ac adv battle rules may 4 2021 - amazon web services

16
GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com A t l a n t i c C h a s e A d v a n c e d B a t t l e R u l e s Table of Contents page section ADDING ADVANCED BATTLE RULES ADVANCED BATTLE SEQUENCE SNAFU CHECK ATTITUDE GUNNERY SPECIAL EFFECTS TORPEDO MANEUVER LINGERING EFFECTS BREAK AWAY LAST ROUND DISENGAGEMENT OPTIONAL RULE 1 1 2 3 5 7 9 10 11 12 13 14 14

Upload: others

Post on 21-Jan-2022

1 views

Category:

Documents


0 download

TRANSCRIPT

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308www.GMTGames.com

A t l a n t i c C h a s e

A d v a n c e dB a t t l e R u l e s

Table of Contentspage section

ADDING ADVANCED BATTLE RULESADVANCED BATTLE SEQUENCESNAFU CHECKATTITUDEGUNNERYSPECIAL EFFECTSTORPEDOMANEUVERLINGERING EFFECTSBREAK AWAYLAST ROUNDDISENGAGEMENTOPTIONAL RULE

1

123

579

1011

12131414

Advanced Battle Rules have their own player aid

Adding Advanced Battle Rules.Do the advanced rules replace the basic rules?No. The Advanced Battle Rules work as a layer added to the rules presented on pages 55-62 of the Rule Book (all of those rules remain in effect, with exceptions noted in “New Features” below).

New features.

Snafu Check (Battle Board set-up)

Ship Attitude

Special Results (Gunnery/Torpedo)

Stopped (new speed rating)

What do the advanced rules add?The Advanced Battle Rules paint a more evocative picture of tactical encounters between ships. This is accomplished by the addition of several new features:

Pursuit (during Maneuver)

Extending Battle (extra Rounds)

Disengagement Check (exit)

Advanced Battle Sequence.What are the new steps during a Battle Round?Two new steps are added to the sequence of play:

Battle Round: Sequence of Play (Advanced Battle Rules)

2. Gunnery step

3. Torpedo step

4. Maneuver step

5. Lingering E�ects step

ships attack simultaneously

ships may move to an adjacent zone, slowest ships first, inthe direction of their attitude arrow, or they may perform Pursuit

check ships with Special Effects

6. Break Away step

1. Attitude step

individual ships may attempt to exit the Battle

assign (or change) Attitude to each ship

torpedo-capable ships in the Close or Near zone may attacktargets in the Close or Near zones

new featurenew step

1

© 2020 GMT Games, LLC

3

5

10

10

13

14

2

Snafu CheckSnafu Check.What is the Snafu Check?During set-up, the Active player makes a Snafu Check. Roll two dice and add the numbers rolled to make a sum. There are no modifiers. Locate the sum on the Snafu Check table printed on the Advanced Battle Rules player aid (refer to the appropriate weather column, Good or Bad). The results are explained on the table itself. The following is for clarification:

The player who is awarded the Confusion marker keeps it nearby and may use it once during the Battle. If used during the Gunnery step, the posessor may transfer a Hit or Special Result from one of their ships to another of their ships (not to the enemy). This must be done at the moment the Hit or Special Result is scored (you can’t wait to see what the Special Result will be). If used during the Maneuver step, the posessor may momentarily take control of one enemy ship, at the moment that ship has an opportunity to move (the posessor of the Confusion marker decides to move it, not move it, produce Smoke, or not, etc.). If used during the Attitude step (at the end of the step), the posessor of the Confusion marker may determine the Attitude of one enemy ship.

WHICH PLAYER? Several results on the Snafu Check table randomly award the benefit of the result (usually the benefit allows the beneficiary to make a choice). To determine which player enjoys the benefit (and thus chooses who is affected), roll a die: if the number rolled is EVEN, the Active player gains the choice, but if ODD the target or inactive player gets it.

The ship designated to enter late, during Round Two’s Lingering Effects step, must be in the Active Task Force that triggered the Battle (that is, it must be in the TF that performed the Engage action).

The player who is awarded the selection, may select any enemy ship on the Battle Board after set-up (before Round One). That ship’s gunnery value is adversely modified at Extreme and Long range. Place a No Radar marker on the ship, and during exit, perform a Disengagement Check for it to determine if the No Radar marker is permanent. A No Radar marker is not a Special Effect (which means a ship with No Radar is not crippled).

The ship designated to enter late, during Round One’s Lingering Effects step, must be in the Active Task Force that triggered the Battle (that is, it must be in the TF that performed the Engage action).

Each of the target or inactive player’s ships may be assigned any Attitude.

Each of the Active player’s ships may be assigned any Attitude.

Place the Last Round marker in the Round Four box.

The adverse gunnery modifier applies to all ships on the Battle Board, except those at Point Blank range. It does not affect torpedo attacks, except when the attacker is in the Near zone and its target is also in the Near zone (apply a -1 modifier).

Fog affects both players (anyone who attempts Break Away). Flip the Last Round marker over as a reminder that Fog is in effect.

Confusion

Mechanical Distress

No Radar

Boiler Room

Fog

Unexpected Bearing

Open Arc

Good Visibility

Poor Visibility

2

© 2020 GMT Games, LLC

NO

RADAR

CONFUSION?

fog

14

The French BC is acquiring

The British CL is closing

The German CA is closing

The British BB is running

The German BC is acquiring

Ship Attitude.What is “attitude”?In the Advanced Battle Rules, every ship on the Battle Board is considered to operate under one of three “attitudes,” Acquiring, Closing, or Running. Each expresses that ship’s engagement relative to the enemy, and imposes benefits or limitations on the ship’s performance.Attitude at set-up.What attitude must a ship adopt at the start of Battle?The Active player’s ships must start in Closing attitude. The target or Inactive player has a choice: their ships may start either Closing or Running, or a combination of Closing and Running (that is, some ships may start Closing, others Running). If Battle was initiated by a Surprise result, the Active player makes this choice for the inactive ships.Two Snafu Check results allow a player to alter this Attitude at set-up (Unexpected Bearing and Open Arc).Attitude step.What happens during the Attitude step after Round One?Players re-assign an Attitude to each of their ships, Acquiring, Closing, or Running. It may be the same attitude the ship already has. All ships do not have to conform to the same Attitude, they may adopt different Attitudes. Use Attitude markers to secretly select Attitudes, and reveal them simultaneously. Or, by mutual agreement, players may take turns assigning each ship an Attitude, one ship at a time, starting with the Active player.

Denoting Attitude.What does Attitude look like?Orient the ship marker so that the red arrow points in a direction towards the enemy (Closing), away from the enemy (Running), or parallel to the enemy (Acquiring).

Attitude

Galatea

f1

0/-1C

L

Hip

per

f1

1/1

CA

dam

age

dD

uke

of Y

ork

s

2/0

BB 3

directionarrow

Acquiring

Acquiring

Runn

ing

Clos

ing

Closing

3

© 2020 GMT Games, LLC

RUNNING

CLOSIN

G

CLOSIN

G

ACQUIRE

ACQUIRE

2 GneisenauBC

f

3/2

2 GneisenauBC

f

3/2

Strasbourgf

4/2

2 BC

2

RunningA ship in Running attitude enjoys some benefits and limitations:

When performing Gunnery, use the Closing/Running/Splitting column on the Gunnery Table (on the Advanced Battle Rules player aid). It may not split its attack.

Running column

During the Torpedo step, the ship may not attack. If targeted, the enemy’s attack is adversely influenced by a -2 modifier.

Torpedo

During the Maneuver step, the ship may move into the adjacent zone, in the direction of its arrow (into the zone away from the enemy). It may also produce Smoke, but it may not Pursue.

Maneuver

During the Break Away step, the ship may attempt to Break Away.Break Away

ClosingA ship in Closing attitude enjoys some benefits and limitations:

When performing Gunnery, use the Closing/Running/Splitting column on the Gunnery Table (on the Advanced Battle Rules player aid). It may not split its attack.

Closing column

During the Torpedo step, the ship may attack a target in the Near or Close zone. To attack, the attacking ship must be in the Near or Close zone.

Pursuit: If in the Near or Close zone, instead of moving, it may Pursue.

Torpedo

During the Maneuver step, the ship may move into the adjacent zone, in the direction of its arrow (into the zone closer to the enemy). It may not produce Smoke.

Maneuver

During the Break Away step, the ship may not Break Away. If one or more of your ships is in the Near or Close zone, a -2 modifier is imposed on your oppo-nent’s Break Away attempt (-1 for being in the Near zone and another -1 for being in Closing attitude). The -1 for Closing attitude only happens if the Clos-ing ship is in the Near or Close zone.

No Break Away

Three AttitudesAcquiringA ship in Acquiring attitude enjoys some benefits and limitations:

When performing Gunnery, use the Acquiring column on the Gunnery Table (on the Advanced Battle Rules player aid). If Damaged or a special effect is attached, however, it may not use the Acquiring column but it may split its GV (if GV is 1 or more).

Acquiring column

During the Torpedo step, the ship may not attack.No TorpedoDuring the Maneuver step, the ship may do nothing (no Smoke).No ManeuverDuring the Break Away step, the ship may not Break Away.No Break Away

When performing Gunnery, the ship may target two enemy ships instead of one. If it does this, do not use the Acquiring column on the Gunnery Table, use the Closing/Running/Splitting column instead. Splitting requires a gunnery value (GV) of 1 or more (at that range), and both targets must be at the same range. A portion of the GV must be assigned to each of the two targets (a “portion” may not be lower than zero). Each target is attacked separately, rolling for each and checking the result of each on the Gunnery Table. A GV of zero may not be split, but a GV of 1 may be split into two attacks, 1 GV & 0 GV.

Splitting Gunnery

4

© 2020 GMT Games, LLC

RUNNING

CLOSIN

G

ACQUIRE

10

10

SMOKE

SMOKE

Gunnery Table

dice (2d6)

If Closing or Running, ship attacks once. If Acquiring AND Gunnery Value is 1 or more, may distribute G.V. to attack two targets (Splitting column).

6or less

12or more

7-8

9-10

11

Closing,Running,Splitting Acquiring

splash

splash

splash

Gunnery.How does Gunnery work in the Advanced Battle Rules?Do not use the Gunnery Table on the game board. Instead, use the Gunnery Table printed on the Advanced Battle Rules player aid. The Gunnery procedure is the same except there are more varied results, called “special effects.”

Gunnery columns.How do I use the advanced Gunnery Table?There are two columns, one for an attacker in Acquiring attitude (but only if it is not crippled and only if it attacks a single target), and another column for all other attackers (attackers that are Closing, Running, or Acquiring but crippled or targeting two ships). “Crippled” is a Damaged ship or one with a special effect .Gunnery modifiers.Are the modifiers the same?Yes, except there is a new modifier for a Stopped ship. “Stopped” is a speed that is imposed on a ship as the result of a special effect.

Special Results.On the new Gunnery Table, what do “S.R.” and “C.R.” mean?Splash and Hit results remain the same, but there are two new results: Severe Result (S.R.) and Catastrophic Result (C.R.). When either of those results are garnered during Gunnery, the attacking player immediately rolls two dice and consults the Severe Result table or the Cata-strophic Result table. There are no modifiers, but locate the sum of numbers rolled in the appro-priate range column. A legend of results is printed on the player aid.

Gunnery

Ordnance penetrated the hull, or the deck near the hull. Immeditely roll two more dice and add the numbers rolled to make a sum. There are no modifiers. Locate the sum on the Belt Table printed on the player aid. Depending on the severity of the special result (severe or catastrophic), find the result either in the Severe or Catastrophic column.

Belt

Spotters were wrong. The result is Splash (no Hit and no special effect).False Report

Ordnance penetrated above the hull and deck. If the attacking ship’s gunnery value (GV) is zero or less, there is no special effect. Instead, the attack results in a Hit . If the attacking ship’s GV is 1 or greater, immed-itely roll two more dice and add the numbers rolled to make a sum. There are no modifiers. Locate the sum on the Superstructure Table printed on the player aid. Depending on the severity of the special result (severe or catastrophic), find the result either in the Severe or Catastrophic column.

Superstructure

Ordnance penetrated the hull near the waterline. Immeditely roll two more dice and add the numbers rolled to make a sum. There are no modifiers. Locate the sum on the Waterline Table printed on the player aid. Depend-ing on the severity of the special result (severe or catastrophic), find the result either in the Severe or Catastrophic column.

Waterline

Although spotters initially reported severe damage to the target, the attack was not severe. The result is a Hit .

Exagerrated Report

5

© 2020 GMT Games, LLC

7

2 Bismarck

BB

f

4/2

Hood

f

3/1

2 B

C

Suffolk f1 1/0CA

dam

aged

Suffolk

CA

s0/-1

1

Gunnery Example

The British BC is Closing. It attacks the German BB at

Extreme range.

The German BB is Acquiring. It splits its GV of ‘2’ to attack both British ships,

applying ‘2’ to the BC and ‘0’ (zero) against the CA.

...and the result is SPLASH.

Three dice are rolled.

A ‘1’ and a ‘4’ are the lowest two, so the

sum is 5...

...modi�ed by +1(GV of 1),

which makes the sum 6...

...and the result is Hit.

Three dice are rolled against the BC.

A ‘3’ and a ‘4’ are the lowest two, so the

sum is 7...

...modi�ed by +2(GV of 2),

which makes the sum 9...

...and the result is a Hit.

Three dice are rolled.

A ‘3’ and a ‘4’ are the lowest two, so the

sum is 7...

The British CA is Acquiring. It attacks

the German BB at Extreme range.

Three dice are rolled against the CA.

A ‘5’ and a ‘6 are the lowest two, so the sum is 11...

A 6, garnering a S.S. result.

Two dice are rolled on the

Severe Result table...

The British CA is damaged.

Because the attacker’s GV is

zero, the result is a Hit.

...and the result is S.R.

6

© 2020 GMT Games, LLC

1

3

2

Special Effect Types...

Explanation of Special Effects.What happens when a gunnery or torpedo attack results in a special effect?When a severe or catastrophic result is scored on a target ship, the result can be a special effect. There are many types of special effects, and each is explained below (they are also explained on the Advanced Battle Rules player aid). When one of these special effects is the result of an attack, place the appropriate marker on the target ship. The marker denotes the special effect. Each special effect has a unique implication for the ship it is attached to, and remains in effect until the special effect is repaired or the ship is sunk.

Cripple.How does a ship become ‘crippled’?A ship that is Damaged (that is, it is flipped over and has its Damage-side face-up), or, has a spe-cial effect attached, is considered “crippled.” A crippled ship may not use the Acquiring column on the Gunnery Table (but it may adopt Acquiring as an Attitude, and may split GV if 1 or more).

BatteriesWhen this ship performs Gunnery at Short and Point Blank range, modify the sum of numbers rolled by -2.Most ships were equipped with a hierarchy of guns, and this special effect means there has been considerable damage to smaller caliber guns, or to aiming or communication systems.

CommunicationsDuring each Attitude step, the ship suffers a Hit .The ships represented in this game were large, and even the smallest cruiser was operated by several hundren men. Its performance relied on training and experience, and was predicated on communica-tion from command to individual stations located throughout the vessel. This effect represents severe disruption to communications, diminishing command’s ability to deal with damage or even compre-hend its extent.

Fire (very slow)The ship’s speed is now very slow (vs). If the ship already has the Fire (stopped) or Fire (very slow) special effect, ignore this new effect AND the ship suffers a Hit .Ships were vulnerable to fire caused by the detonation of ordnance. Fuel, munitions, and other substances and materials carried on the vessel could prove volatile.

BridgeEach Battle Round, the owning player must choose one or the other penalty for this ship: no gunnery, or stopped. This selection must be made immediately, and lasts until the start of the Lingering Effects step. At the start of each Lingering Effects step, you must make the selection again, until the ship is sunk or the special effect is repaired. Damage Control: During the Lingering Effect step, if the player opts for Damage Control, they must target this special effect and no other.Damage to the command bridge of a ship could greatly limit a ship’s performance. Having to choose between movement and gunnery reflects inherent damage control efforts to ameliorate or work around the damage suffered on the bridge.

Special Effects7

© 2020 GMT Games, LLC

BatteriesPoint Blank & Short

-2 g.v.

Bridges t o p p e d

Bridgen o g u n n e r y

Communications

Firev e r y s l o w

Fire (stopped)The ship may not perform Gunnery. Additionally, the ship’s speed is stopped . If a ship already has the Fire (very Slow) special effect, remove the Fire (very slow) and keep this one. If it already has the Fire (stopped) special effect, it suffers a Hit .A fire on a ship could spread, and even when affecting only a portion of a vessel, its crew could be so occupied in dealing with the fire that the ship could become virtually inoperable.

Flooding (very slow)The ship’s speed is very slow (vs). If the ship already has the Flooding (stopped) or the Flooding (very slow) special effect, ignore this new effect AND the ship suffers a Hit .A ship taking on water from one or more holes in its hull could take quite a long time to sink. Even when flooding was not fatal to a ship, it could command the bulk of the ship’s personnel as they dealt with damage and containment.

Rudder OutDuring each Maneuver and Attitude step, the owning player must roll a die: if the number rolled is ODD, the opponent controls the ship during that step; if EVEN, the owner maintains control. “Control” means that player makes all decisions affecting it. For example, during the Maneuver step, the player who has control of the ship is the one who decides to move or not, produce Smoke, etc. A ship’s rudder was vulnerable to the effects of penetrating and exploding ordnance, as were control and communication mechanisms.

TurretsWhen this ship performs Gunnery at any range, modify the sum of numbers rolled by -2. If the ship also has the Batteries special effect, attacks at short and point blank range are modified by -4. This special effect may not be repaired during the Lingering Effects step.

Flooding (stopped)The ship may not perform Gunnery. Additionally, the ship’s speed is stopped . If a ship already has a Flooding (very Slow) special effect, remove the Flood (very slow) and keep this one. If it already has the Flooding (stopped) special effect, it suffers a Hit instead.Few ships could withstand catastrophic flooding.

MagazineThe ship is Damaged (if already Damaged, it is sunk).Ships carried considerable quantities of explosives, and when a fire or exploding ordnance ignited such a store, the result could be catastrophic.

SunkThe ship is destroyed. Remove it from play.

8Special Effects

© 2020 GMT Games, LLC

Fires t o p p e d

no gunnery

Floodingvery slow

Floodingstopped

no gunnery

RudderOut

Turreta l l r a n g e s

-2 g.v.

10

10

splash W.L. W.L.

Modifiers

11+9-108or less

TorpedoAttack

stopped target +3very slow target +2

slow target +1attack from Near -2Running target -2

dice (2d6)

Must be Closing attitude. May attack from Near or Close; target must be Near or Close.

Waterline TableW.L.

dice(2d6)

SevereResult

2-56-78-12

Rudder Out

Flooding stopped

Flooding very slow

Galatea

f1

0/-1C

L

Hipper f1 1/1CA

The British CL attacks the German CA.

The British player rolls two dice...

The modi�ers are...none.

...the sum is a 9,which scores a S.E.

Waterline result.

Rolls another pair of dice...

Finally, a No Torpedo marker is

attached to the British CL.

Torpedo Attack.Is the torpedo attack different in the Advanced Battle Rules?Yes, there are four changes. First, a torpedo-capable ship may perform a torpedo attack from the Near zone, not exclusively from the Close zone. Second, a ship may only attack if it is Closing attitude. Third, three new modifiers influence the attack (see below). And fourth, special results are possible on the advanced Torpedo Table (printed on the Advanced Battle Rules player aid).

Torpedo Attack modifiers.What modifiers apply to torpedo attacks in the advanced rules?The same modifiers apply, but there are three new ones:

Special Results: Waterline effects.What special effects are possible due to a torpedo attack in the Advanced Battle Rules?If a severe or catastrophic special result is scored on the Torpedo Attack table (printed on the Advanced Battle Rules player aid), roll two dice and check the result on the Waterline Table.

Torpedo Attack

stopped

running

Near

if the target is stopped

if the target’s Attitude is Running

if the attacking ship is in the Near zone (apply this modifier even if the target is in the Close zone)

Only a torpedo-capable ship in Closing attitude may perform a torpedo attack. It may be in the Near or Close zones.

ATTACK

Torpedo

ATTACK

Torpedo

...the sum is an 8,which results in a

Flooding (very slow) special e�ect.

Floodingvery slow

Floodingvery slow NO

Torpedo

9

© 2020 GMT Games, LLC

Mal

aya

s

3/1

2 BB

2 Sc

harn

hors

t

BC

f

3/2

Glo

riou

sm

1 CV

ManeuverAdvanced Maneuver.Is the Maneuver step different in the Advanced Battle Rules?There are two additional rules governing the Maneuver step: Movement in the direction of a ship’s arrow, and Pursuit (see below).

The CA may move into the Close zone.

The CA may not move into the Far

zone.

Instead of moving, the German BC

performs “Pursuit,” pulling the British BB into the Near

zone.

The BC may not move.

Directional movement.What is different about moving a ship in the Advanced Battle Rules?A ship may only move in the direction of its arrow. This means that a Closing ship may only move towards the enemy, while a Running ship may only move away from the enemy. An Acquiring ship may not move.

Pursuit.What is Pursuit?A Closing attitude ship in the Near or Close zone may forfeit movement to pull an enemy ship from Far to Near or from Near to Close. The moved ship must be slower than the Pursuit ship. Or, if the target is in Acquiring attitude, the pulling ship’s speed need only be equal or faster than the target ship.

Smoke.Only Running ships may produce (but not if Stopped). Only Running ships may be grouped with a Smoke-producing ship. Acquiring and Closing ships are not affected by Smoke in their own zone.

Stopped.Can a stopped ship Maneuver?No. Stopped is a speed rating imposed on a ship by a special effect. When stopped, a ship may not: move, produce Smoke, nor Pursue. During the Attitude step, it may not change attitutde. It may not make torpedo attacks but it may perform gunnery. It may not Break Away.

PULL: “Pull” means the target ship is moved into a zone closer to the pulling ship.

directionarrow

10

© 2020 GMT Games, LLC

Hip

per

f1

1/1

CA

2 GneisenauBC

f

3/2

Lingering Effects step.What actions are performed during the Lingering Effects step of the Battle Round?Unless one or more ships have a special effect, skip this new step of the Battle Round. If a ship has a special effect, however, roll two dice and refer to the Lingering Effect Table on the Advanced Battle Rules player aid. Do this for each special effect (that is, if a ship has two special effects, check each separately rolling a pair of dice for each.) There are no modifers.

Turrets and Magazine special effects.Exceptions...?A ship with the Turrets special effects, or one damaged by a Magazine special effect, are exempt from the Lingering Effects Table (do not check those special effects). Check Turrets during Disengagement .

Damage Control.Can I improve my chances on the Lingering Effects Table?Yes. Before you roll dice, you may declare that the ship will perform “Damage Control.” This allows you to roll three dice instead of two, selecting the two HIGH-EST numbers rolled. Place a Damage Control marker on or next to the ship as a reminder, because during the Gunnery step of the next Battle Round, that ship is not allowed a Gunnery attack (remove the Damage Control marker at the end of that Gunnery step).

Lingering Effect Table results.What are the results of Lingering Effects?After rolling two dice, or if declaring Damage Control rolling three dice and selecting the two highest numbers, add the numbers to form a sum. That sum determines the column to use, and cross-index that column with the row corresponding to the special effect being checked. Inter-section of column and row indicates the result.

Lingering Effects

Damage Control

n o g u n n e r y

highest 2

Replace the Fire (very slow) special effect with the Fire (stopped) special effect.

Fire (stopped)

Remove the special effect.RepairedThe ship is destroyed. Remove the ship marker from play.Sunk

The special effect remains attached to the ship.no change

Replace the Fire (stopped) special effect with the Fire (very slow) special effect.

Fire (very slow)

Replace the Flooding (very slow) special effect with the Flooding (stopped) special effect.

Flooding (stopped)

Replace the Flooding (stopped) special effect with the Flooding (very slow) special effect.

Flooding (very slow)

The Fire (stopped) remains, and the ship suffers a Hit.Hit and no change

Legend of Lingering Effect Table results...

11

© 2020 GMT Games, LLC

Turreta l l r a n g e s

-2 g.v.

14

CO

NV

OY vs

-2/n

a

Malayas

3/1

2 BB

2 Sc

harn

hors

t

BC

f

3/2

Break AwayRunning only.Does attitude affect Break Away in the Advanced Battle Rules?Yes, only ships with Running attitude may exit, which means only they may attempt Break Away.

The Convoy is Running but the BB is Acquiring, so only

the Convoy is eligible to exit.

The Convoy exits, momentar-ily leaving behind the British BB. The Convoy is returned to

the Task Force Display.

The British player rolls two dice, a 10...

...and adds +2 for being in the Far zone, but subtracts -1 for the German BC (it is in the

Near zone), and another -1 because the German BC is Closing in the Near zone. Altogether, the modi�ed

sum is 10.

Individual ships or groups.Can an individual ship attempt break away?Yes. Unlike the basic rules where all of a player’s ships have to exit together, in the Advanced Battle Rules a single ship may attempt Break Away. Also, a group of ships may attempt Break Away, but to form such a group all of the ships must be in the same zone and share the same speed. Each Group may attempt

+2Far zone

-1Near zone

-1Closing

Near zone

Partial Exit: When a ship exits due to a successful Break Away attempt, place it on the Task Force Display. When the other ships exit in a later Battle Round, or when the Battle ends, those other ships will join them on the Task Force Display. Exited ships must be placed in the box corresponding to their Task Force.

Enemy attitude (Closing, in Near or Close zone).Does the Advanced Battle Rules use the same modifiers for break away?Yes, but Attitude is now a factor. An enemy ship in the Near or Close zone, in Closing attitude, imposes an adverse -1 modifier to the opponent’s Break Away attempt. This is in addition to the -1 modifier for an enemy ship in the Near or Close zone. Regardless of the number of enemy ships that qualify for this adverse modifer, it is -1 total, not per ship.

STOPPED: A stopped ship may not attempt Break Away, nor may it Break Away via spending an Eva-sive Maneuvers marker.

Also, only an enemy ship in Closing attitude may be consid-ered for the faster ship modifier.

Break Away.

12

© 2020 GMT Games, LLC

10

LastRound

Battle

Round

Extra

Round

Last Round

Bad Weather, AND 1 or more ships are Running at end of second Round, OR,2 Rounds

Battle Length

Summary of Battle Lengths in the Advanced Battle Rules...

A. Snafu Check: Good Visibility B. No ship is Running

Conditions/Requirements

Bad Weather, AND no ships are Running at end of second Round, OR,

Good Weather, AND 1 or more ships are Running at end of third Round.

3 Rounds

Good Weather, AND no ships were Running at end of third Round, OR,

Good Weather, AND Snafu Check resulted in Good Visibility, AND 1 or more ships are Running at end of fourth Round.

4 Rounds

Good Weather, AND Snafu Check resulted in Good Visibility, AND no ships were Running at end of fourth Round.

5 Rounds

Naval Search result was Skirmish , AND 1 or more ships are Running at end of first Round.

1 Round

Battle ends.When does a Battle end when using the Advanced Battle Rules?Just like in the basic rules, a Battle ends in one of two ways: At the conclusion of the Last Round (Round Three in Good weather or Round Two in Bad Weather), or when a player no longer has ships on the Battle Board (this can happen when they sink or exit). However, the Snafu Check at the beginning of a Battle can add a fourth Battle Round (Good Visibility). Also, at the conclusion of the Attitude step of the last Battle Round, if BOTH players have at least one ship on the Battle Board, AND none of them is in Running attitude, one more Battle Round is played (an “Extra Round”).

Extending Battle.What extends Battle into an Extra Round?There are two conditions that add an additional Battle Round, and they are cumu-lative. That is, if both conditions are satisfied, Battle is extended two Extra Rounds:

If the weather is Good, and the Snafu Check result is “Good Visibility,” play an extra Battle Round.

If no Ship is in Running attitude at the end of the Last Round, play an extra Battle Round.

Naval Search result was Skirmish , AND no ships are Running at end of first Round, OR,

Naval Search result was Skirmish , AND Good Weather, AND Snafu Check result-ed in Good Visibility, AND 1 or more ships are Running at end of first Round.

Naval Search result was Skirmish , AND Good Weather, AND Snafu Check result-ed in Good Visibility, AND no ships were Running at end of second Round.

13

© 2020 GMT Games, LLC

OilOil

Evasive

DisengagementExit, and Disengagement Check.What happens at the end of a Battle?Basic rules apply: ships return to their respective Task Force Displays and each Task Force must now have a Contact marker. However, before returning a ship with a special effect to its Task Force Display, it must first undergo a Disengagement Check. Roll two dice and add the num-bers rolled to make a sum, and locate the result on the Disengagement table printed on the Advanced Battle Rules player aid. There are no modifiers. Do this for each special effect attached to the ship, and also do this for each ship with a No Radar marker attached.

As indicated by the Snafu Table, when this Snafu result is applied to a ship, that ship suffers a Gunnery Value modifier of -2 at Extreme Range and -1 at Long range. This penalty is perma-nent, unless removed during Disengagement. Roll 2d6, and if the sum of numbers rolled is 10-12, remove the penalty (if 9 or less, it remains until the next opportunity to remove it during another Disengagement).

Disengagement results...

No Radar

Remove the special effect (or No Radar marker) from the ship.RepairThe ship is destroyed (sunk). Remove the ship marker from play. If playing a mini-scenario, a Scuttle result is equivalent to being sunk during the scenario.

Scuttle

The special effect (or No Radar marker) remains attached to the ship.‘–’ no change

Remove the special effect from the ship, and then attach an Oil marker to the ship. That Oil marker remains attached until the conclusion of the scenario or until the ship is sunk or completes in port. It has no effect on the ship itself, but it prohibits its Task Force from gaining an Evasive Maneuvers marker.

Oil

German vulnerability Lowest twoBritannia ruled the sea. By mutual agreement, players may apply this rule. It makes the game harder for the German player, and is only applicable in operational scenarios and the Campaign Game, not in mini-scenarios. It adds an important historical detail satisfying the historiy buff, and it can be useful when the British player has less experience playing the game and could use a handicap.

When performing a Disengagement Check, the German player must roll three dice, selecting the two lowest numbers rolled to make their sum. Use that sum on the Disengagement table. The British player rolls two dice when making their Disengagement checks.

EXCEPTION: The German player may ignore this rule if one or both of the following conditions apply. Condition ONE: The Battle took place in a space within two hexes of a friendly port or air base (weather does not matter). Condition TWO: The Battle took place in a space occupied by a U-Boat marker or another German Task Force Station.

O P T I O N A L R U L E

14

© 2020 GMT Games, LLC

G M T G a m e s , L L C P O B o x 1 3 0 8 , H a n f o r d , C A 9 3 2 3 2 - 1 3 0 8 w w w . G M T g a m e s . c o m

SplashNo effect.HitTarget suffers one Hit.

BeltRoll 2d6 and consult Belt Table

SuperstructureAttacker’s Gun Value (GV):

WaterlineRoll 2d6 and consult Waterline Table

Exagerrated Report Hit

False ReportNo effect.

Severe ResultTarget suffers a severe special result. Roll 2d6 and consult the Severe Effect Table. If Convoy or Squadron,

Catastrophic ResultTarget suffers a catastrophic special result. Roll 2d6 and consult the Catastrophic Result Table. If Convoy or Squadron,

Gunnery Table Special Result Tables

dice (2d6)

dice(2d6)

Extremeor Long

Short orPoint Blank

If Closing or Running, ship attacks once. If Acquiring AND Gunnery Value is 1 or more, may distribute G.V. to attack two targets (Splitting column).

Mod

ifier

s

Severe Result

Belt Table

6or less

12or more

7-8

9-10

11

Closing,Running,Splitting Acquiring

splash

splash

splash

splash

splash W.L. W.L.

stopped target +3very slow target +2

slow target +1into/out of smoke

Extreme Rangeroll 3d6,

select the LOWEST two numbers

Point Blank Range

Legend of Effects

Legend of Results

roll 3d6,select the HIGHEST two numbers

-1gunnery value (gv) ?

Modifiers

O P T I O N A L

11+9-108or less

TorpedoAttack

stopped target +3very slow target +2

slow target +1attack from Near -2Running target -2

23-56-9

10-12

F.R.S.S.BeltW.L.

F.R.S.S.

Belt

Superstructure TableS.S.

Waterline TableW.L.

S.S.Belt

dice(2d6)

dice (2d6)

SevereResult

2-45-67-9

10-12

Rudder OutTurrets

Fire very slow

Fire stopped

CatastrophicResult

Flooding very slow

MagazineFire stopped

Turrets

dice(2d6)

SevereResult

2-56-7

8-12

Rudder OutFlooding stopped

Flooding very slow

CatastrophicResult

Fire very slow

Flooding very slow

Flooding stopped

dice(2d6)

SevereResult

2-67

8-910-11

BridgeBatteries

Fire very slow

Communications Turrets

CatastrophicResult

Fire very slow

Magazine

Fire stopped

12 Fire stopped Sunk

F.R.

E.R.

S.S.

W.L.

Belt

dice(2d6)

Extremeor Long Short

PointBlank

Catastrophic Result

23-56-89-1112

S.S.BeltBeltW.L.W.L.

S.S.BeltW.L.W.L.W.L.

E.R.S.S.S.S.S.S.Belt

no modifiers

no modifiers

no modifiers

no modifiers

Must be Closing attitude. May attack from Near or Close; target must be Near or Close.

Optional Stealth Attack:If a or result is garnered on the Stealth Attack Table, treat as an S.R. or C.R. Waterline special effect result:

0 or less HitRoll 2d6 and consultSuperstructure Table1+

A d v a n c e d B a t t l e T a b l e s