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Sixth Fleet Rules
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xin Fleet ules, Page 2 “41 The Action Segments: 7: 4.2 Unit Activation: 7: 4:3 Limitations on Activation: 7; 44 What Activated Units Can Do: 8 5.0Movement .... : 5.1 How Units Move: 9; 5.2 Surface Unit ‘Movement: 9; 5.3 Submarine Unit Movement: 10; 5.4 Air Unit ‘Movement: 10; 5.5 Special Movement Rules: 10 6.0Stacking . ‘6.1 Stacking Restrictions: 10; 6.2 Task Forces: 10 7.0 Strategic Air Missions 7.1 Mission Eligibility: 11; 7.2 Interception 7.3 Mining Missions: 12; 7.4 Reconnaissance Missions: 12; 75 Taetical Coordination Missions: 12; 7.6 Returning to Base: 13 8.0 Combat Air Patrol (CAP). 43 8.1 How to Perform CAP: 13; 8.2 CAP and Air-io-Air Combat: 14: 8.3 CAP and SSM Combat: 14; 84 Returning to Base: 14 9.0 Detection Raine wen ete 9.1 Detection Zones: 15; 9.2 Placement of Detection Markers: 15; 9.3 Detection Restrictions: 16; 9.4 Effects of Detection: 16; 9.5 Removing Detection Markers: 16 10.0Combat . seeeees 10.1 Initiating Combat: 17; 10.3 Combat Values: 10.3 Torpedo Combat: 18; 10.4 Surface-to-' Surface ‘Missile (SSM) Combar: 18; 10.5 Bombing Combat: 20: 10.6 Anti-Submarine Warfare (ASW) Combat: 21; 10.7 Gunnery Combat: 2; 10.8 Air-to-Air Combat: 22; 10.9 Combat and Base Hexes: 23 44.0Damage ....... 11.1 How Damage Occurs: 23; 11.3 Effects of Damage: 23: 11.3 Air Unit Damage in Bombing Attacks: 24 42.0Mines....... 12.1 Mine Placement: 24; 22. Effects of Mines: 24 12:3 Minesweepers: 24; 12.4 US Aerial Minesweeping: 24 43.,0Night Game Turns 13.1 Activation of Air Units: Unit Combat: 28 44.0 Special Units . 141 Aircraft Carriers: 25; 14.2 All-Weather Air Units: 25; 14.3 Airborne Early Warning (AEW) Air Units: 28; 4.4 Electronic Warfare (EW) Air Units: 25 45.0Introductory Scenarios 18.1 Scenario 1, ANT-SUBMARISE WARFARE 18 THE [__Western MEDITERRANEAN: 26; 15.2 Scenario 2, CONVOY Sixth Fleet Design Credits Game Design and Development: Joseph M. Balkoski Developmental Editor: Michael. Moore Graphics: Ted Koller Cover Painting: James Talbot Design Developmental Assistance: Anthony Curtis Research Assistance: James O'Neill Editorial Assistance: Flizabeth Mizell 45 nel?) eras. 26 —- Table of Contents 4.0 Introduction . beeeeeee+3 TONAPLES: 26; 15.3 Scenario 3, SURFACE ACTION IN THE 2.0Game Equipment “3 Mebrrennanan: 27; 15-4 Scenario 4, AIRCRAFT CARRIER 2.1 Game Components: 3; 2.2 Game Questions 3; Playing OPERATIONS: 27 Pieces 3124 Abbrevations 3.0 Sequence of Play ceeesees6 ADVANCED GAME RULES: 46.0Random Events . 28 BASIC GAME RULES 16.1 Weather: 28; 16.2 Command-Control: 29; 4.0TheActionPhase ................ soe 416.3 Satellite Reconnaissance: 29 47.0 invasions 17.1 Victory Point (Amphibious Assaults): 17-4 Commando Assaults: 30; 173 Cargo (CR) Unis: 34 17.6 Control of Vietory Point Hexes: 34; 17.7 Istanbul ‘and Tangier: 34 48.0 Logistics (Optional). 18.1 The Logistics Rosters: 54; 18.2 Surface Units and Ammunition Expenditure: 34; 18.3 Submarines and Ammunition Expenditure: 38: 18:4 Air Units and Ammunition Expenditure: 35: 18.3 Movement and Logistics: 36; 18.6 Base Hexes and Replenishment Units: 36; 18.7 Replenishment: 36; 18.8 Out of Fuel/Ammo Markers: 37; 18.9 Attacking Base Hexes: 37 49.0 Tactical Nuclear Warfare (Optional) . .. . .37 19.1 Availability of Nuclear Weapons: 37; 19.2 Use of Nuclear Weapons: 37; 19.3 Restrictions on Nuclear Weapons: 38; 19.4 First Use of Nuclear Weapons: 38; 19.5 Political Ramifications of Nuclear Weapons: 38 20.0 Optional Rules rea 2439 26.1 Cruise Missiles: 39; 20.2 B:52's: 39; 20.3 Aternaie Air Wings on Aircraft Carriers: 39; 204 Burke-Class Destroyers: 39; 20.5 Soviet Submarines and Mines: 39; 20.6 Soviet “Tattetales”: 39; 20.7 High Speeds: 39, 20.8 Increased Movement for Air Units: 40; 20.9 Using Allied Bases: 40 24.0 Intermediate Scenarios...............40 21.1 Scenario 5, Azaraw Orrewsive: 40; 21:2 Scenario 6, Linyan-Awenican War: 41; 2.3 Scenario 7, Aim STRIKES AGAINST THE CRIMEA: 42; 2/-4 Scenario 8, MARINES TO Brno: 43 22.0Advanced Rules . er 22.1 Game Length and Poiitical Events: #4; 22.2 Neutrality: 44; 22.3 Preparedness Levels and Deployment: 45; 22.4 Reinforcements: 46; 22.5 US First Game Turn Restrictions: 46; 22.6 Victory Points and Winning the Game: 46 23.0 Advanced Scenarios. 23.1 Scenario 9, Criss x THE MipDLE Eas 23.2 Scenario 10, CoNFRONTATION IN THE CENTRAL MeD: 48; 23.3 Scenario I1, INVASION OF YUGOSLAVIA: 49; 23.4 Scenario I2, Attack on TuRkey: 49; 23.5 Scenario 13, Invasion oF Westenn Eunope: 49; 23.6 Scenario 14, Wort War Tunes: 49 Situation Analysis Warship Classes . 34 44 2 AB Playtesting: Mark Herman, Terry R. Shrum, Roger Whitney, David Sel, Dave Wood, Tom Hoyt, Gene Billingsly, Burke Ford, Lance Murphy, Dave Trauger, John Trauger, Rick Cooper, Gary Cooper, Lt. J. D. Webster. Special thanksto the Fresno Gaming Association, ‘Camera Dept. Supervision: Elaine M. Adkins Production: Ted Koller, Michael E. Moore, Rosaria Baldari, Paul Murphy, Colonial Composition, Monarch Services, Inc. Project Oversight: W. BillSktn Fleet Rules, Page 3 4.0 Introduction SixtH Fleer is a simulation of contemporary operational naval warfare in the Mediterranean Basin. In turns representing, «ight hours of realtime, the players maneuver surface warships, submarines, squadrons of combat aircraft, and amphibious assault groups on a 1:5,100,000 map of the Mediterranean. A. hexagonal grid has been superimposed over the map, and each, hex represents about SO nautical miles. Sections 4.0 through 14.0 include the rules for the Basic Game of SixtH Feet. The four Introductory Scenarios in section 15.0 teach players the basics of movement and combat. Sections 16.0 through 20.0 contain the rules for the Advanced Game and optional rules. The Intermediate Scenarios in section 21.0 can be played using the Basic Game rules or with some additions from the Advanced Game. Section 22.0 describes how to set up and play the Advanced Game and Section 23.0 contains the backgrounds for the six Advanced (or campaign) Scenarios, which illustrate the complex strategic questions involved in a naval campaign in an area as large as the Mediterranean Basin Each player has a two-fold objective in the game: 1) to seek ‘out and destroy the enemy fleet; and 2) to seize key geographic positions that support a larger grand strategy. 2.0 Game Equipment 2.4 GAME COMPONENTS A complete game of Sixt FLeer contains these items: * One Rules Booklet * Two 32-inch by22-inch Mapsheets ‘+ Two Sets of 192 %-inch Playing Pieces (Counters) + One Set of 230 inch Game Markers + Two Pads of Logistics Rosters ‘+ Three Deployment/Reinforcement Cards © One 6-sided Die 2.2 GAME QUESTIONS If you have any questions about the rules to Six FLEET, please feel free to send in your questions, written so they can be answered with a simple one-word response when possible. Be sure to enclose a stamped, self-addressed envelope. Mail your questions to: Sixth Fleet Questions Victory Games, Inc. 43 West 33rdStreet New York, NY 10001 2.3 PLAYING PIECES The playing pieces (or counters) include military forces from sixteen nations. The US and allied NATO counters all hhave green borders, and each has a different interior color or type color. The Soviet and most likely allied nations have a red border, and each has a different interior color. The other non- aligned nations have a tan border, and each has a different interior color or type color. In addition to the colors on the ‘counters, each nation’s forces can be distinguished by the two- letter abbreviation printed on the counter. ‘The backs of the countersare printed with a starburst design and reduced values, indicating that these units have been dam- aged. Note that certain units (cargo ships, minesweepers and some air units) are not backprinted. When these units are dam- aged, they are destroyed or sunk, ‘The half-inch markers included with the game are printed in ‘green, red and tan. The green markers are used by the US Player, the red markers by the Soviet player, and the tan markers are neutral and can be used by either player. ‘SUMMARY OF COUNTER TYPES Surface Units Fron tour W Seva s5s004 —in T02 8 43ue26 camel 2023 Pea souse — We 0 5200115 gave W Wat 0 ain N sale weno tue N 2380 4 Ws 0 AIRCRAFT CARRIER(CY) CRUISER ICG DESTROYER (DD) FRIGATE) BATTLESHIP PATROL COMBATANT PC) AMPHIBIOUS ASSAULT (AA) MINESWEEPER (MS) TANKER TR) AMMUNITIONCARRIER(AM) SUBMARINETENDER (ST) COMBATSTORES (CS) cARGOSHIPCR) Back 30ue WN Teo 350013 oer 3 3ue2s Thon 2 a 2013 Wye? 0 Saute aan Wes‘Submarine Units Front 3 6us29 oe W 2600 N mW AirUnits Front wey nro oh os 8 oh Wen ty Daw 7 wen o& | smmonneranty wansineiatn) Bam we N SAB, | eecrtowcwanraneiew et SUMMARY OF GAME MARKERS Front CAP i carmission Note: US CAP markers are backprinted “CAP & AEW,” indi cating the CAP mission contains an AEW unite 14.3) MINE Fa ive our oF mmo ovroranmo our oF a ourorsues. Note: “Out of Ammo” and “Out of Fuel” markers are back: NUCLEARSUBMARINE(SN DIESEL SUBMARINES) INTERCEPTOR (NT) ATTACK (ATE) RECONNAISSANCE (RCN) ANTISUBMARINE WARFARE (ASW) printed with “Out of Fuel & Ammo” (see 18.8). Sixth Fleet Rules, Page 4 aie, ; zal Soviet us ‘ * xe oe -s = X 4 a. comvanoo i uN Back CAP & ‘NEW 1 our oF Fuel & ammo our oF Fuel & ammo uoveuenr SoM Rane Ai oe a rane cepa “TE Note: An “N" in plice ofthe SSM, Gunnery, ASW, or Anti A vals indents ha the uit eannot perform tat frm of combat ifs unit hs a Close Ani-Airor Aten Ante ale, Burnot both 0" indicates which aleiteannot se, SAMPLE SUBMARINE UNIT (Fron) MEE sear Note: A submarine unit always has an ““N" for its Anti-Air value. SAMPLE AIR UNIT (Front) ‘sone atTON Walle rine MLE Note: Air units do not have Defense values. Their Movement Allowance is either a two or three-digit number. An air unit ‘with an “N" for its SSM or ASW values indicates it cannot per- form these combat functions.Sith Fleet Rules, Page S 2.4 Abbreviations ‘The following abbreviations are used in the game: Surface Units ‘ATK: Awack aaa AA: Amphiious Asal EW: Bletroni Warare Serr dieaek AM: Ammunition Care INT: tnerepror Ao: Ame Sen BB: Battleship RCN: Reconnaissance AT: Atlantic CG: Mise Cruiser Countries BS Back Seu CR: Cargo Ship ALS Aigete CM: Central Mediterranean pc fg Comma Sores EG: Ea EM: Eastern Mediterranean CV: Aircraft Carrier av TY: Tyrrhenian Sea DD: Deswoyer 1 Bene WME, Wester edteanean FF; Frigate — ‘MS: Minesweeper ined ‘Game Terms: PC: Patrol Combatant 7: aly ‘AAA: Area Anti-Air FCS: Pao! Combatant Squaion LB: Liye AAD ANAM Value ‘ST: Submarine Tender MO: Morocco AP: Ammunition Point TK: Tanker 50: Soviet Uiion ASW: — Anti-Submarine Warfare ‘Submarine Units a Svat CAP: — Combat Air Patrol SN: "Nucl Submarine se | Sr Fr; Fuel Point SS: Diesel Submarine . eon ORD: — Ordnance TU: Turkey ‘SSM: ‘Surface-to-Surface Missile Air Units UK: United Kingdom TORP: Torpedo [AEW: Aibore Early Waring US) United Sates ASW Ant Suimarine Warare YU: Yoaclavia aici STRGY Dy Srey ZARHR DY Zatlrr ; . KONDLGP: onl | RENVYGRDS Rey Ste: Only stipe whore names hve ben sevined on he RONDE, fowl RE es ae BYTSH (SN): Bytosh RABY (SN): Drabow rover corer pee cate ale FAYOD (ER: Fayoud INTSR (SS): Inte NEZHN (SNi:Nezhin SYZRN (SN): Syeran eee MOMLYSS) Hwa PRNINGS Pos ASTRDO: Malan — Sora Bo Seen BLASN (FF): Blaison. DROGU (FF): Drogow TURKEY NOUINGED: oan PANON PY Pinan ADATP (DD Adaepe —ANITP(DDY- Ane peut pedi GRta wos Si Reus) Alea fives: fi, FLDRGSSE ue, GREEK UNITED KINGDOM, ANAR(OD): Kane TOMBZ (OD) Teunbass Pee aie eee CLAUE Sr Gidas —NERES(SSY Nowe ee —— — CARDF (DD); Cardiff EXETR (DD): Exeter ITALIAN AMAZNGR: Auge BRADNER eh ARDIT DO). Arsto.,—IMPYDDDY bape case ita (D9) threo AUPNO(ER: Ao” GRECLIFFE Gree CATUG (ANY: Gougn —DULTH (AKy lu Lioness sealer PRTLD(AA): Portland RALGH (AA): Raleigh: DAVIN GSE Dein MAREN SSE Maron BHDBY Aa Wey BANDS. Basse URSY (8B) New Joey BRB. ity FONG) ‘Reondoeen ya WAWHTCCG) Yasnwhe —YRETNNCS) Yokons ae a ae BUTTN (CR): Button SJUPIT (CR): Jupiter monocco Hes fee, ERHAM GF: hana DETET(CS? Deval ——WABSH(CS: Wath aS. Ses " ee FRSTL (CV): Forrestal, KENDY (CV): Kennedy. vay ey BRU aa gee am VORNZ (AM): Voronezh DEGRS (DD): De Grasse MERRL (DD): Merrill COLMA (CO! Gale) GRZNY (CO aay SER Seca Ses oor ee OCHKY (CG): Ochakov RAMSY (FF); Ramsey SMPSN (FF): Simpson DUSN(ERE Dior tisren: Sa Seve becca BALIN. Btinore ROSEN ove BEDVY DD»: being, KULKV (OD: Kubov Caen Sor Ghat’® Riri Nema SERV OD) Omacdy Stren DD) Sikh Pea: Rea SENN IBD: San} EUAN Dy St CINRN TRY Gmaron——NEOSHCTK; Neosho SOVMN DD! Sevemay _SEIBNIDDY _Spochey ae SoeSith Fleet Rules, Page é 3.0 Sequence of Play All actions that occur in a Game Turn take place in a strict ‘Sequence of Play. The Game Turn is composed of a number of Phases, which in turn can be composed of a number of Segments, that must be performed in the order listed below. Players cannot go back to a previous Phase or Segment once they have started anew Phase or Segment ‘Aday of real time is represented by three Game Turns — an AM turn, a PM turn, and a Night turn — each of which is 8 hours of real time. Some Phases in the Sequence of Play take place only in an AM or Night turns and are ignored in other tums, Players keep track of the turn in progress by moving the Game Turn marker along the Game Turn Track on the map. STRATEGIC CYCLE (AM Game Turns only) A. Political Events Phase (Advanced Game) The die is rolled and players consult the Political Events Table. The marker on the Armistice Track may be advanced due to a Political Event, or the players may need to consult the Special Events Table (22.1). If the Armistice marker is moved fon the Armistice Track, the players determine the Victory Points they receive for control of Victory Point hexes and (for the Soviet player) for ‘sea denial” (22.6) B. Random Events Phase (Advanced Game) ‘The players roll the die several times and consult the Ran- dom Events Table to determine what events occur during the next three Game Turns (16.0) ‘© Weather: The first roll determines the current weather status across the Mediterranean, Ifa squall or storm results, the players roll the die again to determine which zones are affected (16.1). © Command-Control: The next die roll determines if the US (er allied) or Soviet (or allied) air units are unable to undertake strategic air missions in the Strategic Air Phase Of this cycle. If either player suffers loss of Command- Control, the player affected rolls the die to determine in which zones this occurs (16.2). © Satellite Reconnaissance: Each player rolls the die once to determine how many Detection markers he receives during the cycle. These Detection markers must immediately be placed on enemy surface units (or stacks) or individual submarines (16.3), CC, Reinforcement Phase (Advanced Game) Each player consults the Reinforcement Chart for the US and Soviet forces and for their allies to determine which (if any) reinforcements are due this Game Turn (22.4). These units are immediately placed on the map. D. Strategie Air Phase 1, Allocation Segment: Both players secrely allocate air units to air missions on their Strategic Air Displays (7.1). After these units are placed, the players reveal their units’ ‘missions to each other. 2. Interception Segment: Opposing air units on Interception missions within the same zones undertake Air-to-Air Combat (7.2) 3. Bounce Segment: Surviving air units on Interception missions may “bounce” enemy air units on other strategic missions within their assigned zone (7.2). 4. Mine Segment: Air units on Mining missions can place Mine markers on the map (12.1). E. Detection Phase Players now place Detection markers on surface and sub- ‘marine units that occupy Limited or Extended Detection Zones (9.0). In addition, for each air unit on a strategic Recon- naissance mission in a zone, the owning player can place one Detection marker on an enemy submarine or up to two markers ‘onsurface units (or stacks). invasion Phase (Advanced Game) 1, Availability Segment: Both players roll a die twice and ‘consult the Parachute/Commando Table to determine how ‘many of each typetthey receive this turn (17.3 and 17.4), 2. US Invasion Segment: The US player can place any and all available Ground Foree (Marine, Parachute and Com- mando) markers in Vietory Point hexes, and can unload cargo (CR) units in these hexes (17.0). 3. Soviet Invasion Segment: The Soviet player can place any and all available Ground Force (Marine, Parachute and Commando) markers in Victory Point hexes, and can unload cargo (CR) units in these hexes (17.0), G. Task Force Phase Both players can create Task Forces from their stacks of surface units (6.2). Units forming a Task Force are removed from the map and placed on the Task Force Display; a Task Force marker is putin the hex from which the units were taken. ACTIVITY CYCLE (Ail Game Turns) H.CAP Phase Both players can assign any or all INT, ATK and AEW air units not on strategic air missions to CAP missions (8.0). After the CAP missions are formed, the units forming a mission are removed from the map and placed on the CAP Display; a CAP ‘marker is put in the hex from which the air units were taken. |. Minesweeping Phase ‘Starting with the US player, both players can attempt to remove Mine markers on the map (12.3 and 12.4) J. Replenishment Phase (Advanced Game only) If using the Logistics options (18.0), both players can perform at-sea and in-port replenishment. K. Action Phase 1. First Action Segment: A die is rolled to determine the “first” player; on an even roll, the US player is first, and on an odd die roll, the Soviet player is first. This player announces which type of units he will activate this segment: surface, submarine, or air. After the first player has finished all actions with the units of the type he chose, the second player selects a type of unit to be activated and ‘carries out all actions with these units (4.0). 2. Second Action Segment: A die is rolled to determine the “first” player in this segment. This player announces the type of units that will become active this segment; he cannot select the type he chose for the First Action Segment. After the first player's units have performed all their actions, the second player chooses which type of units he will activate {he may not activate the type he selected in the First Action, ‘Segment), and carries out all actions with this type. 3. Third Action Segment: A die is rolled to determine the “first” player in this segment. This player activates the remaining type of units not activated so far, and completes all actions with them, The second player then activates his last type of units and completes all actions with them. L. CAP Landing Phase Allunits on CAP missions are now returned to the base hex or aircraft carrier from which they started (8.4). TERMINAL CYCLE (Night Game Turns only) M. Fuel Phase (Advanced Game only) If the Logisties option is being used, fuel expenditure forall units is recorded on the Logistics Rosters (18.5). N, Strategic Air Mission Termination Phase Air units on the Strategic Air Display are returned to their parent aircraft carrier or to a base hex in the zone from which they started (7.6) 0. Detection Removal Phase Surface and submarine units that are not in. enemy Detection Zones have their Detection markers removed (9.5)Sith Fleet Rules, Page 7 GAME TURN INDICATION ‘The Game Turn is now over. The Game Turn marker is advanced one space along the Game Turn Track. Players now ‘20 10 the Strategic Cycle, ifthe next turn is an AM turn, or to the Activity Cycle, if the next turn is a PM or Night turn. Thi process is repeated until the game ends or an armistice is declared 2.1). Basic Game Rules 4.0 The Action Phase Most of the activities that are performed during the game take place during the Action Phase, which is composed of three Action Segments. During each Action Segment a player moves and performs combat with all the units of a particular type — submarine, surface or air — and with none of the units of the other two types. A player must announce when he has finished activating all units ofthe type he selected. Disionse’s Notts The structure of the Action Phase reflects 0 trade-off between realism and playability. An utterly reaistic ‘operational naval simulation would, of course, necessitate simultaneous activites on the part of the players. Without extensive recorc:keaping or hidden movement of units (lechniques that were rejected because of thar debiifating effects on solitaire play), such on approach is impossible. The sequence of actions abstracts simuttaneity fo some extent, however, there isa cerfoin degree of uncertainty in the determination of the “fst” piayer in an Action Sagment thot reflects the critical concept of inttative in miltary ‘operations 4.4 THE ACTION SEGMENTS The players determine who goes first in each Action Segment by rolling adie. Ifthe result isan even number, the US player activates his units fist in that segment; on an odd rnumber, the Soviet player activates his units first. The die is rolled af the beginning ofeach ofthe three Action Segments During the First Action Segment, the first player announces which type of units he will move that séement — submarine, surface, or air. He then moves and performs combat with any and all of the units of that type on the map during the segment. The second player then announces which type of units he wishes to activate in the segment. The second player can activate any unit type and does not have to activate the same type of unit activated by the frst player. In the Second Action Segment, after the first player is determined by the die roll, each player can activate a second type of unit. Neither player can choose the type of unit activated in the First Action Segment, and they ean choose to activate different unit types. In the Third Action Segment, the players, after determining who will go fist, activate the third unitiype, ‘A player can never activate a unit he selected in an earlier ‘Action Segment during a later segment, Should a player not have all three types of units on the map, he can activate only as many types as he has available. A player can elect to pass in an ‘Action Segment if he does not have as many unit types as his opponent. Thus, a player with no submarines would have only two Action Segments, and he would do nothing during one of the other player's Action Segments; he can elect to pass in any one Action Segment of his choice, NOTABLE EXCERTION: Units on a CAP mission can be activated ‘out of turn for Airto-Air Combat during the other player's air unit Action Segment. As ong as they do not have ta return 10 ‘base, units on a CAP mission can be activated several times for this purpose (see 8.2). Example of Activation: Af the beginning of the First Action Segment, a "3""(s rolled, and so the Soviet player goes "fist." He ‘announces "Air" and then moves and performs combat with al his fir nits not on strategic or CAP missions. The US player announces “Surface” and proceeds to move and perform combat with al his surface units ‘A "4" is rolled af the start of the Second Action Segment, thus ‘making the US player “first.” He has already activated his surface units and so must select either air or submarine as his choice. He ‘announces “Submarine” and activates his submarine units. The Sovie player also announces “Submarine” and performs actions with his submarine unis A roll of “1” atthe beginning of the Third Action Segment makes the Soviet player “first” again, and since he moved his air 4nd submorine units, he must announce “Surface.” Aer the Soviet Surface units end their actions, the US player must announce “Air” ‘and activare hs air units. The Action Phase now ends and the players move to the next phase 4.2 UNIT ACTIVATION To be eligible for activation, a unit must be of the unit type the player selects for that segment (surface, submarine, or air) and it cannot have been activated previously in that segment Thus, if the player announced “‘Air” at the beginning of an Action Segment, he can only move air units for the rest of the segment, and he must complete the actions of each air unit or stack of units before activating another unit or stack. To keep track of which units have already moved in a segment, players can rotate the counter 90 degrees after each unit or stack has completed its actions. At the end of the Action Segment, the counters should be rotated to their normal position. ‘Air units on aircraft carriers are normally maintained off- ‘map on the Aircraft Carrier Display. I these unitsare activated during an Action Segment, they are considered (0 occupy the same hex as their “parent” aircraft carrier. Movement of air units between the map and the Aircraft Carrier Display can occur only when they are activated ina player’s air unit Action Segment, 4.3 LIMITATIONS ON ACTIVATION Units occupying different hexes cannot be activated together. Air, submarine, and surface units in the same hex must be activated separately by type of unit. Air or surface units occupying a hex must be the same nationality to be acti vated together. Air or surface units of different nationalities oc- cupying a hex must be activated separately. Surface Units: A player can activate any or all surface units of the same nationality that occupy the same hex at the beginning fon an Action Segment. All surface units within a hex do not have to be activated at the same time. For instance, a player can choose to activate some surface units in a hex at the beginning of a segment and then activate other units at another time. However, all units that are activated together must perform their activities together asa stack (see 6.0). Submarines: Submarine units are always activated individually ‘The actions of a submarine unit must be completed before another unitis activated. Air Units: A player can activate up to four air units of the same nationality that are together in the same hex. All air units in a hex donot have to be activated at the same time. ‘Air units deployed on an aircraft carrier are considered stacked together. These units can be activated individually or as stacks up to a limit of 4 per activation. If two or more aircraft carriers of the same nationality are together in the same hex, the air units from the different aircraft carriers can be activated as part of the same force.Sixth Fleet Rules, Page 8 4.4 WHAT ACTIVATED UNITS CAN DO Once a player has announced which type of units will be activated in an Action Segment, he may move and perform ‘combat with each unit or stack of units of that type. A unit or stack must complete its activities before any other unit or stack is activated, and it can be activated only once in the segment, When an active unit or stack is moving or attacking, no other ndly or enemy — can move orattack iN Uns on CAP missions can aitack enemy airunits (see8.2) ‘Surface or air units that are stacked together and activated ‘asa single force are considered one unit for activation purposes. ‘Once activated together, they cannot split up and they must perform the same kinds of attacks. If an attack is made, not all the unitsin the stack must participate in the attack, Surface Units: surface unit or stack can move and/or attack inan Action Segment according the following guidelines: 1. Itcan move and not attack; 2. Itcan moveand perform one or two attacks; 3. [Lean perform one or two attacksand then move; 4. Itcan perform one or two attacks and not move; 5. It can perform one attack, move, and then perform a second attack. kacaite A surface unit éhat performs Gunnery combat cannot per- form a second attack of any kind in the same segment. A unit can never perform two attacks of the same type in the same seg- ‘ment. A unit performing two attacks in the same segment can perform ASW and SSM Combat only. ‘Submarines: Each submarine unit is activated individually. A submarine can move and perform one attack, in any order, during an Action Segment Air Units: An air unit or stack can move and perform one attack at any time during its movement. Air units are the only ‘ones that can interrupt their mavement to attack. However, ait units must always begin and end their active status on a base hex of the same nationality as the units (or on an aireraft cartier of the same nationality, within stacking limits forthe carrier), Example: The US player has an FI air unit in Naples hex 1726), Texas und Aylwn (surface unis) in Gaeta (hex 1825), Deyo (surface Lunit|in Maddalena (hex 1821), and Drum (submarine) in Sigonella, (hex 1126). The Soviet player has Ubres (submarine) n hex 1824, Grany and Yelan (surface ships) in hex 1324, and a T22 air unit in Tartus (hex 0889; mot shown in the example) ‘During the First Action Segment, the US player goes frst and announces "Surface": he decides 10 activate Texas and Aylwn Logether. He performs an ASW attack against the adjacent, detected Sovle Ibees, damaging it. The US units move 10 hex 1524 and perform an SSM aitack agains! Greny and Yelan, sinking Yelan and ‘not damaging Grany. He decides not to move Deyo at all. Since he has no more surface units, his First Action Segment is over.‘Sith Fleet Rules Page? The Sovies player announces "Submarine," and moves Yores to ‘hex 1623 and performs a Torpedo attack against Texas, darmaging it He has no more submarines, and so Ins Action Segment is over. In the Second Action Segment, the Soviet player goes fist and announces “Air.” He decides to move the T22 from Tarts 10 Benghari. performing no attack along the way. The US plaver also ‘announces “Air” and moves the FIs from Naples to Sigonell, also performing no combat. The Second Aetion Segment is now over. ‘Inthe Third Action Segment, the US player is first again and ‘must announce “Submarine.” He decides to move Drum to hex 1224 ‘and performs a Torpedo attack against Grany, sinking it. The Soviet player has no more surface units and so must passin this segment, ‘ending the Action Phase 5.0 Movement Units that are activated move across the map hex by hex. ‘The three different types of units — surface, submarine, and air — have different capabilities and restrictions as described ‘below. Note that the map is overprinted with a hexagonal grid to regulate movement. When an active unit is moving, the ‘owning player moves it from hex to contiguous hex on the map. ‘There are three types of hexes on the map. Land hexes are composed entirely of land. Coastal hexes contain a combina- tion of land and water and include all hexes containing islands; note that, except for Torrejon (hex 2109), all base hexes are coastal hexes, Sea hexes are composed entirely of water. Dbesioners Notts: The Movement Allowance of a surface or submarine unit isa reflection of is speed: the Movement Allowance of an air unit represents is range while carrying ‘an average payload of ordnance or electronic equioment. t should be noted that surface and submarine Movement ‘Allowances 00 not reflect these units’ maximum speed: ‘operating on ful power for Jong Periods of time consumes vast amounts of fuel ands raf a commen practice, except when under direct aftack by enemy aircraft or submarines, Sustained speeds five to ton knots below maximum speed (ore mare normal. Moreover. some ship sensors — particularly sonor — are not effective when 9 ship Is operating at high speeds itis interesting fo note that, when compared to the enormous improvements in naval electranics and weopony developed since the end of the Second World War, the speed of contemporary surface warships has remained relatively constant. In fact. some US destroyers and fngates (Fe siower than their Work War Two counterparts. On'the other hand, advancements in submarine technology since. the 1940's hove increased the underwater soeed of submarines (particularly nuciear submarines) considerably. A nypotnetical counter representing a typical German Uboct {rom World Wer Two would rave @ Movement Allowance of only one. A glance af the Soviet Alfa-class of submarines flinsk and Nezhin) ilustrates the vast changes that nave Taken place in submarine technology since the end af ihe Second World Wor 5.1 HOW UNITS MOVE Each unit has its Movement Allowance printed on its counter. The Movement Allowance is the maximum number of hhexes the unit can move when activated: A unit can move less than its printed Movement Allowance but never more. Note that some units are prohibited from entering or moving through certain hexes, Surface units or air units in a stack, when activated together, can move a number of hexes equal to the /owest ‘Movement Allowance of a unit in the stack. A stack of units ‘moved together cannot drop off a unit with a low Movement Allowance and continue moving; the stack must move, attack and stop together. 5.2 SURFACE UNIT MOVEMENT ‘A surface unit can enter any sea or coastal hex: it ean never enter or move through a land hex. During movement, surface units can move through hexes occupied by friendly or enemy units, Similarly, they can move through enemy base hexes without restriction. ‘The following restrictions apply to surface unit movement: 1, They can never end their active status stacked in the same hex with any enemy unit iON: See “Double Coastline Hexes,” below. 2, They can never end their active status in an enemy base hex. 3. They can never enter a hex by crossing a hex or hexside that is entirely composed of a land feature (see “Double Coast- line Hexes,” below). Nationality and Movement: US, Soviet, British, French and Italian surface units can move anywhere on the map. Surface units of other nationalities can move toa maximum of 10 hexes ‘away from the nearest base of their nationality. Double Coastline Hexes: Some of the hexes on the map have double coastlines (such as hex 0846 in Cyprus). A surface unit ‘must be designated by the owning player as occupying aspecitic coastline of such a hex. A unit can move freely into and out of this hex as long as the movement is directly from or into ‘another hex on the same side of the coast. It cannot move into hhexes that would require ito cross a land feature. Also, players should position their counters on the map to indicate on which ccoast a unit ends its active status; it must begin its next active status on the same coast It is possible for opposing surface units to end their active status in the same hex, as long as the hex has ¢ double coastline ‘and the opposing units are on separate coasts. Players should use common sense when faced with this situation, prohibiting clearly unrealistic movement across land features and comple- tion of the active status of opposing units on the same coast. Opposing surface and submarine units in double coastline hhexes cannot perform SSM, ASW, Gunnery or Torpedo Com- bat against enemy units in the same hex, since they are sepa- rated from the enemy units by all-land features (see 10.0) Note that these restrictions donot apply to hexes containing centie islands (such as Malta in hex 1025). Movement through a hex containing an island is equivalent to moving through a ‘coastal hex, and opposing surface units can never end their ‘active status stacked in the hex, Example of a Double Coastline Hex: A surface unit entering hex (0846 (Cyprus) from hex 0946 or 0947 to the north would not be able to move directly into hex 0845, 0746, 0747, or 0847. Assuming the tunt ends it active stanus in 0846, it can only move back into hex (0966 oF 0947 when its next activated. An enemy surface unit could ‘end its active status for that turn in hex 0846 (with the opposing tunit) as long as it entered that hex from hex 0746, 0747, or 0847 LS * Famagusta Notes on the Maps: Izmir (hex 1438) is considered a Turkish hex at all times. A surface or submarine unit oocupying Istan- bul (hex 1741) can move directly into any of the six adjacent hexes, The following hexes are not separated by a land feature and movement between them is not limited: 1126 to 1127; 1227 to 1327; 1034 to 1135; 1285 to 1236; and 1438 to 1538.Skth Flee! Rules, Page 10 5.3 SUBMARINE UNIT MOVEMENT ‘Submarines are subject to the same movement restrictions ‘as surface units. Unlike surface units, however, all submarine tunits can move anywhere on the map; they are not subject to the 10 hex range limit from a base hex of their nationality. Re- ‘member that submarines must be activated individually and cannot be members of a multi-unit active force. 5.4 AIR UNIT MOVEMENT Air units can enter and move through any hex on the map, regardless of terrain or the presence of friendly or enemy units. ‘They can freely enter enemy base hexes. All air units can move anywhere on the map and, unlike surface units, are not subject to the 1O hex range imit from a base hex oftheir nationality. Air units have only one movement restriction: They must begin and end their active status in a base hex or on an aircraft carrier belonging to their nationality. It is not necessary that an air unit end its active status in the base hex it began; it can change bases at the end of its active status, as long as the new ‘hase is of the same nationality and the unit does not exceed its ‘Movement Allowance to reach the new base. Air units only can interrupt their movement to make an attack and then resume movement. Aircraft Carrier Based Air Units: Air units beginning the game ‘on an aircrait cartier (CV) must remain with the cartier they started on. US air units cannot be exchanged between US air~ ‘raft carriers. In Introductory, Intermediate and Advanced (of Short or Medium length) Scenarios, all air units assigned to an aircraft carrier are considered destroyed if their parent carrier is sunk, and they count for Vietory Points for the opposing player in ‘Advanced Scenarios. In Advanced Scenarios of Long length only, air units assigned to an aircraft carrier that are on strategic or CAP missions are not destroyed when their parent carrier is sunk. Instead, these air units are placed on the Game Turn Track ‘welve spaces ahead of the current Game Turn, During the air tunit Action Segment of that future Game Turn, the air unitsare removed from the Game Turn Track and are placed on any base hex of their nationality; they can be activated from that base hhex normally. If the Logistics option is being used, the air units draw ammunition from that base hex normally (see 18.4). Air unitsnot assigned to carrier at the beginning of a game ccan neverend their active status on.a carrier. 5.5 SPECIAL MOVEMENT RESTRICTIONS ‘The scenarios included with the Sixt Furet game occa sionally list additional movement restrictions. These restric- tions have precedence over any others described inthis section. 6.0 Stacking A maximum of 12 friendly surface combat units (CV, CG, DD, FF, BB, and PC) can end the surface unit Action Segment stacked together in the same hex. Any number of other surface unit types can be in a hex with a stack of surface combat units, and do not count toward the 12 unit maximum. Friendly Task Forces (see 6.2) can end an Action Segment in the same hex, but the limit of 12 surface combat units must be observed. ‘Any number of submarine and air units can be stacked together in the same hex. These units never count toward the surface combat unit maximum. ‘A stack can contain units of friendly allied nations, although the 12 surface combat unit maximum per hex is still in effect. The units of each allied nation must be activated separately during the appropriate Action Segment. Opposing units, however, can never occupy the same hex (except double ‘coastline hexes) at the beginning of an Action Segment. A Task Force is considered a stack, but it has special limitations and benefits applied toit (see 6.2) Navan excerTiOw I] the Tactical Nuclear Combat oprion {see 19.0) 1s used in conjunction with the Logistics option (18.0), players can ignore the stacking restrictions in this Section. Players can then stack as many surface combat rts as they wish ina hex, although a large number of ships in @ hex Imay be a tempting target for a tactical nuclear attack. This op- tion isused in the Advanced Gameonly. pisionees Nors: The restrictions conceming the maximum umber of combatant ships that may occupy the same Nex {@reflection of the increasing tendency in contemporary aval operations fo emohasize lspesion. in fleet actions of @ bygone age, such as Jutiond in 1916, entire bottle fleets woula engage one another in an area no more than five imiles from side to side, The advent of the nuclear age — and particulary the cevelooment of smal, readily deliverable nuclear weapons that can be used at seq — hos necessitated the abandonment of concentrated battie tactics in favor of smal, dispersed groups of warships. The sfacking rules in Sith Fleet are based on the maximum force the US Navy would fypicaly concentrate in a single surface force: two aircraft carrier battie groups, or about twelve combatan's. The game emphaszes the defensive ‘advantages of these small groups, oF task forces, for warships grouped together in a facticaly sensible formation enhance the survivobilfy OF the whole. ‘Submarines, on the ofher hand. are considered to be ‘operating inaivicually because of the inherent phitosopty of submarine warfore that favors steaith over communications nd control his extremely dificult for a submarine to coordinate milfory operations with frenaly surface and oir forces while “lying low. it should be noted thot restrictions preventing friendly warships of cifferent countries from operating together is not strictly aceurate: NATO worships, for oxomple, regularly train Together. However. cssumed that political. doctrinal. electronics, and language probiems hinder the coordination (7 multinational forces sufficiently fo minimize thei effect on the game. 6.4 STACKING RESTRICTIONS Movement: A player can activate any or all surface units in a hhex as a stack, Up to four air units can be activated from a hex. at one time. Submarines are always activated individually. A player can activate surface units and air units individually or in stacks, but each unit or stack must complete its activation be- foreanother is activated. Units activated as astack can move a number of hexes equal, to the lowest Movement Allowance of any unit in the stack. ‘Once a player begins to move a stack of units together, he must keep the units in the same stack. A player cannot drop off slower moving units from the stack and continue moving units with a higher Movement Allowance. Position: The position of an air unit within a stack of active air units i irrelevant. When attacked by enemy units on CAP missions, the whole stack of friendly air units is attacked at the same time, ‘The position of surface units within a stack is irrelevant until the opposing player announces either a Bombing or SSM ‘Combat against the stack. The player owning the stack can re- arrange his surface units in the stack until combat begins; after ‘combat is initiated, he can no longer adjust the ships’ position until the combat is completed. 6.2 TASK FORCES Creating Task Forces: During the Task Force Phase (occurring during AM Game Turns only), both players can create Task Forces from stacks of surface units. A Task Force consists of a minimum of four units of the same nationality, though it can contain as many units of the same nationality as the player ‘wishes (up to the maximum number of 12 surface combat units allowed in a hex). In order to create a Task Force, a player picks up any or al eligible stacks of surface units and places them onSKIN Fleet Rules, Page 11 the Task Force Display in one of the available columns. The Task Force marker corresponding to this column is removed from the display and is placed in the hex from which the units were taken Creating Task Forces is totally voluntary, and a player can create as many Task Forces from eligible stacks as he wishes during the Task Force Phase. It isnot mandatory for aplayer 10 inelude every surface unit in a hex in a Task Force. The only restrictions on creating Task Forces are that the surface units, begin the phase in the same hex and that each Task Force contain at least four units (but no more than the permissible limit for surface combat units) fat any point during a turn, the number of units in a Task Force falls below four, the Task Force marker is removed from the map and the units'that comprised the Task Force are taken from the display and are placed back on the map, ‘Task Foree Display: When surface units belonging to a Task Force are deployed on the Task Force Display, they must be placed in the column corresponding to the Task Force marker that is deployed on the map in their place. One unit isplaced per box on the display. The order of placement is considered to be the order in which the surface ships are stacked — the first box. is considered the top of the stack and the last box the bottom of the stack. ‘The number of columns on the Task Force Display does not limit the number of Task Forces that can be made. A player is allowed to create more than the thirteen Task Forces printed on the display; the additional Task Forces should be kept near the ‘Task Force Display, and the player should make a new Task Force marker from one of the blank markers. Note that the first three columns for Task Forces on the display have space for 15 units and that the other ten columns have room for 7 units. The number of boxes ina columnis nota limitation to the number of surface units that can be part of a ‘Task Force. A Task Force can consist of 12 surface combat units and any number of other surface units. If a Task Force contains more units than there are boxes for them on the dis play, simply place the extra counters next to the correct Task Force column. It is suggested that players use th first three col tumns for their largest Task Forces and the other columns for smaller Task Forces, Movement: A Task Force marker deployed on the map functions asa surface unit in all respects. Itcan move a number ‘of hexes equal to the lowest Movement Allowance of any unit in the Task Force. A Task Force marker stacked with other units (Task Forces or individual surface units) must be activated by itself; the other units in the hex are activated normally. During a given Action Segment, individual units or stacks ‘of units within a Task Force can ‘be separated from it and activated independently, as long as the Task Force they belong to has not yet been activated. Units that separate from a Task Force cannot form a new one (even if four or more units sepa- rate as a stack) or join an existing Task Force until the next Task Force Phase Defense Combat Benefit: Units in a Task Force being attacked by Torpedo, SSM, or Bombing Combat receive a +2 modifier to their defensive combat de rolls (see 10.1 for more details) imitations: Once a Task Force is formed, no additional surface units can be assigned to it until the next Task Force Phase. Thus, surface units that enter a hex containing a Task Force cannot join the Task Force or receive its defense benefit unless they become part of it during the next Task Force Phase. ‘Also, individual surface units that leave a Task Foree must wait until the next Task Force Phase before becoming part of an- other Task Force. A hex can contain several Task Forces of the same nationality or allied nationalities. Task Forces of different nationalties can never be combined, and there can never be ‘more than 12 surface combat units in a hex at the conclusion of an Action Segment. 7.0 Strategic Air Missions Air units can be assigned to strategic missions during the Strategic Air Phase, which occurs during AM Game Turns. unit assigned to a strategic mission cannot be activated during the next three Action Phases (AM, PM, and Night). When per- forming strategic missions, the air units are placed on the Stra- tegie Air Display. Désionsrs Noms: As the 20th century hos progressed. air power hos played an increasingly significant role n military ‘operations, both o7 land and sea. Air superionty over o particular region has usually been a prerequisite for the 'nifigtion of a dynamic military campaign: witness the decsive effect on the Course of the Second World Wor coused by the defeat of the Luftwatie in the Bartle of Britain, Although Sin Fleet Is an operational simulation, the strategic implications of air superionty over the Meciterranean are vost. Control of the air allons @ naval commander fo achieve {and maintain initiative due fo the foct that his ability to locate and attack the enemy is enhanced while at the some time the enemy's search and combat capabifties wil deteriorate, Because of their strategic effect on the course ‘of the game, strategic ar missions Gre parformed at a sightly higher level than norma! — namely. once per day rather than the standard pace of three tactical ar missions per doy, 7.4 MISSION ELIGIBILITY There are four possible strategic air missions to which air units can be assigned: 1. Interception; 2. Mining; 3. Reconnaissance; 4. Tactical Coordination, Strategic Air Mission Eligibility Chart: This chart, printed for each player on the map, determines the kinds of strategic missions each air unit type can undertake. There are six types of air units: Interceptor (INT), Attack (ATK), Reconnaissance (RCN), Anti-Submarine Warfare (ASW), Electronic Warfare (EW), and Airborne Early Warning (AEW). Some air types are prohibited from undertaking certain strategic air missions; for example, an Interceptor (INT) air unit can never be assigned to @ Mining mission. ‘Strategic Air Display: Each player has a Strategic Air Display fon the map where air units on strategic missions are placed. The display is divided into eight zones, each of which is labeled (For example, Aegean Sea Zone). Each zone isalso delineated onthe ‘map with borders corresponding to the configuration of the Strategic Air Display. Each zone on the display has four boxes, cortesponding to the four strategic missions, plus four “Return to Base” boxes (see 7.6) During the Allocation Segment of the Strategic Air Phase, each player secretly assigns any or all eligible air units to strategic missions. Once the units are assigned, they are placed ‘on the Strategic Air Display in the correct mission boxes, To assign a given air unit to a strategic missio 1, Decide the type of mission the unit will perform; 2. Decide the zonein which it will be placed 3. Pick up the air unit from its base hex or aircraft carrier and place it in the correct mission box on the Strategic Air Display. Damaged air units can perform strategic missions normally. [Nationality of Air Units: Air units of allied nationalities can be placed in the same strategic air mission box within a given zone, In fact, allied air units must be joined together as a single force in the Interception Segment and may perform Tactical Coordi- nation missions together. Reconnaissance and Mining missions are always performed individually by air units. Zone Range of Air Units: An air unit is considered to occupy the zone in which either its base hex or aireraft carrier is situated ‘on the map. However, air units can perform strategie missionsSixth Fleet ules, Page 12 ‘at extended ranges. The Movement Allowance of an air unit de- termines the range (in zones) in which it can perform a strategi air mission. GSWance —eaNoe 60 or more 3 zones 40-59 2 zones 2039 1 zone 1orless Only in zone occupied Example: Two Greek air units occupy the base of Suda thex 0835) in the Aegean Sea Zone. One isan A7 ATK air unit (MOVEMENT AtLowanct: 18) and the other an RFE RCN unit (MOVEMENT ALLOWANCE: 28). The US player decides 10 use both air units on Strategic missions. The A? ATK unit can be assigned 10 either @ Reconnaissance or Intercept mission and can operate only in the ‘Aegean Sea Zone (sine its Movement Allowance is less than 19 it ‘cam operate only inthe zone it occupies). The RF4 RCN unit can be ‘assigned 10 either Reconnotssance (although an RF4 cannot be used to detet submarines) oF Tactical Coordination, and can operate tither in the Adriatic, Central Mediterranean, Eastern Mediterranean, Black Sea, or Aegean Sea Zone (since its Movement Allowance is between 20-38, i can operate up 10 one one away From the one it occupies). ‘The US player decides to assign the A7 10 an Intercept mission in the Aegeon Sea Zone and the RFA to a Reconnaissance mission in the Central Mediterranean Zone. Once he has decided on strategic ‘massions for his air units, he places the air unison the Strategie Air Display: NOTABLE EXCEPTION: The Black Sea Zone is not considered adjacent to the Adriatic Zone. To assign a Soviet ar unit inthe ‘Black Sea Zone to a siratesic mission in the Adriatic Zone requires the air unit to have a Movement Allowance of 40 or ‘more zivng ita least a range of two zones). Likewise, a US or tied air unit inthe Adriatic Zone must have a Movement Al- Tawance of 40 or more to perform a siraegic mission in the Black Sea Zone. Ending Strategic Air Missions: An air unit remains on its assigned strategic mission until itis destroyed by an enemy unit onan Intercept mission, is forced to “Return to Base" (see 7.6), ‘or until the Strategic Air Mission Termination Phase of the next Night Game Turn, 7.2 INTERCEPTION MISSIONS Air units on Interception missions are used to attack enemy air units on strategic air missions. First, Air-to-Air Combat is resolved between opposing units on Interception missions, and then any surviving air units can be used to attack enemy ait units on Reconnaissance, Mining or Tactical Coordination Interception Segment: During this segment of the Strategic Air Phase, opposing air units on Interception missions within the same zone must perform Air-to-Air Combat against one another. First, the players should check each other's Strategic Air Displays, zone by zone; a single Air-to-Air Combat must take place within a given zone if both players have assigned air units to Interception missions within that zone. If only one (or neither) player has assigned air units to Interception missions within that zone, Air-to-Air Combat does not take place in that zone during the Interception Segment. Thus, from zero to eight ‘Air-to-Air Combats can take place during this segment. When performing Air-to-Air Combat during this segment, a player's air units on Interception must be combined into a single force for combat, including allied air units of different nationalities. See 10.8 for an explanation of how to perform A\ir-to-Air Combat. Itis not permissible for a player to withhold air units on In- tetception missions from combat during this segment. How- ever, after Air-to-Air Combat has taken place in the Intercep- tion Segment, any air units that are allowed to continue their mission (that is, they are not obligated to return to base) can proceed to initiate Air-to-Air Combats in the ensuing Bounce Segment. ‘Air units that receive an “r” result in Air-to-Air Combat in ‘this segment are placed in one of the “Return to Base” boxes in, the zone they occupy (see 7.6) Bounce Segment: During this segment, air units still on Interception missions can initiate Air-to-Air Combat against ‘enemy air units on Reconnaissance, Tactical Coordination and Mining missions in the same zone. The owning player can attack one enemy strategic air mission (that is, one box contain- ing enemy air units) per friendly air unit on an Interception The attacks by Intercepting units are made one at a time. ‘The attacking player selects one box containing enemy air units within the same zone and announces one of his Intercepting air units that will attack it. All enemy air units in the box being attacked must take part in the Air-to-Air Combat, An air unit can attack an enemy strategie mission box only once, but each mission box can be attacked several times during this segment, If an air unit functioning as an Interceptor (INT) is initiat- ing Air-to-Air Combat in this segment, it never suffers step losses (see 10.8). However, it can suffer an “1” result from com- bat. Allair units defending in Air-to-Air Combat in the Bounce Segment suffer step losses and “r” results normally, regardless oftype. ‘A unit that survives Air-to-Air Combat but suffers an ‘*” result must be placed in one of the “Return to Base” boxes in the zone it occupies (See 7.6). Also, at the end of the Bounce ‘Segment, all units on Interception missions are automatically placed in one of the “Return to Base” boxes. Example: During the Strategic Air Phase, the US player secretly allocates one US and one Greek air unit to an Interception mission within the Aegean Sea Zone. At the same time, the Soviet player allocates one air unit to Interception, one air unit to Reconnaissance, and one air unit to Mining in the same zone. During the Interception Segment, Airto-Air Combat takes places between the US/Greek ir urus and the single Soviet air unit on Interception, Assume the US player wins this combat and that his, ‘oso aie unis remain on Interception, while the Soviet air unit is forced to return 10 base ‘During the Bounce segment, the US player has a choice: He can shave each of his air units attack a separate Soviet mission, or he can attack one Soviet mission with one air unit and, depending on the esol, attack the same mission again with his other air unit. He ‘cannot have both air units join together ina single attack against ‘one Soviet mission. 7.3 MINING MISSIONS For cach air unit on a Mining mission, the owning player ‘can place one Mine marker in any coastal hex (including base hexes) within the zone in which the mission takes place. Place- ‘ment of mines occurs during the Mining Segment of the Strate- Bic Air Phase. See 12.0 for an explanation of the use of mines. At the end of the Mining Segment, all air units on Mining ‘missions are placed in one of the “Return to Base” boxes in the zone they occupy (see 7.6) 7.4 RECONNAISSANCE MISSIONS Air units on Reconnaissance missions affect the detection of enemy units, which occurs during the Detection Phase ‘AM Game Turns (see 9.0). At the end of the Detection Phase, all air units on Reconnaissance missions are placed in one of the “Return to Base" boxes in the zone they occupy (see 7.6). 7.5 TACTICAL COORDINATION MISSIONS Air units on Tactical Coordination missions are used to enhance attacks on enemy units during any of the three seg- ments (AM, PM, or Night) of the Action Phase. For each air unit assigned to a Tactical Coordination mission, the owning player adds one to any die roll made during an attack (except ‘Air-to-Air Combat) by his units against an enemy unit or stack ‘occupying the zone in which the Tactical Coordination mission takes place. Up to three air units can contribute to this bonus for any one attack, meaning that a maximum of three can be‘Sxth Fleet Rules, Page 13 added to the attack die roll. After an air unit has been used for a Tactical Coordination mission, it is placed in one of the “Return to Base” boxes in the zone in occupies (see 7.6) 7.6 RETURNING TO BASE Air units that receive an “r" result in Air-to-Air Combat during the Strategic Air Phase are immediately placed in one of the “Return to Base" boxes in the zone they occupy on the Strategic Air Display. A unit in one of these boxes ean perform no other functions until the Strategic Air Mission Termination Phase (Night Game Turns), at which time each unit is returned toa base hex in the zone from which it started or to its parent aircraft carrier, Return to Base Boxes: There are four Return to Base boxes in each zone on the Strategic Air Display. Each box corresponds to the zone from which an air unit was moved to perform the strategic mission. Units that began a mission in the zone they ‘occupy are placed in the “Occupy” Return to Base box; units that were moved one zone are placed in the “I Zone” Return to Base box; and units that were moved two or three zones are placed in'the “2 Zones” or “3 Zones" Return to Base box, respectively. Each of these four boxes includes the initials of the zone in which the air unit began; when an air unit is placed in ‘one of these Return to Base boxes, turn the counter so that its {op points in the direction of the initials of the zone from which, itcame. Interception and Mining missions are resolved during the Strategic Air Phase and Reconnaissance missions during the Detection Phase; players should be able to remember where air units on these missions began. Air units on Tactical Coordi- nation missions contribute their combat bonus during the ‘Action Phase; players having difficulty remembering in which zones air units on these missions began may wish to write down the zones on their Player Records or on a piece of paper. Strategic Air Mission Termination Phase: During this phase, which takes place during Night Game Turns, al air units on the Strategic Air Display, including any left in Tactical Coordi- nation boxes, are placed back on a base hex on the map or on the Aircraft ‘Carrier Display, as appropriate. Air units that initiated their strategic air mission from a base hex can be placed on any base hex of their nationality within the same zone from which they began their mission. Air units that began a strategic air mission Irom an aircraft carrier must be returned to the same Aircraft Carrier Display from which they began (the parent carrier can move to another zone without affecting the ability ofthe air units to return from their strategic air missions tothe same carrier). ‘NOTABLE ENCHPTIOW Alr units On an airerai carrior assigned TO strategic missions are considered destroyed if their parent car ‘ier Is sunk; ths holds true for all scenarios except Advanced Scenarios of Long length see5.). Example: A US air unit based in Naples (inthe Tyrrhenian Sea Zone) is assigned to execute a Mining mission in the Aegean Seo Zone. Assuming the unit completes is mission, 11s placed in the Zone" Return to Base box in the Aegean Sea Zone with the top of ‘the counter pointing to the initials "TY" atthe end of the Mining ‘Segment. During the Strategic Air Mission Termination Phase, the fir unit can be based on any US base hex in the Tyrrhenian Zone (it ‘could not, however, be placed on an aircraft carrier in that zone). @ Mine int “ Return <0 Base occur 8.0 Combat Air Patrol (CAP) CAP is a special function for air units, allowing them to “stand guard” over a base or aircraft catrier and to aid in defense against enemy air or SSM attacks. Air units are assigned to CAP missions during the CAP Phase, which occurs every Game Turn, and are returned to their base hex or aircraft carrier during the CAP Landing Phase, which also occurs every Game Turn, Desieutes Noms: The US Navy's sensitivity about its precious Orrcrort carriers nas established the combat alr patrol (CAP) {98 a stanciard technique, even in peacotime. The basis of CAP tactics dates back to the Second World War, although its offactiveness has vastly increased since that time — Particularly due fo ine refinement of arborne early worning techniques, Sith Fleet simulates fwo diffarent types of CAP, The fists the continuous patrol maintained over carrier bbaftle groups af sea. The second is land-based CAP. which is {an altencompossing representation of a nation’s radar and ‘early warning facilities as wall as national air defense capabilities, including the actual oir units used in the game os well 05 abstracted land/based antiaircraft systems. For these. Treason fanc-bosed CAP superior fo seo.bused CAP 0 1e game. 8.1 HOW TO PERFORM CAP During the CAP Phase, players can assign any or all air units that do not occupy the Strategic Air Display to CAP mis- sions. Only Interceptor (INT), Attack (ATK), and Airborne Early Warning (AEW) air units can be assigned to CAP mis- sions. Once placed on CAP missions, these air units cannot be activated during the Action Phase. Up to three air units can be assigned to a CAP mission per hex. Ifa hex contains two or more aircraft carriers (including allied units), a maximum of five air units can be assigned to the CAP mission in that hex. In the event that one or more aircraft carriers are in a base hex of the same nationality or in one of an ally, up to five units from the carrier and the base can be combined to form one CAP mission. It is possible for allied air Units to be part of the same CAP mission (for example, when a US aircraft cartier is in the base hex of an allied nation contain- ing air units), NOTABLE EXCEPTION: I'an aircraft carrer with @ CAP mission containing tree air units moves into a hex with another carrier fr into a base hex containing a CAP mission with three ait units, the owning player immediately combines the two CAP ‘missions to one, He must 1ake one of the air unis from one of | the aireraftcdrrers or from the base hex and place it i the “Return to Base” for that CAP mission (see 8.4). There can never be more than fiveair unitsona CAP mission per hex. ‘CAP markers on base hexes can never be moved. CAP markers on aircraft carriers are moved as the carriers are ‘moved. Should two or more carriers move to different hexes, the air units on the CAP mission over the carriers are divided up, and separate CAP markers are placed on each carries, CAP Display: Each player has a CAP Display printed on the ‘map for maintaining air units on CAP missions. This display consists of a series of numbered boxes, and CAP markers are provided that correspond with the numbered boxes. The air units on a CAP mission are removed from the map and are placed in one of the boxes on the display, and the CAP marker Corresponding to that box is placed on the map in the hex from which the air units were removed. A hex can contain only one CAP matker. ‘The front of the CAP markers for the US player are printed like the Soviet markers. Note that on the back, however, the US CAP markers say “CAP & AEW,” indicating that CAP mis- sion contains an ABW air unit (see 8.2). Note that the number of CAP boxes on the CAP Display is not a limitation. A player who wishes to have more than eight CAP missions should place the extra stacks of air units near the CAP Display and should use the blank counters to create more CAP markers.Sxth Flee! Rules, Poge 14 8.2 CAP AND AIR-TO-AIR COMBAT ACAP mission allows friendly air units to interfere with the movement of enemy air units during the Action Phase. Air units on CAP missions can engage in Air-to-Air Combat with the moving enemy air units before those units continue their movement. The US player has Airborne Early Warning (AEW) units assigned to his aircraft carriers. If a CAP mission from an air- ‘craft carrier contains an AEW air unit, use the “CAP & AEW” sideof the CAP marker. Range of CAP Missions: A CAP mission has a range of four exes (exclusive of the hex the CAP marker occupies). When an active enemy air unit or stack moves into ahex that is within the range of the CAP mission, the movement of the enemy unit or stack must temporarily cease. The player possessing the CAP mission has a choice: He can engage the enemy air units in Air- to-Air Combat in that hex, or he can do nothing. In the first in- stance, Air-to-Air Combat between al the units in the attacking, CCAP mission and all the defending enemy units is immediately resolved (see 10.8). In the second instance, no combat takes place and the enemy air units can continue their movement. The player with the CAP mission can choose to attack enemy air units any time the enemy units are within its range. Thus, ifit did not attack at a range of four hexes, it could attack at a range of three, wo or one hexes. The CAP mission cannot attack enemy air units in the hex the CAP marker occupies. ‘The ranges of friendly CAP missions can overlap. If enemy air units enter a hex within range of two or more friendly CAP missions, the player owning the CAP missions can attack the enemy air units with each CAP mission separately. Different CAP missions can never combine their Anti-Air values into. sin- gle combat. Enemy air units can be attacked an unlimited num- ber of times by CAP missions in a segment of the Action Phase, ‘but they can be attacked by a given CAP mission only once. jendly and enemy CAP mission ranges can overlap with- cout affecting each other. Each player's CAP mission affects only those enemy air units moving through its range, never the enemy CAP mission, imitations to CAP Attacks: A CAP mission can initiate an unlimited number of Air-to-Air Combats against different active enemy air units or stacks during the Action Phase, as long as the CAP mission does not suffer an ‘'r”” (Return to Base) result in combat. Units in a Return to Base Dox of the CAP Display can tlever initiate combat Air-to-Air Combat between a CAP mission and enemy ir units is resolved before the enemy units initiate any combat in the hex into which they just moved. If the enemy air units survive the Air-to-Air Combat, they can initiate an attack from that hex or can continue moving and then attack. CAP Combat Values: Air units on CAP missions over base hhexes use their full Anti-Air (AA) Value when initiating Air-to- Air Combat against enemy air units at any range. Air units on CAP missions over aircraft carriers can have their AA values modified. There are two factors that affect the ‘AA values: the range from the cartier at which the CAP mission initiates Air-to-Air Combat against enemy air units, and the presence of an AEW air unit in the CAP mission, The Aircraft Carrier CAP Chart on the map lists the modifications to the ‘AA values of the air units on CAP missions assigned to aircraft carriers ‘NoTAnE EXCEPTION: [fan airoraji carrier ina base hex (fe ‘own nationality or of anally), ond @ CAP mission in the hex contains air units from the carrier and the base, then the CAP air units use their normal AA value at any range. If the CAP ‘mission ina ase hex is comprised only of air units from the ar ‘raft carrer, then the AA values are modified according tothe Aircraft Carrer CAP Chart The minimum AA value of air units on a CAP mission is one, even if this value would normally be modified to zero by the Aircraft Carrier CAP Chart Example: The US plaver has @ CAP marker in hex A (a base her. The Soviet player activates an air unit im hex F and moves it into hex E, Since this hex ts within the range of the CAP mission, the unit’ ‘movement is halted and the US player has his choice of attacking the Soviet unit or not, The US player decides not to attack, so the unit ‘ean continue ro move. The air unit is moved into hex C, and the US Player again has his choice 10 attack. Again, he decides not t0 ‘attack. The Soviet player moves the unit into hex B, and this time the US player decides to attack. Air-to-Air Combat is resolved in hex B.Afier the combat is resolved, the Soviet player, if his wnit “uruves, has the option 10 continue moving or to initiate an attack Now assume that hex A is nota base: instead, it contains an aircraft carrier with a CAP marker on it and that the combined AA Value i 19, plus there is an AEW unit with the CAP mission. Ifthe US player engages the enemy air unit ata four hex range, the ‘modified AA value of the CAP mission is 5 (19% %s~5, rounding pl if the CAP mission dit not contain the AEW unit, it would ‘have a combined AA value of 3 (19 !4=3, rounding up) the CAP mission attacked at a three hex range, the combined AA value would be 10 (19% s=10, rounding up) or § (19% % ‘rounding up). depending respectively on whether the CAP missions included an AEW unit or not. Ata two hex range the CAP mission would attack atts full strength (91 =19) with the AEW art and ar 10(19% 10, rounding up) without the AEW unit, At one hex ‘range, the CAP mission would attack at full strength whether an AEW unit is with the CAP mission or not. 8.3 CAP AND SSM COMBAT If'a CAP marker is stacked in the same hex as a surface unit that is being attacked by an enemy Surface-to-Surface Missile (SSM) Combat, the air units on that CAP mission ean contri- bute to the defense of that surface unit (see 10.4 for full details) ‘This contribution takes place as long as the units on the CAP ‘mission have not been forced to return to base; the CAP mis- sion can participate in Ait-to-Air Combat at some point earlier in the Action Phase 8.4 RETURNING TO BASE Ai units that are attacked by a CAP mission and suffer an “Pr” result are immediately returned to the base hex or to the Aircraft Carrier Display from which they started. If these units hhave moved half their Movement Allowance or less, the owning player simply picks up the air units and returns them to the base hhex or Aircraft Carrier Display. These units cannot be activated for the rest of the Action Phase. Ifa unit or stack from a base hex has moved more than half its Movement Allowance before suffering an “'r” result due to an enemy CAP mission, the owning player must be able to reach a base hex of the same nationality that is within the range Of the remaining Movement Allowance; otherwise, the air unit or stack is destroyed. Air units from an aircraft carrier that ‘move more than half their Movement Allowance to a target will not be able to reach their parent carrier again and so are de- stroyed. Remember that a stack of air units uses the lowest Movement Allowance of any unit in the stack. IF the units on a CAP mission suffer an “*" (Return to Base) result in Air-to-Air Combat, all the air units comprising that mission are immediately placed in the “Return to Base” box on the CAP Display, directly underneath the CAP box in which the units were maintained while on CAP. Units occupying the “Return to Base" box can perform no functions whatsoeverSkin Fleet Rules, Page 18 uring the remainder of the Action Phase (including aiding in SSM attacks), Effects of Interceptor Units: If enemy air units that are attacked by a CAP mission do not contain at least one air unit acting as an Interceptor (INT) unit (see 10.2), any negative results that would normally be applied toward the air units on the CAP mission are ignored. Thus, any result that calls for step losses or “Return to Base” for the air units on the CAP mission are ignored in this instance, and only results applying to the enemy air units are applied (see 10.8). CAP Landing Phase: During this phase, all air units on the CAP Display, including those in the "Return to Base” boxes, are placed back on the base hex or aircraft carrier in which the CAP markers are located, The CAP markers are removed from the map and are placed on the CAP Display. NOTABLE EXCEPTION: Like ar units on strategic air missions, Unison a CAP mission from an ircraj carrier that isunk are considered destroyed, except in Advanced Scenarios of Long length see 5.4. 9.0 Detection Detection is a means of pinpointing the location of enemy surface or submarine units so that they can subsequently be attacked. Air unitsand base hexes do not need to be detected. A. unit or stack that has been detected has a Detection marker placed on it Destense’s Noms: Tho postions of units are always visible fo both players during the game. This fact keeps the play mechanics simple and, more importantly, allows the game fo be reacily layed solifare. Inere Is also G rationale for the open vsibsty (of unis; sofelites ond AWACS aircraft are considered in ‘constant use throughout the game, although ther effects are abstracted. Admittedly, these surveillance systems are not arfect in actual practice, anc certainly it's impossible thor ‘everything afioat in the Mediterranean Sea will actually be detecied However, itis assumed that satelites and AWACS ‘re not pinpointing the pasttions of enemy unis: they are Instead considered fo be providing conlinuous information Concerning the approximate posiions of units at sea, In order fo offtack these units, however, more specific detection is required. Hence, no unit may be attacked in the game uniess if possesses o Detection marker. Defection markers are placed in three ways: the fist and most important f By air reconnaissance; second, individual surface Units ond submarines can detect with their own rador, sonar, oF helicopters inird, satelifes can detect enemy units Ships possessing effective holcopters have better ASW values, and (05 resul they possess Extended Detection Zones, making them more effective search platforms. 9.4 DETECTION ZONES There are two types of Detection Zones: Limited Detection Zones, consisting of the six hexes immediately surrounding a tunit; and Extended Deteetion Zones, consisting of the twelve additional hexes surrounding the Limited Detection Zone. Only surface and submarine units have Detection Zones; air units, bases and markers (excluding Task Force markers) never hhave Detection Zones. EXTENDED DETECTION ZONE DETECTION ZONE Example: In she diagram above, unit A has a Limited Detection Zone inthe lightly shaded hexes around it, and an Extended Detection Zone in the welve darker shaded hexes around them Determining Detection Zones: All submarines exert Limited Detection Zones, Surface units or stacks of units with a com- bined ASW value of three or less exert Limited Detection Zones. Surface units or stacks of units with a combined ASW value of four ar more have both a Limited Detection Zone and an Extended Detection Zone. 9.2 PLACEMENT OF DETECTION MARKERS Detection markers are printed with “Detect US” on one side and ‘Detect Soviet” on the other side, Detected US and allied units have the red “Detect US” side of the marker put on them, and detected Soviet and allied units have the green “Detect Soviet” side put on them. Once a Detection marker is placed on an enemy unit, it stays fon the unit and moves with ir wherever it goes until the Detec- tion Removal Phase, which occurs during Night Game Turns only (see 9.5).. Detection Phase: There are two methods for placing Detection markers on enemy surface and submarine units in this phase, which takes place in AM Game Turns. Enemy surface and sub- ‘marine units can be detected by means of Detection Zones of friendly surface and submarine units and by friendly air units (on strategic Reconnaissance missions. 1. A Detection marker is placed on each enemy surface unit or stack of units that occupies the Limited or Extended Detec- tion Zone of a friendly surface unit or stack, or the Limited Detection Zone of a submarine unit at the beginning of the Detection Phase. At the beginning of the Detection Phase, a Detection marker is placed on each enemy submarine that occupies a Limited Detection Zone, and the friendly surface unit(s) and/or submarine unit(s) exerting this Limited Detection Zone have a combined ASW value of 4 or more. No Detec- tion marker is placed on the enemy submarine if the surface unit(s) and/or submarine unit(s) exerting the Limited Detection Zone have a combined ASW value of 3 or less. Submarines in the same hex with surface units add in their ‘ASW values when determining the combined ASW value of the friendly surface units in a hex. Note that all units exerting a Limited Detection Zone into a hex containing ‘enemy submarine units combine their ASW values when detecting the submarines 3. For each air unit currently on a Reconnaissance mission within a given zone (see 7.0), the owning player has a choice during the Detection Phase: ‘He can place one Detection marker on a single enemy sub- marine unit occupying the zone in which the Reconnais- sance mission takes place. © He can place swo Detection markers on any enemy surface units or stacks of units occupying the zone in which the Re~ connaissance mission takes place. Once the air unit has placed the Detection marker, itis placed in one of the “Return (0 Base” boxes in the zone it ‘occupies on the Strategie Air Display. Remember to point the top of the counter to the correct strategic zone from which it began the mission. NOTABLE EXCEPTIONS. An INT or ATK ar unit on Reconnais sance mission can never place a Detection marker on an enemy submarine unit, Also, RF4 and RFS RCN air units cannot detect enemy submarine unis, Action Phase: At the moment an enemy surface unit or stack of units performs Gunnery, ASW, or SSM combat against a Triendly unit, a single Detection marker is placed on the enemy unit or stack. An enemy submarine performing Torpedo, ASW, or SSM combat against a friendly unit has a Detection marker placed on it. ‘At the moment an enemy surface unit or stack moves directly from one Limited or Extended Detection Zone hex ex-Sith Fleet Rules, Page 15 erted by friendly units into another Limited or Extended Detec- tion Zone hex exerted by the same units, a Detection marker is placed on the enemy unit or stack. If an enemy submarine moves from one Limited Detection Zone hex exerted by friendly units with a combined ASW value of 4 or more to another Limited Detection Zone hex exerted hy the same units, ‘Detection marker is placed on the enemy submarine. Satellite Detection: In the Random Events Phase of Advanced Games, Detection markers may be placed on enemy units by satellite reconnaissance (see 16.3 for more details) 9.3 DETECTION RESTRICTIONS Submarines: The detection status of enemy submarine units is determined individually. IF several enemy submarines within the same hex are detected, they must each be assigned a Detec- tion marker. Undetected submarines entering a hex with de- tected submarines remain undetected. Thus, it possible for a hhex to contain both detected and undetected submarines. A submarine unit can never have more than one Detection marker placed on it. If it already has a Detection marker on it and ‘would normally receive another one because of the factors out- Iined above, ignore the second marker completely. Surface Units: The detection of enemy surface units is deter- ‘mined by hex. As soon as a Detection marker is placed on an ‘enemy surface unit because of the factors described in 9.2, all surface units in the hex are immediately detected. Thus, the placement of a Detection marker on any unit in a hex indicates that every surface unit in the hex is detected. This is true even if only a single surface unit within a stack initiates an attack from a hex while other units do not. Ifa surface unit or stack of units that is not detected ends an Action Segment in the same hex as a detected surface unit oF stack, the undetected unit or tack isimmediately detected. The reverse also holds true; a detected unit or stack ending an Action Segment in the same hex as an undetected unit or stack ‘causes that unit or stack to be detected. If a stack of detected, surface units is activated into separate forces, al the units in the separate forces are still detected, and Detection markers are placed in all hexes where the detected units move. Undetected surface units that move into a hex with a detected submarine unit are not detected. The detection status Of submarine units does not affect surface units, nor does the detection status of surface units affect submarine units. ‘Task Force markers are considered normal surface units for detection purposes. If a Task Force is detected, all units that belong to it (and any other surface units in the same hex) are detected. ‘A surface unit or stack of units ean never have more than cone Detection marker placed on it. Ignore any other markers that would be placed on the unit or stack according to the Factors in9.2. ‘There can be Detection markers on each submarine in a hex, but only one Detection marker for the surface units inthe hex. Base Hexes: Base hexes are automatically detected at all times. However, submarine or surface units occupying the hex must be detected normally in order for them to beattacked. 9.4 EFFECTS OF DETECTION ‘Surface or submarine units must have a Detection marker on them before they can be attacked. It is possible for a de- tected submarine to be in a hex with undetected submarines, bbut only the detected submarine can be attacked. As long asone surface unit in a hex is detected, all surface units in that hex are detected and can be attacked, 9.5 REMOVING DETECTION MARKERS, Detection markers are removed from units during the Detection Removal Phase, which occurs in Night Game Turns only. Except for the limitations described below, all Detection ‘markers are removed from surface and submarine units during this phase. Surface Units: Enemy surface units or stacks within the Limited or Extended Detection Zone of a friendly unit during the Detection Removal Phase do not have their Detection ‘markers removed. Submarines: Enemy submarine units within the Limited Detection Zone exerted by friendly units with a combined ASW value of 4 or more do not have their Detection markers re- moved during the Detection Removal Phase, Example of Detection: Unit A is @ US surface unit with an ASW: Salue of 6 and thas has @ Limited and an Extended Detection Zone. Unit Bis a US submarine unit (asw vate: 3) and thus has a Limited Detection Zone. Botk US units have already been detected by the Soviet player. Units C through I are Soviet surface and submarine Lunts in the positions indicated. This example does not use satelite reconnaissance for detecting unisSxIn Fleet Rules, Page 17 40.0 Combat “There are six kinds of combat that can occur in the game Torpedo Surface-to-Surface Missile (SSM) Bombing Anti-Submarine Warfare (ASW) Gunnery Airto-Air The first five kinds of combat are resolved using the Combat Results Table and the last kind on the Air-to-Air Combat Results Table (both printed on the map for each player). The methods by which these combats are resolved are described in the following rules. veseute's Noms: The combat vatues of inaividual ships submarines, and aircraft are based on careful estimates and ‘comparisons of weapons systems ond shioboard electronics. It is worthwhile fo note a few special considerations taken into account in the compilation oF these values: 1. The ASW value of surface units is based primaniy on helicopter strength: hence. aircraft carriers have powerful ‘ASW values even though for the most part they do not ‘Possess ASW weapons per se. (The italian cruisers Garibaldi {and Veneto are really helicopter carriers, which explains their igh ASW values) One of the most revolutionary elements of ‘modern novol technology s the abilty of a surface ship fo ‘engage an enemy submarine af a great distance from its asition, Even the best of the World War Two escort vessers ‘waulg have ne more than an ASW value of one in this game. 2. Gunnery Combat is on activity that actually encompasses ‘mare thon just guntire. Some contemporary surface warships. particularly Soviet vessels, ore copable of iaunching Torpedoes at enemy surface ships. This capability is reflected in their Gunnery values, Additionally. some helicopters are Ccapatie of fring short-ranged missiles curing close combat, nother technique that s reflected in the gunnery procedure. However, Sixth Fleet assumes that Gunnery Combat is 0 technique that wil, for he most port. be voided by the players as t would be in reality ‘During the Detection Phase, Detection markers are placed on Soviet surface unit C, since it within the Extended Detection Zone (of US unit A, and on Soviet surface unit D, since it isn the Limited Deiection Zone of US unit B. No Detection marker is placed on Soviet submarine unit E, since the US submarine unit B has an ASW wale of 3, ‘Assume the US player assigns a single P32 RCN alr unit t0.a ‘Reconnalssance mission inthis zone during the Strategic Air Phase {In the Detection Phase, he has a choice of placing one Detection ‘marker on either Soviet submarine unit E, F or H, oF he can place ‘wo Detection markers on the Soviet surface units G and 1. In this example, he decides to place one Detection marker on Soviet submarine unit During the ensuing Action Phase, the Soviet surface unit G ‘moves in the indicated path, 1 not detected when it enters hex 1, ‘but itis detected when in moves into hex 2, since it moved directly ‘fram ane hex in unt A's Extended Detection Zone into another. ‘Similariy, the Soviet submarine unit Fis moved along the indicated path, ft isnot detected at all during jis movement, even though it ‘moved from one Limited Detection Zone hex 10 another, because tunit B has an ASW value of only 3 (if another unit inthe same hex surface 07 submarine — had been able to add its ASW vatue for a combined ASW value of #or more, the Soviet submarine would Ihave been devected) ‘Soviet surface unit I moves along its indicated path. It isnot detected during its movement, since i moved into one hex in the Extended Detection Zone of US unit A and into one hex in the Limited Detection Zone of US unit B, In neither cose did it move through two Detection Zones of the some unit and soit remains undetected. ‘Soviet surface unit I now attacks the US unit B with ASW Combat. Unit 1's now detected because i initiated combat and soit thas a Detection marker placed on it 3. Each PCS (patrol combatant squadron) unit actually represents four patrol croft 4. Restrictions on the roles of Interceptor (INT) and attack (ATK) orcratt are in effect because, in reaity, an aircraft is very limited in terms af what it can carry, should it be Configured fo attack enemy shins it wil have very itile copobilty to protect ise in air-to-air combat. Similarly. 0 combat aircraft fied with airto-ar weapons will have virtually no copabilty against enemy shipping. 40.4 INITIATING COMBAT Only an active unit or stack can initiate combat. To do so, the owning player states the type of attack being made and the enemy units that are the targets of the attack. If different types, ‘of enemy units (that is, surface, submarine and air units) ‘occupy the same hex, only one type of unit can be attacked by ‘any one kind of combat. Surface Units: Enemy surface units and stacks must have Detection markers placed on them before they can be attacked. Once a friendly surface unit or stack initiates combat, a Detec- tion marker is placed on it. Surface units activated together as a single force are consi- dered a single unit for combat purposes. It isnot permissible for fone unit within a stack to initiate one form of combat and, at the same time, (0 have another unit initiate a different kind of combat. Surface units can initiate ASW and SSM Combat at different times in the same Action Segment, however. Note that it isnot mandatory forall units in a hex to be activated together. ‘They can be activated individually or as stacks. ‘Surface units are allowed to perform one Gunnery attack in ‘an Action Phase, or to perform one ASW and/or one SSM attack in the same segment. If the surface units have performed cither ASW or SSM Combat in a segment, they cannot then perform aGunnery attack. Since units of different nationalities cannot be activated together, they can never initiate combat together. However, surface units of different nationalities that are stacked in the same hex can defend as part of the same force if attacked (re- member that units of different nationalities cannot belong to the same Task Force). Submarines: An enemy submarine unit must have a Detection marker on it to be attacked, A friendly submarine unit has a Detection marker placed on it as soon as it initiates combat, Each submarine attacks and is attacked separately. Air Units: Air units never have Detection markers placed on them. During the Action Phase, air units can be attacked by de- fensive fire in Bombing Combat and by enemy air units on CAP Base Hexes: Base hexes never have Detection markers placed on them. They can be attacked by Bombing, SSM, or Gunnery Combat at any time. However, surface and submarine units ina base hex must be detected before they can be attacked, and they can be attacked by any applicable form of combat. NOTABLE EXCEPTION, Surface units cannot be attacked by Tor pedo Combat ina base hex. Inthe Advanced Game, however, Surface units in the Tangier ond Tetuan base hexes can be attacked by Torpedo Combat (see 22.2). Double Coastline Hexes: Opposing surface and submarine units can occupy the same hex if its @ double coastline hex (see 5.2). However, combat can never occur between opposing sur- ace and/or submarine units in the same hex, since it would hhaveto be performed overa land feature. Combat Bonuses: Two forms of bonuses are applied to combat: 1. Tactical Coordination: For each air unit assigned to a Tacti- ‘cal Coordination mission in a zone, the owning player can add one to any attack die roll (except Air-1o-Air Combat) uptoa maximum of three per combat (see 7.5).‘kth Fleet Rules, Poge 18 2. Task Forces: Units in a Task Force that are the targets of, Torpedo, SSM, or Bombing attacks receive a +2 10 all de- fense die rolls. As longas one unit in a Task Force isa target, of an attack, aif units stacked in the hex with the Task Force receive this bonus; if no unit in the Task Force is attacked, the other ships in the hex do not receive this bonus. 40.2 COMBAT VALUES Printed on the surface, submarine and air units are the va- rious numbers representing their movement, defense, and at- tack values. All units have a movement value. All units except air units have a defense value. The combat values vary accord- ing to the abilities of each unit. The values are described below: Movement Allowance: The maximum number of hexes a unit ‘can move during its active status. Defense Value: A measure of the unit’s ability to withstand damage from enemy attacks. SSM Value: A quantification of the unit's capability in SSM attacks. A unit is also given an SSM Range, which is the num. ber of hexes a unit can be removed from the target unit and con- duct SSM Combat. The hex the attacking unit occupies is not counted as part of the SSM Range. ASW Value: A quantification of the unit’s capability in ASW attacks. AA Value: A quantification of the unit's capability in anti- aircraft (AA) warfare. A surface unit's AA value consists of two numbers: the Close AA value and Area AA value. An air unit's A valueis simply one digit. Special Value: A quantification of a unit's capabilities in a type of warfare unique to its type. Air units are given a Bombing, value, surface units a Gunnery value, and submarines a Tor- pedo value. If a unit has an “N” on its counter for a combat value, it ‘means the unit cannot perform this kind of combat. Note that surface units can have either an Area or Close AA value of 0, if they have the other AA value. Interceptor and Attack Air Units: Interceptor (INT) and Attack (ATK) air units have special restrictions regarding the use of their combat values. In effect, these units can reverse their roles during the Action Phase. Before activating an INT or ATK unit, the owning player must indicate which role, INT or ATK, the unit will undertake when activated. The values for Bombing, SSM, and AA printed on these counters are modi- fied as described below: © An air unit used as an Interceptor (INT) always has Bombing and SSM values of 0, but it employs its printed AAvalue © An air unit used as an Attack (ATK) unit always employs the Bombing and SSM values printed on the counter, but it hasan AA valueof | INT and ATK air units never use all the values printed on their counters in one Action Segment. A player can choose to reverse the roles ofthe air units immediately before he activates them, 410.3 TORPEDO COMBAT Torpedo Combat can be performed under the following 1, Theattacking unit isan active submarine; 2. ‘The unit being attacked must be a detected enemy surface 3. The attacking submarine must be adjacent tothe target unit (or stack); 4, The attacking submarine can attack only one hex, even if it isadjacentto several hexes containing enemy surface units. NOTABLE EXCEPTION: A surface unit in a base Fex cam never Be ‘autacked by Torpedo Combat (except in the Tesuanand Tangier base hexes inthe Advanced Game; see 2.2). Also, a unit can not be autacked i itis separaied from the artacking submarine ‘bya hex or hexside composed fully ofa land feature Resolving Torpedo Combat: Follow the combat procedure out- lined below to resolve Torpedo Combat. PREPARING FOR ATIACK. 1. The attacking player determines the Torpedo value of the at- tacking submarine 2. The attacking player can choose one or two surface units ia the hex as his targets. He must declare which units will be attacked. Note that a unit can be attacked only once by a sub- marine per Torpedo Combat. 3. The attacking player can spit up the Torpedo value in any way he sees fit. He then tells the defending player how many points of the Torpedo value he will apply against each target. If ‘one unit isthe target of the attack, the complete Torpedo value isapplied against i DEFENSE DIEROLL 4. The defending player selects up to five units in the target hex (including submarines, if any) and adds together the ASW values ofthe units he has chosen, 5. The defending player rolls the die and consults the Combat Results Table, cross-referencing this die result in the “Defense” column with the "Combat Value” column corresponding to the combined ASW value calculated in step 4. If one of the targets, chosen by the attacking player in step 2 belongs toa Task Force, the defending player adds two to the die roll before checki the result (thus, aroll of 4 would become a6). A number from I to 10 will be found, This is the Defense modifier and should be noted for later use in resolving the combat, RESOLVING ATTACKS 6. The attacking player announces the individual target unit for the attack and the number of points from the Torpedo value used in the attack as declared in step 3. He rolls the die and sub- tracts the Defense modifier calculated in step 5 from the die roll. (Note that this Defense modifier is applicable to every die roll made by the attacking player during the Torpedo Combat, not just to the first attack.) If the attacking player wishes, he ccan add one (up to a maximum of three) to the attack for each air unit on a Tactical Coordination mission in that zone. The at- tacking player cross-references the modified die roll on the “At- tack’ column with the “Combat Value” column corresponding to the number of points applied to the attack. The combat re- sult will bea number from 010 10. 7. Compare the combat result with the Defense value of the tar- get unit. Damage or destruction ofa unit is applied immediately (Gee 11.0). Note: The attacking player performs steps 6 and 7 for each tar= ‘et he declared in step 2. 8, After all targets declared in step 2 have been attacked, the Torpedo Combat is over, Example of Torpedo Combat: The Soviet nuclear submarine Sumy (ronetno vauut: 2) 18 involved in Torpedo Combat azainst a devected stack of US units consisting of Nimmz (DEFENSE VALU; 9 ‘ASW VALUE: 5), VORE (DEFENSE VALUE: 2; ASW VALUE: 4), and Deyo (oeresse vatUr: 3; ASW VALUE: 9). Sumy selects Nimtz and Voge as ‘the targets, allocating I point against Voxe ond 21 points against Nimiz. (1421 =22, the full Torpedo value of Sumy.) reer The US player adds up the combined ASW values of his three units (18 total) in the target hex and ros the die, obtaining @ 4. Since the three ships were not capable of forming @ Task Force, ‘there is no Task Force modifier applied to the Defense die rol Using the “Defense” column and eross-referencing with the 15-20,‘Sith Fleet Rules, Page 19 ‘Combat Value” column, he finds the Defense modifier i 4. Sumy ‘now attacks Voge with 1 point from her Torpedo value. The Soviet layer ros a3. The Defense modifier of 4 1 immediately subtracted “From this rol (the Soviet player does not have any air units on Tactical Coordination missions, which could be used 10 inerease the ‘inal die result), so the final result is ~ 1. Cross-referencing the ~1 ‘on the "Attack" colurim with the I-2 “Combat Value" column vields a result of 0. Thus, Voge isnot damaged. Nimtz is now “tacked with 21 points rom Sumy's Torpedo value. The die is ‘rolled and the result i @ 5. Subtracting the Defense modifier of 4 from the result yields 1. Cross-referencing 1 on the "Auack” ‘colurnn sith the 21-27 “Combat Value” column indicate a final result of 3. Thus, Nimntz suffers no damage and the combat is over. 40.4 SURFACE-TO-SURFACE MISSILE (SSM) COMBAT SSM Combat can be performed under the following circumstances: 1. The initiating force is an active surface, submarine, or air unit (or stack of surface or air units); 2. The target of the attack is a detected enemy surface unit (or stack) ora base hex; 3. ‘The target of the attack must be within the SSM Range (in hexes) of the attacking unit. 4. Submarine and surface units cannot attack across a hex or hexside that is composed entirely of aland feature. Airunits are exempt from this restriction. 'S. The unit (or stack) performing the SSM Combat can attack targets in one hex only. Ifa stack of surface or air units per forms SSM Combat, not all the units within the stack need. participate in thecombat. Positioning of Defending Units: Immediately before SSM Combat against ahex is resolved, the defending player is allow- ‘ed to adjust the positions of his units within the defending stack in any way he wishes. Once SSM Combat begins, however, the defending player can no longer reposition his units Resolving SSM Combat: The procedure to resolve SSM Com- bat is outlined below: PREPARING FOR ATTACK 1. The attacking player determines the combined SSM value of all units participating in the attack and announces the hex he will attack. 2. The defending player can reposition the surface units in the hex that isto be attacked. 3. The attacking player can choose any or all surface units in a hex as his targets. He then tells the defending player which units will beattacked. 4. The attacking player splits up the SSM value in any way he sees fit and tells the defending player how many SSM points will be directed against each target. If there is only one target, the whole SSM value is applied against it. A given target can be at- tacked only once per SSM Combat, but it can be attacked sever= altimes by different enemy units in the same Action Segment, DEFENSE DIEROLL 5. The defending player combines the AA values of his units that will defend against the SSM attacks. The following factors should be combined: ‘A. Add together the Area AA values of all units in the hex; B. Add together the Close AA values of all surface units that are targets of the SSM attacks (as determined in step 3); C. Add the Close AA values of the units stacked directly be- neath the target units: Noranttexceniow: a unit beneath another target unit also a target, do noi addin its Close AA value. A unis Close AA value can be added in only once per SSM Combat. wnit atthe Dottom af the stack obviously has no other unit beneath it D. lithereis a CAP mission in the target hex, add 20 the total if the CAP mission contains one or more Fi4 air units; ‘otherwise, add 1 for any CAP mission that does not contain an Fi4air unit E, Add in the Area AA values of any friendly surface units in hhexes the SSM attack passed through on its way to the tar- set hex. This addition can happen only if the SSM attack ‘was initiated at a range of greater than one hex and if the path of hexes from the attacking unit (or stack) transits a hex occupied by enemy surface units 6. The defending player combines the values from step S. He then rolls the die and consults the Combat Results Table, cross- referencing the die roll in the “Defense” column with the “Combat Value” column corresponding to the combined sum from step 5. If any of the target units belong to a Task Force, ‘add two the die roll result. The number found is the Defense modifier and is applied to each SSM attack in step 7. The De- fense modifier number should be noted down for future use. RESOLVING ATTACKS 7. The attacking player now resolves the SSM attacks one at a time (as declared in step 4). For each attack, he rolls the die and immediately subtracts the Defense modifier from theresult, He consults the Combat Results Table, crss-referencing the modi- fied die rollin the “Attack” column with the “Combat Value" column corresponding to the number of points from the SSM value applied to the attack. The combat result willbe a number from 010 10. 8. There are two possible modifiers to the die roll that the attacking player must take into account when resolving SSM attacks as outlined in step 7: [A. Ifthe attacking player has air units on Tactical Coordina- tion missions in the zone in which the attack occurs, he can add one to the die roll for each air unit (up to amaximum of thee). The air unit is then pat in one of the “Return to Base” boxes in that zone, withthe top of the counter point ing to the zone from which it started. B. If, atthe moment an SSM attack is initiated, there are no surface units owned by the attacking player in a hex adjacent to the target hex, two is subtracted irom all SSM attack die roll. Surface units initiating SSM Combat agaist an enemy in another hex can be used to satisfy this requirement NOTAHIE PNCAPHION, SOM ailaeks Muted against Dave Foxes Ignore the subtraction mentioned in step 8B, above. Surface units in a base hex that are attacked by SSM Combat do have the subtraction applied, if appropriate. 9. Compare the result from the Combat Results Table with the Defense value of the target unit. Damage or sinking is immedi- ately inflicted (see 11.0). 10. The attacking player performs steps 7, 8, and 9 once for cach target he declared in step 3. After all targets declared in step 3 have been attacked, the SSM Combat is over. Example of SSM Combat: US destroyers Merel, Cushg, and Kidd {each with an SSM Attack value of Band an SSM Rane of 2) are situated two hexes aay from a detected Soviet stack of units consisting of the cruiser Kirov (AREA 4A: 6; CLOSE AA: 5; DEFENSE [Uk 6) and the destroyer Skory (AREA AA: 2; CLOSE AA: 2; DEFENSE Vatu: 3). The US player deciores an SSM attack axainst the stack of Soviet unis tome |[ eaze]| eros |[ sacra wnat |] ad | a |) Tos 0 || Trooed |] 7 cos6 |] 1 coe? Tie combined SSM value of the US unis ts 24, and the US layer decides to attack Kirov with 21 points and Skory with 3 (Q1+3=24, she combined SSM volue of the US urits). There is no CAP mission with the Soviet units, The combined Area AA value {for the Soviet units is 8, and the Close AA value is 7. Thus, the ‘Soviet player's combined value in Defense combat is 15. (Note that, Since both Soviet units are targets, their Close AA values are simply faded together. There are no units not being attacked that can be Stacked beneath the target unis, and so there Is no enhancement of the Soviet unis” Close A values.) The Soviet player rolls the die ondSkin Fleet Rules, Page 20 ‘gets a2, Crossreferencing this result on the “Defense” colunin with the [520 “Combat Value” column gives a Defense modifier of 3. ‘The US player now attacks Kirov with 21 points. He rolls the die and gets 0 6. The Defense modifier of 2 is immediately subtracted from the die result, and an additional 2 i subtracted from the die Tesult Because no US surface unit i adjacent 0 the Soviet wits (see Step 8B of the combat procedure). Also, the US player has no air lunits on Tactical Coordination missions inthe zone. The final die result 8 1 (651). Cross-referencing 1 om the “Attack” column ‘withthe 21-27 “Combat Value” column yields a combat result of 3. Rito is immediately damaged and i's flipped over (see 11-0. Skory is now attacked with 3 points. The US player rolls the die and gets @ 1. Subtracting 5 from the die rol results in a ~4. The US layer cross-references the 4 in the “Attack” column with the 3-5 "Combat Value” column and obtains a result of 0. Skory is undamaged. The SSM Contbat is over 10.5 BOMBING COMBAT Bombing Combat can be performed under the following circumstances: 1. The initiating force isan active air unit or stack; 2. ‘The target of the attack is a detected enemy surface unit (or stack) ora base hex; 3. ‘The attacking air unit must be in the same hex as the target unit (or stack) or base hex; 4. ‘The attacking unit or stack can initiate Bombing Combat against one hex only. It cannot spit its Bombing value to at- tack different hexes. If a stack of units initiates Bombing ‘Combat, not all units in the stack need participate in the combat Once the air unit or stack has completed it Bombing Com- bat, it must continue moving to a base hex of its nationality or back to its parent carrier. If it does not have the Movement Allowance {0 reach a base hex or its carrier, the air unit is destroyed. Positioning Defending Units: Immediately before Bombing ‘Combat takes place, the defending player can adjust the posi tions of the units within a stack in any way he wishes. Once combat begins, however, he can no longer reposition his units. Resolving Bombing Combat: The procedure to resolve Bomb- ing Combat is outlined below: PREPARING FOR ATTACK 1. The attacking player determines the combined Bombing value of all units participating in the attack and announces the hhex that will be attacked. 2. The defending player can reposition his surface units in the hhex that will beattacked. 3. The attacking player can choose any or all of the surface ‘nits in a hex as his targets. He then tells the defending player Which units will be attacked. 4. The attacking player splits up the Bombing value in any way he sees fit and tells the defending player how many Bombing points will be directed against each target. If there is only one target, the whole Bombing value is applied against it. A given target can be attacked only once per Bombing Combat, DEFENSE DIEROLL 5. The defending player combines the AA values of his units that will defend against the Bombing attacks. The following factors should be combined A. Add together the Area AA value of al units in the hex; B, Add together the Close AA values of all surface units that are targets of the Bombing attacks (as determined in step 3); ‘Add the Close AA values of the units stacked directly be- neath the target units; Soran excertion, [a unit beneath another target units a0 target. do not add in its Close AA value. A units Close AA ‘alice can be added in only once per Bombing Combat. A unit athe bottom of the stack has no other unit beneath it D. Add in the Area AA values of any friendly surface units in hhexes the attacking air units passed through on their way to thetarget hex. 6, The defending player combines the values from step 5. He then rolls the die and consults the Combat Results Table, cross- referencing the die roll in the “Defense” column with the “Combat Value” column corresponding to the combined sum from step 5. If any of the (arget units belong to a Task Force, ‘add two the die roll result. The number found will be from 0¢0 10, In addition to being the Defense modifier (the number should be noted down for later reference), this result may dam- age the attacking air units A. If the number is between 0 and 4 (inclusive), nothing hhappens. B, If the number is between and 7 (inclusive), one air unit within the attacking stack of the owning player’s choice is immediately damaged. Flip the air unit over to its damaged side. It is not mandatory that the damaged unit be one actually participating in the attack, but it must be in the stack withthe attacking units. Ifthe number is between 8 and 10 (inclusive), two attacking units of the owning player’s choice are immediately dam- aged and flipped over, The units damaged do not have to be participating in the attack, but they must be stacked with the attacking units. If only one unit is attacking, it is destroyed. RESOLVING ATTACKS 7. The attacking player now resolves the Bombing attacks he declared one at a time (as declared in step 4). For each attack, he rolls the die and immediately subtracts the Defense modifier from the result, He consults the Combat Results Table, cross- referencing the modified die rollin the “Attack” column with the “Combat Value” column corresponding to the number of points From the Bombing value applied to the attack. The com bat result will bea number from0 to 10. NoTABUn EXCHPNTON: [fan attacking unit or writs are damaged due to the Defense die roll(s step 6), the attacking player ‘must adjust the number of points allocated against each target in step3 in order to reflect the the reduction in Bombing value In effect, the attacking player can reallocate the remaining Bombing points against the target unis, but he must attack the ‘same units he declared instep 3. If the units damaged instep 6 ‘are not actually participating in the Bombing Combat, no ad- justment is necessary. 8 Compare the result from the Combat Resulls Table with the Defense value of the target unit, Damage or sinking is immedi ately inflicted (see 1.0), 9. The attacking player performs steps 7 and 8 for cach target hhe declared in step 3. After all targets in step 3 have been at. tacked, the Bombing Combat isover. Example of Bombing Combat: A stack of three US air units ‘consisting of two FI8’s and one A6 (each with a Bombing value of '50) initiates Bombing Combat agcinst a detected Soviet Task Force ‘consisting of (from top to botiomy: Laz0 (AREA Ax: O: CLOSE AA: 2: DEFENSE VALUE: 2/, KUIKW (AREA AA: O; CLOSE AX: 5; DEFENSE VALUE: 3), Kitov (AREA AA: 6; CLOSE AA: 5; DEFENSE VALUE: 6) and Minsk (atea As; 5: CLONE AA: 5; DEFENSE VALUE 6). The combined ‘Bombing value af the US units ts 180. The US player states he will, fattack Lazo with 60 points and Minsk with 90 (60 + 90 = 180, rhe Combined Bombing value ofthe US unit) The combined Area AA value of the Soviet force is 11. The Close AA value of Lazo (2) Is augmented by Kulkw's Clase AA value (), Since Kulkv i stacked directly beneath a target. Minsk does not receive any augmentation since 1118 atthe bottom of the sack, but it does add in its Close AA value (3). The combined AA value of the Sovier stack i 23 (11 +2+8 +523). The Soviet player rolls he die and gets-a 5; he adds 2 10 this result because his units are in a Tesk
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