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War at Sea

War at Sea Rulebook

Table of Contents

Table of Contents

  • 1. Object
  • 2. The Mapboard
  • 3. The Playing Pieces
  • 4. Prepare for Play
  • 5. Sequence of Play
  • 6. Movement
  • 7. Combat
  • 8. U-Boats
  • 9. Land Based Airstrikes
  • 10. Airstrikes
  • 11. Surface Combat
  • 12. Disengaging
  • 13. Repairs
  • 14. Convoys
  • 15. Minor Navies
  • 16. Oilers
  • 17. Neutral Port
  • 18. Example of Play
    • ASW & U-Boat Combat
    • Airstrikes
    • Surface Combat
    • Disengaging
  • 19. Play Balance Optional Rules
  • Clarifications
  • Credits

1. Object

WAR AT SEA is a two player game with one player controlling the Axis (German & Italian), and the other the Allied fleet. The object of WAR AT SEA is to control the seas as much as possible during the time frame of the game given each side's respective forces. The winner is the player with the most "Points of Control" (hereafter referred to as POC) after eight game turns.

2. The Mapboard

2.1 The mapboard is a diagramatic representation of the six major sea areas in which the European naval war was fought. Each sea area has a numerical value expressed in POC which is awarded to the player controlling that area at the end of every turn. The Axis (German-Italian) player receives that total specified after the word "AXIS"; the Allied value follows the word "ALLIES". Only one player can control a given area in any one turn.

2.2 The green sections of the mapboard are Allied "ports". There are five Allied ports in the game: USA, Malta, England, Leningrad and Russia.

2.3 The red sections of the mapboard are Axis "ports". There are three Axis ports in the game: Italy, France, and Germany. Note that Norway is considered part of Germany for port purposes.

2.4 France does not become an active port until Turn 2. It ceases being an active port after Turn 6. Ships may not enter an inactive port.

2.5 Leningrad and Russia do not become active ports until Turn 3.

2.6 The entire South American continent is considered a "Neutral Port".

2.7 Although the US ships do not enter the game until Turn 4, the port and its repair facilities can be used immediately.

3. The Playing Pieces

3.1 Three different colored sets of playing pieces (henceforth known as ships) are supplied. Green units are Allied, dark blue are German, and light blue are Italian. The following diagram identifies the symbols found on the ships.

Each ship counter shows: Nationality (letters A=United States, R=Russia are used for those nations; otherwise the counter's color identifies the nation), Name of ship, Airstrike Factor, Attack factor, Defense factor, and Speed. For example, the carrier Courageous shows an Airstrike Factor of 2, and an Attack factor of 0, a Defense factor of 6, and a Speed of 1 in the lower row of numbers.

3.2 Smaller white counters are provided as playing aids to mark damaged or disabled ships: a Damage Marker (a number showing accumulated damage points) and a Disabled Marker (an "X"). Control Flags and Points of Control (POC) markers are also provided.

4. Prepare for Play

4.1 Remove and sort the ship counters by nationality and place named reinforcements in the proper box of the TURN CHART printed at the bottom of the mapboard. Ships designated as reinforcements are easily distinguishable by the line which underscores their name.

4.2 Place all other ships in their respective ports.

4.3 British ships may start the game in England or Malta, but British reinforcements must start in England.

4.4 Italian and German ships start from their respective home ports.

4.5 Russian ships must start in Leningrad, but not prior to Turn 3 (See 15.1).

4.6 American ships must start from the USA, but not prior to Turn 4 (See 15.3).

5. Sequence of Play

5.1 Both players consult the TURN CHART and place any reinforcements in their respective ports.

5.2 The Allied player moves his ships and repairs those damaged ships which he has not moved.

5.3 The Axis player moves his ships, places U-boats, and repairs those damaged ships which he has not moved.

5.4 Any "Control" flags on the board from previous turns are removed at this time.

5.5 Both players simultaneously place their land-based Airstrike markers.

5.6 Both players resolve combat, one sea area at a time.

5.61 The Allied player conducts all ASW attacks; any surviving, non-disabled U-boats may then attack in return.

5.62 Both players pick their targets for all air attacks and resolve air combat.

5.63 The Allied player allocates and resolves the fire of his surface vessels to any opposing surface vessels in the same area. The Axis player then returns fire in a like manner with his own ships including those which may have been sunk or disabled by Allied fire that turn.

5.64 Surface combat rounds are repeated until all ships of one side are either sunk, disabled, or voluntarily withdrawn with no pursuit.

5.7 Place proper control flag in each sea area which was controlled by a given side, and return all ships to ports adjacent to sea areas. EXCEPTION: See instructions printed in each sea area for individual cases.

5.8 Award POC for convoys and for control of sea areas as listed on the gameboard; adjusting the POC counter up or down the POC chart as necessary.

5.9 Advance the TURN counter one square on the TURN CHART and repeat steps 5.1—5.9 till game end.

6. Movement

Movement rules govern initial placement of ships at the beginning of a turn and have nothing to do with speed capabilities of individual ships. Speed is used to disengage or pursue and will be covered under 'Disengaging' (12.0).

6.1 Ships may always move into the sea area or areas that border directly upon their port of departure.

6.2 Ships may attempt to move through an adjacent area into another area only if the first area they move through was NOT ENEMY CONTROLLED the previous turn. Therefore, on the first turn of the game all ships may attempt to move two areas.

6.3 All ships moving to an area adjacent to their port are placed first. Then ships which attempt to move two areas are placed. (For example: England to Barents Sea).

6.4 Each ship attempting to move two areas must roll a die and compare the results with the speed of the ship. If the die roll is equal to or greater than the ship's speed the attempt fails and the ship must immediately return to either its original port or a port bordering the second sea area. The ship may not remain at sea and misses the remainder of that turn. If the die roll is less than the ship's speed the move is successful and the ship may remain in the second sea area for the remainder of that turn.

6.5 The Axis player may place U-boats in any sea area regardless of distance, enemy ships, or control.

6.6 Only Russian and German ships may enter the Baltic Sea.

6.7 Ships may never enter an opposing or inactive port.

6.8 After combat resolution each ship returns to an adjacent port. See instructions printed on mapboard areas and 16.1 for exceptions.

6.9 Ships may not move from port to port without being in a sea area during the combat resolution phase of a turn except as outlined in 6.4 above.

7. Combat

7.1 Combat resolution in WAR AT SEA is extremely simple. Each attacking unit is given a certain number of "shots" equal to its Attack factor which is printed on the counter. Each "shot" entitles the attacker to one die roll.

7.2 A die roll of "5" DISABLES the target. A disabled counter is placed on the target and it must return to port at the conclusion of the current round of combat. (Exception: Disabled U-boats must return to Germany before returning fire) the disabled counter is automatically removed upon entering port.

7.3 A die roll of "6" is a HIT. The die must then be rerolled to determine the extent of damage. The number rolled is the amount of damage points assessed against the target. A damage counter of the appropriate strength is placed on the target vessel. Damage is cumulative.

7.4 If damage points exceed the Defense factor of the target ship, the ship is sunk.

7.5 The SPEED of the target vessel is reduced by one per each point of damage, but speed is never reduced below 1.

7.6 If damage points equal the Defense factor of a ship, the Attack factor becomes one unless it originally had an attack factor of 0. Carriers which receive damage equal to their Defense factor lose their airstrike capability until repaired.

7.7 "6's" take precedence over "5's" regardless of the order in which the numbers are rolled. A ship which is both sunk and disabled is considered sunk. A ship which is damaged and disabled returns to port with damage. (See 18—Examples of Play)

8. U-Boats

8.1 The Germans begin the game with 3 U-boats and receive others in the form of reinforcements as noted on the TURN CHART. There may never be more than seven U-boats in play at any one time. Excess U-boats may not be accumulated for use in later turns if losses subsequently bring Axis U-boat strength below the maximum allotment.

8.2 U-boats alone cannot control a sea area but their presence in any area at the end of combat prevents the Allied player from controlling it regardless of the number of ships the Allied player may possess in that area.

8.3 U-boats are attacked as a group by all Allied ships in the same area. The Allied player rolls one die per ship, three dice per convoy, and three dice per carrier that are in the area. This represents his entire ASW (Anti-Submarine Warfare) strength for each area.

8.4 Each time the ASW die roll results in a "5" one U-boat is disabled and immediately returned to Germany before returning fire. Each "6" die roll eliminates (sinks) one U-boat.

8.5 All U-boats which survive the ASW attack may immediately attack any Allied ship or convoy in the area by rolling one die per surviving U-boat. U-boats may concentrate all their fire on one ship or convoy or divide it in any manner among ships in the same area. Such attacks must be predesignated however; the Axis player may not observe the results of one attack before deciding on the target for a second U-boat. Subsequent hits or disables have no effect on ships other than the specified target.

8.6 There is only one round of U-boat combat per sea area per turn. Survivors remain in the sea area for control determination purposes.

9. Land Based Airstrikes

9.1 Each player has one AIRSTRIKE marker representing land based aircraft with a strike value (Airstrike factor) of 3.

9.2 Both players are restricted as to the ports and sea areas in which they can use land based Airstrike markers. The Allied player can attack with them in Germany, Italy, France or the Mediterranean. The Axis player can attack with them only in the Barents, Baltic, Mediterranean, Malta or Leningrad. Red and white plane symbols are printed on the mapboard as ready reminders of the areas which are subject to land based air attack.

9.3 The land based Airstrike capability cannot be divided between more than one area or port per turn.

9.4 Ships which fail in a double area move attempt are returned to port prior to the combat phase and hence are subject to any air attacks launched on the port that turn.

9.5 Ships and U-boats disabled as a result of U-boat action and earlier airstrikes during that turn which return to port are not considered in the port at the time of the airstrike and thus may not be attacked there.

10. Airstrikes

10.1 Airstrikes may only be made against enemy ships in the same area or port as the attacking force. For example: a carrier in the Baltic Sea could not launch airstrikes against Leningrad although Axis land based air could.

10.2 Each player totals the number of Airstrike factors he has in the area from both land based and carrier based planes. (The number of die rolls allowed for each carrier is equal to its Airstrike factor). He then attacks up to that number of enemy ships in the area by rolling one die per attack. Targets must be specifically stated before each die roll. No ship can be attacked more than once per turn from the air even if there is more Airstrike capability than target ships in the area.

10.3 Air combat is simultaneous so a carrier may launch its strikes even if sunk or disabled by an opposing airstrike during the same turn.

10.4 Airstrikes are not repeated in the same area during the same turn regardless of the number of surface combat rounds which may take place.

10.5 Airstrikes (either land or naval based) may not be launched against U-boats. The provisions of 8.3 reflect all ASW effects.

11. Surface Combat

11.1 Surface combat is likely to occur whenever the Axis player places ships in an area containing Allied ships. If, after all U-boat and Airstrike combat has been resolved, opposing surface ships still occupy the same sea area surface combat must follow.

11.2 Individual ships cannot split their Attack factor between targets—all of a ship's Attack factor must be used against the same target. All surface fire must be predesignated; i.e., targets can't be switched during a combat round after seeing results of prior fire.

11.3 The Allied player lines up his ships in the area and places them adjacent to the enemy ships he wishes to attack. After he has fired, the Axis player rearranges his ships in much the same manner, to fire at the opposing ships of his choice. Axis ships sunk, damaged, or disabled by Allied fire may return fire at their strength prior to the Allied attacks because combat in each round of surface combat is considered simultaneous. After Axis fire, all disabled and sunk ships are removed.

11.4 Whenever opposing surface vessels exist in the same area after a round of surface combat, additional rounds of combat may be fought until only one side has surface vessels in that area.

11.5 German ships which are undamaged at the beginning of any surface combat round may add one to the die roll of all shots taken against enemy ships or convoys. Thus, "4's" would disable a target, and "5's" would become hits. A "6" die roll is still treated as a hit. The "plus one" additive to the die roll is not added to the damage die reroll after each hit.

11.6 Carriers may not be fired upon in surface combat unless all other surface vessels in the area have also been fired upon—OR—the carrier itself fires (or will fire) in surface combat during that round of combat. Therefore the British player should always inquire as to the Graf Zeppelin's intentions in any surface combat before designating his own fire.

12. Disengaging

12.1 At the end of each round of surface combat either side can attempt to DISENGAGE his fleet as a whole or in groups at the speed of the slowest ship in the group.

12.2 Once a player disengages a ship he must withdraw all his ships in the sea area at that time. He cannot disengage only a portion of his force, although he may disengage in separate groups and at different speeds.

12.3 The opposing player can PURSUE and force into another round of surface combat any withdrawing group of ships that are moving at a speed equal to or less than his group of pursuing ships. (See 18. Example of Play)

12.4 If a player disengages he cannot claim POC for the area even if his opponent pursues him and is subsequently sunk or disabled. In this event, no POC could be claimed by either side.

12.5 Pursuing ships can break off the engagement after any surface combat round, even if getting beaten, and claim POC for the area or may continue pursuit into ensuing rounds of surface combat until one side is entirely sunk or disabled, or the speed of his pursuing ships is insufficient to maintain the pursuit.

12.6 A disengaging ship which is disabled during pursuit but survives that round of surface combat escapes to port despite pursuit.

12.7 The pursuing player has the option of letting the enemy disengage or pursuing with some or all of his ships. Ships that will pursue must do so immediately. They may not be held back and be committed to pursuit after another round of combat.

12.8 The pursuing player can elect to pursue one or more disengaging groups with 1 or more different groups of his own ships. However, any pursuing group can only engage one group of disengaging ships and must be at least as fast as the disengaging group.

12.9 Either player may ask that the decision whether or not to disengage be written and revealed simultaneously. If both sides disengage neither gets control of the area.

13. Repairs

13.1 Damaged ships that have not moved, or attempted to move, during a turn can be repaired in friendly ports.

13.2 Each port contains a large white number which represents the repair facilities of that port. A port can repair up to that number of damage points each turn. Example: if two German ships each with 2 damage points spent an entire turn in France then one would be completely repaired and the "2" damage marker on the other would be replaced with a "1" damage marker.

13.3 Ships are free to sail while damaged. Damaged ships do not have to repair damage before sailing again.

14. Convoys

14.1 Only one convoy is allowed in a given sea area at any one time. Convoys are treated as one ship for combat purposes.

14.2 All convoys start from the USA.

14.3 Unlike other ships, convoys may stay at sea at the end of a turn and may move freely into the Barents Sea on their second turn at sea. Convoys may not attempt to move through two sea areas in the same turn.

14.4 All convoys which survive one turn in the Barents Sea may move to Russia at the end of the turn. Each convoy (even if damaged) delivered to Russia earns 3 POC for the Allied player.

14.5 After one turn at sea (in the North Atlantic) a convoy may put into England and earn 1 POC.

14.6 A convoy can claim POC only once during a game. Once turned in for POC it is removed from the game.

14.7 Disabled convoys always return to USA automatically and may sail again in later turns.

14.8 During surface combat a convoy can only be fired at if all other surface ships in the area have been damaged or disabled at the time of fire. (The Axis could conceivably attack a convoy in the first round of combat, but the designated attacking ship(s) could fire only if every Allied ship in the sea area has been already damaged, disabled or sunk at the instant of attack).

15. Minor Navies

15.1 Russian ships start the game at Leningrad on Turn 3 and can only be used in the Baltic Sea. They are immune to land based air attack prior to Turn 3.

15.2 Russian ships may sail during a turn only if a "5" or "6" is rolled that turn. Each ship must be rolled for separately each turn.

15.3 US ships are released individually into the game permanently on a die roll of "6". The Allied player may roll once per turn for each individual ship beginning on Turn 4.

15.4 US ships may not move outside the North Atlantic and USA.

15.5 Italian ships may not leave the Mediterranean except for the four cruisers (1-1-7's) which may move into the South Atlantic if the Mediterranean was not controlled by the Allies on the previous turn.

15.6 Once outside the Mediterranean on subsequent turns the Italian cruisers may attempt to venture into the North Atlantic, France, or the Neutral port.

15.7 Unless the Axis player controls the Mediterranean for any four consecutive turns, the Italian fleet is subject to TAKEOVER at the beginning of Turn 8. Roll one die for each Italian ship with the results determined as follows:

  • 1,2 = Allied Control
  • 3,4 = Scuttled
  • 5,6 = German Control

Scuttled ships are removed from the game. Ships under Allied control are moved by and fight for the Allied player.

16. Oilers

16.1 At the end of any turn up to and including Turn 3, German ships in the North or South Atlantic may try to stay at sea and refuel with oilers. If successful, they may be placed in any sea area the following turn. If unsuccessful, they are placed in the Neutral Port.

16.2 To successfully refuel at sea, the German player must roll one die per ship per turn. On Turn 1 a die roll of 1 to 5 is successful; on Turn 2 a die roll of 1 to 4; and on Turn 3 a die roll of 1 to 3 is necessary for success.

17. Neutral Port

17.1 All ships disabled while in the South Atlantic must move to the Neutral port.

17.2 Ships in the Neutral port must leave the turn after arrival or pay 1 POC per ship per turn they stay.

18. Example of Play

The scene is the Barents Sea. The German player is making an all out effort to sink the Allied convoy.

The forces present are:

Allied: Convoy 3C (1-3-3), Victorious (0-2-7, Airstrike factor 2), Hood (4-4-7), Norfolk (1-1-7), Duke of York (4-5-6), Warspite (4-4-4), Sussex (1-1-7), Repulse (3-3-6).

Axis: 3 U-boats (1-0, each with an Airstrike factor of "*"), a land based Airstrike marker, Graf Zeppelin (1-2-8, Airstrike factor 2), Bismarck (4-9-6), Scharnhorst (3-5-7), Admiral Hipper (1-2-7), Graf Spee (2-2-5).

(Each ship's numbers, left to right, are Attack factor, Defense factor, Speed; a superscript number above the ship silhouette is its Airstrike factor where applicable.)

ASW & U-Boat Combat

The Allied player has a convoy and carrier each worth 3 ASW die rolls plus six surface vessels for a total of 12 ASW die rolls to oppose the three German U-boats. The Allied player rolls seven misses, two "5's" and three "6's". The "6's" are counted first and the entire German submarine force is eliminated without return fire. Had there been seven U-boats involved, three would have been eliminated, two would have been disabled and returned immediately to Germany, and the other two would be able to remain in the Barents Sea and return fire. Let's assume instead that the Allied player rolled eleven misses and a "5". The two remaining subs will fire at the convoy. They roll a "1" and a "6". The "6" is rerolled to determine the total amount of damage with a subsequent die roll of "2". A "2" damage counter is placed on the convoy marker. The U-boat/ASW phase of the battle is over.

Airstrikes

The British player has two Airstrike factors from the Victorious and allocates them against the largest German ships rolling a "5" against the Bismarck and a "6" on the Scharnhorst. The "6" is rerolled for a damage result of "3". The German player now allocates his five airstrikes (3 for land based air and two for the Graf Zeppelin) against the Convoy, Victorious, Hood, Duke of York and Repulse in that order with results of: "2,6,3,3, and 4". The hit on the Victorious is rerolled to determine damage and a "3" results thus sinking the Victorious which can absorb only two points of damage. Note that although the Victorious was sunk the effects of her airstrike remain the same because such combat is considered simultaneous even though the Allied player takes his "turn" first. Had the Graf Zeppelin been sunk by an Allied air attack the German player would still have had five airstrikes to use during the turn.

Surface Combat

The Allied player names targets and fires first. The Convoy, Hood, and Norfolk all fire at Scharnhorst for a total of six shots. He rolls: "1,3,6,2,4,2" for a total of 1 hit. The hit is rerolled and yields two additional points of damage—enough, when added to the already existing damage, to severely cripple but not sink the Scharnhorst.

Duke of York fires four times at Admiral Hipper and rolls: "1,1,6,3". He rerolls the hit for a total damage of 1 point. Warspite takes four shots at Graf Spee but misses with all four.

Because all the other German surface ships have been attacked, the Allied player may and does attack the German carrier. He allocates fire from both the Sussex and Repulse against the Graf Zeppelin. The Repulse rolls two "5's" and a "6". The "6" is rerolled and the resulting damage of "4" sinks the Graf Zeppelin. The disabled results are ignored and the Sussex is left with nothing to shoot at. Her fire capability for this turn is lost because targets can't be switched once allocated.

The German player now returns fire. The rules prohibit him from attacking the convoy until all the escorts have been damaged or disabled so the Scharnhorst fires at the Hood three times. Since Scharnhorst was damaged prior to this round of combat it may not add "1" to its die rolls. The die rolls are "1,3 and 5"; thus disabling the Hood. Graf Zeppelin takes one shot at the Duke of York and rolls a "3"; even with the +1 die adjustment for an undamaged German surface ship this roll is a miss. Admiral Hipper fires once at the Warspite and rolls a "5". This becomes a "6" with the +1 additive and the hit is rerolled for a damage count of "3". Graf Spee fires twice at Repulse with no effect, having rolled a "2" and a "3". This ends the first round of surface combat.

Disengaging

Actual strength of all ships after the first round of surface combat is shown in parentheses beneath each ship: Convoy (1 1 1), Warspite (4 1 1), Norfolk (1 1 7), Sussex (1 1 7), Scharnhorst (1 0 2), Duke of York (4 5 6), Repulse (3 3 6), Admiral Hipper (1 1 6), Graf Spee (2 2 5). Finding himself outclassed in firepower, (14 Allied shots to 4 German shots) the German announces he is disengaging prior to the second round of surface combat. He withdraws the Scharnhorst separately at a speed of 2 and the Admiral Hipper and Graf Spee together at a speed of 5.

The Allied player decides to pursue but must leave the Convoy and Warspite behind due to their reduced speed which makes it impossible for them to catch even the crippled Scharnhorst. This move guarantees that the Convoy will reach Russia regardless of the outcome of further battles. The Barents Sea will not be controlled by either side due to the presence of German U-boats and the withdrawal of the German surface ships. The British player splits his pursuit into two groups; sending Norfolk and Sussex after Scharnhorst, and the Duke of York and Repulse pursue Admiral Hipper and Graf Spee. The second round of surface combat is now ready to begin.

Norfolk and Sussex fire at Scharnhorst and roll a "4" and "5", thus disabling the Scharnhorst and ensuring its escape. It returns fire—rolling a "4" at Norfolk with no effect. The turn is now over for the Norfolk and Sussex—they may not aid in further pursuit of other German vessels.

In the other pursuit, the Duke of York fires four times at the Admiral Hipper and the Repulse fires three times at the Graf Spee. All seven shots are misses. The Admiral Hipper fires once at the Repulse and rolls a "4" for no effect. The Graf Spee fires twice at the Duke of York and rolls "4 and 5". The Graf Spee started the round undamaged so she adds one to both die rolls obtaining a hit and a "disabled". The hit is rerolled and 4 damage points are assessed against the Duke of York. It returns to Russia with a "4" damage counter. The second round of surface combat is now over.

The British player now has second thoughts about continuing the pursuit. He no longer enjoys a numerical advantage in number of shots and has to receive fire from two enemy ships, one of which is undamaged and receives a +1 additive to its shots. The Repulse thus decides to break off pursuit before the third round of surface combat. The German, having been the first to disengage, may not follow. All combat for this turn is now completed.

19. Play Balance Optional Rules

These rules may be omitted or used in any combination providing both players agree to their use prior to the start of the game.

19.1 Lessen the defense factor of the Bismarck and Tirpitz to 7.

19.2 Allow the Axis player to accumulate U-boat replacements even if he currently has all 7 U-boats in action.

19.3 Allow the British player to make his initial placement of ships face down, forcing the German to move his units without knowing the exact identity of the British forces in each sea area.

Clarifications

  1. The game does not end because either side obtains more than a 10 POC lead, unless a player willingly surrenders. Neither side can have more than a 10 POC lead at anytime during the game; POC in excess of 10 are lost.
  2. As stated previously in 2.3 Germany and Norway are the same port. All ships stationed in the Germany-Norway port complex may freely move to either the Baltic, North, or Barents Sea every turn.
  3. A convoy is not considered a "surface vessel" for purposes of rule 11.6.
  4. DISENGAGING ships do not move to an adjacent sea area. If they escape pursuit they return to a port.

Credits

Historical Research & Design: John Edwards

Game Development: Don Greenwood

Artwork: John Edwards, Scott Moores, Jim Hamilton

Boxart: Robert D. Watts, Leeward Publications, Inc.

Playtest: B. Barr, J. Connolly, S. Greenwood, R. Hamblen, M. Saha, M. Uhl

Printing: Monarch Services

Typesetting: Colonial Composition

Copyright 1976 The Avalon Hill Game Co, Baltimore, MD