caribbean, 11.4.6). Type VIID Minelayers are allowed in these areas (11.4.6). Re-roll to determine their patrol assignment if not allowed.
Historical Note: Type VII U-Boats did not have the range to effectively operate in these areas.
[7.3.3] The Mediterranean
The first time you are assigned a patrol in the Mediterranean, treat the first Transit Box as Bay of Biscay. The second Transit Box is rolled on the Add'l Round of Combat/Gibraltar Passage table on the Encounter Chart [E1] (applying the Gibraltar -2 modifier). Subsequent Mediterranean patrols use the normal Transit Box for encounters—ignore reference to Bay of Biscay and Gibraltar. If damage occurs during the Gibraltar Passage (first two Transit Boxes), a player may abort back to France. He may not abort back to France to avoid the Mediterranean unless he has at least one non-repairable box of damage (Hull damage or an Inoperable system) prior to or during Gibraltar Passage. If the player chooses to abort from the first Transit Box while incurring damage, the patrol is automatically considered to have ended. If the player chooses to abort while incurring damage in the second Transit Box, the boat must still travel backwards through the first Travel Box (treat as Bay of Biscay) and check for any possible encounter.
The Med ceases to be a base in September 1944, due to destruction/capture of all U-Boats by air power and invasion of Southern France. No more patrols are allowed; a player who is still alive returns to Germany to get a fresh boat after a 1 month delay.
[7.3.4] Once a U-Boat is assigned to the Mediterranean and completes its patrol (i.e. it did not abort per 7.3.3), it never returns to the Bay of Biscay. All subsequent patrols assignments will be conducted in the Mediterranean (no need to roll on U-Boat Patrol Assignment table). This is due to the difficulties inherent in getting past Gibraltar.
[7.3.5] The Arctic
A U-Boat assigned to the "Arctic" may remain permanently assigned there. Roll 1d6 immediately after receiving this assignment (note that this reminder is placed on the U-Boat Display Mat at the end of the patrol due to space limitations only—you still roll immediately before beginning the patrol). On a roll of 1-3 the U-Boat remains assigned to a northern base and all future patrol assignments will be "Arctic" (no need to roll on U-Boat Patrol Assignment table). This permanent assignment holds even if the U-Boat is forced to abort patrol. On a roll of 4-6, the U-Boat is not permanently assigned to the "Arctic" and it checks for its next patrol assignment normally. There are special rules for determining time of day for engagements in the Arctic (8.4.5).
[7.3.6] North America and the Caribbean
These patrol areas use the same track, but have different Encounters Tables on chart [E1]. Both use the North American ship rosters when rolling to ID targets.
[7.3.7] Indian Ocean
Some boats that are assigned to the "Indian Ocean" may be rebased there. Roll 1d6; the boat is assigned to the Penang base on a roll of 1-2. Only check for Types IXD-2, IXD/42, IXC-40, Type XII, and XXI. Once there, check 4.7.5 for patrol assignments. SPECIAL RULE: The first patrol of a Type IXD-2 is always the Indian Ocean.
[7.4] Special Missions
There are four types of Special Missions in the game, Abwehr Agent Delivery, Minelaying, Anti-Invasion Patrol, and Replenishment. Abwehr Agent Delivery and Minelaying are designated on the U-Boat Patrol Assignment chart [P1] as "(A)" and "(M)" respectively. Anti-Invasion is listed as "Invasion" for the Patrol type. Replenishment missions are a special function of certain classes of U-Boat and will be discussed later.
[7.4.1] Abwehr Agent Delivery (A)
To deliver an Abwehr agent to Ireland or North America, the U-Boat must drop off the agent by rolling on the Special Missions Table on the Encounter Chart [E1] when it arrives at the Mission (M) Travel Box. If there is no encounter, the mission is successful. If an Aircraft Encounter occurs, that encounter must be resolved first. If the U-Boat is attacked and survives, it must roll for another possible encounter before being able to drop off the agent. Continue this process until there is no encounter and the agent is dropped off, or the U-Boat is sunk or is forced to surface/abort.
[7.4.2] Minelaying (M)
This Special Mission is carried out in a similar fashion to the Abwehr Agent Delivery, except the mines must be loaded in all Forward and Aft Torpedo Tubes prior to the patrol starting (exception: Type VIID and XB boats have extra launch bays for mines and so do not reduce their torpedo load, 11.4.6). The player must adjust his Display Mat by removing whatever torpedoes had been placed in the Forward and Aft Tubes and substitute them with the Mine markers. He may then adjust the number of G7a and G7e torpedoes in the reloads to balance out the load as desired. Once the mines have been successfully delivered, the Forward and Aft Tubes may be reloaded with torpedoes.
Note: this reduces a Type VII boat's torpedo load by 5, a Type IX boat's torpedo load by 6, and a Type XII by 8.
[7.4.3] Anti-Invasion Patrol
In the June-July 1944 time frame, many Type VII U-Boats were essentially sent to their deaths when they were assigned to help stop the Allied invasion of France at Normandy. Massive amounts of aircraft flew non-stop patrols to the north and south of the invasion zone. Still, some U-Boat captains actually penetrated this screen and sank shipping. Most, however, were sunk by aircraft, and a few by the extra patrol craft.
If assigned "Invasion" as the patrol zone, the player conducts transit normally, then uses the Atlantic chart to process encounters while on station. However, any "—" result, which would normally be "no encounter," is instead processed as an Aircraft Encounter.
A player is not allowed to abort before rolling for encounters (similar to being assigned to the Med) unless he suffers at least 1 non-repairable damage or 1 seriously wounded crewman.
A player is not required to attack any ships, but if he encounters any type of target and does not attack, roll 1d6 upon return to base: 1-2 = Relieved of command of the boat, game ends. 3-6 = You retain command, but are not eligible for any Knight's Cross (or follow-on awards) for the rest of the game.
[7.4.4] Aircraft Encounters during a Special Mission, when the U-Boat is executing the mission while occupying the Mission (M/A) Travel Box (only), receive a -1 modifier on the Aircraft Encounter Chart [A1] due to the shallow waters the U-Boat is forced to operate in (or in the case of Replenishment, due to the fact that the two U-Boats are connected by hoses).
This modifier does not pertain to the other Travel Boxes while conducting a Special Mission.
[7.4.5] Success or failure of a Special Mission patrol assignment rests solely on whether or not the Special Mission was carried out successfully in the Mission (M/A) Travel Box, regardless of whether or not any ships were sunk during the patrol. This is an exception to 7.5.2. Any tonnage sunk still counts towards the total tonnage sunk by the U-Boat for all purposes.
[7.4.6] Random Events (12.0) cannot occur during a Special Mission patrol assignment in the Mission (M/A) Travel Box. They can occur in any other box during the mission.
[7.5] Completing Patrols
[7.5.1] A patrol assignment concludes once the U-Boat has completed transit, returned to base by entering the last Travel Box on its Patrol Track, and resolved any possible encounters there. Place the U-Boat marker in the In Port (Refit) box to indicate the patrol has ended and the Refit Phase will occur prior to the next patrol assignment being determined.
[7.5.2] The player updates their Log Sheet by totaling the tonnage of enemy shipping sunk, and indicates whether the patrol was a success or failure by placing an "S" or "F" respectively on the log sheet next to the patrol month. A patrol is a success if at least one enemy ship was sunk (exception: 7.4.5); otherwise the patrol is a failure. This is done to help keep track of when Crew Advancement may occur (11.1).
[8.0] Patrol Encounters
Procedure
For each Travel Box entered on the Patrol Track, determine the U-Boat's current defense posture, then consult the Encounter Chart [E1] to determine if an encounter occurs. If no encounter occurs, play immediately proceeds by advancing your U-Boat Marker to the next Travel Box (changing your defensive posture, if desired), and checking again. When a ship encounter occurs, proceed by following the Encounter Chart to determine the number and type of target ships being engaged, their size and ID, whether they are under escort, and the time of day the encounter will take place. For Aircraft Encounters, immediately resolve Aircraft Combat (9.8, Aircraft Encounters).
[8.1] Defensive Posture
[8.1.1] The U-Boat may be in one of two defensive postures when entering a travel box. Each of these postures modifies the outcome of the Encounter Chart [E1] and the Aircraft Encounter Chart [A1].
[8.1.2] Surfaced
Flip your U-Boat marker to the Surfaced side. When Surfaced, the U-Boat gains the benefit of the NAXOS radar detector, which gives a -1 DRM to rolls on the Aircraft Encounter Chart [A1]. The NAXOS was placed up on the bridge during surface running.
[8.1.3] Schnorcheling
Flip your U-Boat to the Schnorcheling side.
The Schnorchel device was employed while the boat was just below the surface, in order to recharge batteries with a greatly reduced surface signature. The Schnorchel could still be seen or detected by radar, but it was a much, much smaller signature.
The Schnorchel gives a -2 DRM on the Aircraft Encounter Chart [A1]. In addition, if attacked by an aircraft, you do not suffer the mandatory crew injury from strafing (as there is nobody on deck) but you also do not get to use your flak guns.
[8.1.4] Schnorcheling cannot be chosen in a "Mission" travel box if you are on a mission.
[8.1.5] Schnorcheling cannot be chosen if the U-Boat's hull has been holed by a rocket or 57mm "Tsetse" gun attack.
[8.1.6] Schnorcheling submarines treat all encounter results other than Aircraft, Convoy, and Random Events as "no encounter."
You have no lookouts and very limited vision through the periscope.
[8.1.7] Schnorcheling submarines cannot deploy the Fa-330 kite (8.2.2).
[8.1.8] Type XXI U-Boats (only) may use the NAXOS (8.1.2) while Schnorcheling for a combined -3 DRM on the Aircraft Encounter Chart [A1], and receive all the benefits of the Schnorchel as well.
General Rule
Several types of encounters may arise during a given patrol (involving enemy shipping or aircraft), and the likelihood and nature of an encounter is reflective of the patrol assignment itself. Shipping encounters vary by the number and type of ships you can engage.
[8.2] Types of Encounters
[8.2.1] Roll once per Travel Box for a possible encounter. If no encounter occurs, nothing happens; advance the U-Boat to the next Travel Box and roll again. Exception: some Travel Boxes may contain a "x2" or "x3" indicator, which means you must roll for encounters that many times before advancing to the next Travel Box. Also, one may have to roll for an additional encounter when attempting to carry out a Special Mission (7.4.1, 7.4.2). An Inoperable Diesel engine will also require an extra encounter roll (10.2.1).
[8.2.2] The Focke-Achgelis Fa-330 Kite
Some boats were equipped with the Fa-330, a rotary kite that was towed behind the boat to extend view range.
You may choose to deploy the kite in the Indian Ocean, Brazilian Coast, Australia, or West African Coast, as long as your defensive posture is not "Schnorcheling" (8.1.7). To do so, flip the Fa-330 counter to the "Deployed" side before rolling for encounters. If you do so, and roll a "5" (no encounter) on Chart [E1], you may roll again. If another "5" occurs, there is no encounter and you move to the next travel box. If you have your kite deployed and an Aircraft Encounter occurs, you must cut the kite loose when you dive, and you lose an officer (for the rest of the patrol). Roll 1d6 if this occurs: 1-2= Doctor lost, 3-4= 2WO lost, 5-6 Unnamed Petty Officer lost.
[8.2.3] The Encounter Chart [E1] specifies the type of engagement that occurs, either against enemy shipping or enemy aircraft. Engagements against shipping vary by number of ships and type (8.3, Determining Ship Size and ID), as well as whether or not an escort exists.
[8.2.4] Convoys always consist of four ships. Capital ship and Convoy encounters always include enemy Escorts. Engagements against individual ships or tankers that do not specify an Escort do not include an Escort. The following engagements do not include Escorts: Ship, Two Ships, and Tanker.
Note: convoys, of course, consisted of more than four ships in most cases. However, for game purposes, these four ships represent the ones in your vicinity that you may target.
[8.2.5] Combat against ships is always voluntary. Players may decide, after identifying the target(s), to avoid combat altogether. If so, simply advance the U-Boat marker to the next Travel Box (or make the next roll if in a "x2" or "x3" box and you have not yet rolled that many iterations); the encounter has ended and the U-Boat is undetected.
[8.2.6] If an Aircraft Encounter occurs, immediately resolve the combat (9.8, Aircraft Encounters). You may not choose to avoid combat with Aircraft.
[8.2.7] Encounters are ignored when a Random Event is triggered (12.0, Random Events).
[8.3] Determine Ship Size and ID
[8.3.1] Consult the Encounter Chart [E1] and roll 1d6 for each target ship to determine its general size. Use the Determine Ship Size Table at the bottom. For convoys, roll 4d6 to determine the size of the four target ships closest to your attack position. It is possible to roll a "Tanker" target in the Caribbean and in North America; skip the size determination die roll and roll directly on the Tanker list.
[8.3.2] To determine each ship's exact size and identity, roll on the appropriate Target Ship Roster to determine the ID and corresponding tonnage size for each target ship. Target rosters are provided for the following ship types and sizes:
- Small Freighter Target Roster [T1]
- Large Freighter Target Roster [T2]
- Tanker Target Roster [T3]
- Sub Target List [T4]
- Capital Ship Target Roster [T5]
Note: all Capital ship targets automatically confer the Ritterkreutz award (Knight's Cross) to the U-Boat Kommandant if sunk; therefore, they are quite lucrative targets! Capital ship escorts were normally quite heavy, and accordingly receive a +1 on the Escort Detection Chart [E2] against you. Also, not all of them are 5 damage points. Several of the larger battleships require 6 points of damage to sink. Additionally, like escorts, some are "Fast Targets," meaning they are harder to hit due to their high speed, and you receive a +1 DRM when shooting torpedoes at them.
[8.3.3] For North America patrol assignments only, consult the North America Target Roster [T4] to determine the target ship(s) encountered.
[8.3.4] Record the tonnage of each ship on your Log Sheet, as it will count when determining level of victory. Optionally, you may record the target ship name as well for game replay narrative purposes only.
Historical Note: all ships identified on the target roster were actually sunk during the war.
[8.3.5] As you identify type and size of ship targets, select the corresponding Target Ship marker that will be placed on the U-Boat Combat Mat to resolve combat. The circled number(s) on the ship markers indicates the amount of damage required to sink the ship (based on the tonnage value of the ship). Generic markers are provided for small and large freighters and tankers. Each of the 20 Capital ships is represented by its own unique marker.
Note: there are 3 small tankers on the target list that are 5000 tons or less. Unlike the vast majority of tankers, they only require 2 hit points to sink based on their tonnage.
[8.3.6] Once ships have been identified, players may decline to attack. If so, the encounter is over and the U-Boat is undetected. Move your U-Boat to the next Travel Box (or make the next roll if in a "x2" or "x3" box and you have not yet rolled that many iterations).
Note: why decline to attack? Maybe you are low on torpedoes, and want to wait for a bigger target. Maybe you were hoping for an unescorted target because you only have ammunition for your Deck Gun and no torpedoes, or your U-Boat is damaged. You may decline to attack for any reason.
[8.4] Day and Night Engagements
[8.4.1] For each engagement, consult the Encounter Chart [E1] and roll 1d6 to determine the time of day (Day or Night) for the encounter. The time of day can have an impact on torpedo attacks and detection, and Night Surface Attacks can only be conducted at Night, obviously.
[8.4.2] Once all ships have been identified (8.3, Determine Ship Size and ID), the player may attempt to switch from Day to Night at the risk of losing contact (exception: undamaged Capital ships may not be changed from Day to Night). Consult the Encounter Chart [E1] to attempt changing to Night (there is never any reason to change to Day). You run the risk of losing contact with the target (on a roll of 5 or 6), in which case the encounter immediately ends. Balkon-Gerät equipped boats (all Type XXI and some Type IX, see 10.11.9) are successful on a 1-5 and lose the contact on a 6.
[8.4.3] Once the time of day is determined, place the Day/Night marker on the U-Boat Combat Mat with the appropriate side face up.
[8.4.4] When Following target ships that are already damaged, no roll is necessary; the Kommandant may choose Day or Night (9.7.5).
[8.4.5] Arctic Patrols
Due to the northern latitudes, Day/Night is determined differently based upon the month of the patrol. Roll 1d6:
| Jan-Mar | Apr-May | Jun | Jul-Sep | Oct-Nov | Dec | |
|---|---|---|---|---|---|---|
| Day | 1-2 | 1-4 | 1-6 | 1-4 | 1-2 | — |
| Night | 3-6 | 5-6 | — | 5-6 | 3-6 | 1-6 |
[9.0] Combat
General Rule
Combat takes place during a patrol assignment when an encounter occurs, or as called upon by a Random Event. Your objective as U-Boat Kommandant is to target and sink as much enemy shipping as possible, while withstanding any possible escort depth charge attack or aircraft attack. Combat against enemy ships is voluntary, and may consist of several combat rounds, including the possibility to Follow a ship or Convoy with the hope of engaging it again. If Escorts are involved, enemy detection followed by depth charge attack may occur. A player may opt to withdraw from an engagement following the first round of combat. Note, however, that a U-Boat may have to withstand numerous rounds of escort depth charge attack until it is able to successfully escape detection to end an encounter. Aircraft attacks are resolved separately from shipping engagements (9.8, Aircraft Encounters).
Procedure
The U-Boat Combat Mat [U4] is used to resolve attacks against enemy ships (9.2). Once all targets have been identified and placed on the Combat Mat, and the time of day has been determined, the U-Boat Kommandant must decide how to conduct the attack (or whether or not to attack at all). Choose between submerged or surface attack (including Night Surface Attack), as well as the range to engage the enemy targets. The existence of escorts can have a direct bearing on the aspect of the attack chosen, as this will determine if or when Escort Detection will occur.
Place Torpedo and/or surface gunnery Ammo markers from the U-Boat Display Mat into the Torpedo or Gun Attack box on the Combat Mat corresponding to the target selected. Resolve U-Boat attacks using the U-Boat Torpedo/Deck Gun Fire Chart [U1] and resolve any Hits by checking for any possible torpedo duds on the Torpedo Dud Chart [U2]. Apply all modifiers as necessary. Roll once for each Hit scored on the Attack Damage Chart [U3] to determine the amount of damage, if any, the ship target must absorb. Damaged ships should be noted by placing a check mark on the log sheet to track them, and sunk ships should have their tonnage value on the log sheet circled to record the sinking. Under certain circumstances, the U-Boat may initiate another combat round or attempt to follow the enemy ship or Convoy. Note, however, that initiating another round of combat against an unescorted target involves rolling on the Add'l Round of Combat table of the Encounter Chart [E1], which runs the risk of escorts or aircraft arriving on the scene.
When escorts are involved, consult the Escort Detection Chart [E2]. If detected, the U-Boat undergoes an immediate depth charge attack by consulting the Escort/Air Attack Chart [E3] to determine if any Hits occur. Apply all modifiers as applicable. U-Boats may attempt to slip away from detection by declaring they are Exceeding Test Depth, but take Hull damage as a result. For each Hit scored on the U-Boat, which is recorded using the Incoming Hits marker on the Combat Mat [U4], consult the U-Boat Damage Chart [E4] to determine the nature of damage caused by each Hit. The result of damage inflicted is explained on the U-Boats Damage and Repair Chart [E5]. Be sure to place or adjust the appropriate Damage markers on the U-Boat Display Mat as damage occurs. The U-Boat must then try to withstand continued depth charge attacks by returning to the Escort Detection Chart [E2]. This process is repeated until the U-Boat either escapes detection, is destroyed, or is forced to the surface.
[9.1] U-Boat Combat Mat
[9.1.1] Place all target ship markers on the U-Boat Combat Mat [U4]. There are four numbered columns, one for each target ship (four is the maximum number of targets possible in an encounter) that includes a number of boxes representing the amount of damage a ship can absorb. Some target columns will be ignored if you have less than four target ships involved in the engagement. The size and total tonnage(t) of the ship determines which box the ship marker should initially occupy, based on the amount of damage it can absorb before being sunk.
Example: a large freighter of 7,600t would be placed in the 3 Damage box. A large freighter with 10,000t or more would be placed in the 4 Damage box. The large freighter marker itself displays a circled 3 and 4 indicating the total damage it can absorb prior to being sunk (based on its associated tonnage value).
[9.1.2] Not all ship markers must be targeted for attack. You are simply placing all ships that are eligible targets for torpedo and/or surface gunnery fire. You may decide just to fire on one target ship, even if up to four ships are present, or no ships at all. If you decide not to attack, the encounter immediately ends, and the U-Boat is not detected.
[9.1.3] Place the Day/Night marker on the U-Boat Combat Mat [U4], with the appropriate side up indicating the current time of day for the engagement.
[9.1.4] Place the Range marker in the appropriate box that corresponds to the range the U-Boat will use to engage the enemy ships.
[9.1.5] Place the Escort marker in the Escort box located above the four numbered target columns if escorts are present. This marker may also reflect Variable Escort Quality (14.6) when using this optional rule. If no escorts are present, the Escort box will be empty.
[9.1.6] The Air Attack box, located above the four numbered target columns, is for optional use only (14.7, Variable Aircraft Quality).
[9.1.7] The Wolfpack box is only used for Wolfpack Patrols against a Convoy target (7.2, Wolfpack Patrols). Roll to determine the status of the Convoy escorts (7.2.2) and place the appropriate Wolfpack Escort marker (Busy or Focused status side up) in the Wolfpack box. This modifier will apply for all Escort Detection [E2] attempts throughout the engagement.
[9.1.8] Place the Incoming Hits marker alongside the Incoming Hits on U-Boat Track, for possible use if the U-Boats comes under attack.
[9.2] Conducting Ship Combat
[9.2.1] Decide if the U-Boat will be firing Forward or Aft torpedoes. Using both in the same round will make you easier to detect (+1 modifier on the Escort Detection Chart, 9.6) and may only be done via Night Surface Attack (9.5) or against unescorted targets. You may fire from as many or few tubes as you desire; you are not required to fire all torpedoes form the Fore or Aft tubes. Place torpedoes in the Torpedo or Gun Attack box on the Combat Mat that corresponds to the ship you are targeting. All torpedoes must be placed on the Combat Mat before rolling to see if the first torpedo hits. You may allocate your torpedoes any way you wish, including firing them all at one target.
[9.2.2] If firing at Close Range against ships with escort, roll on the Escort Detection Chart [E2] (9.6) prior to firing torpedoes. If at Medium or Long Range, you always fire your torpedo salvo prior to checking for Escort Detection.
U-Boats attempting to go to Close Range are detected on a modified 2d6 roll of 7 or higher. Only the Knight's Cross with Oakleaves modifier (-1) applies to this detection roll. If the Kommandant is SW or KIA the Knight's Cross with Oakleaves modifier cannot be applied. If the boat is undetected, it may continue with its attack. If detected, however, it cannot attack, and undergoes an immediate depth-charging as if it had been detected normally. The detection/depth-charge process continues normally at that point.
If you are detected at Close Range, return the torpedoes to your U-Boat Display Mat, as they will not be fired or expended during this engagement (you must now escape detection from the Escort with no chance remaining to engage the enemy targets).
If not detected initially at Close Range, you must check again for Escort Detection after firing torpedoes, where all normal modifiers apply, including +1 for Close Range. Note: at Close Range against escorted ships, you must roll for Escort Detection twice (once prior to torpedo fire and again after torpedo fire), and once you are detected, you can never engage the enemy. Your sole focus becomes one of survival at which point you can decide if you are going to attempt to follow to re-engage.
[9.2.3] Roll for each torpedo fired on the U-Boat Torpedo/Deck Gun Fire Chart [U1] to determine if any Hits are scored. Note the probability of scoring a Hit increases based on shorter range to the target ship. Certain modifiers may also apply; these are listed on the Chart.
Note: this is the calculated risk and double jeopardy of conducting an attack at Close Range against enemy ships under escort. You have to roll for Escort Detection twice (one before torpedo fire and again after torpedo fire), and once you are detected, you can never engage the enemy. Your sole focus becomes one of survival at which point you can decide if you are going to attempt to follow to re-engage.
[9.2.4] FaT Torpedo Attacks
A new type of guidance system for torpedoes became available in December 1942. Known as the "Federapparat Torpedo" or "FaT," it was a guidance system that kicked in after a set distance and made the torpedo travel in a "ladder" search pattern, somewhat resembling a flattened "S" shape. Against a convoy, if the U-boat missed the original target, it had a better chance to still hit a random ship. When attached to a G7a, it was called the "FaT I" and when attached to the G7e, it was known as the "FaT II."
If a FaT-equipped torpedo misses a convoy target (only) the player rolls again. On a 2d6 roll of 2-3 (no modifiers) the FaT pattern has worked and the torpedo hits a new, random target. Determine the target as in 8.3.
[9.2.5] Homing Torpedo Attacks
The 3 types of homing torpedo (G7e "Falke" and the G7es "Zaunkönig"/"Zaunkönig II" have minimum "to hit" numbers of 5, 6, and 7 respectively. They may have a higher number than that (for example, if fired at close range) but regardless of modifiers due to range or other factors, the hit number will always be at least that minimum.
[9.2.6] Consult the Torpedo Dud Chart [U2] and roll for each torpedo that scored a Hit. The probability of a dud is a reflection of torpedo type and date.
Historical Note: By this stage of the war, most of the dud problems had been corrected.
[9.2.7] For any of your torpedoes that Hit [U1] and that are not Duds [U2], you now roll for damage on the Attack Damage Chart [U3]. The number of damage points scored is denoted by adjusting the position of the target ship upward on the Combat Mat. Any amount of damage that is insufficient to sink the target is considered to have "damaged" the target ship (important for Following purposes, 9.7.6). When sufficient damage has been incurred that is equal to or greater than the total amount of damage a ship can take, the ship is sunk.
Combat Mat Setup Example—Your U-Boat is engaging a convoy (note the Escort marker present at top) at Night at Medium Range. Ship targets #1 and #3 only are being targeted with a torpedo salvo of two G7a FaT (steam) torpedoes each. The tonnage value for the Large Freighter is at least 10,000t and the Tanker is less than 10,000t based on the space each occupies on the numbered Target track.
Note: the Attack Damage Chart [U3] (as well as the Combat Display Mat [U4]) lists the total damage points required to sink each ship type.
Example: following our Combat Mat setup on the previous page, if the Large Freighter (Target #1) takes 3 damage points, it is moved up from the 4 Damage space to the 1 Damage space, indicating that it will be sunk if 1 more Damage Point is taken. If the Tanker (Target #3) takes 3 Damage Points, it is moved all the way up to the Target 3 space and considered sunk (no damage points remain that it can absorb).
[9.2.8] Record a ship being sunk by circling its tonnage value on the log sheet. Denote a damaged but still floating ship by placing a check mark next to it on the log sheet.
[9.2.9] A single round of combat typically involves U-Boat fire followed by an Escort Detection attempt (9.6, Escort Detection/Depth Charge Cycle) if any Escorts are present (exception: U-Boats detected at Close Range can not fire at enemy ships, 9.2.2), per the Combat vs. Escorted Ships outline on the U-Boat Combat Mat [U4]. If Escort Detection is successful, combat rounds will continue with repeated Escort Detection attempts and depth charge attacks (or Special Attacks) until the U-Boat can escape detection or is sunk/forced to surface. The U-Boat Kommandant may also initiate an additional round of combat if engaging unescorted ships (9.4, Unescorted Ship Targets).
Historical Note: players may wonder why they cannot attack the escorts. Mainly, this was extremely ahistorical in the Atlantic (in contrast to the Pacific, where the American subs routinely attacked Japanese destroyers and other escorts). In the Atlantic, every torpedo that was not aimed at a merchant or tanker was essentially a wasted torpedo, as the Germans knew they could not directly beat the British and American navies. Exception was made for capital ships, due to the huge propaganda windfall resulting from such a sinking. Attacks against destroyers and other escorts, however, were seen as extremely dangerous (as they were) and a waste of precious resources, and accordingly it is not part of the game, even though it did occur on a few very rare occasions, mainly in the Norway campaign.
[9.2.10] At the end of an encounter you may reload your torpedoes tubes if any reloads are available (procedure in 4.5). Reloading also occurs prior to an Add'l Round of Combat (9.4.3) or before trying to Follow a ship or convoy (9.7).
[9.3] Surface Gunnery and Ammo
[9.3.1] U-Boats conducting surface attacks against unescorted ships (only) are eligible to use their Deck Gun in conjunction with or in lieu of torpedo salvo fire. Deck gunnery fire is never permitted when escorts are present.
[9.3.2] The U-Boat Display Mat lists the total ammo capacity for the Deck Gun. Each Ammo marker is represented with a "1" or "2," indicating the number of ammo points or rounds that the marker represents. Up to two points of Ammo can be fired per combat round, and each point of ammo can be directed at a different target.
Note: each one point of Ammo represents approximately 25 actual rounds.
[9.3.3] Firing a Deck Gun is similar to resolving torpedo fire, except that there is no need to consult the Torpedo Dud Chart (the shells are never duds). To conduct Deck Gun fire, roll on the U-Boat Torpedo/Deck Gun Fire Chart [U1]; any Hits scored are rolled for on the Attack Damage Chart [U3] to determine the amount of damage inflicted on the target ship.
[9.3.4] Flak guns are not used for surface gunnery fire against enemy ships. They are reserved for fire against enemy aircraft only (9.8, Aircraft Encounters).
[9.4] Unescorted Ship Targets
[9.4.1] An encounter result of "Ship," "Two Ships," or "Tanker" means the target ship(s) are not escorted. They are effectively sitting ducks.
[9.4.2] Due to lack of escort, there is no Escort Detection conducted for the combat round. In effect, the U-Boat has a free shot and can fire at Close Range without running the risk of being detected before being able to fire. Follow the procedure in 9.2, Conducting Ship Combat, for the first round of combat, but do not roll for Escort Detection.
Note: typically in such cases, the U-Boat Kommandant may opt for a surface attack at Close Range in order to fire his Deck Gun (up to two points of Ammo) in lieu of, or in addition to, any torpedo salvo attack.
You may fire one weapon type (Forward Torpedo, Aft Torpedo, or Deck Gun) and see the result before firing the next type. But you must commit the number of Forward Torpedoes/Aft Torpedoes/amount of Deck Gun Ammo before firing each type of weapon. You may fire the weapons in any order. When firing torpedoes, you use the -1 bonus as in 9.5.1 as you are using the UZO. Also, firing from both ends of the U-Boat does not incur the +1 penalty in 9.5.2 (you are not rushed).
Example: you come across a large tanker (13,000 tons) and decide to fire 3 Forward Torpedoes (you are low on ammunition). You only score 2 damage, not enough to sink the target. So you decide to fire your Aft Torpedo, scoring only 1 more point of damage. You then decide to use the Deck Gun, and commit 2 points of Ammo. The first point hits, sinking the tanker, but you still must expend the second Deck Gun Ammo point.
[9.4.3] Additional Round of Combat
If, for whatever reason, an unescorted target was not sunk during the initial round of combat, the player may choose to initiate an additional round of combat. To do so, reload (if you have reloads available, 4.5.1) any torpedo tubes, and roll on the Add'l Round of Combat table on the Encounter Chart [E1]. If the result is "Escort," the target ship(s) are now considered to be under escort and Escort Detection is resolved immediately, regardless of what range the U-Boat is to the target. If the U-Boat avoids this detection, it still must check for Escort Detection again for the new combat round, per the standard ship combat rules (9.2.2). If the result is "Aircraft," the U-Boat must abort the attack, dive immediately and resolve the Aircraft Encounter (9.8). If no "Escort" or "Aircraft" is encountered, the U-Boat has another round to attack the unescorted target without fear of Escort Detection or reprisal.
[9.4.4] There is no limit to the number of Additional Rounds of Combat the U-Boat may pursue against unescorted targets. However, once escorts appear as a result of the Encounter die roll, no additional round of combat can be attempted following the round they appear (instead, refer to 9.7, Following Escorted Ship or Convoy).
[9.4.5] Additional rounds of combat are only permissible against unescorted ship targets.
[9.4.6] If the U-Boat is engaging an unescorted target and an Escort appears as a result of rolling for an Additional Round of Combat, the U-Boat is automatically considered submerged (exceptions: 9.8.8.4 and 9.8.8.5, Hull Holed). No range modifiers apply. If an Escort appears and the U-Boat cannot submerge due to the hull being holed, then the U-Boat must attempt to scuttle as in 10.10.2.
Note: U-Boats may never be on the surface during the day when Escorts are present. They have effectively spotted the approaching Escort from a distance and have since submerged (if they can).
[9.4.7] You may have up to two additional rounds of combat in the same travel box. If you require (or desire) a third additional round of combat, you must first advance to the next Travel Box and then continue. The same applies for each subsequent Travel Box (only 3 rounds of combat total per box) although such an occurrence would be extremely rare. You cannot initiate an additional round of combat if that would require you to advance into a Transit Box, as you need to head to port at that time due to fuel limits.
[9.4.8] If four consecutive Escort/Aircraft Encounters occur as a result of you opting for an Additional Round of Combat, and you have been submerged after the first round (not fighting on the surface), then your U-Boat has been "hunted to exhaustion;" low on batteries and air, you must surface and attempt to scuttle (use the same procedure as 10.10.2).
[9.5] Night Surface Attack
[9.5.1] If the encounter is at night, the player can conduct a Night Surface Attack. Although this allows for slightly better torpedo calculations due to the use of the UZO (UbootZielOptik or U-Boat target optical sight), starting in 1941 the likelihood of Escort Detection increases, reflecting the increasing Allied availability of surface radar. During the first round only, a Night Surface Attack also suffers from a negative modifier on the Escort/Air Attack Chart [E3], and the U-Boat cannot attempt to Exceed Test Depth (9.6.4) as the boat is essentially still too close to the surface.
[9.5.2] U-Boats conducting a Night Surface Attack may fire an immediate second salvo from the other end of the U-Boat as part of their initial firing action. However, there is a negative modifier when rolling to hit on the U-Boat Torpedo/Deck Gun Fire Chart [U1] (for the second salvo only), while also increasing the likelihood of being detected if escorts are present [E2]. To conduct this second salvo, place available torpedoes (from the load section opposite the ones just fired; for example, if you fired Forward Torpedoes, you may fire the second salvo from the Aft Tube) onto the U-Boat Combat Mat and resolve this attack immediately. Resolve the torpedo attack normally (9.2.3) but with a +1 to hit. You must commit to this action before firing any torpedoes (i.e., you cannot wait to see the results of the first salvo before deciding to fire the second; note that this is different from an attack on an unescorted ship, where you can wait to see the results).
Note: Kommandants who are Knight's Cross holders disregard the firing penalty for firing a second salvo.
[9.6] Escort Detection/Depth Charge Cycle
The Escort Detection/Depth Charge Cycle consists of an attempt by the Escorts to detect your U-Boat. If successful, the Escorts will Depth Charge your ship. They then go to the beginning of this cycle and must attempt to Detect your U-Boat again. Each loop through this Cycle constitutes a single round of combat. The Cycle ends with the U-Boat escaping the escorts, ending the Escorts' combat round and the encounter, or the U-Boat sunk/forced to surface, ending the game.
[9.6.1] U-Boats engaging enemy ships under escort must roll for Escort Detection [E2]. This roll occurs prior to conducting fire from Close Range and again after firing (if the U-Boat was not detected before firing). For Medium and Long range, the U-Boat may fire first and must then roll for Escort Detection.
[9.6.2] If a U-Boat wishes to conduct an additional round of combat against unescorted targets, a roll on the Add'l Round of Combat table of the Encounter Chart [E1] is required. On a roll of 3 or less, an Escort will arrive. This means an Escort has not only shown up on the scene, but the U-Boat must immediately undergo Escort Detection [E2]. If the U-Boat is undetected for this check, the U-Boat must check again for Escort Detection during the same combat round, per 9.6.1, after firing. Hence, the escorts get two detection attempts for the round, just as if it were an attack at Close Range.
[9.6.3] All modifiers are cumulative for both Escort Detection attempts and for Escort/Air Attack. The Night Surface Attack modifier is used every round for Escort Detection but only the first round for Escort/Air Attack. The Firing Fore and Aft modifier is only used on the first round of Escort Detection.
[9.6.4] Exceeding Test Depth
U-Boats may attempt to slip away from the escorts by declaring they are exceeding test depth—but this is a risky proposition. Prior to conducting the Escort Detection attempt, the player must decide if he is going to attempt to increase his chances to slip away by exceeding test depth and diving deeper than is safe. The U-Boat automatically takes one Hull damage and then rolls 2d6:
- If the roll is less than the current number of damaged Hull boxes, the U-Boat implodes and sinks.
- If the roll is equal to the current number of damaged Hull boxes, the U-Boat takes one additional Hull damage, and immediately rolls again.
- If the roll is greater than the current number of damaged Hull boxes, there is no effect and the Escort detection roll gets the -1 favorable modifier to escape detection (this round only).
[9.6.5] There is no limit to the number of times a U-Boat may attempt to exceed test depth, although it may only be attempted once per combat round, following the procedure above. Each time the U-Boat must absorb at least one Hull damage and roll 2d6 as explained above.
[9.6.6] U-Boats cannot exceed test depth during the first combat round of a Night Surface Attack. They are considered too close to the surface at this time.
Design Note: taking your U-Boat deeper than it was designed to go is obviously suicide if you've already suffered significant hull damage. However, there may be situations when you have little or no hull damage yet, but have suffered leaking fuel tanks, battery damage, etc. In those cases you may wish to consider using this option. Although some players may think they can abuse this by constantly using it, the mandatory one Hull damage means they will always be refitting for at least one extra month per patrol, reducing their time at sea in the long run.
[9.6.7] Bold Decoy
German U-Boats may attempt to decoy the Allied ASW forces by releasing a BOLD canister. Only one BOLD canister may be used per encounter, however, it may be combined with exceeding test depth. The decision to use BOLD occurs before the escort detection roll is made. It gives a temporary -1 to the detection roll. If using the optional rule "Variable Escort Quality," BOLD does not work against Veteran or Elite Escorts. The decision to use it occurs before Escort Quality is rolled.
Historical Note: Some sources state that BOLD was effective, and some sources state that it was essentially useless. I suspect the truth lies in the skill of the Allied sonar operators; it was probably more or less useful depending on how good they were. Accordingly, I have made them ineffective against Veteran or Elite escorts.
[9.6.8] "Alberich" Anti-Sonar Coating
A handful of Type VIIC and VIIC/41 boats were equipped with "Alberich," a synthetic rubber coating glued onto the hull, that reduced sonar effectiveness. Named after a mythical dwarf that could become invisible, it had numerous initial problems, including lack of adhesion after time. By 1944 most of the issues had been solved, but the synthetic rubber was extremely scarce and Alberich, still in testing, was only placed on a handful of new boats.
Starting in 6/44, any upgrade to a new Type VIIC or Type VIIC/41 has a small chance for an Alberich coating. It is present on a 2d6 roll of 12. Alberich reduces the detection roll by -1 at all times, in addition to any other modifiers.
[9.6.9] To check for Escort Detection, add/subtract all the modifiers listed under the Escort Detection Chart [E2] to get a single addition/subtraction Die Roll Modifier (DRM). Roll 2d6 and apply the DRM. On a modified roll of 8 or less, or an unmodified roll of 2, the U-Boat is undetected, and the encounter ends. On a modified roll of 9-11, the U-Boat is detected and will undergo a depth charge attack on the Escort/Air Attack Chart [E3]. If a modified 12 is rolled, the U-Boat will undergo an attack on the Escort/Air Attack Chart [E3] with a DRM of +1 in addition to any other DRMs that apply.
[9.6.10] Once a U-Boat is detected, it undergoes a depth charge attack or possibly a Special Attack by either a Hedgehog or Squid anti-submarine weapon. Roll 1d6. If you roll a 1, then you will be attacked by one of the special weapons; go to the Escort Special Attack Table [E3b] to determine which, and then use Table [E3c] (Hedgehog) or [E3d] (Squid) to determine the number of Hits.
Otherwise, roll on the Escort/Air Attack Chart [E3]. To resolve the attack, add/subtract all the modifiers listed under the Escort/Air Attack Chart. Then roll 2d6. This determines the number of Hits inflicted on the U-Boat, which can be tracked on the U-Boat Combat Mat [U4] using the Incoming Hits marker. On a modified roll of 2-3, the U-Boat suffers no damage, but it still must undergo another Escort Detection attempt. On a modified roll of 13 or more, the U-Boat is immediately sunk and the game ends. See 5.2, Determining Victory, to see how you did. If the modified roll was 4-12, a number of Hits will be inflicted on the U-Boat.
Note: the modifier "KMDT is KC+O+S" means that the Kommandant has been awarded the Knight's Cross with Oakleaves and Swords.
[9.6.11] If any Hits were inflicted, either by depth charges or Special weapons, you must roll a 1d6+1d6 for each Hit. Use dice of two different colors and designate one to be the "tens"