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The Hunters: German U-Boats at War, 1939-43 thumbnail

The Hunters: German U-Boats at War, 1939-43

The Hunters: German U-Boats at War, 1939-43 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 How to Play the Game
    • Object of the Game
    • General Overview
    • Conducting Patrols
    • U-Boat Refit
    • End Game
  • 3.0 Game Equipment
    • 3.1 U-Boat Display Mat
    • 3.2 U-Boat Combat Mat
    • 3.3 The Playing Pieces
      • 3.3.1 How to Read the Markers
      • 3.3.2 Game Markers
      • Mnemonic Aid for Markers (DRM Key)
    • 3.4 Charts and Tables
    • 3.5 The Patrol Log Sheet
    • 3.6 Game Scale
    • 3.7 Parts Inventory
  • 4.0 Game Set-up
    • 4.1 U-Boat Model Selection
    • 4.2 Start Date
    • 4.3 Prepare Patrol Log Sheet
    • 4.4 U-Boat Display Mat Set-up
    • 4.5 Torpedo Load
    • 4.6 Ammo Markers
  • 5.0 How to Win the Game
    • 5.1 Ending the Game
    • 5.2 Determining Victory
  • 6.0 Sequence of Play
    • 6.1 Game Play Outline
  • 7.0 Conducting Patrols
    • 7.1 Patrol Assignment Preparation
    • 7.2 Wolfpack Patrols
    • 7.3 Patrol Restrictions
    • 7.4 Special Missions
    • 7.5 Completing Patrols
  • 8.0 Patrol Encounters
    • 8.1 Types of Encounters
    • 8.2 Determine Ship Size and ID
    • 8.3 Day and Night Engagements
  • 9.0 Combat
    • 9.1 U-Boat Combat Mat
    • 9.2 Conducting Ship Combat
    • 9.3 Surface Gunnery and Ammo
    • 9.4 Unescorted Ship Targets
    • 9.5 Night Surface Attack
    • 9.6 Escort Detection / Depth Charge Cycle
    • 9.7 Following Escorted Ship or Convoy
    • 9.8 Aircraft Encounters
  • 10.0 U-Boat Damage
    • 10.1 Flooding
    • 10.2 Engines
    • 10.3 Hull
    • 10.4 Fuel Tanks
    • 10.5 Crew Injury
    • 10.6 Multiple Damage Results
    • 10.7 Repairs
    • 10.8 Patrol Abort
    • 10.9 Scuttling
    • 10.10 U-Boat Refit
    • 10.11 Crew Injury Recovery
  • 11.0 Crew Experience, Promotions, Decorations, New U-Boat Assignment
    • 11.1 Crew Advancement
    • 11.2 Kommandant Promotion
    • 11.3 Special Decoration
    • 11.4 Reassignment to a Newer U-Boat
  • 12.0 Random Events
    • 12.1 Resolving Random Events
  • 13.0 Multi-Player and Tournaments
    • 13.1 Two Player Game
    • 13.2 Top Tonnage Tournaments
    • 13.3 Survival Tournament
    • 13.4 Mixed Boat Tournament
    • 13.5 Wolfpack Tournaments
  • 14.0 Optional Rules
    • 14.1 Standard Tonnage Amounts
    • 14.2 Reduced Convoy Targets
    • 14.3 Increased Historical Targeting
    • 14.4 Historical U-Boat IDs
    • 14.5 Historical Wolfpack Names
    • 14.6 Variable Escort Quality
    • 14.7 Variable Aircraft Quality
    • 14.8 Evasive Maneuvers
    • 14.9 Resupply at Sea
    • 14.10 Non-Historical Patrol Areas
    • 14.11 Convoy Penetration
  • 15.0 Historical Brief
    • 15.1 Top Ten German U-Boat Kommandants
  • 16.0 Designer's Notes
  • 17.0 Bibliography
  • Game Credits

1.0 Introduction

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 (10.8).", meaning Case 10.8 is related to this rule.

IF YOU ARE NEW TO OR UNFAMILIAR WITH HISTORICAL GAMES, DON'T PANIC! First look at any of the U-Boat Display Mats, the U-Boat Combat Mat, and the playing pieces, then give the rules a quick read through. Please don't try to memorize them. Follow the set-up instructions for play and then read Section 2.0 that describes the general course of play. Section 4.0 provides the framework to help you get started. As questions arise simply refer back to the rules.

This third printing is a straight reprint from the second edition with the exception that all-new bonus material is included featuring eight Kommandant Cards and two Patrol maps.

Note: § throughout signifies key changes/clarifications from the 1st Printing.

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).

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 available 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). 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.

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, 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, 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. 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, 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 June 1943, 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 June 1943), tally the total tonnage of ships sunk to determine your level of victory 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 eight 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. 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.

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.

3.3 The Playing Pieces

There are 220 playing pieces in one die-cut sheet included with The Hunters. These playing pieces are referred to as markers and are placed on either the U-Boat Display Mat 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: We've expanded the counter mix with additional spare counters for this Second Printing. We have also added a new marker to track Surfaced/Submerged status of your U-Boat.

3.3.1 How to Read the Markers

The Hunters 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.

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.
  • 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.
  • 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: The crew quality corresponds to the experience and performance of your crew. Your crew begins at "Trained" 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: 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. These markers are only placed on your U-Boat Display Mat when damage occurs. Both named markers for specific systems are provided, as well as generic markers.
  • Crew Status: Crew status markers are provided to track severity of injury (Light Wound, Serious Wound) or KIA results. Specialized crew members can also rise to "Experte" level (11.1) which provides certain benefits during play.

Mnemonic Aid for Markers (DRM Key)

Some markers display one or more die-roll modifiers to serve as a reminder:

DRMDescription
AAttack: modifier when conducting U-Boat Torpedo/Deck Gun Fire [U1]
DDetection: modifier for Escort Detection [E2]; or Dive: modifier to avoid Aircraft Encounter [A1]
FFlak Attack: modifier for Flak Attack vs. Aircraft [A2]
HHit: extra Hit scored when resolving Escort/Air Attack [E3]
RRepairs: modifier when rolling for Repairs [E3]

3.4 Charts and Tables

Four 2-sided Player Aid Cards are provided to facilitate game play. 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. For a roll of "1d10+1d10", use a colored die to distinguish place values: 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.

3.6 Game Scale

Each Travel Box on the U-Boat Display Mat [U4] represents three to four 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 Hunters includes: One full-color counter sheet (220 ½-inch counters); One Rules Booklet with Designer's Notes; Four Player Aid Cards, 2-sided; One Patrol Log Sheet, 2-sided; Four U-Boat Display Mats, 2-sided; One U-Boat Combat Mat; § BONUS: 8 Kommandant Cards and 2 Patrol Maps (optional for play); Three 6-sided, two 10-sided dice, and one 20-sided die.

4.0 Game Set-up

Game set-up 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.

4.1 U-Boat Model Selection

Begin by selecting one of the eight 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 start 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 VIIC, but it does not become available until October 1940, which means you will not have the early months of the war to rack up easier sinkings.

4.2 Start Date

4.2.1 The availability date for the U-Boat type will be the start date of your first patrol.

4.2.2 Start dates in chronological order for each U-Boat type:

Start DateType
Sept-39VIIA*, VIIB, IXA
Apr-40IXB
Oct-40VIIC
May-41IXC
Jan-42VIID
May-43VIIC Flak

Type VIIA U-Boats were historically withdrawn from service in 12/40. Any player still commanding one at that time receives an automatic upgrade to a Type VIIC during Refit. OPTIONAL: Players may disregard this if they desire at the cost of historical accuracy.

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. Note: the VIIC Flak has a late May-43 availability date and would be limited to a single patrol, but we have included it for historical purposes.

4.3 Prepare Patrol Log Sheet

4.3.1 Record the following in the header of the Log Sheet:

  • U-Boat Type: the U-Boat type you selected.
  • ID: designated as "U-###".
  • Kmdt: 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. Optional: see 14.4 for Historical Boat IDs.

4.4 U-Boat Display Mat Set-up

4.4.1 Place in front of you the U-Boat Display Mat that corresponds to the U-Boat type selected.

4.4.2 Initially 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.
  • Place the Trained Crew Quality marker in the Crew Quality box.
  • 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).

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, 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.

Procedure:

  1. Consult the initial Torpedo Load information in the header section of your Display Mat.
  2. Select a total number of torpedo markers that corresponds with the total torpedo load count.
  3. You may now alter the mix of G7a and G7e torpedo markers up to the number specified.
  4. Place the individual torpedo markers in the numbered Forward and Aft Torpedo Tube boxes. Only one torpedo marker may be placed per box.
  5. Place the remaining torpedo markers in the Forward and Aft Reloads Boxes.
  6. The total number of torpedoes loaded will always equal the boat's capacity. Exception: 7.4.2, Minelaying Special Mission.
  7. Torpedoes, once loaded, may never be swapped out or transferred between Forward and Aft positions. Only reloading is possible (4.5.1).
  8. 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 from the Aft Reloads Box.

Example: Type VIIC carries a total load of 14 torpedoes. The starting mix is 8 G7a and 6 G7e. You have the option to adjust this mix. Select the torpedo type markers you wish to swap out (up to 3 in this case) and convert them to the other type.

4.5.1 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.

4.5.2 INITIAL TORPEDO LOAD RESTRICTIONS (optional). Your U-Boat should always start with all Forward and Aft Torpedo Tubes loaded with G7a (steam) torpedoes. Furthermore, Type VII U-Boats can only carry a maximum of 5 G7e torpedoes and Type IX U-Boats can only carry a maximum of 6 G7e torpedoes, all of which begin as reloads. (Historically, G7e electric torpedoes required regular maintenance and should not start loaded on a patrol. This optional rule is highly recommended for players wishing to enhance historicity.)

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). Flak guns do not have an Ammo box associated with them; only the status of the gun is tracked on the Display Mat.

5.0 How to Win the Game

A full game consists of completing numerous patrols up to and through June 1943. 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. 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 June 1943—no patrol assignments are conducted after June 1943.

5.1.2 If it is determined after calculating the Refit Period that your next patrol assignment would commence after June 1943, 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:

  • DEFEAT: 0-49,999 tons sunk or your U-Boat is captured due to unsuccessful scuttle attempt. (The moment your U-Boat is captured due to an unsuccessful scuttle attempt results in an automatic "Defeat," regardless of tonnage.)
  • DRAW: 50,000-99,999 tons sunk.
  • MARGINAL VICTORY: 100,000-149,999 tons sunk.
  • SUBSTANTIAL VICTORY: 150,000-199,999 tons sunk.
  • DECISIVE VICTORY: 200,000+ tons sunk.

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

The Hunters adheres to a discrete sequence of play for conducting numerous U-Boat patrols. While there are no discretely numbered "game turns," 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 and patrols are carried out up through Jun-43. Each patrol takes at least one month to complete, while the number of months required to complete refit can vary by circumstance.

6.1 Game Play Outline

1. DETERMINE PATROL ASSIGNMENT

  • A. Consult U-Boat Patrol Assignment Table (7.0) [P1]
  • 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

2. 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, 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 (8.1.4).
    • b. You may perform additional rounds of combat 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 (10.7). Following is still allowed once you escape detection.
  • 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.

3. REFIT U-BOAT

  • A. Assess U-Boat damage and duration required (10.10) to complete all repairs (record Refit duration on Log Sheet). Note: if the next patrol start date is after Jun-43, the game ends.
  • B. Check for Crew Recovery and possible replacement (10.11).
  • C. Check for Crew Advancement (11.1).
  • D. Check for Kommandant Promotion and/or Knight's Cross Award (11.2 and 11.3).
  • E. Check for possible U-Boat Reassignment (11.4).
  • F. Replenish and set Torpedo Loads (4.5) and replenish Ammo markers (4.6). All damage and crew injury markers should be removed from the U-Boat Display Mat.

Game play is repeated until the game ends (5.1), at which time victory can be determined (5.2).

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."

You will be assigned numerous patrol assignments as U-Boat Kommandant. Each patrol assignment is represented on the U-Boat Display Mat with individually named Patrol Tracks, each consisting of multiple Travel Boxes.

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 and checking for possible encounters for each Travel Box entered.

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 to begin your patrol assignment.

7.2 Wolfpack Patrols

COMMENTARY: U-Boats often attacked convoys in co-ordinated 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 to the position.

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, resulting in a favorable -1 die roll modifier when checking for Escort Detection [E2]. On a roll of 6, the escorts are focused in your vicinity, resulting in an unfavorable +1 die roll modifier. Place the Busy/Focused marker with the proper side up in the Wolfpack box.

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

7.3.1 TYPE IX RESTRICTIONS. Type IX U-Boats treat "Mediterranean" and "Arctic" results as "West African Coast." (Due to their long range compared to the Type VIIs, sending them to those areas would have been a gross misuse of their capabilities.)

7.3.2 TYPE VII RESTRICTIONS. Type VII U-Boats treat "Caribbean" 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 the Caribbean and West African Coast (11.4.6). Re-roll to determine their patrol assignment if not allowed.

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, per Case 7.3.6. 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. 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.

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 patrol 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. On a roll of 1-3 the U-Boat remains assigned to a northern base and all future patrol assignments will be "Arctic" (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 (8.3.5).

7.3.6 BAY OF BISCAY. Beginning July 1940, the first and (possibly) last Transit Box for certain patrol assignments are converted to Bay of Biscay and any encounter check should be conducted referencing the Bay of Biscay table on the Encounter Chart [E1]. These patrols read "Transit (Bay of Biscay)." Prior to July 1940, treat those Travel Boxes as standard Transit Boxes.

7.3.7 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.

7.4 Special Missions

There are two types of Special Missions: Abwehr Agent Delivery and Minelaying. Both are designated on the U-Boat Patrol Assignment chart [P1] as "(A)" and "(M)" respectively.

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/A) 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 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. 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 and a Type IX boat's torpedo load by 6.

7.4.3 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. This modifier does not pertain to the other Travel Boxes.

7.4.4 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 any ships were sunk. 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.

7.4.5 § 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.

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" next to the patrol month. A patrol is a success if at least one enemy ship was sunk (exception: 7.4.4); 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

Several types of encounters may arise during a given patrol (involving enemy shipping or aircraft). Shipping encounters vary by the number and type of ships you can engage.

Procedure: For each Travel Box entered on the Patrol Track, consult the Encounter Chart [E1] to determine if an encounter occurs. If no encounter occurs, advance your U-Boat Marker to the next Travel Box and check again. When a ship encounter occurs, follow the Encounter Chart to determine the number and type of target ships, their size and ID, whether they are under escort, and the time of day. For Aircraft Encounters, immediately resolve Aircraft Combat (9.8).

8.1 Types of Encounters

8.1.1 Roll once per Travel Box for a possible encounter. If no encounter occurs, 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. Also, one may have to roll for an additional encounter when attempting a Special Mission (7.4.1, 7.4.2). An Inoperable Diesel engine will also require an extra encounter roll (10.2.1).

8.1.2 The Encounter Chart [E1] specifies the type of engagement: against enemy shipping or enemy aircraft.

8.1.3 Convoys always consist of four ships. Capital ship and Convoy encounters always include enemy Escorts. The following engagements do not include Escorts: Ship, Two Ships, and Tanker. (For game purposes, the four ships in a convoy represent the ones in your vicinity that you may target.)

8.1.4 Combat against ships is always voluntary. Players may decide, after identifying the target(s), to avoid combat altogether. If so, advance the U-Boat marker to the next Travel Box; the encounter has ended and the U-Boat is undetected.

8.1.5 If an Aircraft Encounter occurs, immediately resolve the combat (9.8). You may not choose to avoid combat with Aircraft.

8.1.6 Encounters are ignored when a Random Event is triggered (12.0).

8.2 Determine Ship Size and ID

8.2.1 Consult the Encounter Chart [E1] and roll 1d6 for each target ship to determine its general size. For convoys, roll 4d6 to determine the size of the four target ships closest to your attack position.

8.2.2 To determine each ship's exact size and identity, roll on the appropriate Target Ship Roster. Rosters are provided for: Small Freighter [T1], Large Freighter [T2], Tanker [T3], North America [T4], Capital Ship [T5]. Note: six Capital ship targets automatically confer the Ritterkreutz award (Knight's Cross) to the U-Boat Kommandant if sunk. Capital ship escorts were normally quite heavy, and accordingly receive a +1 on the Escort Detection Chart [E2].

8.2.3 For North America patrol assignments only, consult the North America Target Roster [T4].

8.2.4 Record the tonnage of each ship on your Log Sheet. Optional target roster charts ([T6] and [T7]) are also included to add an additional 100 targets per ship size.

8.2.5 Select the corresponding Target Ship marker to be placed on the U-Boat Combat Mat. The circled number(s) on the ship markers indicates the amount of damage required to sink the ship. Note: there are 3 small tankers on the target list that are 5000 tons or less and only require 2 hit points to sink.

8.2.6 Once ships have been identified, players may decline to attack. If so, the encounter is over and the U-Boat is undetected. (Why decline? Maybe you are low on torpedoes and want to wait for a bigger target, or you only have ammunition for your Deck Gun and no torpedoes, or your U-Boat is damaged. You may decline for any reason.)

8.3 Day and Night Engagements

8.3.1 For each engagement, consult the Encounter Chart [E1] and roll 1d6 to determine the time of day (Day or Night). Night Surface Attacks can only be conducted at Night.

8.3.2 Once all ships have been identified, 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). You run the risk of losing contact with the target (on a roll of 5 or 6), in which case the encounter immediately ends. There is never any reason to change to Day.

8.3.3 Once the time of day is determined, place the Day/Night marker on the U-Boat Combat Mat with the appropriate side face up.

8.3.4 When Following target ships that are already damaged, no roll is necessary; the Kommandant may choose Day or Night (9.7.5).

8.3.5 ARCTIC PATROLS. Due to the northern latitudes, Day/Night is determined differently based upon the month of the patrol:

Roll 1d6Jan-MarApr-MayJuly-SepOct-Nov
Day1-21-41-41-2
Night3-65-65-63-6

It is always Day in June and Night in Dec.

9.0 Combat

Combat takes place during a patrol assignment when an encounter occurs, or as called upon by a Random Event. Combat against enemy ships is voluntary, and may consist of several combat rounds, including the possibility to Follow a ship or Convoy. 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. Aircraft attacks are resolved separately from shipping engagements (9.8).

Procedure: The U-Boat Combat Mat [U4] is used to resolve attacks. Once all targets have been identified and placed, and the time of day determined, the Kommandant must decide how to conduct the attack. Choose between submerged or surface attack (including Night Surface Attack), as well as the range to engage. Place Torpedo and/or gunnery Ammo markers into the Torpedo or Gun Attack box corresponding to the target selected. Resolve attacks using the U-Boat Torpedo/Deck Gun Fire Chart [U1] and check for torpedo duds on the Torpedo Dud Chart [U2]. Roll once for each Hit scored on the Attack Damage Chart [U3]. Damaged ships should be noted by placing a checkmark on the log sheet; sunk ships should have their tonnage value circled.

When escorts are involved, consult the Escort Detection Chart [E2]. If detected, the U-Boat undergoes an immediate depth charge attack on the Escort/Air Attack Chart [E3]. U-Boats may attempt to slip away by declaring they are Exceeding Test Depth, but take Hull damage as a result. For each Hit scored, consult the U-Boat Damage Chart [E4] to determine the nature of damage. The result of damage inflicted is explained on the U-Boat Damage and Repair Chart [E5]. 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), each including a number of boxes representing the amount of damage a ship can absorb. The size and total tonnage(t) of the ship determines which box the ship marker should initially occupy.

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.

9.1.2 Not all ship markers must be targeted for attack. 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. Skip detection.

9.1.3 Place the Day/Night marker on the U-Boat Combat Mat, with the appropriate side up.

9.1.4 Place the Range marker in the appropriate box that corresponds to the range the U-Boat will use to engage.

9.1.5 § Place the U-Boat Surface/Submerged marker in the appropriate box that corresponds to the approach your U-Boat is taking.

9.1.6 Place the Escort marker in the Escort box located above the four numbered target columns if escorts are present. If no escorts are present, the Escort box will be empty.

9.1.7 The Air Attack box, located above the four numbered target columns, is for optional use only (14.7, Variable Aircraft Quality).

9.1.8 The Wolfpack box is only used for Wolfpack Patrols against a Convoy target (7.2). Roll to determine the status of the Convoy escorts (7.2.2) and place the appropriate Wolfpack Escort marker in the Wolfpack box.

9.1.9 Place the Incoming Hits marker alongside the Incoming Hits on U-Boat Track, for possible use if the U-Boat 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. Place torpedoes in the Torpedo or Gun Attack box 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 10 or higher. Only the year modifier and the Knight's Cross with Oakleaves and Swords modifier (-1) apply to this detection roll. If the boat is undetected, it may continue with its attack. If detected, it cannot attack, and undergoes an immediate depth-charging.

If you are detected at Close Range, return the torpedoes to your U-Boat Display Mat; they will not be fired during this engagement.

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. (This is the calculated risk and double jeopardy of conducting an attack at Close Range against escorted ships. You have to roll for Escort Detection twice.)

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. The probability of scoring a Hit increases based on shorter range.

9.2.4 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. (Dud torpedoes were a huge problem for the Germans at the start of the war.)

9.2.5 For any of your torpedoes that Hit [U1] and 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 insufficient to sink the target is considered to have "damaged" the target ship (important for Following purposes, 9.7.6). When damage equal to or greater than the total the ship can take is incurred, the ship is sunk.

Example: 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 it will be sunk if 1 more Damage Point is taken.

9.2.6 Record a ship being sunk by circling its tonnage value on the log sheet. Denote a damaged but still floating ship by placing a checkmark next to it.

9.2.7 A single round of combat typically involves U-Boat fire followed by an Escort Detection attempt (9.6) if any Escorts are present (exception: U-Boats detected at Close Range cannot fire, 9.2.2). If Escort Detection is successful, combat rounds continue with repeated Escort Detection attempts and depth charge attacks until the U-Boat can escape detection or is sunk/forced to surface. The Kommandant may also initiate an additional round of combat if engaging unescorted ships (9.4).

9.2.8 At the end of an encounter you may reload your torpedo 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 Each Ammo marker is represented with a "1" or "2", indicating the number of ammo points or rounds. Up to two points of Ammo can be fired per combat round, and each point can be directed at a different target. (Each 1 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). Roll on the U-Boat Torpedo/Deck Gun Fire Chart [U1]; any Hits scored are rolled for on the Attack Damage Chart [U3].

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).

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. 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, but do not roll for Escort Detection. (Typically the Kommandant may opt for a surface attack at Close Range in order to fire his Deck Gun in lieu of, or in addition to, any torpedo salvo attack. You may fire one weapon type and see the result before firing the next type, but you must commit the number of weapons before firing each type.)

9.4.3 ADDITIONAL ROUND OF COMBAT. If an unescorted target was not sunk during the initial round, the player may choose to initiate an additional round of combat. To do so, reload (if you have reloads available, 4.5.1) 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. 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, no additional round of combat can be attempted following the round they appear (instead, refer to 9.7, Following).

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. No range modifiers apply. Note: U-Boats may never be on the surface when Escorts are present during the day.

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) via a -1 bonus, 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 still too close to the surface. Firing from both ends of the U-Boat does not incur the +1 penalty in 9.5.2 (you are not rushed).

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) onto the Combat Mat and resolve immediately with a +1 to hit. You must commit to this action before firing any torpedoes (you cannot wait to see the results of the first salvo). 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. Each loop through this cycle constitutes a single round of combat. The Cycle ends with the U-Boat escaping the escorts (ending 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 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 [E1] is required. On a roll of 3 or less, an Escort will arrive and the U-Boat must immediately undergo Escort Detection [E2]. If undetected, the U-Boat must check again during the same combat round after firing. (The escorts get two detection attempts for the round, just as with 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—a risky proposition. Prior to conducting the Escort Detection attempt, the player must decide if he is going to attempt this. 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. 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.

9.6.7 § To check for Escort Detection, add/subtract all the modifiers listed under the Escort Detection Chart [E2] to get a single 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 with a DRM of +1 in addition to any other DRMs.

9.6.8 Once a U-Boat is detected, it undergoes a depth charge attack by rolling 2d6 on the Escort/Air Attack Chart [E3]. This determines the number of Hits inflicted, tracked on the Combat Mat using the Incoming Hits marker. On a modified roll of 2-3, the U-Boat suffers no damage but must undergo another Escort Detection attempt. On a modified roll of 13 or more, the U-Boat is immediately sunk and the game ends. If the modified roll was 4-12, a number of Hits will be inflicted. Note: the modifier "KMDT is KC+O+S" means the Kommandant has been awarded the Knight's Cross with Oakleaves and Swords.

9.6.9 If any Hits were inflicted, you must roll 1d6+1d6 for each Hit (one die "tens" and one "ones", producing a result between 11 and 66). Find the result on the U-Boat Damage Chart [E4]. Immediately mark any damage with damage markers for each Hit before rolling for the next. Hits with "x2" after them count as 2 of that type of Hit (but do not reduce the number of Hit determination die rolls). If any Hit sinks the U-Boat or forces it to the surface, the game is over.

9.6.10 CREW HIT RESOLUTION. If a Crew Hit is the result, go to the U-Boat Damage and Repair Chart [E5]. Roll 2d6 (no modifiers) to determine which crew member is affected. If the affected crew member is already KIA or not present, treat as "no effect." Otherwise, roll 1d6 to determine the severity of the wound.

9.6.11 If the Hull Damage marker reaches the last box, the U-Boat is sunk. If the Flooding marker reaches the last box, the U-Boat is forced to surface and you must attempt to scuttle, per 10.9. In either case, the game is over.

9.6.12 Once detected, continue the Cycle by going back to 9.6.3. For the second and all subsequent loops, the Escorts receive a +1 (total, not cumulative per loop) DRM for having previously detected your U-Boat. The Cycle ends with either the U-Boat escaping through a failed Detection roll, or with the U-Boat sunk or forced to surface.

9.7 Following Escorted Ship or Convoy

9.7.1 Generally, once the initial combat round is completed, the encounter ends and the player advances to the next Travel Box. However, if a player wishes to continue to engage an escorted ship or Convoy, the U-Boat marker remains in its current Travel Box so the U-Boat can attempt to Follow.

9.7.2 Following is not permitted against unescorted ships. Instead, the Kommandant can consider an additional round of combat (9.4.3).

9.7.3 U-Boats that have been detected, and perhaps even damaged, can attempt to Follow the ships or Convoy once they have escaped detection. Be sure to conduct any U-Boat Repairs (10.7) prior to attempting to Follow.

9.7.4 Due to its inherent speed, a Capital ship can never be followed unless it is damaged. This means you may not Follow to change Day to Night (exception to 8.3.2). A damaged Capital ship always retains its escort.

9.7.5 If Following is successful (see 9.7.6), roll to determine time of day (8.3). If Day is rolled, the Kommandant may attempt to switch to Night. If the target ships are already damaged, no roll is necessary; the Kommandant may choose Day or Night.

9.7.6 If any ships have been damaged, Following is automatic. Roll 1d6. If there is only one damaged ship to Follow, on a roll of 1-4 it remains under escort; on a 5-6, it is now unescorted. When Following more than one damaged ship, on a roll of 1-4 the ships stay together and are still under escort; on a 5-6, any damaged ships become an unescorted "straggler" and separate. In all cases, undamaged ships from the original encounter are no longer present. The Kommandant must now decide which damaged ship will be followed (only one ship can be selected).

9.7.7 When attempting to follow a ship or Convoy, roll 1d6. On a roll of 1-4, the U-Boat has successfully Followed the ship or reengaged the Convoy and must roll to identify the four ships encountered (as if a "Convoy" was rolled). On a 5-6, the Convoy slips away, and the engagement ends. Advance the U-Boat marker one Travel Box and continue the patrol. Note if Following a Ship + Escort or Two Ships + Escort you do not re-roll for ID (or Escort Quality if using 14.6).

9.7.8 There are two basic Following options: Follow any damaged ships (automatic, per 9.7.6), or attempt to disregard damaged ships and Follow the Escorted undamaged ship or Convoy instead (9.7.7). When choosing to Follow any damaged ship that was part of a Convoy, contact will be lost with the Convoy and it cannot be Followed again.

9.7.9 U-Boats that successfully Follow treat the coming combat as though it were a new encounter, and not a second round of combat, but skipping steps that are inappropriate. You are not required to use the same tactics as in the previous attack. You may reload your torpedo tubes (providing you have reloads available).

9.7.10 § You cannot decline to attack in order to get more chances at having an escort leave a damaged ship. If you do not attack with at least one torpedo after having followed a damaged ship that is still escorted, the encounter ends.

Summary: an additional round of combat is only permitted against unescorted ship targets; in the case of engagements involving escorted ships or convoys, Following is the only option available to extend an engagement.

9.8 Aircraft Encounters

Your U-Boat may become susceptible to an Aircraft Encounter while on patrol. Aircraft Encounters are more likely to occur when conducting a Special Mission, moving through Transit Boxes (especially the Gibraltar Passage or Bay of Biscay), or when rolling on the Add'l Round of Combat table.

Procedure: Consult the Aircraft Encounter Chart [A1]. The result will indicate whether an air attack occurs (up to two separate air attacks) or not. If the air attack succeeds, consult the Flak Attack vs. Aircraft Chart [A2], with Flak combat results being considered simultaneous with the air attack results.

9.8.1 § When an Aircraft Encounter is rolled, the U-Boat will immediately attempt to dive to escape attack. Consult the Aircraft Encounter Chart [A1] and roll 2d6. If a modified 6 or more is rolled, there is no air attack (the U-Boat successfully crash dived); the U-Boat does not fire Flak. If a modified 5 or less is rolled, one or possibly even two attacks must be resolved on the Escort/Air Attack Chart [E3]. If the Encounter was rolled when attempting an additional round of combat vs. an unescorted target, the target escapes, even if the Aircraft is unable to attack.

9.8.2 Should an aircraft be able to carry out an attack, resolve the combat by applying a +2 modifier on the Escort/Air Attack Chart [E3] (along with the 1943 +1 modifier, if applicable; no other modifiers apply). Each Hit scored requires rolling 1d6+1d6 on the U-Boat Damage Chart. Furthermore, one U-Boat Crew Injury occurs automatically, in addition to any other damage incurred.

9.8.3 The U-Boat fires its Flak guns against the enemy aircraft (only if the Flak gun(s) are operational, see 9.8.4), simultaneous with the air attack resolution. (It is possible for a U-Boat to shoot down an aircraft that sinks it.) Consult the Flak Attack vs. Aircraft Chart [A2]:

  • If the aircraft is "Shot Down," any possible second air attack no longer occurs and the engagement ends.
  • If the aircraft is "Damaged," any second attack still occurs, but the encounter ends following the second air attack.
  • If the Flak fire result is a "Miss," the enemy aircraft shadows the U-Boat after completing its own attack. The engagement continues by consulting the Add'l Round of Combat table [E1], which may result in either an escort arriving (rolls for detection [E2], receiving the Previous Detection +1 modifier), or a new aircraft arriving on the scene. New aircraft go immediately to the Escort/Air Attack Chart [E3] (the U-Boat is automatically detected). The U-Boat may not fire Flak during the second (and any subsequent) round; it is considered submerged by this point.

9.8.4 A Flak attack is not permitted if all the U-Boat's Flak guns are damaged and/or inoperable. For game play, the Flak attack is considered a "Miss", which results in an automatic check on the Add'l Round of Combat table if there is no operable Flak gun.

9.8.5 FLAK MODIFIERS. The 2cm Flak gun was poorly placed on the Type VIIA boats, so it receives a +1 modifier to hit. Type IX boats were equipped with two Flak guns; if both are operational, it receives a -1 to hit modifier. If one has been knocked out, it fires with no modifier. If any type of U-Boat has all Flak guns inoperable, it cannot shoot at aircraft. Deck guns cannot fire at aircraft. For the purposes of the game, Flak ammunition is in unlimited supply.

9.8.6 GIBRALTAR PASSAGE AND BAY OF BISCAY. Note the unfavorable die roll modifiers when checking for Encounters [E1] for these named locations. Patrols later in the game (1942, 1943) also increase the likelihood that an Aircraft Encounter may occur.

9.8.7 Only the Type VIIC Flak U-Boat fires Flak after the first aircraft combat. All other U-Boat types dive after the initial aircraft attack and so do not fire again. For the special capabilities of the Type VIIC Flak U-Boat, see 11.4.7.

10.0 U-Boat Damage

When a U-Boat comes under attack, damage may result. The U-Boat Display Mat is used to track damage to specific systems or injury/KIA results to your crew. Repairs can be attempted on damaged systems once all combat rounds have been completed, typically at the end of an engagement but before any Following attempt (9.7) is rolled (exception: additional flooding is checked for at the end of each individual combat round).

Damage results apply immediately (even before Repairs can be attempted, per 10.7) and can have a negative impact on your U-Boat while it is actively engaged in combat. Example: damaged Dive Planes or your Kommandant becoming severely wounded results in an immediate negative modifier for Escort Detection [E2].

10.1 Flooding

10.1.1 For the first Flooding Hit scored, place the Flooding marker in the first space on the Flooding Damage Track. For each additional Flooding Hit, advance the Flooding marker one space to the right.

10.1.2 When the Flooding marker enters the final space of your Flooding Damage Track, the crew must blow ballast, immediately surface, and attempt to scuttle the U-Boat (10.9). This action is taken immediately; ignore any remaining Hits.

10.1.3 ADDITIONAL FLOODING. Following any combat round in which the U-Boat sustained at least one Flooding damage result, the U-Boat must check for additional flooding. Roll 1d6 with a 5-6 resulting in additional flooding; immediately advance the Flooding marker one space. On a roll of 4 or less, no additional flooding occurs. If your LI (Engineer) is rated "Experte," you receive a −1 favorable modifier. If your LI is KIA or SW, all additional flooding die rolls receive an unfavorable +1 modifier.

10.2 Engines

COMMENTARY: electric engines are used while the U-Boat is submerged; diesel engines are for surface running.

10.2.1 If one Diesel engine becomes Inoperative, the U-Boat must abort the patrol (10.8) and roll twice when checking for possible encounters (10.8.3) for each Travel Box entered as it heads home. If both Diesel engines are Inoperable, the boat is towed home if within one Travel Box of its base. Otherwise, the U-Boat must be immediately scuttled (10.9.4).

10.3 Hull

10.3.1 For the first Hull Hit inflicted, place the Hull Damage marker in the first space on the Hull Damage Track. For each additional Hull Hit, advance the marker one space to the right.

10.3.2 Hull damage is non-repairable at sea. When the Hull Damage marker enters the final space of the Hull Damage Track, the U-Boat is sunk with a loss of all crew.

10.3.3 The amount of Hull damage will impact the length of Refit for the U-Boat (10.10).

10.3.4 Each time the U-Boat attempts to escape detection by Exceeding Test Depth (9.6.4), the U-Boat must automatically incur one Hull Hit. In addition, note the 2d6 roll, which could result in additional Hull damage.

10.4 Fuel Tanks

10.4.1 Damaged Fuel Tanks result in negative modifiers for Escort Detection and Escort/Air Attacks.

10.4.2 If Repair of Fuel Tanks fails, the U-Boat must abort its patrol (10.8).

10.5 Crew Injury

COMMENTARY: the U-Boat crews consisted of roughly 50 men. For game purposes, 5 individual designated crewmen (plus possible Abwehr Agent) are individually tracked, along with 4 generic Crew boxes representing the remaining crew onboard.

10.5.1 When a Crew Injury results on the U-Boat Damage Chart [E4], immediately consult the Crew Injury Table [E5]. The three possible results are Light Wound (LW), Serious Wound (SW), and Killed in Action (KIA).

10.5.2 If the U-Boat Kommandant is Killed in Action (KIA), the game immediately ends. Proceed to check your Victory Level (5.2).

10.5.3 If the result is SW or KIA, the affected crewman cannot perform his duties, with the following effects:

  • KOMMANDANT: if the Kommandant becomes SW, the 1st Watch Officer (1WO) takes over the boat (resulting in a negative modifier for Torpedo/Deck Gun Fire [U1] and Escort Detection [E2]).
  • 1WO: no effect, unless he was in charge. If so, the 2nd Watch Officer (2WO) takes over (negative modifier for Torpedo/Deck Gun Fire [U1] and Escort Detection [E2]).
  • 2WO: no effect, unless he was in charge. In that case, the LI takes over and the U-Boat must immediately abort patrol and return to base (10.8).
  • DOCTOR: all SW crewmen may suffer loss of life. Roll 1d6 for each SW crewman when entering a new Travel Box, before checking for possible encounter. A roll of 1-3 is no result, a roll of 4-6 is a KIA result. If the Doctor is not SW or KIA, then no survival rolls are needed. (Usually only Type IX boats carried actual doctors; on most Type VII boats, one crewman was given medical training.)
  • LI (Engineer): all Repair rolls suffer +1 negative modifier, which includes when checking for additional flooding between combat rounds.
  • CREW (generic): no effect. However, if ALL generic Crew boxes are SW or KIA, then any Aircraft Encounters (9.8) receive a −1 modifier. Unwounded generic crewmen must absorb wounds before additional wounds can be applied to previously wounded crew boxes. Any LW crew spaces must absorb second wounds before SW crewmen.
  • ABWEHR AGENT: if there is no Abwehr Agent on your patrol, ignore this result. If, however, you are conducting a Special Mission involving Abwehr Agent Delivery and the agent is seriously wounded or killed BEFORE he is delivered, the mission is considered a failure, despite any ships you sunk.

10.6 Multiple Damage Results

10.6.1 Flooding and Hull Damage results are cumulative. Track each by placing or advancing the respective marker on the Hull or Flooding Damage Track.

10.6.2 Crew Damage may also be cumulative (i.e. 2x LW = SW, 2x SW = KIA), per the Crew Injury Table [E5]. However, an LW result has no effect on a crew space that is already SW.

10.6.3 No other damage results are cumulative. Recurring damage for a system that is already damaged (or is not present, such as the 3.7cm Flak gun on a Type VII boat) is treated as "No Effect." Exception: 10.6.1 and 10.6.2.

10.6.4 A result of "Flak Gun(s)" damages all Flak guns, should the U-Boat carry two or more Flak guns.

10.7 Repairs

Repairs on damaged systems are conducted while out on patrol once all combat rounds have been completed, typically at the end of an engagement but before any Following attempt (9.7). The results are reflected on the U-Boat Display Mat: either the Repair being successful (Damage marker removed), or the Repair failing (system becoming Inoperable for the remainder of the patrol). Inoperable systems are fixed during Refit (10.10).

Procedure: Once all combat rounds are completed, but before rolling for any Following attempt (9.7), remove the Flooding marker – all Flooding damage is always pumped out. Then roll 1d6 on the U-Boat Damage and Repair Chart for each system that has become damaged.

10.7.1 Identify all U-Boat named systems that have become damaged and are currently marked with a Damage marker.

10.7.2 Roll 1d6 under the table corresponding to the damaged system on the U-Boat Damage and Repair Chart to determine if the Repair has been successful.

10.7.3 "Experte" LI provide a favorable −1 modifier for all repair attempts, so long as the LI is not SW or KIA.

10.7.4 If the Repair attempt is successful, immediately remove the corresponding Damage marker. The system is now fully operational.

10.7.5 If the Repair attempt fails, flip the corresponding Damage marker over to indicate the system is now Inoperable. You may not attempt to Repair an Inoperable system at sea.

10.7.6 Consult the U-Boat Damage and Repair Chart [E5] to determine the negative impact of a Damaged system becoming Inoperable. An Inoperable system may result in the U-Boat having to abort the current patrol. Example: if the Fuel Tanks become Inoperable, the U-Boat must abort its patrol.

10.7.7 All Inoperable systems are automatically repaired during Refit once the U-Boat has returned to base (10.10).

REMINDER: Damage results apply immediately (even before Repairs can be attempted) and can have a negative impact on your U-Boat while it is still actively engaged in combat.

10.8 Patrol Abort

10.8.1 Certain results require your U-Boat to abort patrol as a direct result of a damaged system becoming Inoperable.

10.8.2 To abort the patrol, immediately place the U-Boat marker in the nearest Transit Box space and roll for an encounter normally. Continue moving towards your home base, rolling for encounters in each Transit Box, until you reach the base. (The U-Boat can move backwards on the track if the nearest Transit Box is where it initially embarked. If nearest Transit Box is equidistant in both directions, select either one.)

10.8.3 If the U-Boat has one Inoperable Diesel engine, it must roll twice per Travel Box entered for possible encounters.

10.8.4 U-Boats that are aborting patrol are not allowed to initiate combat, although they may be attacked if detected. This includes encounters with unescorted ships.

10.8.5 The Kommandant can always abort a patrol voluntarily, for whatever reason. Aborting a patrol does not necessarily mean the patrol is a failure. See 7.5.2 and 7.4.4 for success/failure criteria.

10.8.6 § If a Type IX U-boat aborts before the halfway point of its patrol, the patrol is considered to only have taken one month, not two, and a "P" is not placed below the current patrol's month. Remember to add any "x2" or "x3" boxes when determining the halfway point.

10.9 Scuttling

10.9.1 Certain results require the Kommandant to order his crew to scuttle the U-Boat (for example, if the Flooding Damage marker enters the last space, the U-Boat must immediately surface so the crew can attempt to scuttle it).

10.9.2 Scuttle attempts due to flooding are resolved by rolling 2d6. On a roll of 2-11, the scuttle is successful. If the roll is 12, the scuttling fails and the U-Boat is captured. In either case, the crew is captured and become prisoners of war.

10.9.3 Apply an unfavorable +1 modifier to the scuttle attempt if the Kommandant is SW.

10.9.4 If both Diesel engines are inoperable, and the U-Boat is more than one Travel Box away from port, the U-Boat is automatically considered to have successfully scuttled. However, roll 2d6 to determine if the crew is successfully recovered. On a roll of 2-10, the crew is rescued (and the game continues with the Kommandant receiving a U-Boat reassignment). On a roll of 11-12, the crew is lost at sea and the game ends.

10.9.5 Apply an unfavorable +4 modifier to the crew rescue attempt if the U-Boat radio is Inoperable.

10.10 U-Boat Refit

When a patrol is completed, the U-Boat undergoes Refit before going out on its next patrol. Crew recovery from injury is also determined. U-Boats always undergo a minimum Refit period of one month, but the extent of U-Boat damage or injury to the Kommandant can lengthen the number of months required.

Procedure: The base minimum duration for Refit is one month. Add an additional month of Refit if three or more systems are Inoperable. Add one additional month for each increment of three (or fraction thereof) of Hull damage sustained. Total the number of months for Refit, and place an "R" next to the month(s) on the Patrol Log Sheet immediately following the completed patrol. The next month beyond the Refit period indicates the start date for the next patrol.

10.10.1 Every U-Boat automatically spends a minimum of one month to conduct a Refit before it is able to begin its next patrol assignment.

10.10.2 Any type of damage (excluding Hull damage) that has not been repaired upon return to base is repaired "for free" for up to two systems; the damage is repaired during the mandatory one month Refit. If three or more systems are marked Inoperable at the start of the Refit, one additional month is added. The maximum duration added for Refit, regardless of number of Inoperable systems, is one month only.

10.10.3 The length of refit can vary based on the level of Hull damage absorbed. For every three spaces of Hull damage (or fraction thereof), one additional month is added to the Refit period. Example: for 5 spaces of Hull damage, the Refit period would be extended by 2 months. For 7 spaces, 3 months. Note: the Hull Damage Track has a darker line dividing the points at which the length of Refit would be extended.

Example: Type VII U-Boat returns to base with a damaged periscope, fuel tanks, dive planes, and 5 Hull damage boxes. The duration for the Refit period will be four months: one month (base minimum) plus one month for damaged systems (exceeded two systems) plus two months for Hull damage.

10.10.4 For each month of Refit required, place an "R" next to the month(s) on the Patrol Log Sheet. The first month beyond the Refit period indicates the start date for the next patrol.

10.10.5 § If a U-Boat returns and requires 5 months to conduct a Refit, the player automatically receives a new U-Boat of the same type (and latest model), per 11.4.2. If a U-Boat is replaced, any permanent assignment to the Arctic or the Mediterranean is cancelled.

10.10.6 EXTENDED PATROL LENGTH. Type IX (all models) and Type VIID U-Boats conducted patrols of greater duration. Place a "P" in the first month row of the Patrol Log Sheet upon return to base to reflect this extended patrol period before placing an "R" to log months used for Refit (Exception 10.8.6). Example: if a Type IX U-Boat conducts a British Isles patrol for September, October would have a "P" written in it and November would be the first month with an "R." Assuming no damage, it would begin its next patrol in December.

10.10.7 CREW INJURY RECOVERY. Crew Injury Recovery is performed during Refit; see 10.11.

10.11 Crew Injury Recovery

Any crewman suffering a Serious Wound (SW) will require a period to recover during the U-Boat Refit period. If any crewman is not able to complete recovery by the time the U-Boat is ready to start its next patrol, that crewman is replaced. The only exception is for Kommandant recovery, as you cannot conduct your next patrol until recovered.

Procedure: Roll 1d6 to determine the duration of incapacitation for any SW crewman during Refit. The number rolled is the number of months required for that crewman to recover. LW crewmen heal automatically during the first month of Refit. KIA crewmen are replaced.

10.11.1 An "Experte" Doctor provides a favorable −1 modifier to each crew recovery roll (unless the Doctor is SW or KIA).

10.11.2 If the recuperation time is longer than the duration necessary to complete refit, that crewman is replaced (and you lose any special benefits they may have provided).

10.11.3 If all four generic crewmen are replaced after a single patrol (including KIA generic crew), the U-Boat's crew quality decreases by one level (down to a minimum level of "Trained").

10.11.4 If the Kommandant is severely wounded (SW) and requires 5 months or more to recuperate, the player is automatically re-assigned to a newer U-Boat, and joined by a completely new crew, which starts at "Trained" level with no special abilities. The Kommandant is assigned the latest model of U-Boat currently available of the same Type as before and will begin his next patrol the month following his recovery.

11.0 Crew Experience, Promotions, Decorations, New U-Boat Assignment

During the Refit phase, you will possibly roll for Crew Experience and Promotions. Also, if you have earned an award, it is received during this phase. You may also be assigned to a new U-Boat.

11.1 Crew Advancement

Crew skill level starts at "Trained" and may increase during the war. The ability to increase experience is tied to the number of successful patrols carried out. For every three successful patrols, the player rolls once during Refit to determine what skill increase (if any) takes effect. These rolls are not cumulative.

For every three successful patrols completed (7.5.2 and 7.4.4) roll 1d6:

Roll 1d6Result
1LI "Experte" (all repair rolls receive favorable -1 modifier)
2Doctor "Experte" (all crew injury recovery rolls receive favorable −1 modifier)
31WO "Experte" (no penalty if he takes command of boat)
42WO "Experte" (no penalty if he takes command of boat)
5CREW skill increases one level*
6CREW skill increases one level*

* Crew Skill levels are Green, Trained, Veteran, and Elite.

11.1.1 Place the appropriate marker on the U-Boat Display Mat to record any crew advancement.

11.1.2 Ignore the result if a 1-4 is rolled and that individual crew member already holds "Experte" status.

11.1.3 The U-Boat crew starts at a training level of "Trained." If a 5 or 6 is rolled, the crew level increases to "Veteran." Veteran crews may increase to "Elite." Crews may not advance beyond "Elite" status or fall below "Green" status. "Green" crews have negative die roll modifiers.

11.1.4 If all 4 generic crew boxes receive SW or are KIA during a patrol, the overall Crew skill level decreases one level (but may never fall below "Trained"). If a U-Boat suffers 3 unsuccessful patrols in a row, the crew level decreases by one and can be reduced down to "Green" level.

11.1.5 At the end of every patrol, roll 1d6 if your 1WO is "Experte." On a roll of 6, he has been given his own U-Boat to command and must be replaced with a new 1WO.

11.1.6 If the U-Boat loses the 1WO through promotions or casualty, and the 2WO is rated as "Experte," the 2WO is promoted to 1WO and retains his "Experte" status. The U-Boat would have an "Experte" 1WO and a new 2WO.

11.1.7 Rolling for crew advancement takes place after every three successful patrols, regardless of any losses or changes in your crew.

11.2 Kommandant Promotion

11.2.1 The Kommandant ranks are as follows, in order of achievement:

  • Oberleutnant zur See (Olt zS): The lowest possible starting rank. No special capabilities.
  • Kapitänleutnant (KptLt): Allows the player to request a specific patrol assignment on a 1d6 roll of 1. If this occurs, the player may voluntarily choose his next patrol assignment from the U-Boat Patrol Assignment Chart [P1], unless permanently assigned to Arctic or the Med.
  • Korvettenkapitän (KKpt): Same as above but roll of 1-2 is successful. Also shortens Refit period by one month (ignore if original Refit period is only 1-2 months or 5 months). This represents his greater influence and ability to get repairs done faster.
  • Fregattenkapitän (FKpt): Same as above but roll of 1-3 is successful for requesting specific patrol assignment.
  • Kapitän zur See (KptzS): No new abilities incur, but it gives the player a nicer office in Training Command. This achievement is meant for players who wish to challenge the system by ending the game with the highest rank possible.

11.2.2 STARTING RANK. Players in any Type IX U-Boat begin at Kapitänleutnant rank regardless of starting year. Players in a Type VII U-Boat start as either Oberleutnant zur See or Kapitänleutnant. Roll 1d6:

YearStarting Rank, Roll 1d6
1939Kapitänleutnant (automatic)
1940Oberleutnant (1-2), Kapitänleutnant (3-6)
1941Oberleutnant (1-3), Kapitänleutnant (4-6)
1942+Oberleutnant (1-5), Kapitänleutnant (6)

Place the corresponding Kommandant Rank marker in the Rank space. The five Rank markers are numbered 1 through 5 to help designate the level of rank.

11.2.3 GETTING PROMOTED. Each promotion attempt is made after the 12th month of service during the Refit phase, and every 12 months after that. (A player who started in 9/39 would first roll for promotion in 9/40, then 9/41, then 9/42.) A final promotion roll is made in 6/43 for any players still alive at that point.

Procedure: Roll 1d6 for Promotion, with a roll of 1-4 being successful. The following die roll modifiers apply and are cumulative:

DRMDescription
-1per award of the Knight's Cross (or subsequent award) during the 12-month period
-1for every 10 ships sunk during the 12 month period
+1each unsuccessful patrol during the 12 month period

Note: the final promotion period (the 6/43 roll) may be significantly shorter than 12 months and may have few, if any, modifiers.

11.2.4 Failing a promotion roll has no effect. The player remains at his current rank and must wait until the next 12-month period.

11.3 Special Decoration

HISTORICAL COMMENTARY: the Knight's Cross was a highly coveted award. 125 U-Boat Kommandants received the Knight's Cross, but only 29 received the Oakleaves. An even smaller number (only five) won the Swords, with a mere two receiving the Knight's Cross with Oakleaves, Swords, and Diamonds.

To receive the Knight's Cross, the player must sink 100,000 tons of shipping or sink certain Capital ships. Awards are received during Refit.

11.3.1 To receive the Knight's Cross (KC marker), you must sink 100,000 tons of shipping or sink one of the designated Capital ships listed on the Capital Ship Target Roster [T5].

11.3.2 To receive the Oakleaves to the Knight's Cross (KCO marker): sink 175,000 tons of shipping, sink one of the designated Capital ships after having previously won the Knight's Cross, or sink 75,000 tons of shipping after having previously won the Knight's Cross.

11.3.3 To receive the Oakleaves and Swords to the Knight's Cross (KCO&S marker): sink 250,000 total tons of shipping, sink one of the listed Capital ships after having previously won the Oakleaves, or sink 75,000 tons of shipping after having received the Oakleaves.

11.3.4 To receive the Oakleaves, Swords, and Diamonds to the Knight's Cross (KCOS&D marker): sink 300,000 total tons of shipping, sink one of the listed Capital ships after having previously won the Swords, or sink 50,000 tons of shipping after having received the Swords.

11.3.5 At the end of a patrol in which the Kommandant receives the Knight's Cross (or a follow-up award), the player may request a newer model U-Boat (11.4).

11.3.6 FAVORABLE MODIFIERS. Players receive favorable modifiers based on the award they hold:

  • Knight's Cross (KC): No +1 die roll penalty to hit when firing a second salvo from the Aft Tube(s) during a Night Surface Attack.
  • Oakleaves (KCO): Same as above. In addition, favorable -1 die roll modifier when firing [U1] in addition to not being penalized for firing a second salvo during a Night Surface Attack.
  • Oakleaves and Swords (KCO&S): All abilities above. In addition, favorable −1 for Escort Detection [E2].
  • Oakleaves, Swords, and Diamonds (KCOS&D): All abilities above. In addition, Following attempts (9.7) on ships or Convoys are automatically successful.

11.4 Reassignment to a Newer U-Boat

Under certain cases, a player may be reassigned to a newer model U-Boat. If so, any permanent assignment to the Arctic or the Mediterranean is cancelled.

11.4.1 If the Kommandant is severely wounded (SW) and requires 5 months or more to recover, the player is automatically re-assigned to a newer U-Boat (10.11.4).

11.4.2 If a U-Boat returns and requires 5 months to conduct a Refit (before taking into account the -1 month possible for rank in 11.2.1), the player automatically receives a new U-Boat of the same Type (and latest model). The Kommandant retains the same crew with any special abilities, and goes out to sea as early as one month after returning to base, or longer if the Kommandant requires time to recuperate. Crew members that require more time to recuperate than the Kommandant are replaced (10.11.3 and 10.11.4).

11.4.3 At the end of the patrol in which a Kommandant receives the Knight's Cross (or a follow-up award), the player may request a newer model U-Boat. Roll 1d6 with a roll of 1-3 being successful. The player may save and accumulate all these requests for a later month if he wishes. Place the U-Boat Upgrade marker on your Display Mat as a reminder. The Kommandant gets to retain his previous crew (unless any require more time to recuperate, per 10.11.2), and goes out to sea in the new boat 1 month after having received it.

11.4.4 Kommandants are not eligible to switch between the Types of U-Boat. Once commanding a Type VII, he stays with Type VIIs, etc. There is no switching between Type VIIs and Type IXs.

11.4.5 LIMITED AVAILABILITY BOATS. Two boats are of extremely limited availability: the VIID specialized minelayer and the VIIC Flak U-Boat. These may only be chosen by the player rolling 1d6 with a 1-2 being rolled. If the attempt fails, the player is given a new boat of the latest standard model.

11.4.6 § TYPE VIID MINELAYER. This U-Boat is essentially a normal Type VII U-Boat with a lengthened hull to accommodate the 15 SMA mines, which were launched from vertical tubes (and so do not displace any torpedoes when on a minelaying mission; this is an exception to 7.4.2). They are allowed to operate in the Caribbean and West African Coast. Type VIID Minelayer U-Boats are always assigned a Minelaying (M) Special Mission (7.4.2) when on patrols to the British Isles and to North America/Caribbean, which includes a Mission M/A Travel Box. Exception: if assigned a North America (A) Special Mission, then the (A) mission is performed, not an (M) mission.

11.4.7 TYPE VIIC FLAK. This U-Boat was essentially a normal Type VIIC U-Boat, but due to the extra Flak guns and ammunition, only had enough room for 5 torpedoes, which started loaded in the torpedo tubes.

Flak U-Boats fire and roll twice on the Flak Attack vs. Aircraft Chart [A2], applying the favorable −2 modifier each time. They lose -1 of the modifier for each Flak system marked Inoperable. A Flak Boat with all 3 systems Inoperable cannot fire Flak at all. A "2cm Flak" result on the damage table knocks out one of the quad 2cm systems, and the "Flak Gun(s)" result knocks out all three.

Additionally, Flak U-Boats may remain on the surface to fight it out with an attacking aircraft for a second round. The aircraft automatically strafes (causing a Crew Injury) but only attacks with depth charges/bombs a second time on a 1d6 roll of 1-3. After this second round, if the aircraft is still undamaged, it would be considered to be shadowing outside of Flak range, so the Flak U-Boat would roll for an Additional Round of Combat (9.8.3).

12.0 Random Events

A Random Event may occur once per patrol, and is triggered when checking for possible Encounters [E1] in a Travel Box. When a Random Event occurs, ignore the Encounter result.

Procedure: When checking for possible encounters on the Encounter Chart [E1] for each Travel Box, the first time during a patrol that an unmodified 12 is rolled, a Random Event is triggered. Immediately consult the Random Events Chart [R1]. The result is applied immediately.

12.1 Resolving Random Events

12.1.1 Random Events are resolved immediately the first time an unmodified 12 is rolled when checking for a possible encounter. Ignore the encounter listed on the Encounter Chart (even if the Random Event ends up being ignored).

12.1.2 A Random Event only takes place once per patrol assignment. If a 12 is rolled when checking for an encounter again during the same patrol, proceed by carrying out the Encounter listed on the Encounter Chart [E1]. No Random Event occurs.

12.1.3 The "Superior Torpedoes" and "'Hals und Beinbruch" Random Events are the two events in which you receive markers that can be placed in the Random Events space on your U-Boat Display Mat. These carry benefits beyond when the Random Event was rolled. Superior Torpedoes benefit you for the current patrol only, while the "Hals und Beinbruch" event can be used either for the current or a subsequent patrol. Once used, these markers are removed.

12.1.4 Note that some Random Events cannot occur during certain patrol assignments. Exceptions are noted on the Random Events Chart [R1].

12.1.5 If a Random Event cannot take place and you are instructed to ignore it, then a Random Event check can be triggered again the next time an unmodified 12 is rolled during the same patrol. An individual Random Event can be triggered numerous times, but only one Random Event can occur per patrol assignment.

12.1.6 Once the Random Event has been resolved (whether it could be carried out or not), you advance your U-Boat marker to the next Travel Box to check for the next possible encounter.

12.1.7 Random Events cannot occur during a Special Mission patrol assignment (7.4) in the Mission (M/A) Travel Box. They can occur in any other box during the mission.

Historical Note: all Random Events are based on research and happenings that transpired during the German U-Boat War—including the Swim Call event, in which a Kommandant lost his life after slipping and hitting his head on the deck. Consider this paying homage to "chaos theory in gaming" in which not everything is under your direct control. Remember, stuff happens…

13.0 Multi-Player and Tournaments

While The Hunters is designed as a solitaire gaming experience, additional options for play are provided for both multi-player gaming sessions and organized tournament play (in some cases, more than one copy of the game may be necessary).

13.1 Two Player Game

13.1.1 Both players should start with the same boat at the same month and continue until both U-Boats are sunk, or until reaching a pre-agreed upon ending date.

13.1.2 The players alternate patrols, with one player running his U-Boat and the other player rolling for Escort Detection attacks, damage, and air attacks. If Evasive Maneuvers are used (Optional, 14.8), the current U-Boat player will decide which evasive maneuver to use, while the other player will choose a direction for the escorts before both are revealed.

13.1.3 The player with the most tonnage sunk wins.

13.2 Top Tonnage Tournaments

13.2.1 All players start at an agreed upon date, with the same U-Boat type, and run patrols until killed or until June 1943. The player with the most tonnage sunk wins (dead or alive), based on one of the two tournament formats below.

13.2.2 LONG TONNAGE TOURNAMENT. Start Date: 9/39. Starting U-Boat: Type VIIA or Type IXA.

13.2.3 SHORT TONNAGE TOURNAMENT. Start Date: 5/41. Starting U-Boat: Type VIIC or Type IXC.

13.3 Survival Tournament

13.3.1 This uses the same format as the top tonnage tournaments, except the player is required to survive to 6/43.

13.4 Mixed Boat Tournament

13.4.1 Same format as any of the above tournaments, except the requirement to have all players use the same boat is lifted; players are free to choose Type IXs or Type VIIs at their personal whim.

13.5 Wolfpack Tournaments

13.5.1 The Wolfpack Tournament format is only recommended for a large number of players. Players are divided into groups of six, which constitutes a Wolfpack, given a unique name. Each Wolfpack competes against other Wolfpacks for most tonnage, and individual players compete for the most tonnage sunk.

13.5.2 All players start with a Type VIIC in June 1942 and are assigned to the Atlantic. All players treat the first two Transit Boxes normally as if playing solitaire.

13.5.3 All players treat the first "Atlantic" space on their Patrol Track box as automatically triggering a Convoy encounter (no need to roll on the Encounter Chart).

13.5.4 Instead of the usual roll for the Wolfpack modifier, for each round of combat, one player is chosen at random to get the +1 detection modifier while the rest of his Wolfpack receives the -1 detection modifier (roll 1d6 to determine which player gets the unfavorable modifier, low roll losing out).

13.5.5 The Wolfpack may continue the engagement against the Convoy for three rounds of combat, as Following is considered automatic. After this initial battle, players advance their Travel Box by one and roll for encounters. Any players who roll "Convoy" attack in the initial combat round. Players who roll "no result" may join the Wolfpack attack on the second round. Players who roll a "Ship" or "Capital Ship" encounter may leave the Wolfpack for that Travel Box, or may join the Wolfpack on the second round of combat.

13.5.6 Continue this process until all U-Boats are sunk, aborted, or finish their patrols normally.

14.0 Optional Rules

The Hunters includes the following optional rules; any combination can be adopted at the player's choosing.

14.1 Standard Tonnage Amounts

14.1.1 If players wish, they may use a standard tonnage amount instead of rolling for ships randomly:

Ship TypeTonnage
Small Freighter3,500 tons
Large Freighter7,000 tons
Tanker9,000 tons

14.1.2 Capital ship encounters are still rolled for separately on the Capital Ship Target Roster [T5].

14.2 Reduced Convoy Targets

14.2.1 Extensive playtesting has shown that players often choose to ignore the smallest of the 4 ships in a convoy. Therefore, to save time, players need only roll for identifying 3 ship targets instead of 4 when engaging a Convoy.

14.3 Increased Historical Targeting

14.3.1 Players who wish to add more historical flavor should log the names of their targets along with the tonnage values on the Patrol Log Sheet.

14.3.2 If any ships sunk appear later due to an identical Target Roster die roll, roll again. This way the same ship cannot be sunk twice.

14.3.3 Optional Target Rosters have been provided to double the amount of ships available to target during a given engagement.

14.4 Historical U-Boat IDs

14.4.1 For those who wish an historical number to assign to their boat, a list of U-Boats by number that fell within the Types presented in the game is provided in the game components (by Type: VIIA, VIIB, VIIC, VIID, VII Flak, IXA, IXB, IXC).

14.4.2 Enter the Historical U-Boat ID on your Patrol Log Sheet (4.3.1).

14.5 Historical Wolfpack Names

14.5.1 When conducting Wolfpack Tournaments (13.5), historical Wolfpack names (e.g. West, Markgraf, Seewolf, Störtebecker, Panther, and many others, each with the historical number of U-Boats involved) can be used to name your Wolfpack.

14.6 Variable Escort Quality

COMMENTARY: even early in the war, there were significant differences in the quality of the escort commanders and their equipment. To reflect this, players may incorporate the following optional rule.

14.6.1 Prior to rolling on the Escort Detection Chart [E2] for the first time during an encounter, roll 1d6 to determine the Escort Quality, based on the date:

Roll 1d6GreenTrainedVeteranElite
1939-194112-56n/a
1942-194312-456

14.6.2 Place the corresponding Escort Quality marker on the Escort space on the U-Boat Combat Mat [U4].

14.6.3 The following modifiers apply based on the Variable Escort Quality:

  • Green Escort: subtract 1 Hit from the Escort/Air Attack Chart [E3] result. If the result was "U-Boat Sunk", treat as "5 Hits" instead.
  • Trained Escort: no modifiers apply.
  • Veteran Escort: add 1 Hit to the Escort/Air Attack Chart [E3] result. If "5 Hits" were scored, the U-Boat is instead sunk.
  • Elite Escort: same effect as Veteran Escort, plus favorable +1 modifier for Escort Detection [E2] (9.6.4).

14.7 Variable Aircraft Quality

COMMENTARY: there were significant differences in the quality of the Allied aircrews and different aircraft weapon capabilities. To represent these factors, players roll for Variable Aircraft Quality.

Procedure: Should the U-Boat not successfully crash dive in time to evade aircraft attack (9.8.1), immediately check for Aircraft Quality before rolling on the Escort/Air Attack Chart [E3]. Roll 1d6:

Roll 1d6GreenTrainedVeteranElite
1939-194112-56n/a
1942-194312-456

14.7.2 Place the corresponding Aircraft Quality marker on the Air Attack space on the U-Boat Combat Mat [U4].

14.7.3 The following modifiers apply based on the Variable Aircraft Quality:

  • Green Aircraft: subtract 1 Hit from the Escort/Air Attack Chart [E3] result. If the result was "U-Boat Sunk", treat as 5 Hits instead.
  • Trained Aircraft: no modifiers apply.
  • Veteran Aircraft: add 1 Hit to the Escort/Air Attack Chart [E3] result. If 5 Hits were scored, the U-Boat is instead sunk.
  • Elite Aircraft: same effect as Veteran Aircraft, plus automatic U-Boat Crew Injury is increased from one to two (9.8.2).

14.8 Evasive Maneuvers

COMMENTARY: at the cost of adding time to the combat rounds, players may use this optional rule to give them some additional variation in trying to evade depth charges.

Procedure: When resolving escort depth charges on the Escort/Air Attack Chart [E3], but before rolling to determine the number of U-Boat Hits, the U-Boat Kommandant picks a number between 1 and 6 to indicate his evasive direction:

  • 1 or 2 = Evading Left; 3 or 4 = Evading Right; 5 or 6 = Evading Straight

The player then rolls 1d6 to randomly determine the escort direction:

  • 1 or 2 = Escort Left; 3 or 4 = Escort Right; 5 or 6 = Escort Straight

14.8.1 If the Escort direction is different than the U-Boat evasive direction, the U-Boat subtracts one Hit from the result [E3]. If the Escort direction matches the U-Boat's direction, but the number rolled is not the same, the U-Boat adds 1 Hit. If the escort number rolled is identical to the U-Boat evasive direction number, the U-Boat adds 3 Hits.

14.8.2 The U-Boat is not automatically sunk if the total number of Hits exceeds 5. Simply roll for each Hit separately on the U-Boat Damage Chart [E4].

14.8.3 In a two-player game, both players secretly choose direction by placing their chosen number face-up on a six-sided die and revealing simultaneously.

14.8.4 Evasive maneuvers are not possible if the U-Boat's Hydrophones are damaged (skip this rule in that instance).

14.9 Resupply at Sea

COMMENTARY: resupply mainly involved fuel and stores from specialized U-tankers, also known as "Milk Cows." Only 4 Type Xb and 6 Type XIV were built in the period covered by this game, meaning the possibility of resupply is reasonably slim.

14.9.1 Resupply is not available for the Mediterranean and is not available for Caribbean/North American patrols.

14.9.2 Resupply can only occur once per patrol.

Procedure: To conduct resupply, roll 1d6 after conducting encounters in the final "on station" Travel Box for that patrol. Resupply can occur on a roll of 1. The U-Boat immediately rolls on the Bay of Biscay table on the Encounter Chart [E1] to reflect the added risk of being surfaced. Assuming no encounter occurs, it receives fuel, which places the U-Boat back in the first "on station" Travel Box for that patrol. It also receives Deck Gun ammo (but not over the initial load amount). On an additional 1d6 roll of 1, the refueling U-Boat also receives up to 1d6 worth of G7a torpedoes. On a roll of 2, it receives up to 1d6 of G7e torpedoes, and on a roll of 3 it receives up to 2 of each type. A roll of 4-6 has no effect on torpedo reloads. If an encounter results when rolling on the Bay of Biscay table, then no resupply is possible.

14.9.3 A U-Boat that successfully rolls to replenish torpedoes can only do so if it has available capacity and is in range of the allowable torpedo mix permitted (4.5).

14.9.4 A player is never forced to take resupply.

14.9.5 If resupply occurs, one month is added to the Refit period for that patrol (representing additional time at sea). Denote by writing a "P" down in the first month following the patrol.

14.10 Non-Historical Patrol Areas

14.10.1 If the player wishes, he may ignore the Type IX and Type VII U-Boat patrol restrictions as detailed in 7.3.1 and 7.3.2. Note: this can create some very unhistorical situations.

14.11 Convoy Penetration

14.11.1 § If a player successfully bypasses Escort Detection and gets to Close Range against a Convoy, apply a +1 drm to the ship size roll when generating targets. In this case, a modified "6+" would be a Tanker. (Historical note: some daring U-boat aces, such as Kretschmer, would penetrate convoys in an attempt to find larger targets. This rule provides an incentive to get to close range against convoys.)

15.0 Historical Brief

15.1 Top Ten German U-Boat Kommandants

For those who wish to see how their results match up against the best U-Boat commanders of World War II, here are the top ten German "aces" and their tonnages of ships sunk:

  1. Otto Kretschmer — 16 patrols, 46 ships sunk (273,043 tons). A rare oddity: a top ace who also managed to survive the sinking of his boat. His success began when he took command of U-99 (Type VIIB) in April 1940. Cornered by destroyers from Convoy HX 112 on 17 February 1941, he ordered his boat scuttled and was captured.
  2. Wolfgang Lüth — 16 patrols, 46 ships sunk (225,204 tons). A "duck" expert who later commanded the Type IX U-181 into African waters and the Indian Ocean, earning the first-ever Knight's Cross with Oakleaves, Swords, and Diamonds to a U-Boat commander. Sadly, he was shot by accident by a German sentry just days after the war ended.
  3. Erich Topp — 13 patrols, 36 ships sunk (198,650 tons). Commanded the U-552, the infamous "Red Devil" boat.
  4. Heinrich Liebe — 9 patrols, 34 ships sunk (187,267 tons). One of the pioneers of the U-Boat force, commanded the U-38.
  5. Viktor Schütze — 7 patrols, 35 ships sunk (180,073 tons). Switched to the U-103 (Type IXB), sinking 28 ships in just 4 patrols.
  6. Heinrich Lehmann-Willenbrock — 10 patrols, 25 ships sunk (179,125 tons). Commanded the U-96 (Type VIIC); the commander in the movie Das Boot is modeled after him.
  7. Karl-Friedrich Merten — 5 patrols, 27 ships sunk (170,151 tons). Took command of the Type IX U-68 in 1941.
  8. Herbert Schultze — 9 patrols, 26 ships sunk (169,709 tons). Commanded the U-48, which can be called the most successful ever, with 52 ships sunk during 12 patrols (Schultze commanded it for 8 of those).
  9. Günther Prien — 10 patrols, 30 ships sunk (162,769 tons). Famous for the incredible sinking of the HMS Royal Oak in the middle of Scapa Flow. Commanded the U-47 (Type VIIB) from December 1938 until its loss in May 1941.
  10. Georg Lassen — 4 patrols, 26 ships sunk (156,082 tons). Commanded the U-160 (Type IXC).

16.0 Designer's Notes

The Hunters design evolved into a journey of discovery. I originally came upon the concept after playing B-17: Queen of the Skies. The key difference (other than the fact that U-Boats don't fly) was that I wanted the player, as the U-Boat commander, to be confronted with a continuous stream of decisions, as opposed to a solitaire game that resembled "Dice Olympics." I felt it was important to weave role-playing elements into the game, by presenting players with a narrative to become emotionally vested in wanting to complete a successful tour of duty. Hence the inclusion of the awards, promotions, and crew quality rules.

A key design focus was to make the game playable without sacrificing historical accuracy. One of the pleasant surprises that came out of testing was the two-player game—despite the game being designed primarily as a solitaire game, having both players running a boat while concurrently rolling for the other players' escorts works extremely well in practice.

Certain aspects of the early U-Boat conflict (such as Type II U-Boats) were deferred to keep the overall scope of the game manageable and centered on the two major classes of German U-Boats. The game extends only through the first half of 1943 because the design goal was to keep the game simple yet challenging and playable, and because the technological changes that occurred (Allied aircraft, sonar, radar, and homing torpedoes, decoys, schnorkels on the German side) resulted in a much different type of U-Boat War—better suited to a dedicated treatment in a later game.

In conclusion, I hope you experience as much fun playing The Hunters as we had creating it. Hals und Beinbruch! (break a leg!) — Gregory M. Smith

17.0 Bibliography

  • Blair, Clay. Hitler's U-Boat War: The Hunters, 1939-1942. Modern Library, 2000.
  • Blair, Clay. Hitler's U-Boat War: The Hunted, 1943-1945. Modern Library, 2000.
  • Wynn, Kenneth. U-Boat Operations of the Second World War (Volumes 1 and 2). Naval Institute Press, 1998.
  • Jordan, Roger. The World's Merchant Fleets 1939: The Particulars and Wartime Fates of 6,000 Ships. Naval Institute Press, 1999.
  • Miller, David. U-Boats: The Illustrated History of the Raiders of the Deep. Brassey's, 2000.

Game Credits

Game Design: Gregory M. Smith. Counter and Display Art: Ian Wedge. Package Art and Design: Rodger B. MacGowan and RBM Studios © 2013. Rules Editor: Jack Beckman. Producer: John Kranz. THE HUNTERS, German U-Boats at War, 1939-43. Copyright © 2013, 2014, 2019 Consim Press for GMT Games. Consim Press is a division of ConsimWorld LLC.