t ' ~aval combat. Players should.pl~y each ga.me I In the order presented as thrs IS the easiest

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1 \ 1.0 INTRODUCTION BISMARCK is a thorough updat of th popular Avalon Hill rlas of th sam nam issud in th arly sixtis. Th gam now includs, howvr, a mor historicalprsntation of th campaign whil rtaining much of its prdcssor's simplicity and as of play. BISMARCK is composd of thr gams of incrasing complxity. Th Basic Gam pits '; th Grman battlship Bismarck and havy ~, cruisr Prinz Eugn against th might,of th r' British navy and can b playd in lss than 2% l ;,. hours. Th Intrmdiat Gam xpands upon r th historical scnario by providing' various '. altrnativ ordrs of battl which could hav f occurrd. Th Advancd Gam uss a miniaturs-orintd c,ombat systm similar to that mployd in anothr Avalon Hill gam, JUTLAND, to prsnt th ultimat in tactical t ' ~aval combat. Playrs should.pl~y ach ga.m I In th ordr prsntd as thrs IS th asist mthod to assimilat th systm of play Historical Background At dusk on May 21, th Grman, Battlship Bismarck, accompanid by th havy cruisr PrinzEugn. quitlyslippd from hr bas in Brgn, Norway to bgin on of th " most dramatic chaptrs of naval history. Hr ordrs: clar th Atlantic of Allid shipping. Succss would man th isolation and vntual dfat of Grat Britain. Dfat would man I th loss of Grmany's only oprational battl ;1 ship and an indfinit dlay to th Krigsmar " in's stratgic timtabl. Succss in th opration hingd upon th ability of th Bismarck to snak past th British air and naval sarch scrn which xtndd from Britain to Grnland. Onc out in th vast xpans of th Atlantic, it would bdifficultfor th British to maintain offnsiv sarch patrols of sufficint strngth to dfat hr. Taking advantag of th bad wathr in th Arctic rgions, Bismarck and Prinz Eugn saild north of Icland and through th Dnmark Straits btwn Icland and Grnland. Whil in passag, th Bismarck was discovrd by th British cruisrs Suffolk and Norfolk, who quickly radiod th Bismarck's position. Early th nxt morning th British battlships Hood and Princ of Wals. homing in on th radio signals, intrcptd thm. In on of th most famous naval battls in history, th Bismarck blw up th Hood and damagd th Princ of Wals, which thn quickly rtratd out of action. 'Grat though th victory was, th Bismarck was still in dangr as long as th two British cruisrs maintaind contact with hr. British capital ships wr closing in from all dirctions and it would b but a mattr of hours bfor thy would rcommnc battl. Admiral Lutjns, th Grman commandr, dcidd that th opration was too risky to continu and ordrd a chang of cours for th Bismarck back to th Frnch port of Brst whil th Prinz Eugn was to maintain th original cours and mission. This mov caught th British shadowing forc compltly off guard. Th Bismarck was abl to shak off hr pursurs and was racing undtctd to Franc whn an unfortunat radio mssag was issud by Lutjns to Grmany, dtailing th victory of th prvious morning. Th British wr abl to locat th sourc of th signal and th chas was on again. Th jump that th Bismarck had gaind mant that th aircraft carrir Ark Royal was all that stood btwn hr and safty. Two dsprat air striks wr launchd from this carrir in hops of stopping th Bismarck. On lucky hit damagd th Bismarck's ruddr which forcd hr to rduc spd. This was xactly what th British ndd. Early th nxt day, th battlships King Gorg Vand Rodny caught up with th Bismarck as hr crw was vainly trying to rpair th damag. At ths odds, and in th condition sh was in, th Bismarck was doomd to dfat. Firing for almost two hours, th British battlships wr unabl to sink hr, although thy knockd out all of hr guns. It finally took a combination of torpdo damag and scuttling chargs to snd th mighty Bismarck to th bottom. BISMARCK rcrats this opration in dtail. Each playr or sid controls ithr th British or Grman ordr-of-battl as it actually xistd. Th Grman playr attmpts to brak th Bismarck and Prinz Eugn out into th Atlantic and gain victory by sinking nmy ships and convoys. Th British playr must utiliz his suprior numbrs to locat. cornr and sink th Bismarck, 1979 THE AVALON HILL GAME CO, BALTIMORE M 1 4

2 BASIC GAME ( 1.2 Brif Synopsis of Play Th Basic Gam is playd in turns, ach rprsnting four hours of ral tim. In ach turn, both playrs scrtly mov any or all ships and air units undr thir command on th sarch board. Each playr may thn call out zons in which h has sarching ships and/or air units in an attmpt to locat th opponnt's ships. If an air unit locats an nmy ship in its zon, it may conduct an air strik. If opposing ships ar discovrd in th sam zon, thy may procd to combat on th Battl Board. Ships fir simultanously and damag is rcordd on th HIT RECORD PAD. Play continus until th Bismarck rturns to port, is sunk, or tim runs out. Th playr who has acquird th most victory wins th gam. 2,0 COMPONENTS 2.1 Parts Invntory 1. Gam Box and Lid 2. Two Idntical Sarch Boards 3. On Battl Board 4. On Sht of Di-cut Countrs 5. On St of 6 Playr-Aid Cards 6. Two Rang Findrs and Battl Manuvr Gaugs 7. Hit Rcord Pad 8. Two Dic (on colord and on whit) 9. Ruls Manual 2.2 Sarch Board Thr ar two idntical sarch boards (on for ach playr) providd in th gam. Each playr uss a sarch board to manuvr his ships and air units in an attmpt to locat opposing ships and convoys. All movmnt and location of units on th sarch board must b hiddn from th viw of th opponnt. Playrs can. ithr plac a box-half upright btwn th two boards (placing on board ovr th box lid to hold it in plac) or plac ach board in a diffrnt location in ordr to accomplish this. Printd on ach sarch board is a map of th North Atlantic ovr which th Bismarck qpration occurrd. Th map has bn dividd fjlto squar 'zons'. Each zon is approximatly 90 statut mils in lngth. Ships may only ntr or mov through zons which contain a grid-coordinat (EXCEPTION: s TERRAIN EFFECTS CHART). Air units may ntr any zon ithr with or without a grid-coordinat. No unit can ntr a portion of th map which dos not contain a zon. Partial zons containing a grid-coordinat (and th Bordaux air bas) along th dg of th board and along som of th land bordrs ar considrd and usd as normal zons. Partial z s without a grid-coordinat othr than Bordaux cannot b ntrd by any unit. '. Each grid-coordinat is composd of on lttr and on or two digits. It is usd to idntify that particular zon and to stablish th zons which ships can ntr. All significant faturs of th sarch board map ar idntifid on th trrain ffcts chart found on th covr of this manual. 2.3 Battl Board During sarch procdur, whnvr opposing ships ar discovrd to b in th sam zon on th sarch board, play may rvrt to th battl board, whr ship to ship combat is rsolvd. At th start of any battl, th dfnding ships ar placd in th cntr hxagon (hraftr rfrrd to as hx). Any and all of th anacking ships ar placd in any of th outrmost hxs along anyon dg randomly dtrmind by a di roll. 2.4 Unit Countrs and Markrs Includd in th gam is a sht of di-cut countrs which rprsnt all of th major fighting ships and air units that participatd in th campaign, plus som optional ships which could hav bn involvd. Also includd ar diffrnt typs of markrs to b usd as playing aids. Enough countrs and markrs hav bn providd to play th basic and advancd gams. Svral of th optional ruls in th intrmdiat gam rquir playrs to provid thir own markrs. Only thos ship and air unit countrs listd in ach playr's BASIC GAME ORDER OF APPEARANCE CHART and th markrs dscribd blow ar usd in th basic gam. All othrs should b placd asid. Thir us will b xplaind in th appropriat gam in which thy ar to b includd Countr Idntification Sarch Board Ship and Air Countrs II 2-1 ~ Ark Royal Ship Countr Torpdo Bombr Air. Unit II Dstroyr Flotilla Div Bombr Air Unit II Submarin Countr 2-1 ~ Victorious Fightr Air Unit Eir Long Rang Rconnaissanc Lvl Bombr (LR rcon) Air Unit Air Unit Tactical Board Ship Countrs BC 8 ~ Rpuls 2B NOTE: Thr ar no Tactical Board Countrs for submarins or dstroyrs Advancd Tactical Ship Countrs (usd in Advancd Gam only) NOTE: All countrs hav a whit strip on a blu background. Thr ar no Advancd Tactical Ship countrs for submarins or dstroyrs Markrs Visibility II Air Unit Rturn to Bas Location II Task Forc Convoy Escort Tim Shadow B Ship Unit Rturn to Bas (also usd for task forcs) D Numbr quadrant 2.42 Ship Countrs Each ship has a Y2" squar countr that rprsnts it on th sarch board. Printd on th countr is various information ndd for play. Front of Countr movmnt mod sarch Back of Countr patrol mod ~strngth 4-3 Prinz Eugn CA Patrol 1 ~ maximum spl--d-... vasion rating li+---. nam! E E F t

3 IS) Nationality: Front of Cou ntr Back of Countr Front of Back of movmnt mod patrol mod Countr Countr sarch Goldltfr Black lttr strngth ing on black ing on gold maximum b~~~gro,~nd background spd Grat Whit lttr Rd lttr # of aircraft Britain ing on rd ing on whit background background nduranc rating / hom bas Franc (not. Whiflttr-.. Blu lttrusd in.., '..' ;Jng ()P.~lu ing on whit Nationality... Basic Gam) '"background background Front of Back of Unitd Whit lttr- Grn lttr Countr Countr Stats (not ing on grn ing on whit Grmany usd in background background Black print Blu-gray Basic Gam) ing on blu printing on gray whit back Gnral Typ of Ship background ground Battlship BB-Battlship BC-Battlcruisr PB-Pockt Battlship (mor trmd Armord Cruisr) Cruisr CA-Havy Cruisr CL-Light Cruisr Aircrah Carrir CV-Aircrah Carrir Dstroyr accuratly DD or CT-Dstroyr (CT is an abbrviation for Contr-Torpillur-a fast Frnch dstroyr) not usd in Basic Gam Submarin SS or UB-Submarin (UB is an abbrviation for U-Boat}-not usd in Basic Gam Movmnt and Patrol Mod-Whn th front of th countr is fac-up, th ship is in movmnt mod. Whn th back of th countr is fac-up, th ship is in patrolmod. A ship in movmnt mod can mov up to its maximum spd. A ship in patrol mod cannot mov but has a gratr sarch capability. Aircraft carrirs do not hav a patrol mod. Thy cannot patrol. Grat Britain Black printing on brown background Brown printing on whit background All bombr air units usd in th basic gam hav ithr th torpdo bombr or th lvl bombr silhoutt on th front of th countr and ithr on of th rconnaissanc silhoutts or nothing on th back. Typ- ~ -Land-Basd Rconnaissanc ~ -Ship-Basd Rconnaissanc ~ -Torpdo Bombr... -Lvl Bombr, -Div Bombr.,/' -Fightr All LR rcon air units hav th landbasd rconnaissanc silhoutt with th word 'Patrol' on th back Mod-All LR rcon air units hav a movmnt and patrol mod. Whn th front of th countr is fac-up, th LR rcon air unit is in movmnt mod. Whn th back of th countr is fac-up, th LR rcon air unit is in patrol mod. Lik ship countrs, an LR rcon Sarch Strngths-Th lft-hand air unit in patrol mod has a rducd maximum numbr indicats th ship's sarch capability during daylight turns. Th right-hand numbr indicats th ship's sarch capability during night turns. 4!.425 Nam-Th nam of th ship. spd but an incrasd sarch capability. Bombr air units hav an attack and rconnaissanc mod {EXCEPTION: Grman lvl bombr air units do not hav a rconnaissanc mod}. Whn th front of th countr is fac-up, th bombr air unit is in attack mod. It can attack any locatd nmy ship in th Evasion Rating-Th ship's maximum sam zon it is in. Whn th back of th spd in knots. On th sarch board, th countr is fac-up, th bombr air unit is in vasion rating is usd to dtrmin whthr a rconnaissanc mod. It has a gratr ndurship can brak away from a shadowing ship. anc, spd and sarch capability, but it cannot launch an air attack. LR rcon air units Maximum Spd-Th gratst num can nvr launch an air attack. br of zons that a ship can mov in on turn Sarch Strngths-Idntical in func No ship has a maximum spd gratr than tion to ship's Sarch Strngths two. 2,436 Enduranc Rating-Th numbr of turns that an air unit can rmain in flight. 2,437 Maximum Spd-Th maximum 2.43 Air Unit Countrs numbr of zons that an air unit can mov in Thr ar two basic typs of air unit countrs usd in th basic gam: long rang rconnaissanc and bombr. Th bombr air units ar furthr dividd into two sub-typs, lvl bombr and torpdo bombr. Th silhoutt on th front sid of th countr indicats th typ of air unit that it rprsnts. on turn Hom Bas-Location from which air unit oprats (ithr aircrah carrir or land bas). 2,439 # ofaircraft-this valu is usd only in th intrmdiat gam and is ignord in th basic gam Sarch Board Markr Information Ths markrs hav bn providd to aid in idntifying location or mission of ships on th sarch board and ar usd only on th sarch board Convoy: Two British battlships ar rlgatd to convoy scort at th start of play. A convoy markr is placd ovr ach of th ships to idntify thir spcial assignmnt. Th arrow indicats th dirction th convoy is moving Task Forc: Ships which ar to mov and hav combat as a singl forc must b placd in a task forc. A task forc markr is usd to idhtify th task forc on th sarch board. \ 2.53 Shadow: A shadow markr is usd to rmind playrs which ships on th sarch board ar bing shadowd. On is placd in ach zon that th shadowd ships occupy Location: Ths markrs aid in tracking th position of nmy ships which hav bn locatd by sarch. Th typ symbol printd on th location countr indicats th typ of ship locatd. Bcaus of th grat varity of ship typs includd in th gam, only a limitd n.umbr of location markrs hav bn pr~ vldd. If playrs nd mor location markrs, thy can ithr handmak thm or commandr othr typ markrs usd in th intrmdiat or advancd gams. Th numbr markrs ar spcially suitabl. Just writ in th typ symbol of th vssl bing trackd on th markr. 2.6 Battl Board Ship Countr Information Usd only on th battl board. Th countrs hav bn dsignd to fit snugly into th battl board hxs. turrts \... BC~ ~ B nam"...~':', ~~ scondary mamnl anti-aircraft valu va;;on rating 2.61 Anti-Aircraft Valu: Not usd in th basic gam Evasion Rating: Sam valu as on sarch board ship countr. On th battl board, th vasion rating dtrmins th abi Iity ofth ship to withdraw from combat Nam: Nam of ship 2,64 Turrts and Scondary Armamnt: Indicats th position of ths gun sctions on th ship countr. 2,7 Playr Aid Markr Information Usd on th playr aid card to kp track of tim, air and ship nduranc or visibility conditions: 2.8 Playr Aid Matrials 2.81 Each playr rcivs a Playr Aid Card corrsponding to th nationality of th sid h is playing. On th card is givn th Ordr of Battl, Tim Rcord Track, and th Visibility Tabls. H also gts th Basic Gam Tabls card containing th Sarch and Shadow Tabls. Optimum placmnt of th card is upright against th boxtop btwn th sarch boards Hit Rcord Pad Th Hit Rcord Pad is usd to kp track of damag and salvos availabl for ach ship. Only on sid of th hit rcord pad, lablld 'Bismarck Hit Rcord Pad', is usd in th basic gam.

4 2.83 Rang Findr and Battl Manuvr Gaug Ths implmnts ar usd in th advancd gam only. 3,0 PREPARE FOR PLAY Both playrs dcid which gam lvl to play. Playrs should bcom familiar with th basic gam first bfor vnturing into th mor advancd gams. Each playr taks his playr aid card with th 'Basic Gam' sid up and placs it in a convnint location out of th viw of his opponnt. Th opponnt should nvr b prmittd to look at th playr aid card at any tim during th gam. Th playrs also put thir basic gam tabls card in a convnint location. Both playrs punch out th ship and air unit countrs that thy will us and plac thm on th sarch board as dtaild in th ordr of apparanc. Only thos ships and air units listd in th basic gam ordr of apparanc ar usd in th basic gam. All of th rmaining countrs ar rsrvd for th mor advancd vrsions. A battl board countr for ach battlship, cruisr and aircraft carrir is also punchd out and st asid with th battl board to b usd in naval or air combat. Each playr taks on sht from th hit rcord pad. Bgin play. 4,0 SEQUENCE OF PLAY BISMARCK is playd in turns. Each turn is dividd into svral phass which must b prformd in th squnc dscribd blow. 4.1 Unit Availability Phas: Th British playr placs on th sarch board any ships which ntr play in th currnt turn. Air units availabl from rst and rfit in th currntturn can b rturnd to thir bas. 4.2 Visibility Phas: Th Grman playr dtrmins th visibility conditions for th currnt turn. Ships may ntr into or brak from task forc or convoy during this phas. 4.3 Shadow Dtrmination Phas: Eithr or both playrs may slct on air unit or ship in th sam zon as a locatd nmy ship to shadow that ship. Th ship must hav th sam or gratr vasion rating than th ship it is attmpting to shadow. All ships dsignatd for shadow must mov in this phas. Th Shadow Tabl is thn utilizd to dtrmin th succss of th shadow attmpt. 4.4 Air Movmnt Phas: Any and all air ;mits in play may mov up to thir maximum spd. Air units which must rturn to bas ar rmovd from th sarch board onto th Tim Rcord Chart to b rturnd aftr a priod of rst and rfit. 4.5 Ship Movmnt Phas: Any and all ships in play which hav not movd in th Shadow Dtrmination Phas may mov up to thir maximum spd. 4.6 Sarch Phas: Each playr may sarch vry zon in which h has sufficint sarch capacity as dtrmind by th v~sibility lvl for th currnt turn..\ 4.7 Air Attack Phas: An air l,lnit in attack mod and in th sam zon as a locatd nmy ship may launch an air attack against that ship. Air units which flw from bas this turn and with rmaining movmnt may rturn to bas aftr all combat is rsolvd. 4.8 Naval Combat Phas: If both playrs hav on or mor locatd ships in th sam zon, thy may conduct combat btwn ths ships on th battl board if ithr playr wishs. 4.9 Chanc Phas: Th British playr rolls two dic and consults th Chanc Tabl to dtrmin whthr th Bismarckandlor Prinz Eugn locats a convoy or ar thmslvs locatd by gnral sarch. At th conclusion of th chanc phas, ach playr movs his tim markr to th nxt turn on his tim rcord track. This sam squnc of phass is followd ach turn. 5.0 SHIP ACTIVITIES ON THE SEARCH BOARD 5.1 Ship Movmnt 5.11 A playr can mov all, som or non of his ship countrs on th sarch board in a turn. A playr is nvr rquird to mov any of his ships in a turn A cruisr may mov up to two zons ach turn A battlship or aircraft carrir with a maximum spd of '2' may mov two zons in non-conscutiv turns. It must altrnat ach turn that it movs two zons with at last on turn in which it movs lss than two zons A battlship with a maximum spd of '1' (ithr Rodny, Rami/lis or Rvng) may mov up to on zon ach turn All movmnt mad by battlships or aircraft carrirs is subjct to ful limitations (s sction 5.2). Th maximum spd of any ship can b rducd du to battl damag A ship can mov lss than its maximum spd or not at all. It is nvr rquird to mov Whn moving, ach zon ntrd must b adjacnt to th zon bing xitd. A ship countr cannot ntr a zon which dos not contain a grid-coordinat. Thr ar svral xcptions and thy ar numratd in th Trrain Effcts Ky Thr ar ntry and xit rstrictions at crtain ports that prvnt a ship from moving to crtain adjacnt zons. Ths rstrictions ar dtaild in th Trrain Effcts Ky. Grman ships cannot ntr a zon in th Irish Sa (ths zons hav black instad of whit gridcoordinats), nor can Grman ships ntr a zon containing a port in Grat Britain. Othrwis, a ship can ntr any zon with a grid-coordinat which is adjacnt to th zon it occupis Any numbr of ships may ntr andlor occupy th sam zon without pnalty. A ship cannot mov off th sarch mapboard. 5.2 Battlship and Aircraft Carrir Ful Allotmnt 5.21 In th basic gam, cruisrs ar xmptd from any ful xpnditur. Thy can mov up to two zons ach turn without pnalty. A battlship or aircraft carrir with a maximum spd of '2' must xpnd on ful factor of its ful allotmnt ach turn that it movs two zons As long as a battlship or aircraft carrir with a maximum spd of '2' has at last on unxpndd ful factor, it can mov on zon ach turn without any ful xpnditur Whn a battlship or aircraft carrir xpnds all of th ful factors availabl to it, it can no longr mov normally and must hncforth utiliz mrgncy movmnt Ships in mrgncy movmnt can mov up to on zon vry scond turn. Ths altrnat turns ar lablld 'C' on th tim rcord track. Ships in mrgncy movmnt cannot mov in a turn which is not lablld 'C' A battlship with a maximum spd of ", xpnds on ful factor only if it movs on zon in a non 'C' turn. Onc it xpnds all of its ful factors, it can only mov by mrgncy movmnt Each playr rcords ful xpnditur by chcking off on ful box in th ful sction on th hit rcord sht by th ship's nam for ach ful factor xpndd. In ordr to insur that fast battlships and carrirs do not xpnd ful moving two zons in conscutiv turns, it is suggstd that playrs mark th turn numbr in th xpndd ful box. Undr no circumstanc maya battlship or aircraft carrir mov two zons in conscutiv turns A ship whos spd is rducd du to battl damag still rtains its original maximum spd whn dtrmining ful xpnditur. EXAMPLE: As a rsult of battl damag, th Bismarck's spd has bn rducd to a maximum mov of just on zon pr turn. It dos not hav to xpnd a ful factor vry tim it movs a zon in a non-'c'turn, aswould th Rodny. For purposs of ful xpnditur, it is still considrd to hav a spd of '2', vn though it can no longr mov two zons in a turn Grman Brakout Bonus: In th first turn of play, ach Grman ship may mov thr zons without xpnding any ful or ach Grman ship may mov four zons at a cost of on ful factor, or ach ship may mov fiv zons at a cost of two ful factors. Each turn thraftr thy must mov normally Aircraft carrirs cannot mov 2 zons in a turn that thy launch air units. 5.3 Ship Patrol 5.31 All ships xcpt aircraft carrirs hav th capability to patrol. Patrolling allows ships to us a highr sarch strngth whn sarching for nmy ships. Patrolling also improvs th chancs that th Bismarck or Prini Eugn will locat a convoy A ship may chang to or from patrol mod ach turn. Any chang to or from patrol mod must b mad bfor th ship movs (EXCEPTION: 8.24) A ship cannot mov at all whil in patrol mod. It may only mov whn it is in movmnt mod A ship is in patrol mod only whn th patrol mod sid of its countr is fac up. 5.4 Task Forc 5.41 Eithr playr can combin any two or mor of his ships, if thy occupy th sam zon, into a task forc in th visibility phas. Thr is no limit as to th numbr of ships which may b in th sam task forc Ships in a task forc hav an advantag in that thy all can commnc combat against nmy ships as a singl group. If svral ships /j I ar in th sam zon with nmy ships, but ar not in a task forc, only on ship can initiat combat. Th othr ships in th zon mayor,i may not join combat at a latr tim All ship countrs that will oprat in a task forc ar rmovd from th sarch board and rplacd by a numbrd task forc countr. Th ship countrs ar placd in th Task Forc box on th appropriat playr aid; card corrsponding to th numbr on th task forc markr. Thr is no Iimitto th numbr of task forcs th British playr can organiz. If h runs out of countrs, h may us th ship RTB markrs Th task forc markr is movd during th ship movmnt phas. Th task forc markr uss th maximum spd of thi slowst ship in th task forc. Th task forc':'; markr's mov constituts th mov for all.,::: ships in th task forc. Ful xpnditur in a~'

5 of task forc is dtrmind indpndntly for n ach ship. Ships may brak from task forc its only during th visibility phas, bfor any cy ships bgin thir movs. A playr has total librty as to how h combins ships into task by forcs as long as thy ar in th sam zon. In 5.45 A task forc can patrol at th sarch :h capability of anyon ship in th task forc. Flip at th task forc cou ntr ovr to th bla nk sid to l indicat that it is on patrol. is r n 6.0 AIR UNIT ACTIVITIES I ON THE SEARCH BOARD 6.1 Air Unit Movmnt to 6.11 Each playr can mov all, som or non [i- of his air unit countrs. An air unit can ntr or Ii- pass through any zon on th map (EXCEP, TION: 6. 12). a 6.12 No Grman air unit may mov through It two conscutiv zons containing a part of ry Grat Britain. Grman air units may fly ovr Id Eir., 6.13 In a turn, an air unit can mov any 'n numbr of conscutiv zons in any dirction a or combination of dirctions up to th maximum spd printd on th sid of th countr ;t that is fac up. Th maximum spd of an air I unit can chang dpnding on th mod it is in. Jr 6.14 Any numbr of air units may ntr or a pass through th sam zon. Th movmnt of ' air units has no ffct on ship movmnt and :h vic vrsa. Air units cannot mov off th sarch mapboard. in 6.2 Air Enduranc 6.21 Each air unit has an nduranc rating which stats th maximum numbr of turns I that it may b airborn. An air unit may rmain )s airborn for fwr turns than allowd by its 1- nduranc rating, but it may nvr rmain ~s airborn for mor turns than allowd by its!n nduranc rating. If an air unit cannot rturn to its hom bas by th conclusion of th last turn 01 of its nduranc, it is liminatd from play and 01 th opponnt is awardd two victory for ~s its loss. A playr cannot lct to fly any air unit past its nduranc vn if h accpts th loss 01 of victory. 1t 6.22 For nduranc purposs, count th turn that an air unit lavs bas and th turn that it rturns to bas as airborn turns. For xampl, an air unit with a maximum spd of '6' and an nduranc of '2' may fly any numbr of zons,r up to six from its bas in on turn but must rturn to that bas in th nxt turn. Unusd, movmnt cannot b savd from on turn to s th nxt Som air units hav an nduranc of on turn. Ths air units musttak off and land { :t in th sam turn. Such an air unit must tak off j from its bas in th air movmnt phas and 1 s rturn to bas at th nd of th air attack phas of th sam turn. Its total movmnt in both r \ phass cannot xcd its maximum spd. For xampl, a torpdo bombr air unit with a a maximum spd of '5' and an ndurancof "', :l I flis two zons from th Ark Royal during th :l air movmnt phas, launchs a torpdo :l attack during th air attack phas and rturns j thr zons to th Ark Royal which has movd k on zon away in its mov, at conclusion of th f air attack phas. Playrs also hav th option f to fly air units with an nduranc gratr than, for just on turn Air Unit Enduranc markrs hav bn includd as an aid in tracking th numbr of turns that LR rcon air units (ths hav grat nduranc) can rmain airborn. Whn an LR rcon air unit flis from its bas, th corrsponding 'Rturn to Bas' markr is placd on th tim rcord track on th turn that th unit must rturn to bas. z 6.3 Rconnaissanc and Patrol 6.31 British Bombr air units hav both an attack and rconnaissanc mod. Each tim that a British bombr air unit taks off from its bas, th British playr must dcid in which mod it will oprat for its ntir mission in th air. Onc aloft, th mod of a British bombr unit Cannot b changd. Th mod in opration is indicatd by putting that sid of th countr fac up. Only bombr air units in attack mod can launch an air attack. British bombr air units, in rconnaissanc mod, hav an improvd sarch and spd capability but cannot launch an air attack LR rcon air units can nvr launch an air attack. Instad of an attack mod, thy hav a patrol mod. Lik ship patrol, an LR rcon air unit can switch to or from patrol mod any or vry turn it is in th air by placing th propr sid of th countr fac up. Any chang to or from patrol mod must b mad bfor th unit movs during that turn NOTE: Whil in patrol mod, th maximum spd of th LR rcon air unit is rducd to '2', but its sarch capacity is incrasd. 6.4 Air Unit Rst and Rfit 6.41 Evry air unitwhich rturns to bas aftr complting its air mission must undrgo a priod of rst and rfit bfor it can rturn to action An air unit that has bn airborn and rturns to its hom bas must rmain out of play for th nxt turn for rst and rfit. For xampl, an air unit rturns to its hom bas during th '0800, May 23' turn. It mustspnd th "200, May 23', turn in rst and rfit. It can rturn to action on th "600, May 23' turn. Th controlling playr rmovs th air unit from th sarch board and placs it on th "600, May 23' slot on his Tim Rcord Track. During th Unit Availability Phas of th 0"600, May 23' turn, th air unit is rturnd to its hom bas and can b flown that sam turn An air unit may not tak off or land at any othr bas othr than its hom bas Aftr rst and rfit, an air unit must b rturnd to its hom bas Rathr than kping carrir-basd air units physically with thir hom carrir, thy ar bttr placd in Spain or Grnland to rduc countr congstion. Just rmmbr that thir tru location is with thir hom carrir. 7.0 SEARCH 7.1 Visibility 7.11 Each turn during th visibility phas, th Grman playr dtrmins, by dic roll, th visibility lvl for that turn. This visibility lvl dtrmins which zons can b sarchd for nmy ships On both playr aid cards is printd a visibility track comprising nin lvls of visibility. Each lvl is displayd as a squar. Th numbr in ach squar rprsnts th minimum sarch strngth abl to sarch a zon at that visibility lvl. Forxampl, during th visibility phas, th Grman playr dtrmins that th visibility lvl for that turn is '5'. Both playrs can sarch only thos zons in which thy hav ships and/or air units whos total combind sarch strngth is '5' or highr At th start of th gam, both playrs plac a visibility markr on lvl '4' on thir visibility track. Th British playr will hav to us th blank markr. Hraftr, any chang in wathr is basd upon th currnt position of th markr on th track During th visibility phas of ach turn, xcluding th first turn of th gam, th Grman playr rolls two dic, cross-indxing 5 thir sum on th Visibility Chang Tabl and movs th visibility markr forward or back along th visibility track th numbr of boxs qual to and in th dirction indicatd by th rsult. Th rsult is th visibility lvl for th turn in progrss. On th first turn of play th visibility lvl is automatically lvl '4' If th visibility chang would forc th visibility markr off th nd of th visibility track, th visibility markr rmains at th nd box of th track and th xcss is ignord Undrnath svral of th xtrm visibility boxs ar modifirs to th visibility chang dic roll. If a visibility markr is in on of ths' boxs at th start of th visibility phas, th~dic roll for visibility chang for that turn is altrd by that modification. For xampl, if th visibility markr is at lvl '7' at th start of th visibility phas andth Grman playr rolls a '7' for his visibility chang dic roll, th dic rsult is changd by'" from '7'to ;.w...-'~' 7.17 Visibility lvl 'x' mans that no sarch can b mad in th turn. 7.2 Sarch Procdur 7.21 During th sarch phas, th British playr may call out any and all zon jilridcoordinats in which h has ships, air units and/or coastal sarch capability whos total combind sarch strngth quals or xcds th visibility lvl Aftr th British playr has compltd his sarch, th Grman playr may call out any and all zons by grid-coordinat in which h has ships, air units and/or' coastal sarch whos total combind sarch strngth quals or xcds th visibility lvl. 7,23 As ach zon is calld, th opposing playr must stat whthr or not any ships (nvr air units) ar in th zon in that turn. Aftr th first turn, th Grman playr only must also stat whthr any of hisships hav passd through th zon in that turn. If ship(s) ar locatd, th opponnt must stat th numbr and gnral typ (ithr battlship, aircraft carrir or cruisr) of all ships in th zon. H must also rval which typs ar in th sam task forc. For xampl, th Grman playr sarchs a zon which contains th Hood and th Princ of Wals in task forc and th Suffolk and Knya on patrol. Th British playr stats that thr ar two battlships in a task forc and two cruisrs in th zon If a sarch is succssful, th sarching playr dos not hav to stat th typ of sarching forc which locatd it. H rvals nothing Sarch is voluntary. A playr can waiv any and all of his ligibl sarchs Whn totalling sarch strngth in a zon, th sarching playr must chck whthr th currnt turn is day or night. Th lft-hand sarch strngth on th countr is usd only in th day turns. Th right hand strngth on th countr is usd only in th night turns. Nvr count th sarch strngths of ships in a task forc. Us only th sarch strngth on th task forc countr. If th task forc is on patrol us only th patrol sarch strngth of on ship in th task forc. Th sarch strngths of all othr ships in th task forc must b ignord Th BritiSh playr has an inhrnt sarch strngth of '4' sarch in ach of th zons occupid by th Faro Islands, Shtland Islands, th coast of Irland, th coast of Grat Britain and Hvalfiord. Th Grman playr has an inhrnt sarch strngth of '4' sarch in ach of th

6 .. zons occupid by th coast of Norway and Franc. All coastal sarch strngths ar rducd to '3' at night An air unit can only sarch th zon that it occupis. It cannot sarch any of th zons through which it movs Ships in port cannot b locatd by sa sarch nor by a combination of air and sa sarch. Thy can b locatd by air sarch only. 7.3 Fog 7.31 Whn dtrmining th visibility lvl ach turn, both playrs chck whthr th visibility chang dic roll, including any modification, will also rsult in fog. If thr is fog, th visibility markr is adjustd nor~ally, but nithr playr can conduct a sarch In any fog zon that turn. Sarch can b conductd normally in any and all non-fog zons Fog occurs automatically in th firstturn of th gam. Brgn, thrfor, cannot b sarchd in th first turn No typ of combat (naval orair)can occur in a zon in fog. 8.0 SHADOWING 8.1 Shadow Dtrmination 8.11 OnlY th British playr has th ability to shadow opposing ships or task forcs (nvr air units) locatd by sarch or shadow in th prvious turn. A ship or task forc that is slctd for shadow must mak its mov (if any) bfor th shadow attmpt is rsolvd and thn rval its nw position if th shadow ;s succssful. Th opponnt can thn ract to th shadowd ship's mov with his air and ship movmnt.' 8.12 To dtrmin whthr a ship can b shadowd ach turn, a playr must prform th following stps in th shadow dtrmination phas: a. Dtrmin shadow assignmnt b. Dtrmin vasion capability c. Dtrmin contact maintnanc 8.13 For ach opposing ship or task forc to b shadowd, th British playr may assign on ship (xcluding aircraft carrirs), task forc or air unit in th sam zon as a shadow unit.,thr can nvr b mor than on unit shadowing a singl ship or task forc. A shadowing unit cannot sarch in th sam turn If th shadowing unit is a ship, its currnt vasion rating must b qual to or gratr than th currnt vasion rating of th ship or th slowst ship in a task forc to b shadowd. If it is not qual to or gratr than th shadowd ship's vasion rating, th ship cannot shadow. If th shado"'{ing ship is in a task forc, all ships in th tas\ forc must b fastr than th shadowd ship b~task forc. If.it is not qual or gratr than th shadowd ship or task forc vasion rating, th ship or task forc cannot shadow. Th British playr may thn slct anothr ship or task forc in th sam zon to shadow. Air units do not hav to chck vasion rating. Th two conditions rquird to assign an air unit as a shadow is that it must b abl to rmain in th air during that turn and that it, alon, must b capabl of conducting a sarch in th turn it is shadowing. For xampl, an LR rcon air unit in patrol can only shadow in day turns whn th visibility lvl is '6' or lss, or nightturns whn th visibility is '3' or lss Onc th shadowing unit or task forc has bn slctd, th ship to b shadowd maks its mov for th turn, thn ithr playr rolls on di and cross-indxs th rsult with th shadowing unit's nam on th shadow tabl. If th rsult is 'Lost Contact' th shadow dos not succd. If th rsult is 'Hold Contact', th unit is succssfully bing shadowd, and its nw location must b rvald. Th shadowing playr dos not hav to rval th nams or typs of ships conducting th shadow A playr must raffirm all shadow contacts ach turn. Evn if an opposing ship was succssfully shadowd in a prvious turn, th shadow tabl must still b consultd in th currnt turn to dtrmin whthr contact has bn maintaind. If a playr rqusts to shadowa task forc which has brokn up in th visibility phas, th opponnt must rval which ships (by gnral typ) hav lft th task forc Th currnt visibility can affct th Shadow Tabl di roll as xplaind in th Shadow Tabl If th controlling playr has movd th ship or th task forc bing targtd for shadow through two zons, h must announc it bfor th Shadow Tabl is consultd. Th Shadow Tabl di roll must thn b ~~y '" for that ship or task forc '''''''«C<S' 8.19 A ship or air unit is not rquirdto follow th ship it is shadowing in its movmnt phas. 8.2 High Spd Shadow 8.21 High spd shadow can occur onl~ if a succssful sarch is conductd by th British playr in th first of two zons ntrd by an opposing ship or task forc in its mov. If, during th Sarch phas, th British playr locats a ship which has passd through th zon h is sarching, h may immdiatly attmpt to shadow th ship or task forc with on of th ships task forcs or air unitsthat can qualify for shadow in th zon. Th shadow can b attmptd vn if th ship or task forc has bn locatd in th othr zon of its mov Th shadowing playr uss th sam procdur dscribd in 8.15 to dtrmin th succss of th shadow. Th ship to b shadowd still gains a '" for th two.zon mov on th Shadow Tabl di roll If th shadow is succssful. th shadowd ship or task forc must rval its final location, if not alrady known, and any and all British ships and air units in th sarch zon which hav not utilizd thir maximum movmnt and which ar not in mrgncy movmnt may mov th on zon into th shadowd ship's zon. Fast battlships and aircraft carrirs must b abl to xpnd on ful factor to ntr th zon if this wouid b th scond zon of thir mov A ship on patrol may immdiatly chang to movmnt mod in ordr to follow th shadowd ship. If it is a battlship or aircraft carrir on patrol. thn it must b abl to xpnd on ful factor to mov. ",,}c ~\"r I C-S'V\V~I_~, :. 9.0 COMBAT t., '" ~t\-'t ('I..'f" 0((' ~..- i\"'\.,;","',",\."",",, 1 1;<" 9.1 Air Combat 9.11 Evry bombr air unit has th ability to attack any of th ships locatd by sarch in th zon that it occupis. LR rcon air units cannot prform air attacks Air units cannot attack nmy air units. 6 Air units cannot b liminatd in combat. Air units ar liminatd only if thy ar unabl to rturn to bas A bombr air unit can launch an air attack only if it has startd its mission in th attack mod. If th bombr air unit has flown from bas in rconnaissanc mod, it cannot chang to attack mod and cannot launch an air attack. Bombr air units cannot attack ships in nmy ports All air attacks ar conductd during th air attack phas aftr all sarch has bn compltd, but bfor any naval combat is bgun Th British playr conducts any and all air attack~ that h wishs to mak first. Thn th Grman playr dos th sam Each British bombr air unit is allowd to mak two striks ach day turn. Each Grman bombr air unit is allowd to mak on strik in a day turn. Air units ar not allowd to mak an air attack at night. A British bombr air unit can assign its two striks to on ship or assign on strik ach to two diffrnt ships of his choic To rsolv air combat, th dfnding playr placs th battl countr of ach of his ships in th zon undr attack fac down on th battl board. Th attacking playr assigns th striks h has availabl in that zon in any mannr h wishs. For ach strik, h rolls two dic and consults th propr Bombr Tabl on th battl board for th rsult Any damag inflictd taks ffct immdiatly and is rcordd for that ship on th hit rcord sht. If damag is inflictd, th nam of th ship must b rvald to th attacking playr so that h can maintain a rcord of damag on his hit rcord sht. If no damag is inflictd, th nam of th ship dos not hav to b rvald. 9.2 Naval Combat Dtrmination and St Up 9.21 Whn opposing ships hav bn locatd in th sam zon, naval combat may occur at th option of on or both of th playrs. Mor than on naval action can occur in th sam zon in th sam turn. Naval combat is voluntary. A ship or task forc can only attack nmy ships in th sam zon A playr cannot initiat combat against an nmy ship or task forc if his ships in th zon ar not prmittd to attack it Aircraft carrirs may nvr attack nmy ships A ship or task forc may not attack an nmy ship or task forc if its currnt vasion lvl is lss than that of th nmy unlss th opponnt accpts th combat. Whn a task forc is attacking, its currnt vasion lvl is that of th fastst sh~th vasion lvl of.a dfnding task for<r.'rs that of th slowst ShiP.. containd. i~ltd...clj""j o..(\rc',,"~/-<»\'y;~,t) A ship or task forc cannot attack an nmy ship or task forc if it has alrady bn committd to anothr combat action A shadowing ship 'or task forc may only attack th ship or task forc it is shadowing A playr may announc attacks against only thos ships and task forcs that h locatd that turn by sarch or shadow. Th BritiSh playr always announcs his attacks first Whn announcing his intntion to initiat naval combat, a playr must attack ach singl opposing ship (i.. not in task f~rc)

7 . Air! to air :h ii\in lot an ips h n is all n d ch k lot sh to NO ng lis on ns ny va :>n - lit n 19 of is to!t ~d at r l is ck 1st l ck In In l 5k is a ip ';'''''''1 ) In m 3Y v st ld ;h to :k ~) r or task forc sparatly. A singl ship or task forc cannot b involvd in mor than on naval combat in th sam turn. Both playrs must also announc th currnt vasion lvls involvd. Th nams of th ships do not hav to b rvald Whn a playr has a choic of mor than on nmy singl ship, or task forc to attack, h announcs th gnral typ of ship that h wishs to attack. Task forcs ar idntifid by th most powrful ship containd in th following ordr: battlship, cruisr and, lastly, aircraft carrir. If a chck of vasion lvls still prmits a choic of targt of th namd typ, th ship or task forc to b attackd must b dtrmind randomly (just pull th sarch countr out of a cup) Whn a playr has a choic of mor than on singl ship or task forc with which to attack, h must stat th typ h wishs to us. If thr is still mr than on ship or task forc of that typ, h must slct on randomly All othr ships not involvd in combat can ntr combat at a latr tim as a rinforcmnt In th rar occasions whr both th Bismarck and th Prinz Eugn ar in th sam zon but not in task forc, thr is a possibility that both can b involvd in sparat combat actions. If this occurs, assum that th sparat actions ar occurring simultanously vn though thy ar to b rsolvd squntially. Th ship or task forc slctd for on action cannot participat in th othr. Th first action slctd must b th first action fought. Th scond combat action cannot b startd until th first combat action is compltd Ships cannot brak from task forc in th naval combat phas. Whn dtrmining combat, task forcs must b tratd in singl units. Onc a task forc has bn committd to naval combat though, not all of th ships containd hav to participat as xplaind blow If a task forc contains an aircraft carrir, th carrir dos not hav to participat in combat as long as at last on othr ship in th task forc dos join in combat. Th only way to guarant attacking an aircraft carrir is to catch it alon If a task forc contains on or mor ships whos vasion lvls ar highr than thos of all opposing ships, thn any or all of thos ships may avoid combat providing at last on ship whos vasion lvl is th sam or highr than th fastst opposing ship rmains to fight. Th scaping ships may ntr combat in a subsqunt round at th controlling playr's option. Thy must ntr th battl board from th sid opposit that ntrd by th nmy or (if part ofth attacking forc) along th sid slctd at th start of combat. EXAMPLE: Combat Dtrmintion: Th British playr has succssfully shadowd th Bismarck with th havy cruisr Suffolk. H movs th Suffolk into th Bismarck's nw location along with atask forc containing th battlships Hood and Rpuls, th cruisrs Norfolk and Knya, th aircraft carrir Victorious and a lon battlship King Gorg V. Th Grman playr movs th Prinz Eugn and a coupl of air units into th sam zon. Th visibility lvl is '6', so only th Grman playr has sufficint strngth to sarch. H calls out th zon and th British playr announcs that h has in that zon two battlships, two cruisrs and an aircraft carrir in task forc and a cruisr and battlship not in task forc. Th British playr chooss to attack th Bismarck, which h has succssfully shadowd, with his battlships. (H is not allowd to attack th Bismarck with his aircraft carrir). Sinc h has som battlships in task forc and anothr battlship by itslf, h must slct randomly th ship or task forc that will initiat combat against th Bismarck. Both may initiat combat sinc thir vasion lvls ar idntical to th Bismarck's. Th British playr blindly slcts th King Gorg V to initiat combat. Only that ship can start combat against th Bismarck. Th Hood, Rpuls, and cruisrs can ntr combat at a latr tim as a rinforcmnt if not attackd by th Prinz Eugn. Not that if th task forc had bn pickd, both th Hood, th Rpuls and any or all of th cruisrs could hav attackd th Bismarck. Th Grman playr dcids to attack with th Prinz Eugn. H can attack th rmaining battlship (rmmbr th task forc is idntifid as 'battlship' sinc that is th strongsllyp of ship it containd), or th cruisr. H chooss to attack th cruisr. As th British playr has only on cruisr typ availabl (th Suffolk) this ship must dfnd against th Prinz Eugn. Sinc th ships wr slctd for th Bismarck combat action bfor th Prinz Eugn combat action, th Bismarck battl must b conductd first Naval combat is conductd in th naval combat phas on th battl board. Th dfnding playr always placs his ships first in th cntr hx of th battl board. Th attacking playr thn placs his ships in any of th hxs of his choic along on dg of th battl board. Th attacking playr rolls on di to dtrmin which dg of hxs h must us to st up No mor than two frindly ships may b placd in on hx. If th dfnding playr has mor ships than can b placd in his starting hx, th additional ships may b placd in any hxs adjacnt to his starting hx A ship must always b positiond throughout combat so that its bow toward on of th six hx sids forming th hx it occupis. A ship may nvr point its bow toward a cornr of th hx. If olacd improprly. th opponnt raligns th bow to point toward on of th two adjacnt hxsids. All ships on th sam sid must point in th sam dirction at th start of combat. Illgal Lgal 9.3 Naval Combat Procdur 9.31 Naval Combat is conductd in rounds. In ach round, any and all ships may mov on or two hxs. Each ship movs within a spcific squnc, starting with th ship with th lowst vasion rating and finishing with th ship with th highst vasion rating. If two or 7 mor ships hav th sam vasion rating, th attacking ships mov first bfor th dfnding ships. Aftr all movmnt has bn compltd, nmy ships may fir at on anothr. Upon compltion of all fir, on or both sids may attmpt or agr to disngag, aftr which withdrawing ships mak a bonus withdrawal mov. This complts on round Within on naval combat phas, playrs may fight any numbr of rounds. Th naval combat phas is ovr only whn all of on playr's ships involvd in naval combat hav bn sunk or hav bn succssfully disngagd. \ 9.33 Non~'of th survivors of a naval combat action can participat in any othr action in th sam turn. Thy must wait until th nxt turn to rcommnc combat. 9.4 Rinforcmnts 9.41 At th conclusion of th third round of battl, and vry round thraftr, ithr or both playrs, if thy hav qualifid ships in th zon availabl to ntr combat, may roll for rinforcmnt. For ach individual ship ortask forc to ntr, th controlling playr rolls~n di. A rsult of '" prmits it to ntr combat in th nxt round. For ach subsqunt attmpt for that particular ship or task forc an additional '" can b subtractd from th di roll Whn rinforcmnts ntr, th controlling playr must roll a di to dtrmin along which dg of hxs h may plac th rinforcing ship or ships. All rinforcing ships from th sam task forc must point in th sam dirction. Th rinforcing ships must b at last six hxs away from all nmy ships Only thos ships that car attack at last on nmy ship in th naval action may ntr as rinforcmnts A ship ortask forc which isablto ntr as a rinforcmnt may dlay its ntry. It can ntr in any subsqunt combat round at th controlling playr's option. A playr is nvr rquird to bring rinforcing ships into battl If thr ar two sparat naval actions occurring in th sam zon, a playr must rcord on papr ach potntial rinforcing ship and task forc to ithr of th naval actions bfor any combat bgins. A ship or task forc which is committd to rinforc on naval action cannot rinforc th othr naval action. EXAMPLE: From th prvious Ilxampl, th British task forc containing th battlships Hoodand Rpuls, th cruisrs Knya and Norfolk and th aircraft carrir Victorious can lgally ntr as a rinforcmnt into ithr th naval action againsllh Bismarck or th naval action against th Prinz Eugn. Bfor any combat bgins, th British playr must rcord which naval action th task forc is to rinforc. 9.5 Naval Combat Movmnt 9.51 In ach combat round, a ship may mov two hxs, on hx or not at all dpnding upon its currnt vasion lvl Ships ar also allowd to chang th dirction in which thy ar moving dpnding upon thir currnt vasion lvl. A chang of dirction is dfind as changing th dirction of a ship's bow to pointtoward ithr on ofth two hx sids adjacnt to th on its bow is currntly pointing

8 Maximum Movmnt (in hxs) Maximum # of Dirction Changs Pr Round MOVEMENT ON BATTLE BOARD Currnt Evasion Rating Th movmnt and turning capability of ships 'on th battl board ar displayd in th Combat Movmnt Chart shown abov. Not that at crtain vasion lvls, a ship has a choic of movs and turns that it can mak. For xampl, a ship with an vasion lvl of 28 can mov ahad two hxs and mak up to on chang of dirction; or itcan mov just on hx and mak up to two dirction changs; or it can not mov at all and mak up to thr dirction changs A ship is nvr rquird to mov or mak any dirctional chang. It may complt non or part of its mov without pnalty A ship may nvr mov into a hx occupid by an nmy ship A playr may physically mov a ship countr off of th battl board or start rinforcing ships off th battl board. In this situation, all ships in play must b shiftd th sam numbr of hxs in th sam dirction to rturn th ship to th battl board. In thos rar cass whr it is impossibl to fit all ships on or 0 1 or or or or or or th battl board, xtnd an imaginary fild of hxs outward around th board. Position and mov th ships in ths imaginary hxs. Q.>7. o~,.~ 1o",T-\I~ b",","'. '" ~h,~ no.", ""<>", o... \~ ' ~ \,.... y H~",--+ I~~ bo""'" rai..,-is. 9.6 Naval Fir Dsignation and Rsolution 9.61 In ach round, aftr any and all movmnt, a ship may fir at any nmy ship within 'A' or '6' rang. A ship that is on, two or thr hxs from a firing ship is in its 'A' rang. A ship that is four, fiv or six hxs from a firing ship is in its '6' rang. A ship which is svn or mor hxs from a firing ship is byond its firing rang and cannot b attackd by th ship Fir for ach ship is rsolvd individually. A ship may fir at mor than on nmy ship. A playr must dsignat th numbr of salvos ach of his ships intnds to fir at nmy ships bfor rsolving any fir. Th firing procdur for on ship must b compltd bfor th dsignation and rsolution of fir for anothr ship is bgun. If a ship is sunk bfor a.ll fir dirctd at it has bn rsolvd, th rmaining salvos dsignatd against it ar lost. Th dfnding ship(s) always fir aftr all attacking ships hav compltd thir fir Evry ship has four gun sctions, ach of which has a crtain sctor of hxs into which it can fir. Th Sctor Diagram illustrats ach gun sction and th hx sctor into which it can fir. A gun sction cannot fir any of its salvos at a targt that is not in its sctor. Th two scondary armamnt gun sctions ar furthr limitd in that ach sction may only fir at a targt in its sctor in 'A' rang. It cannot fir at a targt in '6' rang. Only bow and strn turrt gun sctions can fir at targts within sctor in 'A' and '6' rangs To dtrmin th total numbr of shots that a ship can fir at a spcific targt ship, a playr first has to total th salvos for ach gun sction that can fir at th targt. In th log pad, four groups of gun boxs ar printd bsid ach ship's nam which corrspond to, and ar lablld by, gun sction. In ach box is a salvo numbr indicating th maximum numbr of salvos that that gun sction can fir. If thr is a zro in a gun sction box, that gun sction has no fir powr Whn a ship firs at an nmy ship mor than on hx away, its total salvo count targtd for that ship must b halvd (roundd DOWN). This is th numbr of shots that th ship can fir. For xampl, th Bismarck is firing all of its guns at a ship two hxs away. Th numbr of shots th Bismarck can fir is ight (half its total salvo count of 17) A ship dos not halv its salvo count if firing at a targt ship occupying th adjacnt hx. In this cas, th numbr of shots it can fir is qual to its salvo count For ach shot fird, th attacking playr rolls two dic and cross-indxs th rsult with th propr rang and fild of fir column on th battl board. Th rsult is ithr a miss which causs no damag, or a hit which is dirctd at a spcific gun sction or at th ship's midships. r \ ( SECTOR DIAGRAM 1 8

9 :h of,ich!ach :h it fits Th ar Jnly. It JOW ~ts lots p, a )un log td I to, xis um :an hat hip Jnt ld th. is ay.! is It if mt ir fr ith h ch I at JS Th corrct fild of fir column to b usd is dtrmind by slcting on of th diagrams that corrsponds to th attitud of th firing ship to th targt ship Naval Combat fir is nvr blockd by othr ships. A ship can always fir at an nmy ship within rang. 9.7 Damag 9.71 Rcord of Damag All hits rcivd ar r.cordd on th Hit Rcord sht in th propr sction indicatd in th damag rsults. Hits ar always markd off from lft to right so that th gun boxs with th highst salvo count ar markd out first. Not that as gun hits ar acquird, a ship's salvo count is rducd. As an xampl, th Bismarck has rcivd two port scondary hits, two bow turrt hits, and thr midships hits aftr on round of combat. Damag is markd out as illustratd blow Whn a hit rsult stats ithr 'Consult Spcial Damag A' or 'Consult Spcial Damag B' th attacking playr rolls again for that shot on th appropriat Spcial Damag Tabl All Naval Combat fir is considrd simultanous. Damag dos not tak ffct until all combat fir for th round has bn rsolvd. For xampl, th Bismarck starts out with a bow turrt salvo count of svn. If two bow turrt hits ar acquird in th first round, th Bismarck still may count svn salvos for th bow turrt in th first round; howvr, in th scond round, th Bismarck would gt only fiv salvos for th bow turrt. BB AND BC BOW TURRETS BISMARCK [XXi 5 : 4 3 : EVASION RATING, A ship is not sunk until vry midships box has bn markd out. For xampl, it taks tn midships hits to sink th Bismarck, six midships hits to sink th Rodny, tc. If a ship is sunk bfor th combat round is ovr, it still rolls its full numbr of shots for that round. Whn a ship othr than th Bismarck is sunk, it is rmovd from th gam. Whn th Bismarck is sunk, th gam is ovr To rcord damag without losing count of th availabl salvos for th currnt round, th following systm should b usd. For damag rcivd in th currnt round, mark a slash (/) in th appropriat gun sction boxs. Aftr all fir has bn compltd forth round, chang ach slash to an 'X' A port scondary box can only b hit by a ship firing on th targt ship's port sid. A starboard scondary box can only b hit by a ship firing on th targt ship's starboard sid. If a ship is firing dirctly into a targt ship's bow or strn, both th port and starboard scondary box can b hit. 9 XXJX1 MIDSHIPS AMMUNITION, 14 i A hit scord on a gun sction that has bn compltly knockd out is tratd as a midships hit, instad. For xampl, th Hood has alrady rcivd on hit to its port scondary box. Th Bismarck, firing from th Hood's port sid, gts anothr scondary hit. Sinc th hit cannot b rcordd on th starboard scondary box and thr ar no unmarkd boxs rmaining for th port scondary gun sction, th scondary hit must b rcordd as a midships hit Damag to Evasion Rating AS,a ship rcivs damag thr is a possibility tqat it will also incur a rduction in its vasion I1Itin9. Th rduction can b itnr tmporary or prmannt Anytim a ship rcivs a hit rsult ithr by air or naval combat which stats "REDUCE EVASION LEVEL BY X AMOUNT", it must rduc its currnt vasion by th amount spcifid. This rduction is prmannt and cannot b rpaird For ach midships hit that a ship rcivs, vn if it also rcivs prmannt vasion damag in th sam rsult, th curr,,"" vasion rating is rducd, dpnding upon typ. This rduction is tmporary and can b rpaird Th Bismarck rducs its vasion lvl by", for vry midships hit rcivd. All othr battlships and aircraft carrirs rduc thir vasion lvl by '2' for vry' midships hit rcivd Th Prinz Eugn rducs its vasion lvl by '3' for vry midships hit rcivd All cruisrs rduc thir vasion lvl by '5' for vry midships hit rcivd Thr is spac to kp a rcord of th currnt vasion lvl for ach ship on th Hit Rcord sht In any turn in which a ship movs ithr on zon or not at all on th sarch board, it may attmpt to rpair lost vasion rating factors by rolling on di on th EVASION RATING REPAIR TABLE. Rpair can only b don immdiatly upon compltion of all movmnt in th ship movmnt phas. Midship boxs ar NEVER rpaird. EVASION RATING REPAIR TABLE Di Roll Numbr of Evasion Rating Factors Rgaind A ship whos currnt vasion lvl is btwn " 6' and '24' inclusiv, must utiliz a maximum spd of '" on th Sarch Board. A ship whos currnt vasion lvl is btwn '7' and " 5' inclusiv must mov by mrgncy spd. Aship whos currnt vasion lvl is '6' or lss cannot b movd. It may b towd by a battlship, by a ship of th sam typ, or any two ships. All ships involvd in th tow must b placd in task forc and must mov at mrgncy spd.

10 I J 9.8 Spcial Combat Fir Rstrictions 9.81 Th Rodny has no strn turrts. It dos hav a third bow turrt, but it is positiond so that it can fir only into th port and starboard scondary armamnt sctors out to's' rang On th Hit Rcord Pad, th third bow turrt is locatd with th strn turrts. It is tratd as a bow turrt whn taking damag. For ach strn turrt hit from broadsid th Rodny rcivs, th British playr rolls on di. A rsult of '1' or '2' convrts th hit to a bow turrt hit to ithr bow gun sction. A rsult of '3', '4', '5' or '6' convrts th hit to a bow hit that must b takn by th third turrt. Whn firing at th Rodny's strn, all strn hits ar tratp-d as a scondary hit Th Rodny must fir its strn turrt at half strngth (roundd down) if it also firs its main bow turrt at a targt in A rang. Th strn turrt can always fir at last on shot In ach round that th Princ ofwals or King Gorg Vfir thir guns, thr is a chanc that on of th gun sctions will b unabl to fir. A di roll of '1', '2' or '3' rsults in no pnalty to fir. A di roll of '4', '5' or '6' forcs ithr th bow or strn turrt gun sction to rduc its salvo count to half strngth (roundd down). If thr is a strngth rduction, scond di roll of '1', '2' or '3' forcs th bow turrt to rduc its salvo count and a '4', '5' or '6' rsult forcs th strn turrt to rduc its salvo count Cruisrs must always us Spcial Damag Tabl A whn rciving spcial damag, rgardlss of th rang. If th rsult is Spcial Damag B, us Tabl A in th sam mannr as Hood. Rpuls and Rnown. 9.9 Withdrawal 9.91 Attmpts to disngag and withdraw ships from combat can occur only at th nd of a naval combat round aftr all combat fir for that round has bn rsolvd If both playrs agr to withdraw all of th ships involvd in combat, th naval combat ph~ is immdiatly ovr and th playrs procd to th nxt phas. 9,93 If only on playr wishs to withdraw, or if both wish to withdraw som of thir ships, ach may do so with any ship whos vasion lvl is highr than vry opposing ship of th sam or largr gnral typ within six hxs of ", i.., a cruisr cannot prvnt a battlship within six hxs of it from withdrawing At th bginning of ach round, including th first round, playrs stat which of thir ships intnd to withdraw. Blank countrs ar placd on top of withdrawing ships. Thos ships whos vasion lvls ar rducd blow that of opposing ships within six hxs cas to b in withdrawal status and los thir blank countrs At th nd of ach rqund, all ship countrs with blank countrs, M\JST mov on additional hx aftr th condusion of all combat. Th bonus mov is th sam as a normal combat mov xcpt that th withdrawing ship cannot chang its dirction in th hx it xits. It may chang its dirction on hx sid in th hx that it ntrs Both th normal combat mov and th bonus mov of a withdrawing ship must b mad so that th ship nvr movs closr to an nmy ship than it prsntly is, unlss it is impossibl to do othrwis If, at th nd of any bonus mov, a withdrawing ship no longr has any nmy ship within six hxs of it, thn it has succssfully withdrawn from combat. Its countr is rmovd from th battl board and it cannot b involvd in any othr naval combat for th rmaindr of th turn Whil withdrawing, a ship has all of Its shots for ach gun sction halvd (roundd up ). If a gun sction has alrady bn halvd, halv (rounding up)whatvr rmains A ship may voluntarily withdraw but onc in th procss of withdrawal, a ship may NOT voluntarily disngag from th withdrawal ffort CHANCE PHASE 10.1 At th nd of ach turn, th British playr must roll two dic for ach Grman ship and consult th CHANCE TABLE. Th first dic roll always applis to th Bismarck or to both Grman ships, if in task forc. Th scond dic roll always applis to th Prinz Eugn whn not in task forc. Many tims whn th Prinz Eugn is in task forc with th Bismarck, thr may sm to b no nd for th British playr to mak a scond dic roll. It should b mad anyway, so as not to rval th Prinz Eugn's position in rlation to th Bismarck Thr ar thr typs of rsults that appar on th Chanc Tabl: GENERAL SEARCH; HUFF-DUFF; or CONVOY LOCA TION If th rsult is a st of thr numbrs, th Grman ship must rval its currnt position to Gnral Sarch if th thr conditions numratd blow ar fulfilld: Th ship is in a zon in or ast of th lin of zons idntifid by a whit circl and in, or south of, zon row E. This ara is dfind as th British patrol lin Th currnt visibility lvl is qual or lss than th numbr to b applid Th ship is not currntly in a fog zon in a turn in which fog occurrd Which of th thr numbrs applis dpnds upon th ship's location. If th ship is in or within two zons ast of a whit circl zon, th lft-most numbr in column 'A' is usd. If th ship is within two zons of th coast of Grat Britain, Eir, or th Shtland Islands, th right most numbr in Column 'C' is usd. If nithr of ths two cass apply, th cntr numbr in column 'B' is usd If th rsult is HUFF-DUFF, it is assumd that th ship in qustion has issud a radio mssag which th British hav tracd back to its sourc through its HUFF-DUFF radio tracking quipmnt. Th Grman playr must announc on zon grid-coordinat. This gridcoordinat must ithr b in th zon that th ship currntly occupis or in on of th six zons adjacnt to it Whn th rsult is a possibl locatd convoy, th Grman playr gts victory for dstroying th convoy if th ship or task forc in qustion mts th following two rquirmnts: Th ship or task forc has bn nithr succssfully shadowd nor locatd by sarch in th currnt turn Th ship or task forc is at th location and mod rquird to locat th convoy Thr ar two lins manating from Grat Britain and lablld ithr ATLANTIC or AFRICA CONVOY. If a ship is to b on rout to locat a convoy, it must b in a zon containing on of ths lins. If a ship is to b on zon 10 from rout to locat a convoy, it must b in a zon adjacnt to on containing a convoy lin. It cannot b on th rout. Ifa ship is to b within two zons of a convoy rout, it can b ithr on rout, on zon from rout or two zons from rout If a Grman ship qualifis in locating a convoy, and th Grman playr wishs to rciv victory for dstroying it, h stats th nam of th ship or ships involvd and thir currnt location. Th ship or ships cannot mov on th sarch board in th nxt turn. If th Grman playr dos not wish to attack th convoy, h says nothing and play procds to th nxt turn Only on convoy can b dstroyd ach day TIME 11.1 Night Across th sarch board runs th 55 lin. Th '2000' turn in any zon south of th 55 lin is a night turn. Th '2000' turn in any zon north of th 55 lin is a day turn. Th '2400' turn is always a night turn Ships involvd in naval combat during a night turn can only fir at opposing ships in thir 'A' rang. Thy must us th 'B' rang combat tabls for all combat fir during night turns. Air units cannot launch an attack at night Whn consulting th Chanc Tabl for a ship in a night zon, only th HUFF-DUFF rsult is rcognizd. Thr can b no gnral sarch or convoy attacks in a night turn. 1.2 Tim Rcord Each playr rcords th passag of ach turn by moving his tim markr to th nxt turn Aftr all phass of a turn hav bn compltd, th turn is ovr and th tim markr is movd to th nxt turn In th Basic Gam, tim starts at th '1200 May 22' turn and must nd upon th conclusion of th '1200 May 27' turn Victory Conditions 12.1 Th Basic Gam nds whn on of th following fiv situations occur Th Bismarck is sunk Th Bismarck ntrs anyon of th ports of Trondhim, Brgn, Brst or St. Nazair Th Grman playr has accumulatd mor than it is possibl for th British playr to scor Play has rachd th tim limit At th nd of play, both playrs total up th numbr of victory gaind as listd on th Victory Point Schdul. Th playr with th highst total is dclard th winnr. In th vnt that both playrs hav th sam amount of victory, th gam is a draw British Victory Point Schdul: Th British playr accumulats victory for th!:l following vnts as thy occur Sinking th Bismarck-30 Sinking th Prinz Eugn Bismarck ntrs a frindly port with at last on midships hit-6.. Prinz Eugn ntrs a frindly port with at last on midships hit-2. I paz

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